Jump to content

FumbeiNumbie

Members
  • Posts

    19
  • Joined

  • Last visited

Everything posted by FumbeiNumbie

  1. I think, there's an easier way. It is described in launch tutorial. It looks like this: double F = vessel.AvailableThrust; double Isp = vessel.SpecificImpulse * 9.82; double m0 = vessel.Mass; double m1 = m0 / Math.Exp(node.DeltaV / Isp); //mass after burn double flowRate = F / Isp; double burnTime = (m0 - m1) / flowRate;
  2. I used gravity turn in kOS at first. But I got inconsistent results with different ships so I started using hardwired solutions. On another topic: has anyone tried to make a windows forms app for KRPC in C#? Got any decent results?
  3. But you still want autopilot to check if you are on optimal trajectory, right? If that's the case I would imagine something that sets the course much like my script does, measures the angle between your ship's velocity vector and desired vector and takes action if the angle is too big. But if you do that, it's just easier to let the autopilot fly the ship from the beginning. So we go back to the best trajectory. Something tells me it is a brachistochrone curve. But I won't go further.
  4. Hi! Not sure if I can help you with your question but I wonder what you mean by normal gravity turn. Especially compared to actual gravity turn. My script gradually turns to 45 degrees before 12 km, then it continues turning and flattens out right at apogee. This approach is far from real gravity turn. If only I could find an equation that would describe ships trajectory. Then locking autopilot's pitch and heading to alpha and 90 (where alpha is defined by the equation) would be a relatively easy thing. Meh, if only...
  5. Hi! I am new to this mod and programming in general. Right now I am trying to make my program output an amount of fuel in current stage. The problem is that it does not do it dynamically for every stage. At the moment the code is much like in tutorial with some changes to determine what the current stage is. var currentStage = conn.AddStream(() => vessel.Control.CurrentStage); var currentStageResources = vessel.ResourcesInDecoupleStage(stage: currentStage.Get() - 1, cumulative: false); //btw parameter stage is still broken //and needs one to be substracted var resources = conn.AddStream(() => currentStageResources.All); while(true) { Console.WriteLine(Calculations.GetFuel(resources)) // method GetFuel iterates through resources and returns their total mass. It will return 0 if I stage } I thought that making currentStageResources a stream would solve the problem but that's not possible. And as I understand it putting the definition of currentStageResources inside the loop, while works, is not the best way to do it. Or is it? Should I even bother?
  6. I could take some screenshots but the deviation is usually less than 0.00001% so I don't think it will make any difference. I just though that it's odd that you get different readings without leaving the launchpad.
  7. Oh, haha. I'm so embarrassed! I totally forgot about it. Now have you noticed the change in geoposition values when the vehicle is still?
  8. Hi! I have encountered a problem with wheelsteering. My rovers go crazy no matter what I lock on. See the gif under the spoiler. Also I noticed that geoposition returns slightly different values. I never noticed it before. Have anyone stumbled across something similar? I'm using KSP 1.3 and installed this mod from CKAN.
  9. Hi! Is it possible to make a plane recovery? I see it this way: almost same requirements as for power recovery, but there is no need for TVR>1, then if dv is big enough for the craft to reach KSC, recovery would be 100%. If detecting wings is the same thing as detecting parachutes, then the only problem would be to differentiate the rocket and plane recovery. To simplify this let's say, that for planes recovery ratio is always 100%. I judge by my own crafts obviously, but they have plenty dv per usual. So this is a humble request. Please, please, please!
  10. I realized that I haven't thanked you for your work. Thank you!
  11. Hey, guys! Say, is there a way to recover the vehicle with antimatter and have that amount of antimatter in VAB? If not, how high are the chances to see this feature in the future? It's quite tedious to refuel my reusable crafts manually every time. Also I thought helium3 should not be available in VAB right away. Yet I can fill antimatter initiated reactor to the top in the vehicle assembly. What am I doing wrong?
  12. Hi! Does anyone get the problem with alumina electrolysis? I get aluminium but no oxidizer.
×
×
  • Create New...