OhioBob

Members
  • Content count

    1635
  • Joined

  • Last visited

Community Reputation

1583 Excellent

About OhioBob

  • Rank
    Junior Rocket Scientist

Contact Methods

  • Website URL http://www.braeunig.us/space/

Recent Profile Visitors

6630 profile views
  1. The Karman line is the altitude where the speed necessary to aerodynamically support an airplane's weight equals orbital velocity. Lift is given by the equation, L = 1/2 * rho * v^2 * S *CL where rho = air density, v = velocity, S = wing area, and CL = lift coefficient. If we assume S, CL , and the weight of the airplane are the same on both Earth and Kerbin, then we should be able to say that Kerbin's Karman line is the atltiude at which rho*V^2 is equal to rho*V^2 at Earth's Karman line. The Karman line on Earth is accepted to be 100 km, where, if we use the US standard atmosphere model, rho*v^2 = 35. That equates to an altitude of about 66-67 km on Kerbin (air density varies with temperature, so the exact value depends on where you are.)
  2. Planet packs may require updating to make them compatible with Koperniucs 1.3.0-5. Unless the mod you're using has released an update or says that it will work with Kopernicus -5, I'd recommend continuing to use 1.3.0-4.
  3. I misspelling it, it should be SMURFF. It is a mod that modifies rocket parts (tanks and engines) to improve their mass ratios and TWR. When you get up to the larger scales, like 6.4x and 10x, the ratios of the stock parts are so poor it is near impossible to get anything done. SMURFF is used to give parts real life ratios and performance.
  4. The GPP dev team is aware of this problem. GPP is not yet compatible with Kopernicus 1.3.0-5, so don't use it. Continue to use 1.3.0-4 until GPP releases an update.
  5. Thanks, that's helpful. Intensity is just a value between 0 and 1, right? What units is distance in?
  6. And also is there some documentation on the syntax for starlight intensity curves?
  7. Regarding question #1, where's the option for just plain old regular sized disposable rockets?
  8. I just realized I never gave my answer. Until recently I played almost exclusive stock size. Dabbled a little bit with RSS. But recently I've started playing 2.5x (GPP) and really like it. I'm still adjusting to it, like trying to relearn a lot of numbers that I use to keep in my head. I'm also having problems with some mods not recognizing the new length of day (apparently not yet compatible with Kronometer). Once all the bugs get worked out, I think I'll like 2.5x better than 1x. All the stock parts work at that scale without having to SMURFF them, and the larger rockets that the game requires have a more real life look and feel to them.
  9. I don't know if this has been asked before, but I'm curious. I'd like to know what the most popular choices are.
  10. My Gael doesn't look like that. Did you mess with any of the textures? Typically when there is an ocean planet the opacity of the land portion has to decreased to something like about 10% or else it will have that glossy appearance. I recommend you try re-downloading and re-installing the textures.
  11. @Crixomix, if you want to get serious about studying the math, you can look at this: http://www.braeunig.us/space/interpl.htm.
  12. Hyperbolic excess velocity is equal to the relative velocity, which is the difference between the velocity vectors. It is important to take the direction into account, not just the difference in speed. Maybe that's what you meant, but I just wanted to be clear. Other than that clarification, you are correct. In practice we have to figure out the velocity vector of each body at the intersection point and subtract the vectors. This makes the problem a lot more difficult then something like an idealistic Hohmann transfer.
  13. I haven't had any problems with stock KSP in version 1.3.0. However, if you plan to use any addon planet packs, there could be problems. The problems aren't with KSP per se, but with the mods needed to run the planet packs. KSP 1.3 made quite a few changes that not all the mods have caught up with yet. Even if a mod says it's compatible with 1.3, there may still be some unresolved issues. If you play a pretty much plain vanilla game, you'll be just fine using KSP 1.3. However, if you play a heavily mod game, there could be some bugs.
  14. That's about the same number I've determined through my own experience. With a well designed launcher and a good trajectory, I've been able to launch using about 4600-4700 m/s. But not all my launches are that good, some launches are more like 4900-5000 m/s. The SQRT(Rescale) trick works well for most of the transfer dV, but it apparently over estimates the Gael ascent dV (and probably the ascent dV for other planets as well).
  15. I'm having the same problem as @Jetski, but I'm not sure I'm buying your explanation. In our configs the displayName for biomes is commented out (see example below). Because of the comment tags, Koperncus shouldn't even be trying to access the localization tags. It's my understanding that without a displayName, it should be defaulting to "name". But it's not even doing that. biomeMap = GPP/GPP_Textures/PluginData/Iota_biome.png Biomes { Biome { name = Skids //displayName = #LOC_GPP_Planets_Biome_SkidsDisplayName value = 1 color = #c6bfbf }