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TothAval

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  1. Hi folks,

     

    i have some questions i need answered for a story i am currently wrighting. I could probably do some digging and calculating myself, but i haven't done something like that in regards to astronomy for more than 15 years, so it would take me a lot of time, create a lot of frustration and would hinder me to proceed with my project. And the questions are quite hypothetical, so i would need to study the knowledge to get some deeper of understanding on the matter, which would also be time consuming, frustrating and an obstacle to finish the project. Therefor i hope some of you are professionals in the necessary fields and could answer me my questions with ideally no more effort than typing the answers into this thread. If i ultimately finish my project and you happen to stumble upon it and read it, than your reward would be some plausibility in the world building, at least in that area. I hope this is sufficient enough :) 

    I myself adore plausibility and i hope i could achieve atleast some degree of it in my science fiction/fantasy world. The answers to the questions below are important for the atmosphere (yes, pun intended) of my setting :) and the pictures i intend to paint in the mind of my future readers.

    (additional questions i deem less important in parentheses)

     

    Question 1:

    Could an atmospheric reflection of sunlight be strong enough to ligthen up another atmospherical body to be visible for the naked eye?

    My story takes place on a moon with an atmosphere surrounding a hot jupiter, which happens to be in the habitable zone around its sun. I assume the sun is similar to ours, since i do not intend to describe its light in a special manner. The gas giant has an atmosphere composed mainly of cyan/turquoise clouds, which are soaked with much smaller bits and stripes of yellow and violet, mainly to the pols. 

    Now if i am standing on the moon during daytime and the sun is behind that gas giant, could i see the gas giant in daylight due to atmospheric reflection of the moons atmosphere or not?

    (How close would the moon have to be so it would be possible, in case it could be possible?)

     

    Question 2:

    Can two plutoid sized bodies share the same orbit in opposition to each other around a gravitational centre?

    I would like to have two moons separated by 180° on their orbital path around the gas giant. I am not asking if this could naturally occur, this is irrelevant for my purpose. I just need to know if this could be possible.

    I guess so, but i am not a hundred percent certain.

    (How would the movement of those moons appeal to a viewer on the surface of the atmospheric moon? How would the movement of other moons around the gas giant appeal in general? I have trouble imaginating it)

     

    Question 3:

    The monthly calendar on my place of action is based on the revolutions around the gas giant, so every 34 days my moon revolvs around the gas giant. The year is defined by the revolution of the gas giant around its star.  Now for reasons :D (love this non-argument) i want to have it so, that the gas giant blocks, dimms, obstructs or whatever the sunlight for 17 days twice a year in manner, that these time periods are much darker than in comparison to the rest of the year. The second dark semi month would define the end of the old year and the beginning of the new one. So these two halfs of a month need to be considerably darker than a "normal" half. I am aware of the fact, that it can only become darker once the moon is entering the gas giants shadow, which would take some "days"(on my moon :) ), once it passes the orbital path towards the night side of the gas giant.  

    Question is, could an orbital path be possible, that allows for such an behaviour? Again, not relevant if it could occour naturally. The whole system could be engineered, as far as i know so far :) 

    This would mean, that i have a revolution around the gas giant, which would block the suns light to an lesser extend for 5 months in a row, while twice a year due to distance , orbital inclination or whatever the passage behind the gas giant would be much darker due to an increased obstruction of sunlight. 

     

    Question 4: 

    How dark could it get if you are on the dark side of a hot jupiter if there is a solar eclipse? How dark will it get on a normal day(see also question 3)? Will sunlight be redirected through the hot jupiters atmosphere or will i just have the light of the stars and the other moons, once i am in the umbra? 

     

    Question 5:

    How bright will such a hot jupiter be during night? As i see it there are three cases.

    Case one: moon is in direction of the star and the gas giant is fully reflecting the sun light. (i currently handle this as if it were almost as bright as daylight, at least considerably more brighter than a fullmoon on earth. The world is than colored in the dominating color of the gas giants atmosphere, would this be correct?)

    Case two: moon is on the dark site and the gas giant is ...? (see questions 3 and 4)

    Case three: moon is on or near the orbital path of the gas giant. So you would see at least one half of it during night and also during day. 

     

    Question 6:

    Would a ring system around the gas giant be of any effect to the questions above?

     

    Question 7:

    How big would such an gas giant occour on the sky, considering there is an orbit around it, which allows for the desired effect of question 3?

     

    Don't know how difficult these will be to answer. If you need any more information to answer these questions, i will be happy to provide what i have thought of so far. 

     

     

    Edit: Non-native speaker, if something is unclear, please feel free to ask. I will try to clarify.

     

  2. you should be able to change orientation of the navball, or recalibrate it or reverse axis-directions simply with a key or a right-click action imo. i often have the problem that probes are upside-down, while the capsule is fine. so if i build a rocket with a capsule and a satellite attached to it, it often happens that the satellites orientation is reversed, which is quite annoying, because i have to mark the ships or remember them being upside-down in axis-directions.

  3. the game could generate a list of parts used per stage, and hide it in the "note"-functionality(as in toolbar contract list) in the engineers report, name it blueprint, vessel parts or whatever, expandable only when clicked upon, otherwise not displaying the information, to keep the original function of the engineer report untouched, i guess this could be useful, especially if i load .craft-files from other players and wan't to know what is inside without reverse engineering the rocket part by part.

  4. voted for cargo bay trails and the guppy, but i wouldn't reject the rest either.

    The game already has more plane parts than rocket parts. I'd sooner see something done about that first.

    Is this relevant in any way? Don't get me wrong, i like rockets more, mostly because it takes too long for me to get a plane anywhere, i am inpatient in this regard.

    but squad has a player base for ksp and a lot of people like planes. so if there is a need for more or better plane parts, let's go with it. same with rockets.

    Besides, there is no reason not using planeparts for rockets and a cargo tail or bigger cargo bays could really be useful, at least for me :)

  5. The ranges are a little overkill for most people, but I play with Outer Planets mod. I realize this removes much of the earlier difficulty of Remote Tech, but I personally find it a little tedious to have to setup an entire deep space network in Kerbin orbit; it's more fun for me to set these things up around other planets/moons, or setup something in solar orbit.

    Cool, thx. This is really helpful! I play with outer planets mod too, so this should be fine, if not i can try different values. with this setup my modded game should be as perfect as possible, finally :D

    i have to add this code in the savegame file right?

  6. It would help to read the manual :-)

    Anyway, the basics:

    LGG

    thx, most of them i figured out myself once i finished the network around kerbin. i only had problems getting into orbit with the probe, now that i know it's possible i will find a way to do it, new game here we come! :) thx for your help

  7. how could you do this? maybe i did something wrong, it's the first time i use this mod. well, i get some ideas now that i am reading your post.

    could it be that i have to activate one dish or antenna as soon as possible and point it at mission control and make for a higher initial orbit to be as long as possible within range, Los and angle to mission control? hm, i think i can see we're i did things wrong. my main problem was that i couldn't achieve orbit with a probe before losing contact to mission control. if this is possible it would render my suggestion useless of course :)

  8. One thing which isn't fun to me with this mod ist the aspect of setting up the first network around kerbin. i had to accomplish this with manned capsules. carrying a proper satellite with them. did this more than necessary so now i have 5 sats in 390km orbit, all working fine. the mod itself is fun, especially with seti it's quite a challenge.

    what i didn't like is the fact that i need manned vehicles to get started with probes. in my opinion it would be great if probes could be operated within a 75km orbit around kerbin, regardless of line of sight to mission control. if this is considered to easy or whatever then add a strategy or a techtree node or something else which allows to build up a kerbinwide communications network, which would allow control of probes within a 75km orbit. this would allow to set up a probe network unmanned, but wouldn't allow completion of the networkcontracts to easily. i have not looked yet, but i think on earth they were built mostly without manned operations, or not? can't imagine kerbin is lacking some sort of network capable of reaching near space around it.

    would be cool if you could think about this or make it an option or so, it's not that is to difficult adding a capsule and let it return or stuff like that, it's more an immersion thing for me. more an annoyance, than an issue.

    what do you think?

  9. thanks everyone for all the suggestions, quite a list now :)

    anyway:

    User Interface - gui action

    *add a way to revert navball directions via a button or a right-click-menue option

    Flight - improved vessel conrtol - flight management

    *add a switch command module button if more than 1 command module or probe core is present on active vessel

    list updated

    integrated ideas from other posts in Suggestions and Development Discussion

    hopefully squad will find something useful amongst this suggestions or bare some of it contents in mind while redesigning the ui for u5 *finges crossed on my part for this* :)

  10. oh, i just realised the meaning of the poll, i voted wrong. i thought it meant when we started playing. i voted .18-.21.1, but should have voted anything from .18-1.0+. Did some pauses, but played every version. most of the time must have been before beta though, and recently more than in beta also, but in hours total less compared to early access times

  11. I got KSP via steam a few days before .22 in oktober 2013 and played it, with some pauses, ever since. Didn't play much beta, but since 1.0 is out i am thinking of making some sort of youtube/forum story about my heaviliy modded install with seti, remotetech, fasa, oks/mks, orbital science, scansat, ... still putting thought into it on what and how and if i am going to make this :)

    I have heard of KSP at least six months prior to buying it. saw several funny youtube videos from .18 or .19. i also played the demo before buying, so i could technically say i played .18 :D

    Figured out most of the stuff with help from videos, the forum or youtube, since i haven't put a single thought before in orbital mechanics at all.

  12. i have put fins on every rocket for a long time now, mostly because of the better maneuverability in the denser part of the atmosphere. i never use the LV-T30. i had some minor problems getting into orbit when 1.0 came out, but they didn't last, i personally don't consider it more or less difficult to launch rockets, just the same matter of trial and error as before :)

    good observation, hopefully this will help those people which are still having trouble getting to orbit.

    • part test contracts for 'at launch site' and 'kerbin - landed' are currently free money. Accept contract, build craft consisting of command pod + test part, launch, run test, recover vessel for 100% refund. (this even works for srbs, since you can just tweak them to 0 fuel so they don't go anywhere.) i propose changing it so that part test contracts never spawn for any of the ksc biomes, and that 'kerbin - landed' part tests require that you do them somewhere outside the ksc.
    • ...

    i didn't include some of your suggestions since they are to big of a change to be considered QoL in my opinion, i also didn't include the ladder thing, since this is a bug as far as i know, please suggest or report the things i left out elsewhere.

    thanks everyone for all the suggestions, quite a list now :)

    anyway:

    list updated

    integrated ideas from other posts in Suggestions and Development Discussion

  13. When making craft I tend to self-limit to reasonable clipping - for example, the inside of the inline battery banks look as though they could conceivable be hollow, so I see no problem with shoving a smaller RCS tank or whatnot in that space. Same goes with fitting surface scanners or antennas further into an octagonal strut structure so as to not collide with eg. landing legs, or clipping an LV-909 slightly into a fuel tank for adjusting ground clearance.

    As far as fitting five fuel tanks in the space of one, I just don't do it.

    same with me, i use it mainly in a reasonable way to work around certain parts not in the game, for example clipping cubic struts into another part or into each other, scince there is not much variety in cubic struts,

    or to fit the basic antennas more into probe cores, because it looks somewhat better to me. i don't clip fuel, engines, wings, servicebay load

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