bigcalm

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    Hendrik Lorentz

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  1. I was curious about this myself, so I looked into the code. Firstly, it's horizontal only, any vertical component gets squashed before calculations, but here's the relevant piece for Final Frontier -- public static double ApproximateMachNumber(CelestialBody body, double atmDensity, double altitude, Vector3 velocity) { if (altitude < 0) altitude = 0; // a technical constant for speed of sound appromixation // experimental resolved; feel free to make better suggestions double c1 = (altitude / 16000); double c2 = (altitude / 39000); double c = 1.05 + (altitude / 15000) * (1 + altitude / 10000) + Math.Pow(c1, 4.15) + Math.Pow(c2, 5.58); return velocity.magnitude/(300 * Math.Sqrt(atmDensity))/c; } A quick punching of numbers through this formula suggests somewhere around the 16k altitude mark you have the best bet of getting the record, as speed of sound is lower around this point, whereas it's pretty high at 30k. If you can get a plane up to 16k altitude in level flight, to hit mach 6 you'll need a little over 1900ms^{-1}, which should be do-able but perhaps a bit toasty. At altitude 10.0 ,mach 1 is: 348.8626928292286 At altitude 2500.0 ,mach 1 is: 311.63503674654066 At altitude 5000.0 ,mach 1 is: 313.54556356096964 At altitude 10000.0 ,mach 1 is: 318.82155693104175 At altitude 15000.0 ,mach 1 is: 332.9383851070413 At altitude 16000.0 ,mach 1 is: 324.0240388068514 At altitude 20000.0 ,mach 1 is: 360.43249133697435 At altitude 30000.0 ,mach 1 is: 531.2891953543435
  2. Firstly - I suspect AHHans has the issue when he suggests an inefficient ascent - are you by any chance going mostly straight up and then mostly east to get into orbit? From what I see of your rocket and payload you should easily have enough to (a) orbit and (b) do plenty of stuff whilst you're there. However, the 6 (!) solid rocket boosters are likely to give you such a kick that I imagine your first phase is just mostly pushing you upwards and not sideways for an efficient gravity turn. Secondly - make sure you go and get the science from everywhere. There's "low kerbin orbit" and "high kerbin orbit" - going up to an altitude above 250k will give you a new place to sample a lot of the science experiments. Try launching on a Polar orbit as well - lots of EVA reports add up quickly to a bunch of science points. And finally, when you finish with that polar orbit - land back at one of the poles where it's fairly easy to hit a biome you may not have sampled before. I have no problems with a multi-use vehicle though as others have. I heart multi-use vessels as you can do multiple contracts simultaneously and still get the science, if you're clever about it.
  3. Try https://namingschemes.com/ which contains lists of various things - and pick one for spacestations. You can even use different naming schemes for different types of vessels - e.g. 'Oh it's a type of fruit, that means it's a spacestation", or "It's a Greek God, therefore it's a satellite'. Have fun!
  4. I made some notes ages ago, before KSP 2 was announced -- * Move away from Unity. While it's a perfectly serviceable game engine, it's not worked out brilliantly for KSP over the years - continued minor bugs in the underlying engine (springs! floating points!) have caused multiple issues. Its tendency to lock all assets in memory has also led to problems though I believe that they can sort this out. * Better graphics. It's so rare that I recommend better graphics for a game - I still play nethack after all - as it's often the least important piece, but stock KSP could really do with adding clouds, terrain features, just generally making it prettier - other space games do this, why doesn't KSP? * More things to visit. Most planets and moons are largely featureless bodies with only slightly varied terrain. Give us volcanoes, geysers, cliffs, caves, alien structures, methane rivers, subsurface oceans, winds and tides. Give us magnetospheres, ring systems, Van Allen belts and aurorae. Give us life to analyse on a couple of bodies, give us Iapetus-like mountains and swamps and scablands and moving glaciers. * Revamp the career difficulty settings. Basically, the difficulty levels should be more based around caring about more stuff - e.g. Easy = don't have to care about electricity or antennas; Normal = Have to care about electricity and antennas; Hard = Have to care about life support ; Very Hard = As hard but without reverting flights etc. As it is, mostly the career difficulty settings are just an excuse to add more grinding of contracts. * More varied bodies. Once you've designed something that can work at say, Moho, you can send that same craft to an awful lot of other bodies where it's likely to work equally well (Moho, Gilly, Mun, Minmus, Ike, Dres, Vall, Bop, Pol). Give us a moon like Tekto (Titan in our solar system) or a planet like Tellumo from GPP (Basically a super-sized Kerbin with oxygen). Give us a retrograde moon. I don't think the stock game really requires more bodies to visit - only a small percentage of players will have visited everywhere anyway - but the ones that are there could be more varied. With regards to what we have right now, structuring it around our basic solar system is good, but it's ultimately not varied enough - all destinations should have a unique challenge - yet another minmus-sized or mun-sized airless rock is not enough. Moho, Eve, Gilly, Kerbin, Mun and Minmus - all keep, all are good. Moho is hard to reach, Eve is a great challenge, Gilly similarly for the inclination and difficulty of intercepting and landing on something with so little gravity. Kerbin and its moons are great to learn the game. If I could I'd probably do something like give Moho a magnetosphere and more interesting terrain to land on. Duna and Ike - fine, but needs more to explore. Would be nice to have higher heights on Duna (Olympus Mons + Canyons), with a reasonable atmospheric pressure at the bottom of canyons to allow possibility of flying stuff (keep the CO2 atmosphere though so no jets). Dres - drop it and replace it with a giant Kerbin (higher atmospheric pressure and gravity similar to Eve - Tellumo in GPP). Have rings on this planet, and a retrograde moon a fair way out, similar in size to Minmus. Jool system - keep Laythe and Tylo, Vall needs a revamp/rethink or possibly to be dropped entirely - a Europa analogue is nice to have but it needs more than what's there currently. Either Bop or Pol need to be ditched - a Minmus sized object is nice to have in this system, but we don't need two. Sarnus system - rings obviously, and possibly tilt it like Uranus so the pole faces the sun. Need Titan equivalent, Iapetus equivalent (imagine those equatorial mountains, giant crater and different albedo!), plus a moon that has a tenuous oxygen atmosphere - maybe make it have deep valleys and canyons where jets/planes will work but the majority of the surface you can't. Eeloo - drop it. * Give us a MacGuffin. There's clearly an incomplete one in the game that was planned and then never completed, with vestiges being the various 2001-style monoliths, Duna-SSTV signal, Vallhenge and so on. Work in ScanSat, contracts and the various moons in the game - and make it properly challenging - make me build a submarine for Laythe, make me go to the bottom of Dres's canyon or into Tylo's caverns to get the next clue, and give me something startling and wonderful at the end, like an undersea alien city on Eve. * Better failure diagnosis. For new players, it can be really tough to see what's going wrong, even though it might be obvious to veteran players. Ideally I'd like to see something accompanying the crash report that suggests possible reasons why you crashed and potential fixes - maybe you became aerodynamically unstable? Maybe your rocket was simply not rigid enough? Maybe you had no attitude control? * Terrain modification - allow me to bulldoze an area flat so I can build a base without fear of it sliding downhill or being attacked by the Kraken. Here's what works well * Mods. The extensibility of the game is part of its lasting power. Some mods should migrate to the stock game such as Kerbal Alarm Clock, Chatterer, ScanSat, and FinalFrontier. * The size of the bodies. If the designers had made Kerbin Earth-sized, launch to orbit would take a lot longer. Ultimately it was a fudge to get round Unity's precision - but it's worked out so well for the game - launch to orbit is a 5 minute job, transfer times to other places isn't that long - obviously this should be moddable so that it's possible to go "real-world" solar system, but should not be the default - keep the small sizes, even if the physics is a little dubious (density greater than Uranium for example). * Comedy astronauts. * The serendipitous and crazy craft. Sometimes you're designing a craft for a particular job, and in the process of working out kinks in the design, it morphs into something else. I've build a Mk3 plane that just happened to be an accidental SSTO. I've built a rover, which turned into a hang-glider like plane half way through. I love the feeling of looking at a design, having followed the basic design principles and going 'Naaaah, that can't possibly work' and then, it does. Things I don't personally care about -- multiplayer - I genuinely don't see how you have timewarp and multiplayer together without Achron levels of complexity.
  5. The flying runway was a personal favourite. Though it wasn't impractical, it did have a purpose!
  6. Yeah, but you can't easily transfer the science experiments upwards to the bits that go into orbit. You can in theory stick a science experiment collector on top, jump out, collect the science, stick it in the capsule ready for lift-off. But it all feels a bit cheaty that way - I've just stuck to daft ejectable ladder contraptions and it's worked though it's not exactly "clean".
  7. I tend to use either MechJeb or Kerbal Engineer to do the readouts for Eve - the critical numbers you look for are 'SLT' or 'Surface Level Thrust', as that must be higher than 1 for all portions of the ascent, and you'll need about 8k delta-v to be safe. I do have a 3-seater, but it has non stock parts (the non-stock parts make it heavier or fiddlier though - I have life support, mechjeb, and I have alternative landing legs) All other parts are stock, and there's no cheaty hiding a command seat in a service bay type thing, so I think it should load and discard the life support parts and landing legs - grab RoverDude's mods if you want it to load fully) - I'll link to a couple of versions - Eve 3-3-4 (Eve 3-seater, 4th version) (needs a tweak to ensure the kerbals can get out as I found on my last mission). Eve 3-3-3 (Eve 3-seater, 3rd version) (worked well, 3 times). I did build a 20 seater once with a few more modded parts as well. Eve is the hors-categorie of Kerbal Space Program. It is not easy, and nor is it meant to be. I think stock could do with a couple of tweaks with regards to Eve - sturdier landing legs in particular, but possibly some stuff to stop the need for Rube Goldberg devices to get a ladder to the ground. If you want to build your own 3-seater, concentrate on reducing the mass of what you get back into orbit of Eve - you want the lowest weight possible where still being aerodynamic - even taking monoprop out of a command pod is worthwhile. The second thing to consider about an Eve lander is it *must* be extremely aerodynamic and slippery - this is the critical factor in ascending from Eve - you can pack 12k delta v into an Eve ascender, but if it isn't slippery as a fish, you will not go to space today.
  8. I've seen this on previous versions and it might be the same thing - is the rocket moving over the surface? If it is, 'F' to climb out will not work. You will either need to stabilise your rocket (possibly a short hop somewhere else?) or wait for it to stop sliding over the surface, only then will 'F' to climb out work.
  9. At least, that's what I assume has happened here - essentially I got a 3* contract to rescue a Kerbal from the orbit of the Mun, but after examining the Tracking Station about an hour (game time) later, I have no relevant vessel. See screenshot. I assume that the vessel spawned in an orbit with a periapsis that was fatal - unless this was intended? My install is lightly modded (Kerbal Engineer, Alarm Clock, MechJeb2, Final Frontier, xScience) - but I don't think these should affect the issue.
  10. Yeah I found this a bit confusing, but the KSPedia sorted me out. Essentially there's two types of surface features - big ones and small ones. Small ones, like a Mun Stone, can be picked up. I must have spent 20 minutes trying to pick up a big one! Turning off terrain scatter is highly recommended as well, as the Mun Stone (and the big one too) looks really similar to terrain scatters, and neither are particularly abundant.
  11. Yeah, so I think a lot of us have wanted to 'explore' Eve. After the mammoth task of designing something that can get to the ground and back to orbit, it's not likely that craft can move about much when you get there. The ideal would be to have a plane to go and cruise about in. However, the density of the atmosphere and the lack of oxygen is a problem here. Engines are horribly inefficient and require you to have oxidiser. Even an ISRU-combo type thing will get you a handful of kilometres at a time and need a lot of refuelling. Mods do provide another option though (and in theory you might be able to do it without mods, though my knowledge of building stock-bearings is lacking here). How about an electric propeller? Use electricity to drive a propeller, and you've got a plane that can go anywhere, given sufficient power. These things suck down a lot of juice, and you won't be able to power it using just solar panels - for this kind of application you'll need some kind of on-board nuclear reactor. I believe that BD armoury mod, and SXT both provide some electric propellers (and likely other mods too), and nuclear reactors can be picked up from NearFuture, amongst other mods. Electric prop-planes on Eve are not fast, and special care should be taken to make them as aerodynamic as possible (one of my examples wouldn't get off the ground with a cargo bay door open, for example). If you can fly at speeds exceeding 150ms I would be surprised. But it does allow constant exploration of the entire planet if you're patient.
  12. > Plant Growth Study I think you likely have USI life support installed - the Nom-o-matic 5000 is probably the lightest part to produce this science, but there is a few options. You can (depending on install) find it in the life support tab.
  13. BV 141 - https://www.militaryfactory.com/aircraft/detail.asp?aircraft_id=781 . I tried to build this. I did get it off the ground. The pilot survived, the plane didn't.
  14. For me, unique vessels get a unique name ("Tylo Lander") but vessels that have similar functions get a particular class / naming scheme, though they're not identical - it's more about function than form... Satellite Network -- Named after Football Grounds. -- Examples: Stamford Bridge, Highbury, Moss Rose -- Vessel consisting of 3-5 probes, all of which have their own propulsion, a large satellite dish and various ScanSat equipment. Designed to establish a communications network around a body Rover Bus -- Named after Chordates -- Examples: Kangaroo, Turtle, Gecko -- Vessel consisting of 2-4 rovers all with their own fuel ready to land on a particular body Some theming - marsupials for Duna; Amphibians for Laythe, etc. Base -- Female Scientists -- Examples: Ida Noddack, Emmy Noether, Lynn Margulis -- Surface base designed with good habitation and facilities to keep Kerbals supplied and in good health. Often sent in tandem with other vessels (manufacturing,refinery,inflatables,launchpad) EV-24 -- Dog and Cat breeds. -- Examples: Alsatian, Persian, Corgi -- Short for "Eternal Voyager", all EV-class vessels have an on-board ISRU, can land, and have ore capacity. This variant seats two and has wheels and can be used as a rover if necessary EV-25 -- Bands -- Examples: Oasis, Destiny's Child, Scissor Sisters -- ISRU-lander with crew capacity of 8, serves to ferry crews from surface to orbit and vice-versa Crew Transport -- Mathematicians -- Examples: Leonard Euler, Eratosthenes, Omar Khayyam -- Transit vessel that gives good habitation ratings to kerbals whilst on their journey. Some theming - Greek for Duna, Calculus-related for Jool, etc. Returner -- Footballers -- Examples: Lionel Messi, Divock Origi, Gareth Bale. -- A returner is designed to complete the "worlds first" requirement of having a vessel land on the surface and return to Kerbin, normally by detaching a landing portion, having it land, rendezvous back with the parent and then ditch almost all of it for the return Mun Tourist -- Shakespeare plays or quotations -- Examples: As you like it, Henry VI, Comedy of Errors. -- Vessel designed to land 4-10 tourists on either the Mun or Minmus for contract purposes Sun Peeker -- Terry Pratchett books -- Examples: Feet of Clay, Good Omens, Monstrous Regiment -- Designed to peek out of Kerbin's SOI and return immediately, seats six tourists. Eve Landers -- Classical Music -- Examples: Ritt der Walkuren, Ruslan and Lyudmilla, Zadok the Priest -- Designed to reach and return from the surface of Eve