• Content count

  • Joined

  • Last visited

Community Reputation

1393 Excellent


About EpicSpaceTroll139

Profile Information

  • Location 'Merica
  • Interests Aerospace Engineering, Science, Insanity

Recent Profile Visitors

3356 profile views
  1. [1.3] kOS v1.1.3.0 : kOS Scriptable Autopilot System

    Ok, so in relation to a shuttle launch script I've been working on, I'm trying to create a function that generates the thrust and torque vectors produced by the engines. Since engine gimbals moving would obviously change the direction of the thrust vectors, I want to account for that in my equations. However I've come across something that's left me scratching my head, that is, what exactly does the "roll" of the gimbal mean? This is a test I ran. I told kOS to display the eng:gimbal:range*eng:gimbal:<insert_axis_here>angle as I figured this would give the angle the engine bell was deflected in each axis. I thought that, since there is only one engine, there should be no roll deflection at all, but apparently the engine somehow has roll gimbal? This would only make sense if there were vanes in the nozzle, or multiple that could add swirl to the exhaust plume, but the engines don't really act like that. The rapier, mammoth, and twin boar are the only ones with multiple nozzles. So really there is only two axis that the engine deflects in, the pitch and yaw axis. If you have two engines on opposing sides, they can produce torque in the roll axis by deflecting in opposite directions in the pitch axis, but they themselves are not gimbaling in the roll axis. So how do I make mathematical sense out of this? Am I missing something simple that would allow my script to get what it needs? Not even really sure if this is a kOS question or a KSP question.
  2. What did you do in KSP today?

    Continued working on the shuttle launch script. Almost done with the main part of the script. Latest test was doing the circularization burn... Looks like I'll need to add a function in to pump fuel around, vary thrust distribution between SMEs, or both to account for shifting of the center of mass. It did get within 1/10th of a degree of the desired orbit inclination however! Thinking I might add an extra thingy that suggests (and perhaps performs the first steps of) the appropriate abort mode if the abort action group is hit.
  3. What did you do in KSP today?

    Thanks for the tip, but the thing has been stable for my purposes. The last picture might look like it's having stability problems, but that is simply the program rolling the shuttle from the belly-up orientation to the belly-down orientation, meanwhile keeping the nose pulled back a bit to keep the SMEs properly aligned with launch trajectory in case they're still burning (in this case they're not).
  4. What did you do in KSP today?

    Not sure if this should go in work in progress thread or here, but whatever. Worked more on my shuttle launch script. It now does the first part of the launch much better. Doesn't fall over and fly sideways a bit before crashing into the ground like it used to. It also now takes Longitude of Ascending Node as an input for the desired orbit parameters. Gonna be a while before I do Eccentricity and Argument of Periapsis, if ever. The current "gravity turn" equation may be a tad is very aggressive though. Should probably try not to be glowing when I reach orbit.
  5. Missing stock vehicles

    Pretty sure there never were any Aeris or Albatross 1s and 2s. I don't remember on the Ravenspear.
  6. What did you do in KSP today?

    Decided to finally revisit my shuttle launch script and try to figure out what's wrong with it. I told the script to draw a whole bunch of the vectors it uses for the steering. It may lok like a mess but you can see the Launch vector (where the shuttle is supposed to point the nose) and the Roll vector (where the shuttle is supposed to point the ceiling of the orbiter) going off in some oddball directions. I think I must have mixed up some cross-products in the generation of these vectors because KSP is silly and uses left-hand rule system instead of right-hand rule. Also used a simple stall-horn script to help land a small non-vtol-capable plane on the roof of the VAB, launchpad, and numerous other buildings. I also managed to take off from these places, though due to not being very careful in my takeoff direction, I bounced my wheels on the ground briefly after taking off from the launchpad.
  7. Edge of KSP universe?

    I haven't done gotten there in a while (usually takes a glitch or hyperedit), but last I recall you simply stop moving. Your velocity drops to zero and that's pretty much it.
  8. What did you do in KSP today?

    That's exactly what I thought too when I saw the picture! Didn't know the exact designation mind you, I'm a bit rusty, but thought "hey that looks like one of those fancy upper level electron orbitals!"
  9. What did you do in KSP today?

    Made Flash Gordon Kerman Good news: He was fast Bad news: He died upon tripping over a bug.
  10. Magic Propulsion! - A Study of KSP Collision and Reaction Wheel Physics

    Update: a further experiment has shown reaction wheel torque to indeed be constant, therefore the efficiency should increase linearly with speed. I believe the apparent torque curve was due to stretching of the spider engines from their joints. I believe something interesting I could do is find out the moment of inertia of various parts, which could be useful for players who create various mechanical contraptions. Might be especially useful for that clock project I put on hold. Edit: Computed MOI about roll axis for a couple of parts: Flat Octo probe core: 40.59 kg*m^2 Small Reaction Wheel: 45.07 kg*m^2
  11. I can mostly confirm this from experience. A 2x1 straight wing behaves the same as a 1x2 straight wing which behaves the same as a 2x2 Delta wing. Doesn't matter if your wings are stacked either. 4 1x½ wings stacked to look like a brick will give you the exact same lift and drag as a 1x2 wing... Kinda disappointing really. A SSTO can have same wing planform as an early biplane and fly just as well as if it were designed with proper streamlining. I also concur on the clipping of parts. Anyways, I might try my hand at this challenge sometime. Juggling projects right now lol.
  12. What did you do in KSP today?

    Jeb being a badass as usual.
  13. Wow you've already got it working! Seems like just yesterday you made that steam engine! I wonder if, to allow rudder inputs without switching, one could set up the yaw to be controlled by "twist" of the control stick. Of course that would probably make elimination of coupling even more hard... Something I want to try at some point... Ugh... I need to stay focused on one project at a time, but alas, that seems impossible!
  14. Magic Propulsion! - A Study of KSP Collision and Reaction Wheel Physics

    Hehe I believe for like a day or so after the bigish forum update there was one. Too bad they got rid of it!
  15. Physics buoyancy distance too high

    How funny! I was just reading through the physics.cfg on an unrelated quest and noticed that yesterday. I thought that was strange too. Might run some tests myself when I get the chance. I think setting it lower is a good idea though.