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RevanX_LSR

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Posts posted by RevanX_LSR

  1. On 10/5/2023 at 5:34 AM, ballisticfox0 said:


    fun fact, most mods post-1.8 work just fine in modern KSP

    If this is one of the “Well CKAN says it’s not” feel free to go to settings > compatible game versions and just select all the ones you need  

    Oh yeah and happy birthday!

  2. 11 hours ago, RevanX_LSR said:

    Landed on both of Revan's unnamed inner moons. Let me know what they should be named. LSR is the name of the mod, which is in 2.5x scale.

     

    Body Radius Gravity Orbit Delta-V*
    Revan 2000km 1.38g 53.4Gm

    7000

    105010 150km 0.05g 16Mm

    3800

    105020 240km 0.08g 40Mm

    3100

    Canyon 600km 0.31g 104Mm

    4200

    *In the case of Revan, orbiting, in the case of its moons, capture from elliptical revan orbit, landing and returning to elliptical revan orbit. All are estimates i made up.

    In addition, Canyon (the large moon we did not land on) has a thin atmosphere.

    DlD9psuc1ajT.png?o=1

    About 2 minutes after launch. 4 Clydesdales just got jettisioned, and so did the first stage.

    Inside the payload is a nuclear stage with only one nerv and 0.28 Kerbin TWR. Still, it was able to circularise from 3000+m/s (still 2km/s less than orbital speed) and get all the way out to 105010, the extremely close moon, in one burn. nuclear stage had 9000m/s.

    0hhyAfWqfUQ9.png?o=1

    105010.

    dSKD4akGweDr.png?o=1

    105020.

    fYiRYlbqw0nx.png?o=1

    Brutal re-entry. We survived using 120+ ablator, but the velocities involved were higher than expected. I blame this on the fact that we had a sharp re-entry profile.

    On both instances the slope was huge and I couldn't land properly so I bounced off the surface without planting a flag. Still counts, IMO.

    3000+m/s left after leaving 105020. Jettisioned that stage while still escaping 105020.

    I'm also looking for suggestions for how to improve the two bodies.

  3. Landed on both of Revan's unnamed inner moons. Let me know what they should be named. LSR is the name of the mod, which is in 2.5x scale.

     

    Body Radius Gravity Orbit Delta-V*
    Revan 2000km 1.38g 53.4Gm

    7000

    105010 150km 0.05g 16Mm

    3800

    105020 240km 0.08g 40Mm

    3100

    Canyon 600km 0.31g 114Mm

    4200

    *In the case of Revan, orbiting, in the case of its moons, capture from elliptical revan orbit, landing and returning to elliptical revan orbit. All are estimates i made up.

    In addition, Canyon (the large moon we did not land on) has a thin atmosphere.

    DlD9psuc1ajT.png?o=1

    About 2 minutes after launch. 4 Clydesdales just got jettisioned, and so did the first stage.

    Inside the payload is a nuclear stage with only one nerv and 0.28 Kerbin TWR. Still, it was able to circularise from 3000+m/s (still 2km/s less than orbital speed) and get all the way out to 105010, the extremely close moon, in one burn. nuclear stage had 9000m/s.

    0hhyAfWqfUQ9.png?o=1

    105010.

    dSKD4akGweDr.png?o=1

    105020.

    fYiRYlbqw0nx.png?o=1

    Brutal re-entry. We survived using 120+ ablator, but the velocities involved were higher than expected. I blame this on the fact that we had a sharp re-entry profile.

    On both instances the slope was huge and I couldn't land properly so I bounced off the surface without planting a flag. Still counts, IMO.

    3000+m/s left after leaving 105020. Jettisioned that stage while still escaping 105020.

  4. 13 hours ago, AstroWolfie said:

    I want to build an interplanetary orbit-constructed spacecraft, but I don't know how to rendezvous. Do you have a simple tutorial? Thanks guys.

    assuming you are in low kerbin orbit, your first craft should be in a circular, non-inclined orbit, preferably at around 80km. Launch your second craft when the first craft is approximately 5° behind your first craft or directly over and launch into a lower orbit at around 75km, preferably circular and non-eccentric.

    Next, set the first craft as target and warp to the ascending node or descending node. If at ascending node burn anti-normal and if at descending node burn normal. You may need a maneuver node. Burn until the ascending and descending node are less than 0.1°.

    Next, warp until the two craft are as close to each other as possible. Since the lower craft was trailing. its higher orbital speed allows it to catch up. Then, burn prograde until one of your closest approach is about a few hundred meters.

    Warp to closest approach and burn retrograde relative to target until the relative velocity is 0m/s. Then slowly burn toward the target. Switch to the first vessel and set the other vessel as target (and using sas to hold target) to automatically align the craft’s docking port. Once you reach a close enough distance to the target, burn retrograde one last time and then use target sas to align the second vessel’s docking ports. with both ports aligned, burn toward target very slowly and the two ports should touch which will cause you to dock!

  5. This system is inspired by Trappist-1, but fundamentally different.

    probably will refine this a lot

    Star: M8V

    7860 km

    185 gee

    2560K

    1.6798871e+27 kg

    The habitable zone is only 322,000km away from the red dwarf where the dwarf is almost 3 degrees in the sky. 

    Planet Radius Gravity Orbit dist Period
    1 250 0.45 45 1.5
    2     117 6.5
    3     253 21
    4 760 1.14 322 30
    5     466  
    6     607  
    7 4200 1.55 885  
    8     1208  

    Period is in hours

    The orbital velocity of the inner planet is 50km/s!

    The homeworld orbits at a velocity of 18km/s, meaning DV requirements are insane.

    1 - scorched world

    4- the homeworld, tidally locked

    7 - gas giant

  6. Do you mean a name string by:

                    VertexSimplexHeight 
                    {
                        order = 5
                        enabled = True
                        name=VertexSimplexHeight
                        deformity = 150
                        frequency = 48
                        octaves = 8
                        persistence = 0.86
                        seed = 66482
                    }

  7. 4 hours ago, Watermel00n said:

    I'll just my stuff here to keep me motivated.

    Watermel00n Planet Pack

    An upcoming system replacement mod starting from an asteroid homeworld.

    Homeworld

      Hide contents

    The homeworld, Geode, is a 200 km wide asteroid with a closely orbiting moon which is 120 km in size. Geode orbits its home star as a trailing trojan behind Aeola.

    System

      Hide contents

    Trroda - Orange Dwarf Star

    Frustum - Hot Jupiter gas giant with moon system

    Aeola - Methane Ocean world with small islands and small moons

    Geode - Small asteroid with close-orbiting moon

    Quadromp - Cubular asteroid which orbits near Geode. Orbits may bring the two asteroid close together at times

    Derrum-Ingrit - Binary kerbin-sized planets with no atmosphere and icy terrain. Derrum is the larger one with rocky terrain and volcanic activity. Ingrit is icy and smoother than Derrum.

    Figikirikler - Captured comet with fancy rings.

    Roadmap

      Hide contents

    Uh... i don't know i'm bad at making planets...

     

    LTUtils

    Small parts pack intended for use with LoonToolbox.

    Content

      Hide contents

    - Structural Cube and Attachment Point

    - Cube anchor and Radial anchor

    - Dynamo and Mechanical Wheels

    Roadmap

      Hide contents

    Release soon. I don't know when, but soon.

     

    Large Structural Components Expanded

    GCRD6Lr.png

    Structural parts and connectors for usage on space stations and orbital vehicles. Originally by @udk_lethal_d0se . Also included, Hexagonal Trusses and Fuel Tanks by @SpeedyB!

    Content

      Reveal hidden contents

    - Structural Crew connector tubes complete with airlocks

    - Station hubs

    - Pallet and box storage system

    - Hex Truss segments

    - Hex Truss crew tubes, cabins, fuel tanks, SAS and Docking Ports

    Roadmap

      Reveal hidden contents

    Release soon. I don't know when, but soon.

     

    LTDeepSeaMining

    eNIZwM4.png

    Simple, lightweight, parts & plugin for deep sea mining gameplay in KSP!

     Content

      Reveal hidden contents

    - Submarine Ballast Tanks

    - Impellers and Water intakes

    - Crusher and Explodium burner

    Gameplay

      Reveal hidden contents

    - New ore type, Sedimentary Ore, that can be found in Laythe's and Kerbin's Oceans. These can be broken apart with the Crusher to form massive amounts of Ore to be converted.

    - New ore type, Solidified Explodium, that can be in Eve's Oceans. This can be converted to Liquid Fuel or burnt in the Explodium Burner.

    Roadmap

      Reveal hidden contents

    Release after LTUtils probably.

     

    no way a mun sized planetary-mass object could be called an “asteroid” :)

    all things aside i’m looking forward to this development.

  8. 3 hours ago, EnderiumSmith said:

    This happens on like half the planet packs. The recent one with the black hole fails on the first planet loaded. sometimes deleting the planet with the error works but obviously i cant delete kerbin. the weirdest instance of this bug is found was the moon of Fust from extrasolar breaking it despite me playing with said pack in the v1.3 days. My theory is that this is some less obvious typo in the file path that windows will tolerate but linux demands you do it correctly.

    hmm… i’ll investigate. meanwhile, you might wanna take a look at the cfg to check for an error.

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