Jump to content

adammada

Members
  • Content Count

    163
  • Joined

  • Last visited

Everything posted by adammada

  1. Yes, works again. Altough it works when i click "my account", it does not when i click on my name. LOL.
  2. Well, i have different problem. I enter: https://kerbalspaceprogram.com/kspstore/ I log in using my credentials. I see "My Account" button. But when i click on it i'm just redirected to: https://kerbalspaceprogram.com/en/ . I cannot download my game :(((
  3. Go to settings and set time to Earth days. Kerbin day = 6 hours, and its default setting in new version.
  4. http://defensetech.org/2014/03/14/pentagon-denies-downed-u-s-drone-report-in-crimea/
  5. No documentation in wiki about node (broken link in manual). Can orbit object return apoapsis/periapsis ETA? What do you think about periapsis/apoapsis returning object, not value, like I described here: https://github.com/Nivekk/KOS/pull/277 ?
  6. Yes, but lets forget about hybrid and about restarting engine during driving - both are rather impossible for most drivers. But if you do not shut down your engine during "glide" its better not to be in "neutral". When you are in neutral engine uses fuel to spin at idle RPM (around 900 usually). But if you are not in neutral while driving and not pressing gas, you are doing "engine breaking", which means that engine is not using fuel at all, because engine is propelled by wheels. You are loosing speed faster than in neutral (engine breakes), but you do not use fuel at all. Most opinions i've
  7. Also, about going downhill. If you drop red ball it will reach faster finish line on green(longer) track than on black track.
  8. First about "sweet spot speed" - it depends on engine RPM AND gear. If engine is most efficient at 2000 RPM then it will be different speed on 1-st gear and on 6-th gear. And of course aerodynamics. (you will for sure be more efficient at 2-gear than 1-gear, because air resistance is still small, but you can be more efficient at 5-th gear than 6-th, because even you are driving faster with the same RPM, you need more fuel to keep that RPM). I also heard that most efficent for car engine is not too drive with constant speed. Most efficient way (used in contest for low fuel usage) is to accelera
  9. Yeah, time travel - i've forgot about that one. Always suscpicious to that too. This "lol, we changed future, now x person are dead, and y are alive. Lets reverse that, because 'our' version we like more".
  10. So, there are few ideas in SF books or movies which seems pretty stupid to me and i don't like them: 1. People teleportation (like in Star Trek). So, computer scans you, in the process your body is destroyed. Then information about your body is put in computer buffer (sometimes due to glitch for hours). Then computer rebuilds your body in other place using stored information. For me its just death of person in one place and creating copy in other. But nobody is disturbed by this. 2. Infinite number of parallel worlds with copy of human population. Like in SG-1 in few episodes. Sometimes one wo
  11. Nope. In your example everything works as it should. Look at your staging. First stage is to ditch fuel tanks, second stage is fire engine with central tank. I think that this is not bug in KE, its just TurboJet ISP wchich is changing, so KE estimations are not correct.
  12. Its all by the rules, so you should probably alter rules. Solutions: a) Ban TurboJet engines Provide .craft so it will become purely kOS contest c) Use other method of counting used delta-V. Once MechJeb had "used delta-V" stat, I don't know if it has one now.
  13. Really nice plane. You had spaceplane autoland program? Can you share?
  14. Starting D/V: 1192 Orbit D/V: 1626 Total D/V used: -434 . I gained 434 D/V. So i'm winner now . No cheating, just turbojet engine...
  15. Your task in this challenge is to create program wchich will guide missile to hit moving target. I'm providing craft file which contains decoy and missile. First decoy is launched (without SAS or other guidance system so it will not go straight up), and when decoy will reach 250m missile is launched. Here is example video: And here is program: mlaunch.txt PRINT "LAUNCHING DECOY". PRINT "3". wait 1. PRINT "2". wait 1. PRINT "1". wait 1. PRINT "DECOY LAUNCH". lock throttle to 1. wait 0.5. STAGE. PRINT "DECOY LAUNCHED". wait 1. SAS OFF. lock throttle to 0. SET tgt_ship TO VESSEL("bogey Prob
  16. There is pretty simple solution for players which do not allow: SET body_soi TO ship:parent:soi. but would allow SET body_soi TO 23784927983472. (got from wiki). And that solotion is: - do not use ship:parent:soi if you don't like it. Also, woodywood245 - if you would create mod similar to kOS i would advise not to design it to be that hard/annoying. You could make few levels of it, like: 1. Normal (you can get those basic body data). 2. Annoying (you cant get basic body data like mass etc) 3. Nightmare (you can't get body data, you cant get position, all you can do is triangulate and even tha
  17. No it isn't. KSP generates terrain height by function, so you can ask it to give you height with milimiter precision, and it will be correct. Even if this function uses interpolation, the same interpolation will be used for calculating when your ship will hit the ground. You dont have height map of Earth or any other body with milimiter precision, so you cant give the same data in real world. Insisting on hiding from kOS values which are avaiable in game for player in body informations is just annoying. If you want, you can try to fly your rocket without any information (like ship position -
  18. > as kOS would provide these values magically without user input. No. "Magically" would be when user could ask for height of terrain basing on "lat,lng", because that is not something that is doable even in real world. Storing 5 or 10 parameters of orbital body in computer ROM is no magic at all. Its just basics for rocket computer, like providing basic i/o functions.
  19. >If you want a prebuilt, ready and easy autopilot, I think MechJeb is your choice. There is big difference between giving user active autopilot and giving basic informations.
  20. I don't understand why it "breaks the intention of the mod". This mod already has built-in body database. After typing ship:body you will probably get "Kerbin". You can get Kerbin mass. You can even get kerbin radious by doing some count (Kerbin:position:mag - altitude). So its just being annoying that you have Kerbin:mass and don't have Kerbin:radious and few other body parameters.
  21. There is diffecence between making things too easy and making them just annoying. As you just laid out - player just needs to write script with values from KSP wiki.Its not an achievment to do such script. Its just plain annoying that it has to be done. If we want realism there should not be "lock steering to..." function, because that makes everything too easy, and writing own good "autopilot" would be achievment.
  22. @Steven Mading About your mission: I really liked your asparagus autostaging! I was searching for way to do it by "maxthrust", but it turned out that maxthrust doesn't check if engine has any fuel avaiable, so i gave up. I was ready to add some microengine to droppable tanks just to know that i can drop them, but i couldn't find way to check if engines have fuel. Your solution - to look for fuel usage change - brilliant! I will copy it. Why didn't you use aerobreaking at Duna? I'm not sure if it would be enough to enter orbit, but for sure it would help.
×
×
  • Create New...