krashkart
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Posts posted by krashkart
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when i try to open parachute calculator it says it isn't a proper win32 application :/
cziken20, this might help you out in the meantime:
Straight up, the equation is this:d = √(8 * m * g / (Pi * v² * Cd * 1.223 * p * c))
where:
d is the diameter each parachute you will use will need to be (m)
m is the total mass of your craft (kg)
g is the gravitational acceleration of the planet (m/s²)
v² is your wanted landing speed squared (m/s)
Cd is the drag coefficient of the material you are using
p is atmospheric pressure where you are landing (atm)
c is the number of chutes you will be using
So for example, landing a 4.5t mk1-2 pod with a parachute at 6m/s on Kerbin with three nylon parachutes would give this:
d = √(8 * 4500 * 9.81 / (Pi * 6² * 1 * 1.223 * 1 * 3)) ~ 29.1m That would mean each parachute would have a diameter of about 30m
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Straight up, the equation is this:
d = √(8 * m * g / (Pi * v² * Cd * 1.223 * p * c))
where:
d is the diameter each parachute you will use will need to be (m)
m is the total mass of your craft (kg)
g is the gravitational acceleration of the planet (m/s²)
v² is your wanted landing speed squared (m/s)
Cd is the drag coefficient of the material you are using
p is atmospheric pressure where you are landing (atm)
c is the number of chutes you will be using
So for example, landing a 4.5t mk1-2 pod with a parachute at 6m/s on Kerbin with three nylon parachutes would give this:
d = √(8 * 4500 * 9.81 / (Pi * 6² * 1 * 1.223 * 1 * 3)) ~ 29.1m That would mean each parachute would have a diameter of about 30m
Thank you!
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The program was done on Windows 8 64bit VS, so it might causes compatibility problems with old 32bit OS :/ this will be integrated in the game rather soon, so at least there's that.
I'll be looking forward to that update for sure. In the meantime, how do we make those calculations by hand?
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No it should work on it's own, it's a .exe app. What OS are you on?
WinXP 32-bit.
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Brilliant! Thank you for this addon, nothke. My spacecraft look a whole lot better now without all the extraneous crap bolted to the exterior.
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stupid_chris, I'm getting an error when I try to run the RealChute calculator. Says it's not a valid Win32 application. Am I missing a DLL?
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Nice! I'm inspired to fiddle around with the interstages and see what I can come up with. Edit: Does anyone else get a little bit of lag when they use these fairings? I seemed to get a little bit after I added an interstage/fairings under the second stage of one of my rockets. It's no big deal, just wondering.I've been using the interstage adapters to change how my rockets look by covering up the stock fuel tanks. I was trying to make something Juno-1-esque here. Everything's covered in fairings except the payload. What's nice about this is that you can get other sizes apart from the standard 0.625, 1.25, 2.5 metres. -
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It does fit 2.5m parts, but it looks best on 5m parts. Very well done, btw. Looks beautiful and still runs great on this outdated workhorse computer. I rarely put anything into orbit that weighs more than 15-20 tons, and after running a couple of quick test flights earlier today I think the F-1 may be able to power an SSTO capable of lifting same. Will have to do some more testing once I reinstall the 5m LFTs from whichever addon they are in.
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Not sure if it's a glitch, but Gemini seems to submerge almost entirely after splashdown.
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Nice. Those new fairing walls look great, frizzank.
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Is there some special thing that I have to do to get MJ2 to work with 0.21.1? The part won't attach to anything and it breaks the VAB until I start a new craft.
Edit: It's the only addon that I have installed at this point.
Edit2: Resolved. In case anyone else is having the same problem, try using sarbian's DLL.
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Oh sweet Gemini, at long last I have found you!
A simple upgrade of KSP and an updated Novapunch, was all it took to steal you away from me.
For months I was lost, and my heart so wept for thee...
Uh... something something........ lalala doo-bee-doo wah-waah?
Thank you, frizzank. Glad to see that Gemini is still alive and kicking.
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Put all the satellites you're going to release on the same vehicle. Then you have two options: give each satellite propulsion individually, or use only the main vehicle and give it extra fuel.
If you take the first approach, but your vehicle in an orbit with an orbital period that is a fraction of the orbit you want. Your apoapsis should be at geosynchronous altitude. For example, a geosynchronous orbit has an orbital period of 6 hours. If you get into an orbit of 2/3rds that (4 hours), you'll move 1/3rds of a geosynchronous orbit ahead every full orbit you make. Release one satellite at your apoapsis and have it burn prograde until its in a geosynchronous orbit. Wait for the transport vehicle to make a full orbit, then have it release another satellite, and have that satellite burn until it reaches geosynchronous orbit. It should be precisely 1/3rds of an orbit away from the previous satellite. Do the same thing for the last satellite. Use Kerbal Engineer to be able to see your orbital period; you can fine-tune it to a margin of error of about 0.4 seconds.
The second approach is similar to the first. But first you go to into an a geosynchronous altitude and release satellite number #1. Then your transport vehicle goes into the 2/3rds orbit, makes a full orbit, and burns to get back into a geosynchronous orbit, where it releases the second satellite. Repeat for the third satellite. This means you don't have to add any propulsion to the individual satellites, but you'll have to bring more fuel.
Thank you for your help, Kimberly. Much appreciated.
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Just a quick question: How do I put three satellites into geostationary orbit around Kerbin all nice and evenly spaced?
Edit: Er... looks like there might be some answers above. Sorry. I just jumped in here in a hurry.
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Will the Gemini parts come back at some point?
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...when this thing goes up
Taken in the context of launch operations at my facility, that phrase is usually followed by "start running".
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PeriapsisPrograde, is there a chance you could post skin templates for these? I could probably create some textures.
[0.25] Orbit Manipulator Series (Updated March 12 2014)
in KSP1 Mod Releases
Posted
I'll give it a try next time I play. I'm particularly interested in the atmosphere decay feature of the plugin, because it bothers me a little that any stages I shed with a Pe < 20km or so seem to remain in orbit indefinitely.