

Free Trader Beowulf
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Parachutes - how do they work?
Free Trader Beowulf replied to Free Trader Beowulf's question in Gameplay Questions and Tutorials
I did some more science and it looks like your guess is right. I launched a 3 man pod with two radial parachutes and two girders sticking out on either side. If the parachutes were on the ends of the girders, it fell at the predicted 7.7 m/s. In that position they were clear of each other and only partially overlapped the pod. If they were on the pod terminal velocity was 9 m/s. So the pod is occluding the parachutes, and they might be occluding each other. So my calculation isn't too far wrong - I could even calculate the correct value for a simple pod under a single parachute, maybe, as I -
Parachutes - how do they work?
Free Trader Beowulf replied to Free Trader Beowulf's question in Gameplay Questions and Tutorials
The drag cube data is in physics.cfg - they look like this: PART { url = Squad/Parts/Utility/parachuteMk16-XL/parachuteMk16-XL/parachuteLarge DRAG_CUBE { cube = PACKED, 0.6278962,0.6383756,0.7139156, 0.6278962,0.6383814,0.7139156, 1.108058,0.7323978,0.6995487, 1.108058,0.9454046,0.1663975, 0.6278962,0.639505,0.7139157, 0.6278962,0.6373008,0.7139157, 0,0.2645478,0, 1.233453,0.6659461,1.233453 cube = SEMIDEPLOYED, 16.39305,0.5255063,1.822568, 16.39305,0.5255054,1.822568, 9.336478,0.1339835,18.06131, 9.336478,0.1646374,18.50363, 16.39305,0.5256646,1.822569, 16.39305,0.5253168 -
Parachutes - how do they work?
Free Trader Beowulf posted a question in Gameplay Questions and Tutorials
Hi, So, I'm trying to create a spreadsheet to calculate terminal velocity for pods and stuff coming in to land using just parachutes. My calculations aren't working and I need some help from anyone who knows this stuff. I'm starting with the drag equation: F{D}=0.5 ÃÂ v^2 C A Assuming drag equals the force from gravity and rearranging appropriately, I get: V{term} = sqrt( 2 M g / ÃÂ C A) where V{term} is terminal velocity M is vehicle mass in kg g is local gravity ÃÂ is local air density C is surface area A is drag coefficient The drag of a given craft is potentially quite complex, given tip, -
Thoroughness - I appreciate that.
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I finally finished sending probes to orbit every moon and planet and measure everything's gravitational parameters. Only took me 1,988 hours. Right, now to send some landers.
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[WIP] [1.0x] VAD Stock Lander System - Pre-Release
Free Trader Beowulf replied to Randazzo's topic in Add-on Development
Very nice. I sometimes use 2m Kerbin Departure Stages for 1m probes. To keep things looking good and aerodynamic I have to use radial engines for them, as the Poodle is too heavy and the 1m or 0.5m engines just look stupid. But your 2m lander tank would be ideal for that. Nice one. -
[1.4.1] Fuel Tanks Plus 2.0.2 (2018-03-14)
Free Trader Beowulf replied to NecroBones's topic in Add-on Releases
Randazzo's heat management mod has a 3.75m mullioned heatsink for four standard LV-Ns too.- 806 replies
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KOSMOS 3/14/2015 RD-170 Family Released!
Free Trader Beowulf replied to CardBoardBoxProcessor's topic in Add-on Releases
Just wanted to say that I too think Kosmos SSPP is a great mod, in fact one of my must haves. It's just full of best in class parts - I'm thinking of obvious things like the RCS propulsion units and tanks and the Balka solar panels, but also easily overlooked gems like the LED lamps, which are perfect. If it's not going forward, that's a real shame - but thank you CBBP for a great mod. -
[1.4.1] Fuel Tanks Plus 2.0.2 (2018-03-14)
Free Trader Beowulf replied to NecroBones's topic in Add-on Releases
:-) Great work with the nuclear tanks - something like that should have been included in KSP 1.0, I guess. Although I'm not going to give SQUAD too hard a time given all the other cool toys they've sent us. But anyway - I really like the ones you've made, just the job for my surveyor fleet. Thanks!- 806 replies
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[1.4.1] Fuel Tanks Plus 2.0.2 (2018-03-14)
Free Trader Beowulf replied to NecroBones's topic in Add-on Releases
Well that's fantastic news. Have you considered matching nosecones for the 1.25m ones - something the same shape as the Type B advanced nosecone would look great.- 806 replies
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Likewise - I still get 0.24.2 when I redownload the Mac version from Steam
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WIP Rombus (Project Deimos) a concept from the 60's.
Free Trader Beowulf replied to jackkymoon's topic in Add-on Development
Fantastic - I've been hoping someone would have a go at the Rombus or one of Phil Bono's other SSTO concepts. I'd be happy to help test it or look over your numbers :-)