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Zander

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Everything posted by Zander

  1. Oh sorry. In that case does someone know a way to get some more cloud coverage of the planet? My planet looks great from the ground but once I get into space its pretty cloudless...
  2. Hey guys, I don't know if i should be asking the RO people or the TAC author about this. In CKAN it says Nathan Kell is responsible for the TAC realism overhaul config so I'll ask here. I have a stock 1 man pod in with realism overhaul and all its recommendations installed. When i launch it with no oxygen tanks (just the oxygen already in the pod) my Kerbal dies of "Oxygen Deprivation" after about 4 minutes. This is way off. From my calculations a person sealed in that pod would be able to survive for hours, probably 12-24 hours before dying of CO2 poisoning NOT oxygen deprivation. If CO2 was taken out then it would probably be several days. Also the consumption rates for stuff should not be modifiable in game. I can't think of think of any reason one would use that that isn't making the game unrealistic to cheat.
  3. He hasn't updated in almost 4 months. Should we consider this mod dead?
  4. I think this is because of the limitations of the engine. This engine is woefully inadequate for what its being used for, and I think the devs realize that trying to squeeze any more realism out of it is futile. If you want total realism your only option is Outerra. Not only is it physics based unlike Orbiter, but it includes a proper aerodynamic simulation engine. The devs there regularly state they want to make everything as realistic as possible, case in point the painted lines on the road actually have a physical thickness of a few millimeters in that game and the undersea topography of the earth is mapped so you can actually visit the 11km deep Marianas trench (but its pitch black because the game vehicles don't have lights yet). I play ksp because outerra's not finished yet so KSP is the best there is.
  5. Hey Rbray, I have just the normal latest version no extra stuff because I am using RSS and they don't seem to be compatible with it. But, I am not seeing any clouds. What I do see, is what looks like a thin fog in the sky that is traveling at tremendous speed. This fog is traveling east at around 400 meters a second. Is this how its supposed to be? I was expecting white fluffy clouds floating peacefully in the sky. Can I fix it somehow? thanks
  6. Does anyone know how to make this forced for all probes? I don't want to allow any external view of probe cores and everything must be done in the control room.
  7. Hi erendrake I first wanted to thank you for your quick replies. You are very responsible. I have a question. How can I find the pitch which can be set with lock steering to heading 90 by x. So... how can I "print x" so to speak?
  8. Really?? Im quite surprised at these responses. Its as if nobody has every tried this before.. The continuous burn to orbit is like the most common way in real life to launch satelites and rockets.. I was expecting someone to already have an equation at hand. All right I guess I will have to do some research.
  9. It starts at around 100km in a suborbital trajectory that is going in the general direction of the target orbit which will be circular with an apoapsis and periapsis of around 190km. And yes it is a low TWR engine that will burn continuously at 100% power with no throttling ability.
  10. There is still no command reference with all the commands. Can we please get a full command reference with all commands.
  11. No the engine is not throttleable and the engine cannot be turned on again. So once it turns off the rocket has to be in the target orbit. So the only thing that can change is the direction of thrusting(the gimbals of the engine)
  12. hey this is my first time posting in this area. I have an interesting problem. I need a step by step guide for how to reach a target orbit. The catch is, nothing can be changed except the direction of thrusting. I have the information for ownships mass, thrust, position, altitude, speed, and anything else needed. The body is earth. I have all the orbital elements for the target orbit. apogee perigee period inclination descending node and eccentricity What I need to know is, how can I calculate which direction to thrust in to reach the target orbit. Im planning to write the calculations in C# and run it several times a second updating ownships properties each cycle And use this to produce a second by second thrusting direction command to feed to the gimbals.
  13. hmm, well if I know the body will be the mun is there any way?
  14. Does anyone know how to detect an encounter when there are no maneuver nodes? I am burning in a certain direction without using maneuver nodes at all. And even though i can see on the map ive made an encounter with the moon. When i use print encounter. it returns none. It seems print encounter only returns the encounter when the encounter in in an maneuver node. So how can i detect when my flight path will encounter another planet or moon even if there are no maneuver nodes?
  15. Hey, can you tell me where the command reference for the new .11 is? I used to be able to use "print sensor:acc:mag." but now that returns an error. where is the full list of commands for the new version? I want to be able to know how to get the current acceleration of the craft from the accelerometer sensor.
  16. Hi, Im creating my own module in Visual Studio to handle some rocket functions I want automated (KOS is too laggy for what im doing). How can I test changes I make to the module, without having to restart the entire game?
  17. Sorry I should have explained. click the link then just click "Download this file" and type in the captcha. It will start the download. heres an image of the site with it circled in red in case you still cant find it.
  18. Hey guys, I just wanted to share this tool I made for real fuels. Its a small C# program with a GUI that can do all the conversions between mass and volume and mixture ratios necessary for making engine configs and filling fuel tanks with Real fuels. It also can tell you the ISP for a certain propellant flow rate and thrust. It comes with a drop down selector with the most common fuels and oxidizers preset with their densities or you can do a new propellant type if you want. Since the real life technical manuals usually give rocket mixture ratios by mass but real fuels needs it by volume this tool can save you a lot of calculating by hand. (yes this is a shameless copy paste from where I originally posted it in real fuels ) http://forum.kerbalspaceprogram.com/threads/69184-Real-Fuels-Propellant-Mixture-Converter-V-1-3-%28Feb-13th%29
  19. Hey guys, I just wanted to share this tool I made for real fuels. Its a small C# program with a GUI that can do all the conversions between mass and volume and mixture ratios necessary for making engine configs and filling fuel tanks with Real fuels. It also can tell you the ISP for a certain propellant flow rate and thrust. It comes with a drop down selector with the most common fuels and oxidizers preset with their densities or you can do a new propellant type if you want. Since the real life technical manuals usually give rocket mixture ratios by mass but real fuels needs it by volume this tool can save you a lot of calculating by hand. http://forum.kerbalspaceprogram.com/threads/69184-Real-Fuels-Propellant-Mixture-Converter-V-1-3-%28Feb-13th%29
  20. Hello, Since NathanKell released real fuels you can now create real life fuel combinations for your rockets. To do this you have probably consulted technical manuals and NASA press kits. But in them you will probably find the ratios given by mass, the fuel amounts given by mass the total propellant burned per second but not the breakdown of how much fuel and how much oxidizer. You may need to figure out what the isp of a certain mass flow rate is or the volume mixture ratio which ksp uses when you only have the mass mixture ratio. For these problems I have created a program which will do all the calculations necessary for filling fuel tanks with real life amounts, Configuring engines to real stats and more. Its simple to use, just input the propellant mixture information that you have (you need to enter the density of your propellants (kg/L) and one of the 2 ratios,mass or volume as 2 percentages in decimal form, ex: .50 ox .50 fuel ) and you can then use the selector to choose a value for total propellant mass/volume, fuel mass/volume, oxidizer mass/volume, and max thrust it will do the calculations for it. please let me know if you want other calculations added to the tool or need help using it. Since version 1.0 There are now selectors with different fuels and oxidizers you can select with the densities preset. but you can also choose new fuel and new oxidizer to add your own V.5 First release V 1.0 -Updated to include oxidizer and fuel selections with preset densities -Limited values to 1 trillion to prevent stack overflows -prevented setting the ratios to numbers over 1 or under 0 -prevented imputing negative values -added zeros to all decimal numbers for neatness -fixed issue where user could type in the selector boxes V 1.1 -Fixed bug where changing the selector would set all values to 0 -Fixed bug where ratios couldnt be entered V 1.2 -Fixed a bug where densities couldnt be manually entered -reset all other fields to 0 when the densities are changed Known issues: when using liquid hydrogen changing the other ratios in a way that makes the hydrogen mass ratio very low will cause it to appear as 0 due to its very very low density and ruin the other calculations by making them divide by 0 This is fixed by adding a few more digits to the ratio you changed ex: changing .76 to .760001 V 1.3 -fixed bug that prevented the user from entering values if they didnt add a 0 before the decimal point -fixed bug that prevented the user from entering values if they did add a 0 before the decimal point -fixed bug where user could not enter ratios smaller than 10% Known Issues: Liquid hydrogen ratio bug.. See V 1.2 changelog for getting around it. V 1.4 -Fixed Liquid Hydrogen Ratio bug -Fixed a problem where adding a 0 to an entered value wasn't triggering a recalculation Download: http://www.filedropper.com/propellantconverter_7
  21. Hey guys. I have some realism specific needs for KOS that I want to request for my mod that I am making (which is super super realistic).. 1. The whole idea of 10KB limit to simulate 60s technology is actually unrealistic. When code is compiled variable names are removed because they mean nothing to the computer anyways. Code becomes a lot smaller after being compiled. Can you please remove the 10KB limit or increase it to something more reasonable. the apollo computer programs were thousands of lines long. Now 2 or 3 hundred is the limit. 2. I need multiple KOS modules to be able to run different programs independently but use the same window. This is extremely important for example. (In the terminal) rename volume 1 to guidance. rename volume 2 to staging. switch to guidance. run guidanceprogram.txt. switch to staging. run staging program.txt. And both programs will "print" to the same terminal window. So no matter how many Computer parts you add. there is only one terminal window. 3.Multiple KOS units running without causing insane lag. Right now I am running 3 programs on 3 kos units which is very little but the lag is unbelievable. 4. THE ABILITY TO TERMINATE A PROGRAM EARLY FOR GODS SAKE 5. Compatibility with NathanKells Real fuels. 6. steering and RCS utillization on ships with no reaction wheels. ( saw aragorn working on that already very nice) 7. A goto IS DESPERATELY NEEDED example: #part 1. do stuff. #part 2. do stuff. if some condition {goto #part 1.}. then the script starts over from part 1. 8. A not.. like if not brakes {brakes on}. if not x=1 {do this stuff}. 9. ability to detect parts being destroyed. (not critical) 10. the ability to set global variables for all running kos units. (important). IF you guys could please get these implemented I would be forever gratefully. thank you very much.
  22. @weissel I tested and you are right. It works. But it is very troublesome to have to open and close each terminal like that. Is there any way I can create a script that commands other KOS computers to independently run scripts in their own terminal in the same way you can do it manually by opening each terminal? If not is it possible to have multiple terminals open at the same time? thanks
  23. @Crown download the hotfix on page 241 of this thread. @TheDude Kos doesnt work if a vessels' physics are unloaded. The game automatically unloads vessels farther than 2.5km. So you need to download KOS and also download this mod http://forum.kerbalspaceprogram.com/threads/48720-TT-NeverUnload-Vessel-Unloading-Preventer follow the instructions for that mod to use it then place a KOS module on the satelite (or add MODULE { name = kOSProcessor } to the part .cfg of the satellite probe core then before launch open the satelite KOS terminal (by right clicking the kos module or probe core) type "Copy scriptname from archive." press enter launch and when you want to release the satelite open up the satelite terminal again type "run scriptname." press enter then make sure inside "scriptname.txt" you write the code that releases the satellite and does its orbiting burns and stuff. PM me if you need help writing that.
  24. Great mod but it needs vessel mass and it also need to be fixed to work with nathankells real fuels. Also it should have a way to print out a log of the data over mission time.
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