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Found 10 results

1. ## Conservation of energy experiment on the Mun

Hi, I'm new to the forums, I think my question could in this section since it deals with physics and experimentation. I'm trying to do some test on the Mun about conservation of energy, TLDR at the bottom So I'm applying a problem from a dynamics workbook, which is that supposing that a lunar module can safely land on the Moon if the magnitude of it's vertical velocity at impact is no greater than 5 m/s, at what height can the LM land if it has a vertical velocity of 2 m/s downward or vertical, I already have the answer for the workbook problem (6.4814 m )but when trying it out on KSP I'm having problem on the execution. For example I can't always get to the desired height or get the velocity of 2 m/s, I've installed Kerbal Engineer Redux to make this easier since the UI doesn't give an exact measurement of the height and vertical velocity, I have also tried to use MechJeb's ascent guidance to get the desired height but since it's for orbits it always flips the lander side ways. From seeing the mod section for command and control I guess I could install Time Control 2 and/or kOS to have greater control over the lander. Any help with solving my problem would be greatly appreciated TLDR: Is there a mod or a way in vanilla KSP to set a target altitude and vertical velocity?

4. ## Unclear Experiment

I accepted a contract recently, it requires to do some experiments, but I can't find the corresponding parts and operations. What mod does the contract belong to???? It says:"Research Materials Exposure Space Study at Kerbin: Transport experiment to Kerbin, Satisfy all experiment conditions (check experiment for detail), Complete experiment, land or splash completed experiment in Kerbin
5. ## KSPeriments: BEST aerodynamics in 1.2.2

Good day! We are looking for the best aerodynamic model, in passing figuring out the properties and characteristics of certain parts in KSP 1.2.1. Finding the golden mean between minimalistic craft and one large fairing is a very important aspect of the game. At this time, I've written a series of video experiments for you to see firsthand the effectiveness of different models. These five KSPeriments relate to Kerbin. How to make the perfect craft? Let's find out! I'm going to regularly update this thread with new videos. But, sure, you can always see new experiments there: https://www.youtube.com/playlist?list=PLTc4sm01Q9olAZW008Kn5i63YrURAoCzB This is my KSPeriments playlist. Feel free to comment and ask anything. English is not my native language, but I'm sure I can explain all that's required. Thanks for watching! :3

7. ## Long-Term Experiments/Science overhaul

I'm sure we've all considered at some point that the way science works in KSP can be a bit... dull In the game, you can send a probe to a planet in orbit or on the ground, use your instruments once, and your done, aside from occasional contracts. This idea is meant to allow more long term and in depth science experiments, both from already existing parts, and perhaps adding a few new ones. The idea is that you could do short or long term reading in a planet's orbit or surface. Let's say, we want a map on the variances on Duna's gravity, or the surface temperature at a location around Laythe. You could set up a probe to do measurements of either the whole planet from orbit, or from an area on the surface. You could then send back science depending on what area you measured and what you wanted to measure. Back to the examples, you could, for instance, place a satellite to measure gravity around the equatorial regions of Duna for n days, and send it back for x science for mapping y amount of Duna's gravity (and the science value would vary depending on it). You would also get an actual map (pre-made in the game, of course) of the gravity fluctuations when done. Same for Laythe, send a probe to land on it and measure temperature fluctuations for a decent time time, then get science based on the data gained. Yes, there are contracts that do this, but this wouldn't be to, again, avoid just clicking and using an experiment once, to be more in depth, and to make science more interesting. And of course, these are only a couple examples to explain the concept. On top of that, some new parts, like advanced magnetosphere instruments, cameras and alike could be added for similar purposes. Putting it simply, this could make science in KSP much more in depth for some many players, and has been talked about for as long as science gathering has been a thing in the game. I hope this is put into some consideration. -Alex
8. ## How to make science experiments take resources?

I am making some science parts and I want to make them use resources to operate. For example: Rodent Research, uses five rodents. How can I do that?