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Found 11 results

  1. I'm looking for some help/guidance on what is turning out to be a surprisingly challenging math problem: I'm trying to find the maximum possible separation between any two given planets. I think it would be useful, or at least interesting, to know this kind of thing when constructing comms relay networks, etc. I've got some idea how to proceed, but my efforts keep coming up dry (not least because of my merely intermediate math knowledge). Seems my problem needs new eyes and new ideas. I'm all ears!
  2. Flavio hc16

    Distance to target

    Hi all. I'have been playing a lot this game (1000+ hours) and i'm having a lot of fun, i already reached almost all the planets apart from moho and eloo and downloaded a crapton of mods. However a week ago i have probably messed up something in the settings and now i can't see the distance to the target and stuff like that, and that's make docking very hard, especially on the dark side of the planets ( and it's even harder with eve+scatterer) where you can't see anything. Especially where is the other ship that you are trying to dock with ( lukly right now thanks to Kerbal Alarm Clock i can set very accurate rendezvous up t0 5 meters of distance). My question is; what is the setting that i have to change to have the distance back? Because i can't seem to find it Thanks to everyone who will help
  3. The_Cat_In_Space

    I built a probe...

    For my career playthrough, I built a small rocket to explore Kerbin. It would travel on a suborbital trajectory, and after reaching the target biome, release the scientific payload (a materials bay, mystery goo, thermometer), and land, to be recovered for science. On it's first mission, I managed to get all the way to Kerbin's north ice caps. on the second, I tried to get it to the big desert (not that far away from the KSC). Instead, I ended up in the highlands for some reason. I've been trying to reach the desert, but seem to fail. So, should I A) Add more fuel B) Reach a higher altitude to then cover more distance C) Cheat and put 'Infinite Fuel' on. I was able to reach the ice caps, but can't reach the desert (which is closer to the KSC). Does anyone know why?
  4. This might be a fun challenge, see how far you can get from the Kerbin sun the end of one Kerbin year, which is a bit over 426 Kerbin days. There are varied considerations which could make this interesting, such as how you build your craft, whether you wait for an orbital refuel, whether you spend slow down to refine fuel at an asteroid, what combination of gravity assists you perform, and your final solar ejection vector. How to perform this challenge: Start a new Sandbox game on normal difficulty Build and launch whatever rockets you need, can be more than one Perform whatever maneuvers you need, including gravity assists, orbital refuel, IR scan for near Jool asteroids or asteroid refining Time accelerate while watching the "Universal Time" clock(the clock on the top left of KSC screen, or craft screen when you click on MET to switch to UT") When it says Year 1 Day 426 stop time accelerating and check the craft's altitude, record the altitude any time during Year 2 Day 1 Entry should include a description of your craft(s) construction, and what maneuvers you performed. Hard mode: Do the above in Campaign normal difficulty, and you'll have to consider how much time to spend on technologies and KSC upgrades before you launch, better tech and more upgrades = less time to actually travel the distance Additional Rules The final craft for clocking altitude needs to have a probe core [new]Weight per vehicle launch should be under 1000 tons, to make it fair for people who don't have a good computer [new]Due to concern that the optimal strategy may be a long nuke or ion engine burn, which is boring to wait through, nuke or ion drive will be disallowed, but will still receive honorable mention for people willing to wait theough the burn. No mods, only stock and whatever DLCs come pre-installed with KSP No using exploits or glitches like kraken drives or fuel transfer propulsion All crafts needs to be built or edited in VAB or SPH, no building or editing them with external programs or text editor No using the Alt-F12 menu or saved file editing Discussion, maybe ban nuclear engine and ion engine? cuz waiting for those to perform maneuvers is boring. Also maybe a launch size limit would be a good idea, cuz theorectically infinite deltaV is possible, given an infinite sized rocket then it becomes a competition of how many parts your PC can handle. Leaderboard: Sandbox Leaderboard @sevenperforce240,416,763,013m Asparagus staged single rocket. goduranus 12,408 Megameters Campaign Leaderboard You belong here! Honorable Mention: @Marschig 503,002,934075m Ion Drive @MarvinKitFox 386,628,029,271m Ion drive Kerbol Gravity Assist craft submitted before rule change. My attempt: Failed to even get into solar escape orbit, for a feeble 12408 Megameters
  5. Challenge Is Closed - Go Reboot It! What, you thought you could just launch 10 rockets everyday and not wreak havoc to mother nature? Why do you think Kerbin is so barren? The KSC, in attempting to look more "Eco-Friendly" to the outraged population of Kerbin, has devised a challenge: Get as far as you can on only 100 fuel! To be practical, it must also carry at least one kerbal in a command pod of some type. Rules: Oxidizer counts as fuel too, so 100 fuel Total, LF and OX combined (Monoprop and Xenon Gas are fuel too) Must be manned with a command pod (no external seats) to prevent something like this from showing up, racking up infinite points Also in that category, no using glitches to get distance (Don't be a Danny) <-- he doesn't post much anymore No rover wheels, because they can get distance with just electricity. EXCEPTION: Fuel Cells are your only power source, and fuel caps at 100 max, per usual (Please don't try and hide RTG's somewhere inside, prove it with a screenshot showing no electricity generation with fuel cell off) Please leave the resource tab open for all screenshots, proving you still have 100 fuel max Minimum Screenshots: Before takeoff, after takeoff, Maximum Height, when you run out of fuel, and touchdown with mission log open (for distance). All Stock Please! No EVA fuel or EVA'ing to increase distance You must land your craft, in order to have a set distance (you must still land from orbit, the KSC wants to be eco friendly with returning astronauts) Suborbital Leaderboard (Scoring is Distance in KM + Max Height in M/100) @Aetharan: 7,942 Points (7,788 KM, 15,107 M Max. Height) + 7 Points for trying 7 times! This guy is dedicated @Sivonen: 6,657 Points (6,498 KM, 15,464 M Max. Height) + 3 Points for effort, distance readings can get a little funky @overkill13: 6,212 (6,105 KM, 10,735 M Max. Height) @Nefrums: 5,591 (5,452 KM, 13,886 M Max. Height) @KerbolExplorer: 1,449 Points (437 KM, 101,284 M Max. Height) @LazySoUseHyperedit: 1,289 Points (1,164 KM, 12,472 M Max. Height) Orbital Leaderboard (Scoring is Periapsis + Apoapsis/100) @Nefrums: 1,906 Points, (AP 114,398, PE 71,188) + 50 Points for first to orbit, and landing troubles I might give bonuses if you impress me (get to space, etc.), so don't be completely unoriginal! Go Sub to my Youtube Pwease.
  6. The challenge is simple. launch a rocket, land it on the VAB without exploding it, then land on the moon and get back. Land as close to the Launchpad as possible and upload a pic with the distance. (you can use launch clamps to know your distance). if you do it with mods I will put you on a different leaderboard. Good luck and have fun. upload the screenshots of the landing on VAB, the moon the final landing, and your distance from the launch pad. I will update the leaderboard from time to time. Have fun! Leaderboard 1. 2. 3. 4. 5. Modded leaderboard 1.cairio jack with 2 days 6 hours. Mods used: Kerbal Engineer redux 2.EkoHallen with 3 days. Mods: KER, kspi extended 3. 4. 5.
  7. UPDATE: New thread created for 3D model that does everything this model does and more. Original post below: I've been exploring optimization solutions lately for my interplanetary communications network, and was having a hard time wrapping my head around some of the math and picturing the system in my head. So I did some research and learned some equations and relationships and found a nice free graphing software to bring it all together. I worked out the polar coordinate equation for each planet's elliptical orbit and plotted it. What came of the exercise was a scale model of the Kerbol System, viewed from the top down, with all planets' orbits represented accurately in terms of: major and minor axes foci (Kerbol in the correct position) eccentricity longitude of ascending node (how a planet's orbit is tilted relative to a reference direction) argument of periapsis (where the Pe is located; given relative to the longitude of the ascending node) (As far as I can tell, imgur album embedding is broken at the moment--please correct me if I'm wrong--so forgive the screen-captures.) ^Model overview ^Inner planets ^Tidied up a little (disabled grid-lines, too) ^Just Kerbin, Jool, and Eeloo nicely visualized The only thing this tool doesn't properly portray is orbital inclination, as that would be in a third dimension. I may look into that soon. We'll see. To use: Download and install GeoGebra on damn-near any platform, or use the web app Download the .gbb file I've l inked here from Dropbox Open, explore, modify... enjoy! At the moment, it's a fairly bare-bones item, with only the most essential information included, but it may just end up growing into something more substantial, whether for my own use, or at the request of the community. I don't know if any licensing is necessary here, but if it is, let's say.... MIT (referring only to the .gbb I've shared. GeoGebra has its own licensing policy). A few notes for clarity: Scale is in megameters (1Mm = 1,000km = 1,000,000m Visibility of elements can be turned on/off in the left pane. This can help with crowding when zoomed out past the inner planets. Π is used to denote the location of the ascending node (normally I would use ☊ but GeoGebra does not support it) Ω denotes the longitude of the ascending node (an angle) ω denotes the argument of periapsis (an angle) γ is used to denote the reference direction, along the x-axis (normally I would use ♈ but GeoGebra does not support it)
  8. Three of my trusty Kerbalnauts are taking an extended driving trip on the Mun. Is there a way to find out how far they travel in each session? I know you get details about speed and distance travelled on the info box that appears after a vehicle is destroyed, but I can't find it in game. My current method of keeping track is to simply place a flag every 40km, but that's the distance as the crow flies (assuming some kind of Mun crow that can fly in a vacuum!). Obviously the actual distance is further as you alter course to avoid craters etc. Are there any other methods for keeping track of distance traveled across land?
  9. Hello guys. have a question, how do i change the draw distance of the objects like ships or big parts. I am making a death star mod, but the death star cannot be visible beccause my draw distance is small. I want to get to 750 km. Does anyone know how to do this?
  10. Hi guys! I love KSP (as I'm sure most people here do), I have over 1040 hours on it, yet I can't build to my full potential because of the render physics distance!! I have built a Low Earth Orbit Station (80km) with the 'USAF Airborne Laser' from the BD Armory Mod and I REALLY want to strike the KSC with the Lazers :D. Unfortunately, the KSP physics render range is not that far. Would ANYONE know of a mod that can help me with this? I'm not too good with coding and stuff so I can't really edit the game's....laws of physics. Any help would be much appreciated!! Cheers James.
  11. Fly a plane around the world, Submit the mission report (F3) also show the plane you made it in, but the catch is, you have to stay below 14 kilometers ASL