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  1. Hello, this is my inaugural post on the KSP forum. To learn some more physics and calculus, I'm trying to create an analytical equation for the path of a solid fuel model rocket fired vertically. I first made an equation assuming no atmosphere and no orbital mechanics, which I am satisfied with. I'm currently making an equation that accounts for drag, and assumes there is no change in atmospheric density and no wind. The equation I am using is from Wikipedia, specifically vertical motion upward and vertical motion downward. I am not sure how to adapt this equation to w
  2. About This is a KSP mod based on a initial piece of code written by BahamutoD for BDArmory and improved by myself and test with the help on the entire BDAc team. Basically it extends game physics range and the terrain loading distance. This will allow you to switch between vessel that are far away or even to see an orbital station from a flying plane. REQUESTS AND IDEAS TO IMPROVE THE MOD ARE ENCOURAGED! Donations = Motivation Download https://github.com/jrodrigv/PhysicsRangeExtender/releases Issues https://github.com/jrodrigv/Ph
  3. I am always wondering how aerodynamics is being calculated in KSP? For example, I want to know how does the game calculate the force produced by the wing(s) while flying in a specific speed. Any equations (as detailed as can be) will be appreciated.
  4. PS4, Radial preset, in career mode. For context to give some idea where I am: n00b, maybe a month-2 months in (they're still reviewing my posts I'm so new, ha), having a blast - flags all over the Mun and Minmus, one unmanned rocket currently stuck around Duna (in accidentally polar orbit, probably enough fuel, and ferreting out how to get back). So I'm on a mission that requires a surface sample from 3 locations on the Munar surface (Alpha, Beta, Gamma), being quite new to this still I don't yet have a rover and not yet dialed in on landing at a desired spot, so on a mission like this I'm
  5. So, yeah. I want the know how to build a missile that includes target functionality. Like you double click on something and it pulls up a target sas mode. I need an atmospheric and space faring version. Can both take down a building. (Any.) I'm quite new only 130-ish hours on KSP and I want this for my Kethane Wars video. Don't care how big. Make some physic-bug ones if you want and make sure it can fit in a 1.25 meter hull or mk2 payload. (Full size.)
  6. Got a weird problem. I had a lander with a rover drone slung underneath landing on Minmus. After landing, I tried dropping the drone and then making it the target so I could send it on it's merry way. Instead of the drone the target jumps to the last fuel tank/engine combo I had discarded prior to landing. The combo had landed (apparently it was moving slow enough not to destruct on impact) 1.7km from my touchdown point. But now I'm stuck. trying to re-designate either the lander or the drone as the target from the discarded hardware results in the message given in the topic. Jumping to map an
  7. I'm going to try to be as careful as I can with my phrasing here, because I really don't want to be misconstrued. (I tried asking this on one of the KSP groups on Facebook and it spiraled out of control pretty fast.) KSP2 developers stated that there will be no FTL drives in the game. I'm perfectly happy with this, and to be honest, would have been let down if they did add warp drives, wormholes, or other handwavium. Also, implementing full Special Relativity is way impractical for a game, and besides, the math gets hairy enough that I can't imagine a developer spending time trying to ad
  8. Hi there, I'm an aerodynamics student and am looking to do the same kind of medium-fidelity aero modelling that's done with Ferram Aerospace - the calculation of aerodynamic coefficients, stability derivatives, and the like for some arbitrary body, and as functions of Mach number, AoA, etc. Does anyone know if the developers compiled a bibliography/list of references/papers for the algorithms they implemented? If not, is there any information on how their algorithms work, or could anyone recommend some papers I can look at to get started? (I'm familiar with basic flight dynamics theory already
  9. so i'm only really making a return because i have an ion-powered craft with burn times ~1 hour, but i can't enable physics warp for some reason. everyone says to do alt + . but it doesn't work for me for some reason. maybe because i'm on linux? i really don't know. (sorry if this is in the wrong place, only ~85% sure it should go here but i'm kinda desperate so :/)
  10. I was reading an article (link below) on Reversing the thermodynamic arrow of time using quantum correlations. Bottom line of the paper from my understanding is the 2nd law of thermodynamics is reversed under certain conditions. It isn't a violation of the 2nd law as the particles have to be correlated and in the presence of a magnetic field. (2nd law does not cover this.) What do you guys think to the significance of the work and what future questions would like answering? I know this isn't spaceflight per say but very significant in this area of physics which of course makes
  11. Ok I'll put it out here, I am mad for quantum physics. It is such a new(ish) interesting and useful branch of science that it has me hooked. I love working on new ideas that will change the world of science, and I'm wondering, who else likes this subject and is as mad as me to like it!
  12. This is a place to talk about anything from boringly tame to wildly enlightening theories you may have heard or thought of.
  13. Dr. Jamie Farnes, a physicist at Oxford, has released a paper attempting to explain both Dark Matter and Dark Energy with a single substance producing negative gravitational attraction. Simulations of his model successfully accounted for the galaxy rotation problem that Dark Matter was introduced to account for, as well as the accelerating expansion of the Universe attributed to Dark Energy. Are there any major flaws with this model at present, either from observations or mathematics alone? How could such a model be verified or disproved? What would the implications be for the Standard Mo
  14. After having the beginnings of my first space station wobble into my own personal Kessler Syndrome, I've decided to look at other options to keep my creations stable. I previously only used EAS-4 Strut connectors, and they did just fine for keeping rockets and landers together. But my space station, having been composed entirely of Sr. docking ports and pieces which are entirely stable on their own, did not have this option. My searches suggest that Autostrutting may be the answer to my problem, but I'm having trouble getting clear info on it; Does Autostrutting dynamically change what a
  15. I was wondering, does the KSP physics engine utilize the GPU processing capability and computational power? Or is it all CPU?
  16. I would like this discussion to be a place to share personal interests related to KSP. Aerodynamics, rocket science, physics, chemistry, etc. People can ask questions about real life topics they're interested in and learn about things others are interested in.
  17. Hey. I'm having a massive FPS drop near space stations or planetary bases since KSP wants to calculate every single unit, making the game unplayable (docking at 10fps with only the first docking port unlocked was a nightmare!) I was thinking about some solutions, and 2 possible solutions came to mind, although the 1st is a more definitive one: Disable physics calculation for every single object. We simply don't need the game calculating everything in a base or station. So if I already have a base built or a station in orbit and stable for x seconds, the game should just stop ca
  18. Hey guys! So today I was playing some KSP and I built a rocket which is meant to orbit Kerbin at a low altitude first and then increase the Apoapsis up to 1 000 000 km (So I can get some sweet science from low and high Orbit). After having achieved the 1 mil km I did a stupid mistake and I had to revert to start.This time, I decided to go for a more lazy approach. I decided not to achieve Orbit and just fly straight up. Now something happened which doesnt make any sense in my current understanding of the world. I was only able to achieve about 400 000 km - less than half the amount I was
  19. I have an equation that shows the target speed you need to reach to have a successful hohmann transfer: V = 1878968 * sqrt(2/RInitial-2/(RLowest + RHighest)) It's always worked in the past, but I recently tried to use it to find the target velocity for a transfer around the sun. When I plug in the numbers, I get a ridiculous answer of 16 m/s, and I don't know why. The weird thing is, I tried looking this formula up on Google to see if I missed something, and I cannot find it anywhere. Has anyone else used this formula?
  20. So I'm in career mode and I've sent a couple of missions to the Mun. Only one probe was able to soft-land due to a bug I've had with my landers. For some reason they want to bounce back up, usually flipping over in the process. I have had this issue with both the smallest and the medium sized legs. I've also played a bit with the leg springs and dampeners. I lowered their tweakable settings. During that landing, the craft sank into the surface of the Mun and one of the legs exploded, requiring a revert. Mods in use: CKAN, Science Checklist, several flag mods, Contract Configurator with all of
  21. So I wanted to use one of my premade planes but now when I try to fly them, they just spin out and go wild. Also I do use cheats in my science save cause why not. Though I only use Unbreakable Joints, No crash damage, Inf Electricity and Inf Propellant. I have accidentally click on the physics tab but went back. So I don't think I changed the aerodynamics myself as they worked the last time I play KSP. Was there a change I wasn't aware about? Also running 1.4.1
  22. I understand waterskiing or hovercraft are not exactly core functionality for KSP but since I have struggled with this I'm going to list it anyway. Problem 1: Waterskiing When landing something on water, it immediately sinks in, which causes a massive drag spike. In reality, if you're going at all fast, water behaves more like a solid surface to start with: you would skip or ski on the surface until you slow down enough to sink. Consequently, things like seaplanes do not behave like in real life. If this was made more realistic, seaplanes, fast boats, and similar craft would bec
  23. Yeah, so I would have liked to post this in the Addons section because I'm looking for help from coders and/or math geeks, but since it isn't really KSP-related, I decided on this place. Mods, please do move the topic if you feel it would fit in a more specialized section. Anyway. Here goes: I'm making a little 2D arcade space game that basically puts "Lunar Lander"-like elements in a tiny solar system with orbiting planets and moons. Fuel efficiency is obviously going to be an important gameplay point, and so I want players to use gravity assists etc. For that, I need
  24. KSP Version: 1.3.1.1891 (Windows 7 x64), fresh install, fresh sandbox savegame. I keep this particular KSP install for such testing only. Mods / Add-Ons: All Stock Description: if there is a long enough part inside a cargohold that consists of two shorter ones, then drag is applied to the payload. (I think its because the game thinks that payload part is clipping through the cargobay. Although visually it is only clipping through its front or its back as it is longer than the cargobay.) I also think the problem is known. But I'm not sure. Also I'd like to know if it's gonna be fixe
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