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jab136

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Everything posted by jab136

  1. sorry, my bad, for some reason I remembered incorrectly that the SABRE liquefied the incoming oxygen, however you could still make the precooler a requirement for jet engine phase operation of the in game SABRE... Edit: would it be possible to define a new resource "chilled air" and make the SABRE require it for non-closed loop operation?
  2. I mean, you could always make it a required part... especially for the SABRE, for which the IRL equivalent uses LOX as an oxidizer which you can't get from atmospheric air without a precooler... Edit... or you could mod the precooler to have the option to generate oxidizer and then also modify the SABRE to only run on oxidizer and fuel...
  3. I need the matrices for all the bodies in the kerbin system in spherical coordiates for a code I am trying to get going to optimize launch and landing profiles but the best I can find are topographical maps which I will have difficulties importing into matlab or some other coding language. What I need is a matrix of r(theta1,theta2) with one index being 0<theta1<360 and -90<theta2<90. Edit: If anyone could tell me how to extract it from the game files that would be great as well
  4. hey, would anyone be interested in creating a team to participate in SETI@home?
  5. yah, I did the test with the "swivel" so I guess they didn't model it completely properly since technically the exit conditions are dependent on the outside conditions (v_e and P_e aren't actually necessarily constant since you can have issues if P_e and P_a have a large difference). Oh well, that makes it easier for me.
  6. I'm looking for a bit more than biplanes, I was looking for more basic jet aircraft, and it would be nice to have them in the start node. Thanks though
  7. Thanks, complicated is fun for me (you don't study AE for 5 years and counting and not find complicated fun). Edit: where can I find the code for SolverEngines?
  8. Possibly odd question, but I had the crazy idea to create a matlab script to optimize ascent profiles and my current installation is running AJE and FAR, I was just wondering if anyone could clarify the actual equations used to model thrust and isp and what they were functions of for this mod.
  9. yah, I am currently breaking in my new laptop anyway (applying moderate OCs to most of the components) so I wasn't going to boot KSP for at least a day anyway.
  10. I pulled up the config file for the skipper and found a bit that is atmosphereCurve { key=0 320 key=1 280 key=6 .001 ] I assume this is the thrust curve, but I wasn't sure how they interpolate between the points, I also assume the first number is the number of atmospheres where this is true, and the second number is the Isp at that pressure yah, I will probably end up doing that, I was just kind of hoping I could find someone who knew how it was actually coded
  11. I know the real relations (I am currently working on my graduate AE degree and it looks like my thesis will be on propulsion), I was just trying to figure out if anyone knew how squad programmed it, since it may not actually follow that curve very well.
  12. I am trying to write a matlab script to create optimal ascent profiles for launch vehicles and I was wondering if anyone knew if there was a way to get thrust curves for every engine as a function of pressure (for rocket engines) and the total thrust curves for jet engines. I also need a method of exporting Cd and Cl curves from the game for FAR, and as a note, I am using AJE which affects the thrust curves for the jet engines.
  13. I was wondering if there was already a tech tree that did this or if someone could make one, but I kinda want a tech tree that already has basic airplane tech unlocked at the beginning of career (including control surfaces for rockets and not just fixed fins) basically just everything that actually existed in the early years of the space race. I get that the stock game is trying to ease new players into the game, but I figure that if we are modding our game we already know what we are doing.
  14. hey guys, possibly stupid question, but I just got a new computer that can handle KSP and all my mods again and am running CKAN and noticed a lot of different B9 Mods (HX parts Pack, Legacy Parts Pack, Parts Pack, Procedural Wings-Fork, Aerospace Props, Animation Modules, and Part Switch) is the Part Pack all inclusive or do I need some of the other mods to get everything? I know the Legacy parts pack is just old parts so I don't really care about that.
  15. but there are plenty of mods that completely overhaul the entire physics system, such as FAR and Principia, I get that it isn't stock, but is there any reason why it can't be modded in?
  16. can you explain why? I mean wouldn't you just be able to load two separate ships and simulate them separately unless their respective load ranges intersected? I am not a particularly talented coder (I only really know matlab), but it doesn't seem too difficult to me for someone who actually knows what they are doing.
  17. hey guys, I was wondering if it would be possible to make a mod that forces the game to load specific ships even if they are outside of the load range, this would be useful for ships making extremely long duration burns as you could combine it with some automation mod and then go to some other ship, as well as having a ton of other uses. I realize it could easily eat up a crapton of computing power but it would still be a nice mod, and now that we have x64 it wouldn't be as difficult to run.
  18. hey, just wondering, Kerbal Stuff says that the mod is still .90, but this thread says 1.0.4, so which one is it? thanks again for the awesome mod
  19. or you could just not have a retractable bell, because that would just add a ton of weight and be completely impractical, and instead, just build your landers in such a way as to not have an issue with getting the landing gear to the ground
  20. counter-counter argument it would be easy to implement limits on both tank radius and length, wing size wouldn't be a balance issue as all those do is add mass and drag, with the tradeoff being that you can now get lift, so you could easily have no limits on those after they are unlocked and not mess with the balance. I agree that the "lego" style is a design choice, however it comes at a significant performance cost, and also makes the vehicles themselves structurally weaker. the lego style would remain, just with a few more procedural parts and therefore significantly more design options, which would only serve to make an already good game that much better. I also edited the OP, as the procedural engines is probably not a great idea.
  21. IRL engines designed for vacuum have much larger bells than those designed for atmosphere, this is because as velocity rises, pressure drops due to bernoulli's principle. Also, engine performance is highest when exit pressure matches that of the atmosphere around the craft, since this isn't possible in space, they try to bring the pressure as low as possible to get the highest exit velocity and therefore highest Isp with the limiting factor generally being weight of the engine. this is just something that has been bugging me, and I realize it is at least partly so that landing legs only work with certain engines, but still, if we are trying to properly apply thrust/Isp curves with atmosphere, we should be getting proper models.
  22. if they did the procedural system correctly it would actually increase variety, they could just put a few textures in that can be swapped. as for welding, it would basically entail taking a fuselage and a wing and turning them into one part instead of two, which would allow for fewer physics calculations (you could still put some sort of failure criteria on the weld, but it would still probably help) also, the other benefit of procedural parts is that surface attach would work better for stacks of parts or wings, instead of just having one fuselage part attached via surface and the rest hanging off of it, they could surface attach along the entire length, thus increasing strength with less struts necessary, and thus less parts to model and apply physics to. Edit: yah, come to think of it, engines probably wouldn't work for the most part, but tanks and wings would benefit greatly
  23. I would think that making the tanks and engines procedural and only putting one model in would help performance, it would also give us better control by putting different buttons on the right click menu for length and diameter of the tanks, then we wouldn't need multiple tanks to make the rocket longer, this would also avoid the issues of weak joints in the stock game. also if we could weld parts it would help with performance on computers with lower performance. Also, as a side note, would it be possible to make "grains" select able on SRB's? so that we could select if we want constant burn rate, or a higher burn rate at ignition that tapers off as it burns. Edit: forget the procedural engines, except maybe for tweakable grains and procedural SRB's, also, procedural wings would be really helpful
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