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Everything posted by Jacke
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DAKAR 2020 concept open for suggestions
Jacke replied to Triop's topic in KSP1 Challenges & Mission ideas
No need for insults. It's a KSP race challenge in the spirit of the Dakar Rally, a off-road endurance race with both professional and amatuer entrants, known for breaking cars and people. Well, of course. It's from the fevered mind of @Triop. And I didn't see the page changed and @DoctorDavinci had already replied. -
I thought all parts have non-zero mass (and drag and thermal numbers). And if physicsless, the part's mass and drag pass back up to its parent part.
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- aerodynamics
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Constant-speed propellers, with automatically adjusting pitch, were developed in WW2. Should be in KSP too.
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- helicopter
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Hype is just Hope with a vowel shift. So, stop with all those negative waves, man.
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It's just that we're at cruising hype. Closer to the release, when more info comes out, now then you'll see some hype!
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Damn, this means I've gotta make a car design. Wanna let us know what the KSP versions and mod requirements we'll be running under, please?
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totm january 2020 Community Caveman Jool 5 mission
Jacke replied to ManEatingApe's topic in KSP1 Challenges & Mission ideas
The hardest part of that is if the Trans Joolean Injection burn out of Kerbin orbit is long due to low acceleration, quite common with fully loaded spacecraft. Then to figure out the angle of the power track (the trajectory under thrust) around Kerbin, which angle being large and significant to get the point in orbit to start the burn, you really need to solve the Lagrangian of the maneuver (using Lagrangian mechanics. It should be the Lagrangian equations of the second kind, in circular coordinates, with each coordinate equation (2 of them) equal to the acceleration in the particular coordinate due to engine thrust). Where I learned this was from reading Werner von Braun's book The Mars Project (1953), where he shows and does an approximation solution for the Lagrangian of the Trans Mars Injection for his spacecraft. Back around 1980, I coded a graphing program in Pascal to solve and draw out an example. Still got that program someplace, on a deck of cards (it was a different time). I don't know if @Muetdhiver did that level of solution, as a Caveman design usually has a significant reserve and he could have just calculated a more approximate angle with a more simpler method. -
totm january 2020 Community Caveman Jool 5 mission
Jacke replied to ManEatingApe's topic in KSP1 Challenges & Mission ideas
Only the practised things are relatively easy. You can look back in the topic for me working through my last part, where I had to rendezvous the spacecraft with Jeb, change the periapsis pass, then perform the Kerbin Orbit Injection. Except for the rendezvous (which I know very well), I needed a lot of reloads to get this done. Patched conics and maneuver nodes are the way to package well doing astronautics. It is possible to go back to first principles and do the maneuvers by hand. Like all manual use of automatic procedures, there's a learning curve but you then understand the tool better. I like Caveman as a challenge, but I would prefer to have the tools in my KSP play. My sleep schedule has been rubbish for a while due to being hard to fall asleep, which I'm still working on. And it's still just past 23h30 by my local clock. -
totm january 2020 Community Caveman Jool 5 mission
Jacke replied to ManEatingApe's topic in KSP1 Challenges & Mission ideas
It's a little bit harder than going to Mun (have enough delta-V, burn prograde just as or before Mun rises, work it to get the pass, refine the pass in Mun SoI). Basically, it's going back to astronautics first principles. Helps that we could take as much time as we need (no life support limits, solar power). Others did the complex interplanetary stuff, so they could explain it better. I just tooled around doing a couple launches, rendezvous and docking, and the initial return Kerbin Orbit Burn. -
Please, no more sky beams.
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Going to the Moon is much much harder that even getting into orbit. And software people only get to start to understand when they do real-time programming of systems and have to work with hardware. Google hasn't done it that much and only some of their people are even starting to understand how tougher things get.
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totm dec 2019 What crimes against Kerbin have you committed?
Jacke replied to crasher925's topic in KSP1 Discussion
Claims like *that* are likely to summon. 'Ware Kraken! -
Ah...no. I was sleeping. But if a *Bleeping R2* you want.... And @Triop! Are you there?
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'Fraid not. @Triop ?
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You could install the mod EasyBoard: Then you fly over a second Kerbal and with the right settings, the 2nd Kerbal will grab onto the ladder on the bottom of the Quadrotor.
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For some reason, Ctrl+A then Del wasn't removing the empty table for me. If it's handled by a local script, it could be my browser, FireFox 71.0 64-bit. The safe way to handle tables I have found that does work and doesn't depend on undo is to leave text outside the table before and after. That way I can always hilight the table and the text before and after to delete it. My signature currently has a 1x1 110-pixel wide table with Align-Left holding the Community Caveman badge, with the badge image turned into a link pointing at the forum article on the Community Caveman Jool-5 mission.
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Alas, there has been much Heresy! So much, so bad, it needs to be capitalized! Horus Kerman has fallen to Chaos! CLEANSE AND BURN!!!
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In the same way each of us, on each of our KSP games, has a set of Jeb, Bill, Val, and Bob for each of them. Same will apply to KSP 2.
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totm january 2020 Community Caveman Jool 5 mission
Jacke replied to ManEatingApe's topic in KSP1 Challenges & Mission ideas
Unfortunately, I can't seem to do this. Reloaded a quicksave with Jeb inside KILO and had him grab the ladder. Couldn't move him up or down at all. Somehow it seemed to reduce or increase the phantom forces, but couldn't eliminate them. -
Thank you so much, @Geonovast !
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totm january 2020 Community Caveman Jool 5 mission
Jacke replied to ManEatingApe's topic in KSP1 Challenges & Mission ideas
It was mostly lack-of-ladder shenanigans. As @ManEatingApe showed in his video, when Jeb grabs onto the ladder, phantom forces spin KILO. Jeb often lets go himself. My part of the mission was easier than @ManEatingApe's, as I had that next-to-last stage to keep Jeb contained both during the ladder testing and maneuvers, and when I staged it, KILO was under thrust that kept Jeb inside. I wonder what it would take to not have those phantom forces. I have asked for more information about ladders and timewarping in the main Caveman topic here. I didn't realise that physics timewarp would keep Jeb contained until I saw @ManEatingApe do it in his video. Getting 4x would help during planetary maneuvers, but you'd want more during interplanetary. Even if it was allowed, I can't remember if timewarp mods offer higher physics warp. And warping without putting things on rails is likely fraught with its own perils. Kudos, @ManEatingApe, for bring Jeb home in style! BTW, did the remainder of KILO survive splashdown? And I've had a few issues with trying out a Table in my Signature. Turns out I can't figure out how to adjust the Table after making it, nor how to delete the Table or the whole Signature. Any ideas? I've asked about that here. Reported my post to the moderators and one went behind the scenes and deleted my sig. EDIT: And now have a groovy new signature. Key with Tables is to make sure you have text above and below them so you can hilight the lot to delete them to fix. I also rescaled the Community Caveman badge to 20% of its original 480x425 (96x85) so it and a single line of text can fit into the signature space. Put that image link in a 1x1 Table 110-pixel table 0-width border with Align Left and then hilighted the image to put in a link to this topic. Wow, a lithobraking re-entry! During my tests of aerobraking, ol' Jeb cooked off many a time at those hyperbolic re-entry speeds. Don't know how you didn't get 'im fried. -
Was recently modifying my forum signature. To get things to flow right, I tried using a table. Welp, that was a mistake. Turns out you can't adjust a table in a signature after creating it. Nor can you delete a table once created. Unless the signature without the table is still available from undo. And for me, it isn't. Tried searching for how to do this on Invision forums but had no luck. Any ideas?
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The KSP Caveman Challenge 1.3.x - 1.10.x [re-booted]
Jacke replied to Mr. Peabody's topic in KSP1 Challenges & Mission ideas
Another issue I noted from the Community Cavemen Jool-5. Is there something in Caveman games that blocks Resource Transfer in flight? I tried to do that during my recent flight and it wouldn't happen. If it is possible in Caveman games, how is it done now with the current UI? Tried right-clicking on the parts with the [Mod] key pressed (Alt in Windows) and couldn't figure it out. -
'Fraid not. @Triop ?
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The KSP Caveman Challenge 1.3.x - 1.10.x [re-booted]
Jacke replied to Mr. Peabody's topic in KSP1 Challenges & Mission ideas
I've already learned a bit about the challenges of flying Kerbals outside of a spacecraft ('cause Cavemen can't EVA except before launch), but that's just around Kerbin. Taking that outside of Kerbin orbit and especially interplanetary is a tad more challenging. After taking the Community Cavemen Jool-5 return spacecraft through maneuvers (6 posts) to align its pass of Kerbin and then into an elliptical orbit, I've seen how hard it is. The big issue is timewarping, when the Kerbal will drift through the spacecraft and out. Under some circumstances, as discussed early in the Community Caveman Jool-5, it's possible to do transfer orbits, then pick up the Kerbal afterwards. And it appears that having the Kerbal hang onto a ladder won't work. I'd like to hear more on having the Kerbal outside on a ladder for significant missions beyond Kerbin orbit, both drifting, under thrust, and timewarping. Right now after doing a good chunk of that, I figure any distance and timewarping is going to be at and maybe beyond my limits. I can always have the Kerbal(s) stay in the spacecraft, which means no EVA reports. But that may be what I have to do.