Ferrdo_Kerman
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Everything posted by Ferrdo_Kerman
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not good candidate http://kerbalspaceprogram.com/forum/index.php?topic=3581.msg41299#msg41299
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less success model of SHOE - munar modification all what is left Munar orbit not enough breaking power falling down kerbalite home sweet home
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np, the thing is that i was actually using newest one 2.60 ... and have problem with importing ... i pasted a link there and there is plugin working for 2.49 a want to try it with 2.60 only one problem comes to my mind now - 2.60 uses python 3.x and 2.49 use 2.6.x it should be possible but need to try i\'m using blender for some time and also have some skills and done some project in python and in my opinion is very good i\'ll be finally modeling this weekend
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i was able to import default DAE with http://teraapi.com/collada4blender/index.htm and blander 2.49 with python 2.6.2
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well for starter, there is no blender 2.9 release http://www.blender.org/download/get-blender/ blender 2.6 is using collada 1.4.1 - they said you would need some updates in code so i thing KSP could not load 1.4.1 collada FTR i thing the point of saving something in selected format is that i could load (import) it in other .. isn\'t it ? and it does not depend on which software DAE was exported .... but version on format used is important and KSP is using 1.4.0 - all parts are saved in version 1.4.0 that i can see, cose i actually look into 'xml' DAE therefore i thing we need to use even older blender 2.49, which is using 1.4.0 i/e collada and it cannot be imported cose it cannot find texture, which is on absolute path .... i don\'t want to post any user info of default parts
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does anyone tryed version 2.60 for import ? collada 1.4.1 ? which version do you use ?
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im trying to make a blenter part, i have no problem with modeling, but dont know haw to export/import dae ... sure there is a exporter/importer, but when i tryied to import existing part, it would not import - say error while texture loading ... so i start looking for solution, and i find there was absolute path in dae file so i tried to change that ... but no success i didnt try to export and try in game yet ... but soon any advice would help
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sure you will be faster, much faster close to Kearth, than Mun, that is why you can find good spot and timing to initiate burn only problem is ..... line up with Mun orbit, sooner, better, best way - when you leave atmosphere and start making you own orbit
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here is my discovery apollo plan to reach moon The three different Apollo flight modes. Credit: NASA A diagram of the lunar-orbit rendezvous used on Apollo by John Houbolt. Credit: NASA this si actualy one of my thoughs, as you will just miss Mun .... then you can change direction of rotation and another nice founds - as you can see (by tide in/out s) orbit od moon is not circular
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this could be easy, if you can see actual orbit of Mun on your 'MFD' sou you could have same orbit as Mun after launch
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Bill Kerman's Twin Engine Flyer
Ferrdo_Kerman replied to Velo's topic in KSP1 The Spacecraft Exchange
sorry i was talking about default RCS good for deorbit http://kerbalspaceprogram.com/forum/index.php?topic=3581.msg39499#msg39499 -
here is SHOAE, advanced explorer, with some RCS on [li]added some chutes, just test them out[/li] [li]first liquid tank changed for 2 RCS fuel[/li] [li]added 2x4 RCS(up and bottom of upper stages)[/li] [li]added strut for better stability[/li] this was my firt try and i\'ll share my results: i didn\'t get so high as before(maybe another try could be better) but high enough for my test all i had left was CP, chute and RCS so i start .... breaking and breaking and breaking and breaking until ... and i still had 1full and 1/4 of second RCS fuel another successfull mission so RCS is GOOD enogh to deorbit from HKO
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Bill Kerman's Twin Engine Flyer
Ferrdo_Kerman replied to Velo's topic in KSP1 The Spacecraft Exchange
IMO they are absolutely needed, since it is very hard to get your nose up, in such design (mass centre very low (back)) orbiting - thay are needed for manuevering and realy gr8 for orbit adjustments .... can be used for deorbiting also, very useful -
thanks for pointing that out ... o thought you cannot change order in stage
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Right Angled Rocket - Complete Failure
Ferrdo_Kerman replied to raggamuffin's topic in KSP1 The Spacecraft Exchange
i just could see there as no simetric count number of boosters, you missed one anyway it is nice svastika rocket -
sure you can round your orbit to be same with Mun that is a 'second' option about 509,5 m/s2 in distance 13M srce http://kerbalspaceprogram.com/~kerbalsp/wiki/index.php?title=Tutorial:_Basic_Orbiting v = 600 000 m * sqrt(9.807 m/s2 / (600 000 m + h))
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My best rocket so far 7000m/s
Ferrdo_Kerman replied to scratch's topic in KSP1 The Spacecraft Exchange
in my opinion this one is way too OP maybe if you want to deliver heavy cargo check out my simple design able to rech 'New Mun' http://kerbalspaceprogram.com/forum/index.php?topic=3581.0 -
i have question, do chutes open when you stage boosters away ? you cant control them, right ?
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sure you have to get Kerth orbit first and than leave it thing is you have to first line up with Mun orbit - if it make sense (let say Mun will orbit around Equator (which is actualy stupid idea, but for example) and you will orbit around Meridian - you have to correct your orbit or count intersections (above poles)) now i start studying how it is done in real world
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i guess they are making loads of kmanpower meanwhile ;P
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here are my thoughts: see the problem is .... in time your vessel will reach Ap, Mun will be gone this is low consumption very precisely planed trip other way ..... just round same orbit as Mun ... and reach it, but this will be lots of burning corecting or you can make same orbit as Mun in distance .... and time up intersection anyway it WILL be fun
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you can avoid it nicely, if you separate panels one by one, nose first and so btw i dont know why, when you put them all in one stage, they won\'t separate
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those are nice questions, my only guess how to reach Mun is to make ecliptical orbit with Ap so far as the Mun will be - best past him in few meters, then reach Ap and strart breaking until it will be so slow that gravitation field of Mun will start forcing you and you be able to make nice orbit around Mun and than back similar way i have only one problem with this need to calculate that when i\'ll reach Ap, the Mun will be there cose i supose it will be orobiting around Kerth and now idea come to my mind - to orbit around Kerth in same distance as Mun and than reach it slowly - but here is more fuel needed anyway ... it will be fun
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this is the only strategy, it just depend how far will Mun be and how much mass it will have, to know how much fuel you need for breaking and transfering for Mun orbit, than leave it and break again to Kerth it will be so fun