Ferrdo_Kerman
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Posts posted by Ferrdo_Kerman
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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
i was able to import default DAE with http://teraapi.com/collada4blender/index.htm and blander 2.49 with python 2.6.2
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 starters you should be using version 2.9, the latest.
I don\'t import any collada files mainly because they never seem to show up in Blender. Most likely because almost all parts are made with different software. Just make and save your stuff in .blend formats.
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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smaller orbit would mean you\'d have to go faster than the mun (or the orbit would decay)... or so I think, but we\'re reaching the limits of my orbital mechanics knowledge
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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My version of a KERBAL - MUN orbital mission!
Drew it in ms-paint
did my best to label it.
Any suggestions?
Changes?
Anyone take a college physics class?
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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That\'s Sunday Punch\'s Yawmaster RCS
sorry i was talking about default RCS
good for deorbit
http://kerbalspaceprogram.com/forum/index.php?topic=3581.msg39499#msg39499
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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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does the RCS really help ?
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
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I think chutes can open if you open them just before stage separation. ie. Have the chutes just before the decouplers.
| A stage |
|-Radical Decouplers-|
|-chutes- |
thanks for pointing that out ... o thought you cannot change order in stage
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i just could see there as no simetric count number of boosters, you missed one
anyway it is nice svastika rocket
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Well, IF when you reach your Apo, the Mun is not there, you can do a pro-burn to circulize your orbit, effectively doing a hohmann transfer. Seems like a waste of fuel though...
sure you can round your orbit to be same with Mun that is a 'second' option
Does anyone know, at what speed will the Mun be orbiting?
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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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'
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i have question, do chutes open when you stage boosters away ? you cant control them, right ?
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The thing about going directly into a trans-Munar orbit is that to get there you have to pass through a regular Kearth orbit to get there. It doesn\'t seem like there\'s much fuel used if you linger in a Kearth orbit until you feel like going Munward anyhow.
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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Anyway, I fear it will take many a Kerbal life to mount a successful Mun mission
i guess they are making loads of kmanpower meanwhile ;P
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in that case am i right that the best method is archieving a eliptic equatorial orbit and then wait until you can chase the Mun with a tiny burn, then do a smaller braking burn for Mun orbit?
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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When separating the payload faring use your rcs control to thrust forward - H - on the keyboard and avoid those panels.
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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How far is the moon expected to be from Kerbal?
Anyone know how to fly a free return trajectory, or how to do a Trans Lunar Injection?
Kerbal Orbit Rendezvous, Lunar Orbit Rendezvous, or Direct Assent?
Which will be the first to try and which has the best chance of success?
What about getting back to Kerbal? How much delta-v to get back HOME?
RRs
'Land a Kerbalite on the Mun and return him safely to Kerbal'
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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Well, everyone has their own strategy to go there. I actually do some maneuvers to place myself in a special orbit in preparation of the capture.
And by special, I mean this:
I might change strategy if necessary.
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
Custom hardware / simpit repository. For people who take KSP a little too far.
in KSP Fan Works
Posted
This was quite a little project to make but everything went ... lets say kerbal way