Jump to content

KASA Space

Members
  • Posts

    70
  • Joined

  • Last visited

Everything posted by KASA Space

  1. Thanks for the calculator! Unfortuantely, when I copied it to my drive, it broke or something because it's doing a divide by 0 error no matter what I do, even if I do the stuff in the gif he showed. So I'm going to show you the crafts I have and see if they'll connect, if that's alright. This is my long range sat. it's got a RA-2 relay antenna and is at 5,000km orbit. There are two of them This is the craft to duna. it's not going to land, just orbit then return. Thanks!
  2. Hey there! I'm a well-seasoned KSP player (been playing since .22, maybe earlier) and I've gone to Duna my fair share of times. I've started a new career for 1.2, and I want to know how big of an antenna I need on both of my crafts to connect to home base from Duna. Do I need relay sats in solar orbit? Thanks!
  3. Would I be able to use mods like Procedural Parts and KW Rocketry that add engines and parts, but are not too cheaty? How about TweakScale?
  4. I've been playing a lot of long-distance missions, and with the return of Scott Kelly it's got me thinking - are Kerbals these immortal beings that take no effect to the rigors of space? The idea is that after a prolonged mission Kerbals have to take time off from launching rockets, so that way Jeb isn't piloting mission after mission. It could also become a challenge point if you have a small roster and have no remaining kerbals.
  5. No problem. Let me know if there's any issues! I'm currently updating and tweaking the script right now.
  6. SAS ON. LOCK THROTTLE TO 1. STAGE. CLEARSCREEN. PRINT "LAUNCHING!". WAIT UNTIL ALTITUDE > 2000. LOCK STEERING TO HEADING(90,80). PRINT "Pitching to 80d". WAIT UNTIL ALTITUDE > 3000. LOCK STEERING TO HEADING(90,75). PRINT "Pitching to 75d". WAIT UNTIL ALTITUDE > 5000. LOCK STEERING TO HEADING(90, 70). PRINT "Pitching to 70d". WAIT UNTIL ALTITUDE > 7000. LOCK STEERING TO HEADING(90, 65). PRINT "Pitching to 65d". WAIT UNTIL ALTITUDE > 9500. LOCK STEERING TO HEADING(90, 60). PRINT "Pitching to 60d". WAIT UNTIL ALTITUDE > 11000. LOCK STEERING TO HEADING(90, 50). PRINT "Pitching to 50d". WAIT UNTIL ALTITUDE > 15000. LOCK STEERING TO HEADING(90, 45). PRINT "PITCHING TO 45d". WAIT UNTIL MAXTHRUST = 0. WAIT 1. PRINT "STAGED". STAGE. PRINT "STAGE 2 ACTIVATED". WAIT UNTIL APOAPSIS > 75000. LOCK THROTTLE TO 0. WAIT 0.5. LOCK THROTTLE TO 0. PRINT "Coasting to OIB". WAIT 1. SET WARPMODE TO "PHYSICS". SET WARP TO 4. PRINT "Time Warping". WAIT UNTIL ETA:APOAPSIS < 20. SET WARP TO 0. LOCK STEERING TO HEADING(90, 15). LOCK THROTTLE TO 0.9. SET vThrottle to 0.9. WHEN ETA:APOAPSIS < 5 THEN { IF vThrottle < 0.5 { SET vThrottle to vThrottle + 0.1. LOCK THROTTLE TO vThrottle. } PRESERVE. } WHEN ETA:APOAPSIS > 20 THEN { IF vThrottle > 0 { SET vThrottle to vThrottle - 0.1. LOCK THROTTLE TO vThrottle. } PRESERVE. } WHEN PERIAPSIS > -100000 THEN { LOCK STEERING TO HEADING(90,5). } WHEN PERIAPSIS > -20000 THEN { LOCK STEERING TO HEADING(90,1). } WAIT UNTIL PERIAPSIS > 70000. PRINT "ORBIT!". LOCK THROTTLE TO 0. WAIT 1. LOCK THROTTLE TO 0. UNLOCK ALL. This script works best with 2 stage vehicles where the first stage has a starting TWR between 1.10 and 1.25, but best sits at like 1.19. The first stage should be able to make it above 15km, and beyond that, the second stage just has to be able to orbit after that. Enjoy!
  7. So after a few hours of fiddling and a lot of headscratching to find out how KOS really worked, I was able to scrap together a fully custom script that sent my rocket into orbit without any intervention (except, in the video, I did have to jettison the fairing and open the panels manually, but the ship would have orbited regardless). Here you go!
  8. It's for science and research. It uses fuel and monoprop, and when I sent the shuttle to the station I forgot to put the science experiments on it, so I sent it over with the tools and parts necessary to put science modules in its service bay. The resupply craft returns to kerbin, so what I plan to do is take any science I get in a mission and land it at Kerbin with that resupply craft so that I can get the full points for it rather than just the 35% I'd get via transmission.
  9. The LOMS is my first ever station around a body other than Kerbin. It's spinning retrograde (woops) and orbits at about 10km above sea level. The first resupply mission has been completed and was successful. The second resupply mission is built and ready to fly. LOMS has space for 10 kerbals, and has Liquid Fuel, Oxidizer, and MonoProp. It has a science lab, and 10+ docking ports. I'd love to know what you think!
  10. Facebook Memories sent me this small reminder that I've been playing KSP for well over 2 years. 2 years ago on this day, we landed our first mission on the Mun. Blitzor Kerman stepped foot at 10:32pm EST. We all start from somewhere. You can do it.
  11. I think I'll start working on it this week if I can find the time. I've got some stuff I have every day this week, and Wednesday is a trip to Six Flags (yay) so hopefully I can find some time before the end of the week to get the formulas and equations translated into 2D space. If anyone else has ideas, let me know!
  12. Just a graphics editor. I asked you guys here to see if its worth programming.
  13. For anyone still interested, here's SpaceX's Falcon 9 drawn by me in the style I want for the game.
  14. I've made a mockup of what the tracking station would look like (maybe) and a look for what the graphics would look like (probably)
  15. I just came up with this game concept and wanted to see what people would think of it. I'll be developing it at some point and was just looking for other people's thoughts. The Concept The game would be like KSP career in a way, where you accept contracts to get funding and launch rockets and developing tech. It'd 2D and most likely pixel graphics. However, the "science" would be a little different. Instead of using science points to unlock tech, science is more towards learning more about the solar system around you. Science Developing tech and processing science would be a slow process, where you put a limited team of scientists (and depending on the size of your team is how fast its done) to develop the new item, like a new engine or solar panel, or control pod. If your team is too small, you can contract a company to do it. Since the solar system is randomly generated, every universe is unique, adding complete replay-ability. Since you can calculate the location of planets by eye (theoretically, like Galileo and Copernicus did), you know the positions and orbits, but not what they look like at start. Using unlocked tech of either a flyby or a space telescope you'd be able to render images of the planet in different detail. Flybys would give you visual data (basically the high-res image of the planet), but nothing more, other than approximate size data. You'd need to hire scientists to get data gathered and compile it to return data like SOI and atmospheric height. Time acceleration is a thing. I'm not sure if I could conceptually program physical acceleration, but I could do simulated time acceleration. Rockets Depending on what you already know, you could develop engines that were better for each environment. Kinda like tiers. So, there'd be atmospheric engines (jet engines), surface engines (rocket engines for an atmosphere), vacuum rockets, future-tech rockets (nuke engines), and economy rockets (less expensive, but less efficient). Probes/Pods Similar to rockets, there'd be tiers. Probes (and their tiers) and Pods (and their tiers) would all have to be researched. One thing that would be a really cool concept is something where you can develop your own pods. The skin would be the same, but the internals would be custom researched. Same with engines and tanks and probes and all other items. What do you think? Is it worth programming?
  16. I've launched my station core. Time to test it's docking, and then I'll do all the suggestions for re-entry. Thank you for all your help, and I'll let you all know what happens. - - - Updated - - - It worked. Air brakes slowed it down easily enough. Thank you all so much.
  17. So, basically do an aerobrake, then keep my angle of attack high?
  18. Top of the day. I'm developing a space shuttle of sorts, and I just completed a successful orbit of 100km circular with loads of fuel left. *high fives self* Problem is, the re-entry heat is too much for the nose cone, front control winglets, and the landing gear, which... well, trying to land a plane without landing gear is not that easy. Is there a re-entry angle I can boost into that has minimal re-entry heat? I have noticed sometimes when I re-enter from planets and moons, that sometimes I don't even get the flame effect, and only get the mach effect. I dunno if that's what I want. Any help would me much appreciated. Thank you!
  19. I started playing Career, and let me tell you, I love playing SpaceX and placing sats where they go, and getting a bunch of science in the process. I need to upgrade my R&D facility, as I have 466 science and can't unlock anything yet! Time to place more sats!
  20. I have another question: Can I terminate the probes after the contract has been fulfilled?
  21. Oh... my goodness. I think I have enough fuel to do this, as I've quicksaved and cannot revert the flight. o_O UPDATE Yep. That was the issue. Thank you.
  22. Thank you so much! - - - Updated - - - Alright. So I got it pretty damn close. Why is the deviation wrong? The PE and AP are where they should be (within 10km, and I've tried closer). So what's up?
×
×
  • Create New...