Stevenator1
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Everything posted by Stevenator1
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Well, considering what you want to do is mathematically impossible, there are other ways to pull off a rendevouz. One of my favorite ways, I shall detail for you: Get in the same orbit (or as close as you can). You do not have to be anywhere near the same position as your target. Do a burn in the direction of your velocity vector for a few seconds, pushing your Apoaxis out a few kilometers. This will make your orbit so that only the place you currently are will be in line with the orbit of the object you are trying to reach. The rest of the orbit will be farther out. Now turn on your warp. Because your orbit is now slightly longer than your object, you will take just a little bit longer to do every rotation around the orbit. You will notice that every time you 'lap' your orbit back to the point where the orbit of your object and yourself line up, your object will be just a little bit closer to you. When it is extremely close, do a retrograde burn at that orbital intersection point to put yourself back in the same orbit as the object. And now you are damn close to your object, and can do small orbital tweaks if needed to get to it.
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Well frankly, with that many planets, moons, and asteroids, it would take thousands of game hours to even get close to everything you could get done with it done. ESPECIALLY when you consider if they make a roleplay (non-sandbox) element to the game.
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Hello fellow Kerbonauts, I had an idea to make a plugin, but I want to know if the community would like the idea, or find it usefull, before I dedicate hundreds of hours coding it. The idea is a 'flight plan', or advanced autopilot of sorts. I have spent all day coming up with these ideas. The idea spawned from the Ascent and landing autopilots of mechjeb. I want to make a deviation of autopilot that allows for custom user logic, allowing for completely computer controlled flights to the moon, etc. Among other ideas, these are some of the actions and conditions that you could program into it: Conditions [li]Standard if/then loops (if altitude is greater than 70,000 cut boosters)[/li] [li]Instant if/then loops (will run whenever this condition is met, interrupting any current action[/li] [li]With the conditions of: altitude, speed, AP, PE, and all that other orbital information stuff; flight time, SoI change, fuel left in RCS or Fuel tanks, horizontal speed, etc.[/li] Events [li]Turn on or off thrusters by name.[/li] [li]Aim at direction (with options to just aim in that direction and stop controlling, or STAY aimed in that direction)[/li] [li]Activate stages[/li] [li]'Panic' or abort stages - stages to give your crew a safe landing at the expense of your ship.[/li] [li]Toggle RCS or SAS[/li] [li]Kill horizontal speed (with RCS or thrusters)[/li] The list is rudimentary - only designed to give you an idea of the possibilities that this plugin could provide. I think the simplest way to implement this design would be to create a programming language syntax that you could put into a text file in your KSP folder. It would sure be one hell of an addon for the game, which I\'m not even sure are possible with the current coding ability in the game. Thoughts?
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Indeed it is mostly mod and plugin makers that can do that. Which means, in order to make myself famous, it is time to make a mod! I\'ve had so many ideas in my head, I\'m not sure what is possible in the realm of the current coding of this game however. I shall check the sdks, and see what can be came up with!
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In that case, I am all for a campaign mode. It would be a fantastic challenge to go through tremendous amounts of work to make spaceships that go to the Mun, that we take complete advantage of right now. And it would be even funnier (or worse) to experience the explosions when they screw up!
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One of my favorite Kerbal pictures of all time. Please ignore the massive amounts of mechjeb screen clutter. I was in Minmus looking around for the artifacts, and I accidentally stumbled upon this beauty of a happening. I managed to get the Mun, Kerbin, and Kerbol all in one beautiful picture, while doing a low orbit scan of Minmus. This is really a once-in-a-lifetime shot!
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I love the idea of tech trees, and a 'campaign' style play. However I think that there absolutely needs to continue to be a way to play the game with no money / research restrictions. Beyond that, I absolutely think the idea of tech trees, mining, and industry would be fantastic. I almost visualize a sim city -esque setup that this game could evolve into. You make residential, industry sections, you choose what to mine, you have to get parts to set up mines around the planet where different minerals are. Mineral scan vehicles to go around finding the mineral-rich spots, etc.
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I\'m hopelessly addicted as well, I just have never made a name for myself in the public eye. I have played since (I think) version 6 or so. The ones with no mun, minmus, ships, fins, landing gears, persistance, or really anything. Back then it was fun. Now it is just sheer over-abounding joy! The new plugins have really made it (slightly) a more Orbiter-like experience. I can calculate my launches, my stages, I can use the Kerbal Engineer plugin to find the best thrust/mass ratios. I am probably going to go into the modding and plugin developer scenes. I am an extremely proficient programmer, but it never even entered my head that I should program for this game until a few days ago. But back to the topic of this discussion - It is still completely for the explosions and destruction. . . But in new exciting ways!
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Get a plane into space...
Stevenator1 replied to SunJumper's topic in KSP1 Challenges & Mission ideas
I would recommend this be closed... The mechanics of the game to not allow for enough delta-v to escape at minimum excape velocity with only air-breathing engines, WITHOUT exploits. And then you can just do the stupid drag glitches and stupidify it a fuckton... -
Kerbal book of World Records
Stevenator1 replied to mincespy's topic in KSP1 Challenges & Mission ideas
You need to put a cap on that airspeed. I also think you should specifically state 'no cfg editing' as well as stating a specific set of mods that it would work with. Personally I would suggest saying that only vanilla, carts, and mechjeb should be allowed. Possibly also requiring people to attach the .cart file for record verification would be smart as well. -
Make a multi part space station
Stevenator1 replied to midgester222's topic in KSP1 Challenges & Mission ideas
With Damned Robotics claws it is theoretically possible to have a base, and grab onto various other parts that you carry up. Just damn impossible. I\'m on my laptop right now (which can barely even launch the game, much less launch a complex rocket into space.). When I get home, I will demonstrate this with a simple base and a single 'module' launched seperately on a youtube video (or series of screenshots if I get lazy). -
What I have learned with many of mechjebs functions - Mechjeb is certainly not perfect. A manual override one mechjeb gets you close is sometimes required, just speed yourself up and catch up to it.
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ODEN Project (Orbital Debris Elimination Network)
Stevenator1 replied to Joshmo's topic in KSP1 The Spacecraft Exchange
MiB III Reference. That is IMMEDIATELY what I thought too, definitely looks like an arcnet. -
[PLUGIN, PART, 0.17] Bigtrak KSP Edition v.30 Liltrak
Stevenator1 replied to chickenplucker's topic in KSP1 Mod Releases
Where are those guns at and how can I procure them!! -
Well all an orbital speed (and therefore your period) depends on is altitude. So you can\'t just 'make the orbit go faster' at a low altitude - the orbital distance will increase with speed.
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Well you could push them out of orbit (if you set them up correctly at 70km orbit, only a little tap would airbrake them back down to earth), or use a large 'tanker' to bring fuel back up to them and refuel them.
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This also means that something like mechjeb would have to be implemented. It is INCREDIBLY challenging to manually rendevouz with anything in space, much less get it at the perfect spot to dock up with more fuel.
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Unfortunately (I highly enjoyed reaching Alpha Centauri....), I assume he is still using the .13 demo.
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I present, my VTOL. Simple, elegant, 4 jet fusalages for a decently long flight, and a lot of stability. I can take off with little horizontal speed, turn the engines to get up to a top horizontal speed of about 150 m/s at low altitudes, and land again with no parts lost. Quite arguably the best VTOL in terms of stability that I have seen.
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Dropbox download link isn\'t working... Just put it in an attachment on the forum post...
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And it can do this at low altitude? Please post the craft file - I can never really get the infinite glide glitch working...
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I still can\'t get it either. My plane that I thought could do it, stalled out halfway around the world. about 1400km... Editing the design now...
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As a current update - My plane has used 3/11ths of its total fuel, and (going due east) has just finished crossing the first ocean.
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That\'s why it\'s a challenge my friend. My plane is attempting it right now, though it is only going to make it a little over halfway around. It should be done in about 2 hours...
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I know this challenge has been done before, but I have yet to see it done quite like this. The goal? I\'m glad you asked! You are part of a low-orbit observation craft team sent to monitor the equatorial region. Your goal is to fly a low-altitude , atmospheric-jet powered plane around the world, and land back at KSC for image collection. As a recap: Go due east, all the way around the world. Stay at <6000 m altitude. Only stock parts and mechjeb. No parts my detach from the plane. Only Atmospheric Jets may be used, no other types of propulsion is allowed. HINT: You might need this: http://www.youtuberepeat.com/watch/?v=s9MszVE7aR4