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Everything posted by FleshJeb
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Can you make scented concrete a thing?
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Visual playback of explosions?!
FleshJeb replied to Arugela's topic in KSP1 Suggestions & Development Discussion
Hitting F3 will tell you what part failed first. What I'd really like to see is if it was an impact or a torque failure. This is hugely important for diagnosing why rover wheels rip off. (although I assume most of them are torque.) -
I've done a lot of experimenting with low TWR (1.1-1.3) landings on the Mun. The problem isn't the TWR, it's the absolute acceleration. Say for instance you were coming straight down at 50/ms: That leaves you only (1.7- 1.0) * 0.167 * 9.8m/s^2 = 1.15 m/s^2 to play with. It will take 43s to kill that off. This is out of bounds of what MJ can handle. I'm pretty lazy, I like to automate/simplify as much as possible. What I started doing was modeling a pre-burn for my landings. The goal is to halt almost all your horizontal velocity, and minimize your vertical velocity over the landing point. Since I don't have my spreadsheet on me, I'll give the short version: Pick your landing point and turn on predictions with MJ's Landing Assist. Manually place a node, and edit it: Retrograde is your orbital velocity (I think it's about 542m/s @ 8km). Set Radial Out to 50m/s (100m/s for TWR 1.1-1.3). the resultant is 544, and I normalize* this to be my orbital velocity. So Retro becomes 537, Radial becomes 49 (533 and 98 for lower TWRs). Adjust the time on the node until the landing prediction hits the correct longitude Edit the node to add whatever Normal/Anti-Normal gets you close to your landing latitude. Adjust the time again to minimize the landing error. (It's better to fall short than it is to go long, because you want the correction burn facing up.) QUICKSAVE Have MJ execute that burn. Your craft will end up rising quite a bit (mine go from 8km-20km-12km), but you'll be almost over your landing point, with minimal horizontal velocity, and only a little vertical. Punch Autoland. The automatic correction burn should be pretty small. (My spreadsheet keeps it between 2-10m/s). MJ should be able to deal with your residual vertical velocity. If it fails, Quickload and add more Radial Out, reducing the Retrograde appropriately. Obviously this isn't as pretty or efficient as a Constant Altitude Landing, but it's simple, gets pinpoint landings, and it's repeatable. *normalizing the resultant (I forget why this works--it just does): SQRT( 542^2 + 100^2 ) = 551 542 / 551 = 0.983 542 * 0.983 = 533 Retro 100 * 0.983 = 98 Radial
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Mod for finer CoM visualization?
FleshJeb replied to Rosco P. Coltrane's topic in KSP1 Mods Discussions
You're still my favorite sheriff. -
more electric thruster efficiency questions.
FleshJeb replied to SpaceMouse's topic in Science & Spaceflight
Relevant: https://en.wikipedia.org/wiki/Spacecraft_propulsion#Energy Minimum energy Ve = 0.6275*dV -
Boris Chertok's Rockets and People, in NASA translation
FleshJeb replied to DDE's topic in Science & Spaceflight
Here's the description, because I had no clue what it was: http://www.nasa.gov/audience/foreducators/9-12/features/F_Rockets_and_People.html -
Likewise, "petite amie"/"petit ami" ("little friend" feminine/masculine) are the words for girlfriend/boyfriend.
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I had this stupid idea about hypersonic flight
FleshJeb replied to juanml82's topic in Science & Spaceflight
Just a sidenote, this idea applies to subsonic flight as well: https://en.wikipedia.org/wiki/Convair_B-36_Peacemaker#Addition_of_jet_propulsion "six turnin' and four burnin' " -
Finding Distance Travelled By A Rover
FleshJeb replied to Clipperride's topic in KSP1 Gameplay Questions and Tutorials
@Snark I've never used it, but this might do the trick. I let MechJeb do the driving for me. (About 750 km this weekend.) -
Hehehe, I wasn't particularly good at it. The experience stuck with me because I use a robotic surveying instrument that tracks a reflector very precisely. It's analogous to two Radar components with a narrow overlap! (Four actually, because it's dual-axis.) I never tried any mods, but I remember Sord from the forums. Very cool, man. When I have time, I'll download it and give it a shot.
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BRB, reinstalling MindRover.
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Personal Craft Repository
FleshJeb replied to Jimmidii's topic in KSP1 Suggestions & Development Discussion
You could hack together a batchfile to do this: Moves all craft files prefixed with "SAVE" to a repository directory. Creates symlinks for each file (mklink command) from repository to each save. Executes KSP64.exe Granted this would be a lot easier if mklink was able to use wildcards, but there are ways around it. This is making me nostalgic for DOS 3.2, things were simpler then. -
I bought KSP just after a the breakup of a long term relationship. Having something interesting to do that gave me a sense of accomplishment probably saved my life.
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Mine X Units of Ore on Ike an Beam It to Duna
FleshJeb replied to something's topic in KSP1 Discussion
Finished with all the subclauses was I But all I ever wanted to do was fly. Drew up a new contract, and when I was done All the lawyers were in orbit around the sun.- 22 replies
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https://en.wikipedia.org/wiki/Aviation_biofuel
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Mun orbit apogee and perigee
FleshJeb replied to Ty Tan Tu's topic in KSP1 Gameplay Questions and Tutorials
Apiho/Periho -
Looking for mods: most interesting&novel mods in KSP?
FleshJeb replied to Reusables's topic in KSP1 Mods Discussions
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Turbine for electrical generation?
FleshJeb replied to THX1138's topic in KSP1 Suggestions & Development Discussion
I modded a regular jet engine by editing the config file: Cutting the thrust by 100, multiplying the electrical generation by 70, and dividing the ISP by 100. Works like a dream for land-trains. I need to get better at writing Module Manager patches. -
I posted it a year and a half ago. I've since deleted the pics.