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Everything posted by ThreePounds
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Hello and welcome to the forums. In order to help you, we need more information for you. A screen shot isn't enough. Please read this thread and if the issue isn't resolved, please provide us with logs and a modlist (at least).
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The Name Change Thread (WARNING! ONE TIME ONLY!)
ThreePounds replied to Souper's topic in Kerbal Network
Please remove the underscore from my user name and change it to ThreePounds. Thank you -
This is my first time looking at the mod and I am absolutely blown away by it. It's surprisingly intuitive, which I didn't expect given what the mod sets out to accomplish, as I was able to get a lunar transfer and injection without consulting any tutorials. Buttons are were you expect them and clearly state what they're for. Just for giggles I loaded up a copy of my career save to see what my space craft are up to and all of them are where I'd expect them to be. Playing with this mod is some sort of eye opener. It's such a huge step up from the simplistic stock physics and I feel like a child exploring n-body physics. I seriously wish I had discovered this mod earlier. I'll be spending many hours in it in the future I'm sure.
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The short answer is: the core principle of all reaction engines is, as the name suggests, conservation of momentum. Momentum is proportional to both mass and velocity while energy, like you pointed out, is proportional to the square of velocity. Since energy is usually the limiting factor it's therefore better to have a low reaction mass with high velocity than a slow but high reaction mass with the same energy. It's quite late so maybe I'm not making sense but ill try to answer your question in a more detailed way tomorrow.
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Raptor's Craft Download Catalog - Tested & Proven
ThreePounds replied to Raptor9's topic in KSP1 The Spacecraft Exchange
I've played this game for thousands of hours and never knew this. Blind = blown -
Raptor's Craft Download Catalog - Tested & Proven
ThreePounds replied to Raptor9's topic in KSP1 The Spacecraft Exchange
@Raptor9 I'm continuously blown away by absolute beauty and detail of your craft. Looking for inspiration on a mining rig I found your M3V "Gilly Logisitics Kit" and was amazed at the design language, shape and execution. No matter where I look, I spot little details and all it's parts are thoughtfully put together. I just couldn't believe it was all put together with stock parts. However, I have a few questions regarding the landing struts. I initially thought you'd placed the first connector on the Rockomax Brand Adapter, attached the second point to it's final location and then offset the first point to it's final position. However, I don't seem to be able to do that myself, not even with Editor Extensions Redux. The offset tool is still limited, even with the option enabled. Could you share some of your black magic with me? Upon further testing it works fine in 1.3.1. Is that the version of the game you're running? -
Well, I think it would make the tool that much more useful. Of course, a negative apoapsis radius is nonsensical from a pure physics standpoint, but it's a nice convention to make calculating hyperbolic trajectories easier using the existing variables and almost the same formulas (sign is flipped). Your astrodynamics calculator already spits out a negative apoapsis when supplied with a negative SMA, so I'll make sense if it goes the other way. But it's your tool, you can decide how it's supposed to be used. I can definitely understand your argument against it.
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- ksptot
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Awesome! Btw, the astrodynamics calculator has trouble converting ap + pe to sme + e for hyperbolic orbits. It requires the ap to be positive, which isn't true for hyperbolic trajectories. You can steal this code snipped I wrote in VBA for my excel table if you want: Private Sub calc_from_below1_Click() 'define working variables Dim a As Double Dim b As Double Dim e As Double Dim pe As Double Dim ap As Double Dim Radius As Double 'read central body radius from cell Radius = Range("D7").Value 'read altitude of apoapsis from cell ap = Radius + Range("D17").Value 'read altitude of periapsis from cell pe = Radius + Range("D18").Value 'calculate semi-major axis a = 0.5 * (ap + pe) 'Check if the orbit is elliptical or hyperbolic 'elliptical If ap >= 0 And pe >= 0 Then 'calculate semi-minor axis b = Sqr(ap * pe) 'calculate eccentricity e = Sqr(1 - b ^ 2 / a ^ 2) 'hyperbolic trajectory ElseIf ap < 0 Xor pe < 0 Then 'calculate semi-minor axis b = Sqr(-ap * pe) 'calculate eccentricity e = Sqr(1 + b ^ 2 / a ^ 2) 'Invalid Orbit Else MsgBox "Error: At least one apside must be positive.", vbCritical, "Input Error" End If 'write SMA to cell Range("D14").Value = a 'write eccentricity to cell Range("D15").Value = e End Sub
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- ksptot
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I once again tried to get the Launch Window Analysis to work properly to see if my issues were resolved between the awesome updates you've been putting out for this excellent tool, @Arrowstar! Unfortunately, the same problem persists: if I follow the directions closely, I sometimes get put into an orbit which has an LAN exactly 180° offset from where I want it to be, i.e. the launch azimuth that I was given has been flipped. In the past I corrected those issues with KER but unfortunately, there isn't no way to view your LAN in stock before lift off. Here's the in-depth report. Summary: When using the Launch Window Analysis, sometimes the launch azimuth given is due south when it should be due north and vise-versa Steps to reproduce: Launch KSPTOT 1.5.10, Mission Architect and Launch Window Analysis enter: Target Inclination: 5.6, Target RAAN: 316 - everything else default first result: 7280.158s UT, 84.401° Azimuth launch KSP 1.4.4, create new sandbox game, put KerbalX on the launch pad time warp forward to the specified time, which is Y1, D01, 02:01:00 approximately launch east, heading slightly north, set the mun as target for inclination fine control get KerbalX into orbit, quit to main menu Expected Result: We arrive at approximately the orbit we targeted Actual Result: now to see if we are in the correct orbit, we have to open the save file and get to the vessel orbit information, here's what I see: ORBIT { SMA = 684722.61710577214 ECC = 0.00048902921829306199 INC = 5.837735959910237 LPE = 161.99738541595747 LAN = 138.678376733356 MNA = -2.3354479809756241 EPH = 7535.6197543537428 REF = 1 } The inclination is correct as expected, however the LAN is exactly 180° less than what we expected. That means we had to launch slightly south, meaning our launch azimuth should have been reported as 95.599° by Launch Window Analysis for the specified time. Save file: https://drive.google.com/file/d/1Q6B6VdjtrYGPtOhGzN_s5WMS0SNxKLbb/view?usp=sharing Screenshot of KSPTOT: Hope this helps
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
ThreePounds replied to Galileo's topic in KSP1 Mod Releases
I've actually tried that and here's what I've found: If you rename, delete (by editing the save file) or dismiss (and then wait for the applicants to cycle) the Kerbals you start with, they'll reappear alongside them once you enter the Astronaut Complex. The setting you pointed out just decides if it's Galileo et. al or Jebediah and friends that will quietly add themselves back to your roster should you decide to part ways with them. One way is to edit the save file so they are either KIA or MIA, but then they'll still show up in the Astronaut Complex and mods like Final Frontier, or either delete or modify KerbalRenamer.dll, where the source of this trouble lies. I'm not sure what I'll do. Maybe I'll remove said *.dll and just manually change the last name of all the Kerbals I hire because I do like the whole alternative universe thing.- 7,371 replies
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I think you're supposed to take the information given in the departure information and take them to the mission architect to do some proper optimization on them before you can upload them to your game.
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Kerbal Space Program 1.4.4 and Making History 1.3 launching today!
ThreePounds replied to UomoCapra's topic in 2018
Set KSP to windowed mode and ake a shortcut of either KSP.exe or KSP_x64.exe and append " -popupwindow" at the end of the target field. Launch KSP with that shortcut from now on. -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
ThreePounds replied to Galileo's topic in KSP1 Mod Releases
Hello guys! How can I get rid of Galileo, Bobert, Jade, Poody, Sigma and Raging Galean from my game permanentally? I keep throwing them out and even deleting them from my save file but every time I visit the Astronaut complex they keep sneaking back in. Which part of the code I have to nuke to not have them appear in my game anymore? As much as I enjoy the cameo of you guys, I'd rather play with my own set of Kerbals.- 7,371 replies
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Sorry to hear that. I can now understand how painful it is. It's difficult to really grasp unless you experience it yourself. Sad indeed. We sometimes played classical music for our cat when he was upset - it's interesting that it really seems to change their mood. I understand that these birds are highly social, are you getting him a new friend any time soon?
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Yes. We initially just took care of him for a while for a friend, but that turned into five years. Half of his tail was missing when we got him - the rest was stiff. No idea what happened to it. Later we had to amputate even that because there were some growths on it that had to be removed and my vet had trouble stitching it all back together. I think it never really bothered him to not have his tail any more. Thanks for your kind words. It means a lot to me.
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Maybe a few of you guys wonder why I have dropped off the surface and there is a reason for that. Last week we had to put our cat to sleep. He really was a special pet and I am thankful for the short five years we had with him. I have seen lots of cats in my life, but none that would enjoy human company as much as he did. He loved to be part of our loud dinner parties and was patient with children. He let my friend's two-years-old kid grab and chase him around. We would walk him daily around our back yard much like you walk a dog. We even had a leash on him to keep him from attacking other pets - which did in his younger years. His end came pretty quickly. He was hiding a monstrous liver growth from us till the very end when it ruptured and caused him immense pain. We knew that we had to say good-bye one day, as he was showing signs of old age (and maybe related to his liver problem) but we never expected it to end so quickly. I uploaded some pictures to imgur, if you want to check them out. https://imgur.com/a/TZzt5
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[1.8.x+] Waypoint Manager [v2.8.1] [2019-10-22]
ThreePounds replied to nightingale's topic in KSP1 Mod Releases
Mount the probe core upside down. -
[1.11.2] B9PartSwitch v2.18.0 (March 17)
ThreePounds replied to blowfish's topic in KSP1 Mod Releases
Sorry for wording my question vaguely. Does it support localization of the strings it provides itself? I.E. the "switch able parts" and "x subtypes"? Strings provided by mods providing configs for this mod seem to work fine, indeed. -
[1.11.2] B9PartSwitch v2.18.0 (March 17)
ThreePounds replied to blowfish's topic in KSP1 Mod Releases
Does B9 Part Switch support localization? -
[1.3.x] SETI, Unmanned before Manned [Patreon]
ThreePounds replied to Yemo's topic in KSP1 Mod Releases
Yes, @Yakvi worked on a patch. It can be found here:- 2,515 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
ThreePounds replied to Galileo's topic in KSP1 Mod Releases
My abitious goal for this translation is to make it seem like the mod was made in the target language while staying true to the orignal version in terms of tone, humour and themes. Normally, translating names and geographic terms is frowned upon but these are fictional so I don't think the same applies. Ideally, the end user can't determine the language of the source material making it feel natural. Taking biome names as an example, for creations like Droops I try to find something that sounds as close to the original but has a similar meaning and feel. While droops isn't a proper noun as far as I can tell, someone who knows English will still be able to associate a meaning to it because of similar sounding words like droop and droopy. One way of going about this would just be leaving it as is but I believe a German-only speaker while finding it cool-sounding won't associate anything with it. So I can changed it to Drops which is a kind of hard candy. It fits Iota perfectly! Sorry for rambling.- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
ThreePounds replied to Galileo's topic in KSP1 Mod Releases
Time to drop some praise again. Who did the Biome names? Outstanding. My fingers twitch to finally play some more GPP and my head spins trying to imagine what these cool places could be *clap* … *clap* … *clap* … but how am I gonna translate this …- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
ThreePounds replied to Galileo's topic in KSP1 Mod Releases
What has been the inspiration behind the name Hox? For all the other bodies it's not hard to find the inspiration in Greco-Roman mythology and Gauss is clearly a reference to Carl Friedrich Gauss (Gauß in German - translated accordingly) but Hox is the odd one out. I won't change the names of the planets - just do minor adjustments to them.- 7,371 replies
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