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EladDv

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Everything posted by EladDv

  1. yeah seems consistent with my experimentation it produces a force off center so you get torque and you need to counter it with SAS
  2. yeah i said legs are taking it too hard not that the phenomenon is gone or even impossible to recreate
  3. i have conducted a few tests in the earlier days of 1.0.5 and sadly the pusher design is once again yet farther away from our reach (at least in orbit mode). while on ground mode i was able to produce plate oscillations and sideways force but once in orbit mode the legs cant take the force
  4. Yeah i havnt been able to reproduce this bug with 1.0.5, probably got smashed in 0.24 or 1.0
  5. Wait a second, CONSTANT acceleration? OK I'll test it when I get home. If you can please provide more information like logs,save files, craft files and steps for reproduction, also do you run any mods? System data and more, and please could you report it on the bug tracker at bugs.kerbalspaceprogram.com it's be swell
  6. It's not the kraken drive, it's basic Newtonian phyiscs. The octagonal strut is the lightest part in the game and this if you apply a considerable force to it you'll cause it to accelerate to very high speeds, this is not a big but a law of physics, this will work with the new updates (but in 1.0+ it would end up burning in the atmosphere instantly).
  7. It's a craft file, you can also open it with a notepad if you want to use it put it in YourKSPdrove:/KspFolder/saves/theSaveYouWantToPutItIn/SPH
  8. do they have stuffing suppository in that medical school?
  9. For KATEC The Pompeii Class submarine. 484 parts 968.3 mT. It holds 12 0.625m Timaeus AA/AS missile-torpedoes which are launched vertically with a launch assist system build in the missiles and 4 1.25m Volcan AA/AS missile-torpedoes with explosive warheads for extra tough targets. The sub itself is neutrally buoyant with missile bays closed and a bit (0.1 m/s terminal speed downwards) while full and most of the time while empty and a top speed of 10 m/s Action groups: 1)open the top missile bays for the Timaeus missiles 2)open the bottom missile bays for the Volcan missiles 3)activate the engines DOWNLOAD Pics:
  10. would you like a submarine? i have the pompeii class that has 12 0.625 missiles that would look nice coming out of the water and 4 more 1.25 cruise missiles on the underside(also capable of launching from underwater.) for the 0.625 Timaeus missiles is would recommend launching from 25-50 meters below water for maximal dramatic effect with their launch assist system DOWNLOAD Pics:
  11. i dont get this, not a challenge and definitely not really a request, the only thing i see is a request to use kerbpaint and really i dont see why would i make this thing at all if you want a pink rocket just take the kerbal X and paint it pink with kerbpaint
  12. Well if you try and find sense in coding languages you'll always find questionable decisions after all it was designed by humans
  13. Thanks for the feature mate. it's been a huge project for me, trying to make it sink with all of the armament was a huge problem but somehow it's neutrally buoyant... it was my first big project for some time and more are coming at the future
  14. The Pompeii Class submarine. 484 parts 968.3 mT. It holds 12 0.625m Timaeus AA/AS missile-torpedoes which are launched vertically with a launch assist system build in the missiles and 4 1.25m Volcan AA/AS missile-torpedoes with explosive warheads for extra tough targets. The sub itself is neutrally buoyant with missile bays closed and a bit (0.1 m/s terminal speed downwards) while full and most of the time while empty and a top speed of 10 m/s Action groups: 1)open the top missile bays for the Timaeus missiles 2)open the bottom missile bays for the Volcan missiles 3)activate the engines DOWNLOAD Pics:
  15. The Pompeii Class submarine. 484 parts 968.3 mT. It holds 12 0.625m Timaeus AA/AS missile-torpedoes which are launched vertically with a launch assist system build in the missiles and 4 1.25m Volcan AA/AS missile-torpedoes with explosive warheads for extra tough targets. The sub itself is neutrally buoyant with missile bays closed and a bit (0.1 m/s terminal speed downwards) while full and most of the time while empty and a top speed of 10 m/s Action groups: 1)open the top missile bays for the Timaeus missiles 2)open the bottom missile bays for the Volcan missiles 3)activate the engines [URL="https://www.dropbox.com/s/36jsveyb3764qpz/Pompeii.craft?dl=0"][U][B]DOWNLOAD[/B][/U][/URL] Pics: [imgur]Lavhw[/imgur]
  16. NVM i have backed up KATEC at [URL]http://forum.kerbalspaceprogram.com/threads/95779-KATEC-%28Kerbin-s-Advanced-Technology-Collective%29-Precision-works-HIRING[/URL]
  17. [quote name='Dr_Turkey']Thank you. Historical Context is important, and the present context, with it's own complex variables and so on, is different from that past context. I mean, *gobble!* I hear eating goat this time of year is for cool people! *gobble*[/QUOTE] while we dont have the so called "thanks*for killing us all with disease*giving" i think we should get bacon to be the official meat of this holiday also how is it going with the pardon from the president? have you heard back?
  18. [quote name='sal_vager']Here's a positive, the jet reversers rock, and with them you can even make a [U][B]tractor[/B][/U] airplane now, not to mention stable Vtols.[/QUOTE] THIS! i should make a tractor
  19. [quote name='NathanKell']Using drogues is more promising.[/QUOTE] i think everyone forgot these existed...even i did, gonna need to reprogram the entire community..hmmm BRING ME THE BELLS!
  20. i had one but it wasnt useable unless you are ok with 400 parts and VTOLs [imgur]UKOGa[/imgur]
  21. orbital energy- sometimes known as mechanical energy is the combined kinetic and potential energy
  22. [quote name='pellinor']Within the reference frame/SOI of the body you are right. There is a static gravity field and conservation of energy holds, so the gravity assist can only change the direction but not the magnitude of your speed. In the reference frame of the parent, things look different. As an example, model the gravity of Mun in the reference Frame of Kerbin. You can do this either with a time-dependent gravity field (the Mun moves), or with a rotating reference frame (coordinates rotate so that the Mnu stays fixed). Both of these models break energy conservation. Example: Say a vessel stands still at the height of the Mun orbit (zero kinetic energy). (Say it spends a short time there so that falling towards kerbin is not significant) The Mun approaches, when the SOI catches the vessel, it has a speed "v" relative to Mun which is conserved. It passes Mun's SOI on a hyperbolic trajectory, exiting in a different direction with the same relative speed. Now back in Kerbin's SOI the vessel has a speed (up to 2v), and therefore gained considerable kinetic energy.[/QUOTE] you are right but sadly KSP dosnt model the transfer of energy from the assisted body to the craft due to the on rails system, in a completely accurate simulation conservation of energy stays the same as some of the muns energy is transferred to the vessel via the gravitational field [quote name='Red Iron Crown']EladDv, it is pointless to talk about gravity assists in a single body perspective, they are not possible.[/QUOTE] i know, i have got confused about your post's purpose and have interpreted that you meant to say that the object gained energy relative to the assisted object.
  23. [quote name='Red Iron Crown']Have to disagree here. It doesn't change your speed relative to the body being used for the slingshot, but it does relative to the parent body. After exiting the SoI of the slingshot target, there will be either an increase or decrease of the vessel's semi-major axis compared to before entering that SoI, which means an increase or decrease of the vessel's orbital energy. A gravity assist doesn't just change direction, if it did the SMA would remain the same.[/QUOTE] of course. but that depends on the angle of the planet in relation to the original orbital motion, my explanation came from a single body perspective and not talking about the rest of the planetary motion of the vessel, inside the SOI and relative to the used body your energy dosnt change, but in relation to another body yeah it will it's all about frames of reference as if you took the sun compared to kerbin you'd see the force affecting the trajectory and kerbin's one will change too, there is no energy created from nothing(unlike in kerbal where it IS created from nothing because of the on-rails system) [FONT=Verdana][quote name='Tatonf']You can't change your orbit without changing the kinetic energy of the ship, i'm pretty sure of this. What you say is very confusing.[/QUOTE] kinetic energy yes, mechanic energy no. at the same distance from a parent body(in a simple single body system like ksp RIC) your kinetic energy wont change since the work of gravity is based upon a delta in distance not the actual distance covered(cant remember english term) also any force applied perpendicular to the velocity vector wont change your kinetic energy since again it's a scalar and has no "direction" see- magnetic force always applies perpendicular to an objects speed and the magnetic field's direction and thus can never accelerate a projectile at any of those directions[/FONT]
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