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Instresu

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Posts posted by Instresu

  1. I'd like kOS to calculate the velocity at periapsis for me with the apoapsis height, periapsis height and apoapsis velocity as variables. However, if one is using the specific orbital energy v2/2 - µ/r = constant, you must know the standard gravitational parameter. I could hardcode the values into my script for every celestial body, but I want it to be as general as possible (if you decide to alter the default masses with mods etc). How do I get rid of the dependency of µ in my formula?

  2. Frankly I prefer the KSP website. I don't have steam or an updater to deal with and I get updates asap. I just wish I had not paid full price, but glad I did at the same time especially if this is still an advanced beta and things only get better.

    Yeah, I like it too. However, it can be a little bit finicky and the KSP site is sometimes very slow. Especially when a new version is released.

  3. Hi all Kerbals!

    I bought KSP directly via the website maybe two years ago, and I've manually downloaded the game as new versions have been released. Now, I know you can transfer your product key to Steam but since I don't like Steam, or Valve for that matter, I would love to have it on GOG instead. Is this possible? Note that I already own the game and I know you can buy an other license on GOG but that's not what I want. I simply want the game on GOG instead of redeeming it to Steam.

    Is this possible?

  4. I know that teleportation will be a long beyond our reach, but I wonder if someday will develop as transporter just like in Star Trek, is teleported person will still be the same person who came into the transporter/teleporter, or will only copy, and the original die in process.

    Well, the thing is that quantum mechanics is in play, and even if we could re-create all molecules and quantum states perfectly, we still have to deal with the appeared randomness. If quantum mechanics truly is random, there's no way a such thing would work without actually changing the neurological state and possibly mess with not memories and things like that.

    You do not want to do that.

    - - - Updated - - -

    I'll guess that by the time/if we'll really have to answer this, we'll already have mind downloading/ uploading and we'll be switching bodies at will, which will make OP's question moot.

    Well, that depends on how you define "person," I guess. I'm still the same organism, despite the fact the most atoms in my body have been replaced. Moreover, the overwhelming majority of neurons is not replaced during a lifetime. As memories, at least, are partly stored in the neurological network itself, adding neurons in the chain would damage and potentially destroy memories.

  5. Gravity in a game can be calculated as it is a known value, it does not need to be inferred nor does it rely on reference frames.

    Also, the gravioli detector will give different results when exposed to tomatosauceons.

    What do you mean? The experienced acceleration does indeed depend on the frame of reference. An object in rest in an initial frame of reference will per definition never experience any acceleration or force.

    Something like LISA Pathfinder, maybe?
    Or like the GRACE satelite pair. [Link]

    I think this may actually be better in the science labs.

    Oh, so using the the fact that tidal forces exists can make it possible to detect gravitational wells?

    The answer is simple. In the kerbal universe, gravity is a force applied by gravioli particles. These are material manifestations of quantum energy that are attracted to matter. Planets exert a strong pull on them. The pull of gravioli particles towards a planet pushes on spacecraft in orbit of that planet, forcing them towards the surface. Negative gravioli particles have the opposite interaction with matter and harnessing them would lead to anti-gravity technology. This is why the kerbals have a sensor for it. The problem is taht it is repelled from matter, thus always being pushed away by the presence of the detector, making the search pointless.

    This is complete and utter BS made up on the spot. I take no responsibility for any actions made by persons assuming my false theory to be fact.

    So it's analogical to the hypothetical graviton, the in real life force carrier of gravity?

    I don't know how the Gravioli detector works, but the NASA uses two satellites one following the other through space.

    http://www.nasa.gov/audience/foreducators/k-4/features/F_Measuring_Gravity_With_Grace.html

    This works because surface perturbations that result in decreases in surface mass (a satellites is only a few hundreds of miles above earths surface).

    Theoretically if a machine was sensitive enough you could have two floating balls in a device and measure the distance between the floating balls as the travel.

    You can estimate the average gravity of an object by knowing how fast a craft is traveling at its perigee (radial) and the major axis, and in fact if one can simulataneously measure radial component of velocity and the orbital component of velocity one can measure gravity at any point in an orbit.

    I'm reading from the site:

    GRACE, short for Gravity Recovery and Climate Experiment, is a NASA mission consisting of twin satellites that were launched in 2002. The satellites are in the same orbit around Earth, one about 220 kilometers (137 miles) in front of the other at an altitude of 460 kilometers (286 miles) above the Earth's surface. Together, they measure Earth's gravity field with a precision greater than any previous instrument.

    As the lead satellite passes over an area on Earth of slightly stronger gravity, it detects an increased gravitational pull and speeds up ever so slightly, thus increasing its distance from the trailing satellite. Conversely, the lead satellite slows down when it passes over an area of slightly weaker gravity, decreasing the distance between the two satellites.

    The changes in distance between the satellites are so minute -- about one-tenth the width of a human hair -- that they are undetectable by the human eye. GRACE measures these changes using an instrument that generates pulses of microwave energy -- a highly energetic form of electromagnetic radiation -- that bounce back and forth between the two satellites. The distance between the satellites is determined by the time a microwave pulse takes to travel from one satellite to the other and back.

    So, if I understand this correctly, they can put two satellites with a such precision that changes of a few micrometers (µm) is detectable? Wouldn't the gravitation of the Moon, along with solar wind and other factors just totally mess with this?

    KSP physics are Newtonian, not Einsteinian; skip the tensors. Well, actually it's a bit odder than that... gravitational forces in are a vector field, and at least some coordinate systems are absolute. (There's also some weird juggling with relative coordinate systems based around a craft's current location, but still...)

    I know that KSP does not deal with relativistic effects. However, I was discussing the GRAVMAX Negative Gravioli Detector, and how a such device would work in the reality.

  6. So I was doing the challenge in KSP 0.7.3 and reached ~3900 m/s horizontal velocity at about 85,000 meters. Now I'm wondering if I reached escape velocity or not.

    To know that, you'll need to know the standard gravitational parameter and the radius for the current body.

    For Kerbin, as 1.0.2, it's µ = 3.531×1012 m3/s2 and r = 6×105 m (because Wiki says so).

    Assuming this number, one can calculate the escape velocity: 20.5 × orbital velocity = (2µ/r)0.5 = ( (2 × 3.531×1012 m3/s2) / (6×105 m + 8.5×104 m) )0.5 = 3211 m/s.

    According to these assumptions, I did indeed reach escape velocity, but as anything else in the game; things can change and do so regularly. Do anyone know the numbers for 0.7.3, and for other versions as well? It'd be interesting to know!

  7. is very self explanatory, it detects negative gravioli particles.

    Given that such particles existed, how would they relate to the gravitational field strength?

    Kerbals have figured out how to measure gravitons, or how to measure the curvature of space-time.

    We have no such instrument.

    Theoretically, how would that work? The tensors used in Einstein's field equations changes between reference frames in a such way that it's impossible to tell free fall from any other initial motion, beuause you are simply travelling along a geodesic in spacetime.

  8. Einstein taught us, through his equivalence principle, that free fall is equal to initial motion and any accelerometer "on-board" a spaceship in a such state will not register any acceleration; because there isn't any – to freely fall is to be in an initial frame of reference. This makes me wonder how the Gravioli Detector works. Is there any plausible explanation behind it or is it just magic breaking general relativity?

  9. v3.3.2.1 Now Available - Download from GitHub or Download from Curse* or Download from Kerbal Stuff * Once it's approved

    • Added KER Wrapper/Integration to provide BurnTime based margins (Issue #14)
    • Fixed issue with editing Automatic ManNode Margins (Issue #135)
    • Merged Fix re GUISkin and other plugins from mjn33 (Issue #133)
    • Merged typo fix from Dennovin (Issue #119)
    • (.1 because ) Missed an if statement

    Note the burn margin option is only available if KER is installed. I wrote a wrapper to use the existing calculation engine in KER. You can set the default/auto/quick behaviour for the KER Margin addition - bottom of screen shown here.

    The way this works is it ADDs the chosen KER value to the margin setting as well, so you will likely want to reduce your manual margin valueto a small value - just enough to get yourself oriented for your burn

    http://i.imgur.com/BQi7ojh.png

    Apologies this one took so long to get to

    I just can't thank you enough for this. I'm so happy right now! :D

    This is just amazing – KAC just got 100x better. I've wished this since I started to use the mod ~1 year ago. And then you just implement it! Awesome. Again, thank you. You're awesome.

  10. Because DRE has always used that as its resource.

    No.

    I have no idea, you're in a better position to answer that than I or anyone else participating in this thread. You've had a few weeks now to play with the stock thermal system in place. Are you happy with it? If so then please stick with it.

    If you're not happy with it then you should try Deadly Reentry.

    But if you ask me a question like that I can only answer from the perspective of one Kevin Starwaster.

    And *I* needed Deadly Reentry installed because I was not happy with the stock system. Seriously I would have been thrilled if Squad had left me with one less mod to maintain but their system was lacking and didn't feel very dangerous to me. That doesn't mean they did a bad job of it per se; I happen to know who the code came from and 90% of it is pretty good but it needed a little something extra to let me inflict a huge amount of heat on a vessel without heating up the entire vessel, and that's the way the stock system is right now.

    It's either all or nothing. If you want to heat up one of a rocket's parts, the entire part is heated up through and through. And that's what Deadly Reentry version 7.0 brings to the table. The concept of a 'skin' or 'hull' (hull is the better term and I wish I'd thought of it a month ago). So part of the rocket can heat up to over 1500K and decide based on that temperature that the craft survived or did not survive. Without heating the whole part. That means a few things

    • It's easier to heat up to lethal levels
    • If it survived then the entire part didn't reach that temperature and that may matter to other mods such as Real Fuels where tank temperature matters because your cryogenic fuels could boil off
    • Life Support mods could in the future make internal temperatures matter to Kerbal survival.

    But bottom line is this. YOU TELL ME. Do you need this mod or are you happy with the stock system?

    I don't know. The thing is, I really don't have many megabytes to play around with. A DRE install would imply I had to remove some visual effects from other mods. Visual or "proper" heating. I really have no clue what to choose.

  11. I love this mod, but there's one feature I am really missing: the Time to Node Burn from Kerbal Engineer Redux. To simply have a margin is not enough. Sometimes the margin is too long and sometimes to short. Is it possible that alarms will be able to adjust the margin according to the correct Node Burn Time as provided by KER?

  12. DRE adds the ability to make a part's "skin" a separate thermal zone from its structure, and retunes parts that need to be retuned for the multiple-zone approach. Without that feature, changing the physics multipliers won't give you the same results.

    DRE also adds g-force limits for your kerbals.

    So DRE does two things stock doesn't (only makes heat apply to the exposed area and introduce g-force limits)? That's it?
  13. Physics.cfg values are overridden by DRE. Some of those values don't appear in the debugging menu. If you changed something in the file that is overridden then the changes had no real impact. Some relevant values may not be getting overridden and some that are don't appear in the debug menu. (such as densityExponent which is being used to force reentry heating to begin earlier and higher)

    Thanks, the missing = is obviously a typo. Corrected for the next update.

    The 1/10th factor is obsolete as of the most recent update. I'm keeping the default of 1000 or shields will deplete too fast and possibly not dissipate enough heat.

    Sorry for my ignorance, but isn't that what ModuleManager is for?

  14. When reporting issues, the responsibility lies with the user experiencing the issue to:

    - firstly ensure that the bug can actually reproduced reliably without the interference of unrelated components

    - follow proper bug report guidelines to streamline the investigation process

    As frustrating it is for users to experience a given issue, it is even more frustrating for add-on authors to have to pick through poorly-formatted and/or uninformative bug reports, because add-on authors can't read minds, nor can they magically know the exact state of your game installation. It's no good saying "it might be RealChutes, it might not", because for all stupid_chris knows, it might actually be a problem with another conflicting add-on or even PEBKAC.

    All add-on authors have every right to ignore unhelpful bug reports.

    Well, sorry if I was unclear on that. I only have Kerbal Engineer and RealChutes installed.

  15. Just one question: how should one use RealChutes in 1.0? I'm using the chutes exactly as I did in 0.90, but when I deploy my drogue chutes I get ~41 gs of de-acceleration. What's wrong?

    I've also noticed that if you select a target planet and apply the changes, they sometimes don't when you re-load the ship. For example, if I choose Duna and apply it, the next time I load the ship the default values (for Kerbin) is back.

  16. Note: Flowerchild was the first to find this, so he gets the credit. I just decided to make a thread so everyone could find it easier.

    Go to your KSP folder and follow this address: GameData/Squad/Parts/Aero/HeatShield

    Here you will find HeatShield1.cfg, HeatShield2.cfg, and Heatshield3.cfg. (don't mess with the .mu files)

    Open up each CFG using notepad or whatever you use, and hit ctrl+F to open the search function, and type "physics" and hit enter. It will take you to a line that reads "PhysicsSignificance = 1"

    Change the 1 to a 0, for each heatshield cfg, and your heatshields will now add their mass to your craft the right way! Meaning that instead of just adding it's mass to the parent part, it will now add its mass right where it is, which means it will shift the CoM when you place it.

    Which means a pod with a heatshield on it will now reenter without SAS or any fighting, it will naturally point retrograde now!

    Here is another way of fixing it, using ModuleManager.

    Again, thanks to Flowerchild for finding this, and ignath for letting me know about the module manager patch. :) Enjoy reentering!

    Thanks. Just wondered how to fix this annoying problem.

  17. Additional activities on existing planets, such as using repeated surface/atmo/ocean samples and statistical analysis to determine the resources/compounds/substances present, adds much more long-term gameplay value compared to simply "ooh, look, another planet".

    Right now, the 32 bit cap is kind of a pain in the a-s-s for this. KSP on Unity 5 is just necessarily before pumping in even more code and especially textures into the game.

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