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Leszek

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Posts posted by Leszek

  1. Just now, CatastrophicFailure said:

    Plane changes down low are terribly expensive. They do it near GEO altitude where it takes much less delta v. 

    I am aware of that! (Thanks KSP!)  But they are releasing the Satellite low, and like I said even if they don't have the fuel to complete it...

  2. Nuke it from orbit, it is the only way to be sure.

    Ok joking aside.  Step 1 would be not to contaminate the site with anything.  We should try to figure out as much about the life there as possible from orbit first.  Once we can be reasonably certain we aren't going to destroy it accidentally, then and only then should we try to collect samples.

    I am reasonably sure that this is overkill.  If a alien bacterium landed on earth, the first and mostly likely thing to happen is that it will get eaten by the locals.  Sci-FI movie plots aside the local life has evolved here and is optimized for here.  It is unlikely that life from a completely different environment will be able to last for very long.  Having said that, we really need to be sure that is the case before contaminating the site.

  3. Still works in 1.1.  The advantage of a simple mod.

    1 hour ago, Antipaten said:

    Doesn't work in 1.1.0. Cuts engine but not thrust!?!

    I guess that's the end of this one unless someone picks i up and rewrites it. :-(

     

    Hmm. I will have to check again.

    ***** Update *****

    It works just fine for me.  I tried both staging early and also turning off the remote tech antenna.  Everything happens just as expected. Both the engines cut and also the throttle.

  4. 19 hours ago, mrclucks said:

    When I was an avid user of remote tech, ID just circulize to roughly the KEO altitude in the wiki( I think it's 2867km) and then use RCS to adjust my orbital to 6hours within a second or two.  It didn't matter to me if there was one satellite over KSC at all times, as long as I had the coverage and they stayed roughly 90 degrees from each other.   

    Technically as long as the antennas can communicate, satellites arent in too much of an elliptical orbit, are equidistant apart, and have basically the same period, you will have a solid network for kerbun

    That is what I did and I don't care how close it is to over KSC as long as it gets signal.  But if the orbit loses 1 minute every day, then 60 days later you are 1/6th of the way around the planet and after 120 days you are 1/3.  That is one complete lapping of the planet every 360 days.

    The correct time is now 5 hours 59 minutes 9.4 seconds and that difference isn't trivial.  I thank FancyMouse for pointing that out.

  5. 1 minute ago, ibanix said:

    Rails uses different calculations (that is, it doesn't recalculate).

    That is correct, but the orbit also doesn't drift any.  It is calculated once and then you follow it.  If you watch the satellite without time compression its position is constantly recalculated, over time errors creep in and the orbit changes.  I don't know if you have ever gone to mun without time compression, but I did once while reading a book, I lost the encounter completely and had to make adjustments to reach the mun.

  6. 1 hour ago, FancyMouse said:

    Nope 6 hours is a solar day, not sidereal rotation period. Sidereal rotation period is the rotation period in Kerbin's frame. Solar day is the period for Sun rotating around the same point on Kerbin. In a typical setting (including Kerbin/Sun system), solar day is longer than sidereal rotation period, because when one completes a sidereal rotation period, Kerbin orbits the Sun a bit, so that the Sun is lagging behind a little bit, and you'll need a little bit extra time to complete a solar day.

    So 6 hour orbit is not a synchronous orbit. The wiki now contains the right information about solar day/sidereal rotation period/synchronous orbit altitude. I believe it was a recent change (0.9 or early 1.0) that fixes solar day to be 6 hours.

    Aha, according to the wiki it is now: 5 h 59 m 9.4 s.  That is almost a minute an orbit, enough time to lag behind noticeably in very short order.  I has been a while since I payed attention to the exact position above Kerbin I place the satellites so it makes sense that perhaps I haven't noticed until now.

    1 hour ago, Taki117 said:

    This isn't actually an anomaly, it's call a Analemma.  Basically what's happening is while your orbital period might be fine, your inclination is probably off (This is only a guess as I do not know the exact orbital parameters) also, your AP and Pe could be slightly off from the ideal (despite the orbital period being nearly perfect) what this is going to cause is your satellite to appear to move relative to your target.  because of all these factors the orbit (when observed from the ground) will look like a figure 8 or an infinity symbol.

    https://en.wikipedia.org/wiki/Analemma

    That is a good guess, I should have specified that the orbit is nearly circular and equatorial.  While I don't make any effort to get a circular orbit (I just boost to start at 2868.7 and then circularize based on orbital period only.) it is very nearly perfectly circular, and the inclination is the .2 degrees that the launch pad at KSC is off.  I am aware that this means the satellite moves around the sky a small amount because of this, but it is going to be close enough that I call it Keostationary.  I was talking about the satellite drifting out of position over successive orbits so that it is no longer in the position I first placed it.

    5 minutes ago, ibanix said:

    I used ScanStat for quite a while. I was never able to get a perfectly circular orbit that wouldn't "drift" like this while you were watching it. I asked about this some time back and was told that it has to do with rounding error in the engine for extremely small values.

    If you set your orbit by time and be picky enough you can get it so that it doesn't drift noticeably for many game years.  Rounding errors only matter if you are watching the satellite and are not using time compression, otherwise the Satellite is on rails and will be perfectly placed for a long time.  If you go for a perfectly circular orbit instead of an orbit with the right period, then you will never get it right no matter how picky you are.

  7. So, when it comes to Keostationary orbits, I know what I am doing.  I get my orbits down to <.01 of a second above 6 hours.  Using a resonating transfer orbit I have been able to put multiple satellites into perfect formations with so little difference in orbital time between them that the formation isn't noticeably distorted even after many game years has passed.  This isn't a problem for me and I have been doing it since version .25.

    I did it just last career.

    Then I started a new career and put a satellite into KSO just ahead of KSP.  Even though it was just one satellite and not a formation I set it to 6 hours and 0.033 seconds.  This should be just fine for the rest of the career.  One trip to just outside of the Kerbal SOI and back and it is noticeably behind KSC.  I jump to the satellite and it still shows 6 hours and 0.05 seconds. (The time normally fluctuates a bit when you are that precise.)  So I figured I just remembered its position wrong, since I put so many up all the time perhaps I am just confused with another career.  But now with my eye watching it, I can see it lagging farther and farther behind.  I set the orbital time to 5:55 and let it catch up so that it is right over KSC again.  Again I set it to 6 hours and 0.01 seconds.  Again I notice it is lagging behind the KSC after just a few short orbits.

    The only mod I added since last time is Pilot Assistant, but I don't see how that would make any difference.

    Any ideas what might be causing this anomaly?

  8. It doesn't look like there is a tail on that thing.  You might have a hard time even if you do get in the air.

    As someone said, but I am going to say again, KSP's aeronautical simulation vaguely works like real life.  It is close enough that the best aircraft in KSP will look like they should fly in real life.  By real life I don't mean movies.

  9. 5 minutes ago, hraban said:

    Take Contares Mod and you become the radial decoupler, the Tucana Pod and many more usefull parts.

     

    It is in the Contares Mod?  Thanks very much for the tip.  Though I am not sure I want to become the decoupler, it sounds a bit too zen for me, instead I only try to realize the truth, there is no decoupler, then you will see that it is not the decoupler that the separates, it is only yourself. :sticktongue:

  10. Hello Beale

    So <Insert tail of woe that ends with me starting over on a new computer and a fresh Kerbal Install.>

    After thinking hard to figure out what mods I was using. (Damn hard I was using some 30 of them.) I had a easy time remembering Tantares and Tantares LV since they are just about the most obvious mods in the world. (About 30 seconds into a stock game and I was missing this mod.)

    So downloaded both and installed them and encountered yet more woe.

    Way back on page 405 of this thread I had submitted fixes for Station Science. (Which I just realized I haven't re-installed yet.  Dammit.)  The existing configs were not fixed.  So I had to google foo that crap and find it here again.  If you intend this mod to work with station science you should be aware the stock configs don't work, I would recommend my fixes on that page be made stock.

    And yet more woe...

    The Soyuz launcher doesn't have the radial decouplers anymore.  Since the Korolev Mess bug was fixed you removed it, the problem for me is the stock ones are really ugly and also even more ugly and finally they are exceptionally ugly.  This wasn't a problem on my other computer since I just copied them from the older version on TantaresLV.  Only I don't have an older version TantaresLV on this computer.  If you don't intend to add this back into the mod, would you or someone else have a link to an older version?

    Thanks.

  11. Trying this mod out for the first time instead of OMSK, Bloeting, SELV.

    So far I like it very much. :)

    Sorry if it has been brought up already, 44 pages is a bit to catch up on.  One point,the Mercury capsule has two sets of engines on it.  Posigrade engines that circularize and retrograde engines for deorbit.  The Bloeting capsule has only the retro's and not enough fuel for them to function as both.

    Note the red nozzles of the posigrade engines:

    https://en.wikipedia.org/wiki/Project_Mercury#/media/File:McDonnellMercuryCapsule1.jpg

    Now I am not sure what your vision is exactly and strictly speaking I can just continue to put reverse ullage motors on the Atlas so as to de-orbit the booster after circularization.  I am just floating the idea that the thruster pack should have more DV.  What do you think?

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