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noahtech
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Posts posted by noahtech
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Does anyone know how to do the Math for aero-braking? I've done it in KSP by just using trial and error, but how do they predict how much they'll slow down in real life?
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Could someone who's good at animating make a KSP music video of this:
?Also where are you guys getting the paper cut out things for some of these?
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Now you get to join the Kerbal Space Program!
I think I'm gonna do some save file editing and add a Kerbal named after you.
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I almost didn't post this because I thought that it'd either make the game too difficult (it's already pretty difficult, I mean "Kerbals can't do EVA without an upgrade." Really???) or too easy (I don't even know what reputation is/does so I usually just ignore it). Then I figured they might just balance out.
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I like this idea, I like it alot
Really?!?
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What if buying parts from certain manufacturers cost you reputation points (because they build the parts in sweat shops), and other gain you reputation points (because they're environmentally friendly)? Also you could have the reputations of the companies change over time (just as companies can change directions in real life)?
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Did you read submission guide?
this is a challenge which I refer to as "busy work". An under developed "challenge" which doesn't offer much of a challenge, and is just a bunch of quick loading. Please rethink the challenge before you post. Atleast redo it so there can be rankings and allow hyper edit to orbit the stations... Just please develop it some more
I may have forgotten to do that. >.> Also I think everyone is misunderstanding the challenge. The idea is to jump from ladder to ladder.
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I recently watched a video by Scott Manley where he mentioned that you can make your Kerbal jump from one ladder to another in zero gravity by holding down shift, and then pressing space, or by holding shift, pressing w, a, s, or d to choose a direction to jump in and then pressing space. I was thinking it might be a fun little challenge to see if you could build a really big space station, and then get from one end of it to another without using EVA fuel at all.
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Well, who do you think the guys running around the VAB are?
(not the guys with clipboards, obviously)
So that's what they do when they're not on missions!
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:frowning face:
Don't get massive mod changes muddled up with stock!
Sorry.
Still I think they shouldn't be called "engineers" when all they can do is repair things. Don't real engineers also design and build stuff too?
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Sounds like a feature of Kerbal Attachment System, though I think that's limited to small parts a Kerbal can reasonably carry.
I could have sworn that was from the stock game. XD
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"prototype" is only "mission related early unlock" AFAIK.
All the parts in KSP work as intended and are fully functional. There are mission related parts which are labelled "prototype" which are exactly the same, but unlock early/once only for that mission for you to test.
:/ Can't Kerbals remove small parts from craft in flight and move them? What if I revised the idea to "Engineers can remove bigger parts and reattach them elsewhere"?
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There is no prototype. Not in stock at least.
There isn't? I could have sworn that part was stock. :/
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I mean upgrading the prototype docking port to a regular docking port when you've unlocked the regular docking port.
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I've been thinking: What if Engineers could upgrade old parts to newer parts that were recently acquired on the tech tree. It seems like it would be useful for space stations.
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In a space station probably bored to tears.
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I have. But in all fairness it was only to do something that would have happened anyway. I merely sped up the process because I was getting tired of waiting.
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No, not really. You need the dV to get up to whatever speed, plus the dV to get up to whatever altitude in the atmosphere, which is very dependant on flight path. A vertical flight path is easier to calculate, estimate, and is cheaper to boot, but then you have to hit the exact right speed at the exact right time (while you're screaming upward through the goldilocks zone at the target velocity). A horizontal, leveling off flight path is easier to achieve, but you need more fuel and thrust and drag and gravity losses are more fluid depending on your flight path.
That's why I suggest, if you're going to do a lot of in-atmo tests, to build a plane. Unlock the basic plane parts and make one. You won't get landing gear (which flummoxes me as well) but just start it on its tail and land with parachutes and you'll be fine. 90 science well spent IMO.
If you don't want to make a plane, I would suggest instead just ignoring the in-atmo tests.
Alright thanks.
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I just get into a low orbit and take "in space near..." biome readings. It's faster and saves a ton of headache. But if I were trying to do all of the biomes individually, I think I'd decide the easiest way was to send up several tiny landers into orbit, each carrying parachutes and science equipment with a small amount of dV, then send each one individually to a given biome from orbit.
That's actually a pretty good idea. The only thing is that I don't think I've got the probe technology to do that. (also it would probably be too heavy).
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Can't recover stages without mods, unfortunately. Once they're more than 2.5k away, they disappear/self-destruct.
I normally don't take any testing in the atmo. Suborbital can be easier, as you just have to ghet to that height, test, and fall. I don't usually try to recover the parts, so if the contract won't cover the part cost, I won't take the contract. Exceptions are when I'd want to use the part, or it's equivalent, anyway where they're asking for a test.
So there's no simple way to calculate how much delta v I'd need for one of these contracts? :/
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No, for several reasons. The simplest one is that that assumes you are traveling in one direction (such as straight up), instead of a ballistic trajectory. Another giant complication is atmospheric drag, which is going to destroy one of the primary assumptions of that equation, particularly when using stock atmo.
In order to actually solve it, you'd need to integrate a number of particularly nasty partial differential equations... which would pretty much mean "try it in KSP until it works with the least fuel*".
*Technically speaking, KSP is, indeed, a program which solves these partial differential equations numerically.
Darn. :/ I was hoping there'd be a way to do it without putting in a whole lot of work.
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So I'm guessing short distances can be done with that simple formula then?
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Is it just me or does the tech tree seem to be ordered completely wrong. I'm often getting parts that I can't use at all (granted some of these parts are from mods). I'm getting space plane parts before I've even gotten the landing gear for a plane.
Programming action groups.
in KSP1 Suggestions & Development Discussion
Posted
What if you could run simple procedures for action groups (instead of doing everything at once)?