ColKlonk
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Everything posted by ColKlonk
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RSS Time vs Kerbal Time setting
ColKlonk replied to ColKlonk's topic in KSP1 Technical Support (PC, modded installs)
Ohh! I see.. Thanks... edt: this is probably it.. in the settings.cfg file KERBIN_TIME = True (False => Earth time) -
While waiting for RSS V102 to come on board... a V090 IVA 'launch to Orbit' movie. Doing the IVA in the Sardine tin can .. Funny thing is that I achieved a better profile, in the can, than external ? Movie (can be boring for the ADD types) is running at 4x times speed (keeping it short ?), with 2x 'external' SAS node locks (cannot do this inside the fish can yet). The engine sounds didn't appear in this launch .. which is a pity https://www.dropbox.com/s/7sa0kwo7kfnot6d/IVA%20Launch.mp4?dl=0 (66MB = 5:30)
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While we wait for the Real Stuff.. I'm back fidgeting with V0.90.. Complete new reinstall and 'back to work'.... Played with pure hydrogen stages... man I luv that gas !! light and powerful. Now putting 50 Ton (Nett) - 77 ton (Gross) payloads into orbit with a rocket of 1,100 tons. Movie running at 4x speed - with occasional 1x speed for pretty stuff https://www.dropbox.com/s/rclansx0lkteoqa/RSS1100.mp4?dl=0(69MB = 7:00)
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I'm reverting back to V0.90 for the time being... The AddOn Support page looks really bad - shutz.. I never expected to see so many bees on a 'mature' release - very worrying indeed. A big headache for the modders.. good luck - I for one, will wait patiently
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Any chance of a Github/Mediafire download link... KerbalStuff and Curse keep on breaking on large downloads on my side. Great stuff
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Troll ... :P:D
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Only played in the sandbox... I enjoy tinkering and setting my own 'challenges', another reason why I settled on RSS.. it's a real mission just to go to the moon, never mind elsewhere. This way I'm not restricted by someone else's idea of 'reality'.
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Sound doesn't travel in a vacuum.. so there's no point.. . . . .
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Real World Mechanics Simulated By KSP ?
ColKlonk replied to Dichotomy's topic in KSP1 Gameplay Questions and Tutorials
Aerodynamics - Far From it... Unity or KSP just doesn't have the power to get near it -- buttt it's ok for this game -
1.0.2 - Rocket ascent profile and orbit delta-V
ColKlonk replied to eviator's topic in KSP1 Discussion
You're probably turning to fast... You should come out the atmosphere at about 20-30 degrees with your AP anywhere between 60-90 seconds ahead. If you lock onto the Orbit Prograde marker on the way up (at approx half atmosphere height), you can control your AP position via throttle control. I haven't played stock Kerbin for a while, but I think the atmosphere limit is around 55km.. you should aim your AP at around 80-100km.. and thus your orbit. Like gravity, and other turns, it takes a bit of practice to perfect... and it changes with each different rocket. Also there is no rush to get to AP. Find out what the required orbital velocity is and you can gently cruise to this, by keeping AP a few seconds ahead, letting AP approach you as you near orbital velocity. Test a lot of different rocket designs, and eventually you'll settle on a few reliable variants. You get to know each rocket stage parameter (eg: Height, angle and velocity at stage changes) that is required for successful orbit During testing of each stage of my rocket designs, I just launched the stage vertically and it had to get out of the atmosphere straight up. Plonked the stages together with a payload and 'fine tuned' the final design. After going through this lot, Stage-1 had to get you to half atmosphere height, Stage-2 into pre-orbit (or orbit), and Stage-3 into orbit and beyond. With #2, a solution would be to turn the rocket near vertical (pointing straight up) and give the engines a good boost... this should help you out of the atmosphere. -
1.0.2 - Rocket ascent profile and orbit delta-V
ColKlonk replied to eviator's topic in KSP1 Discussion
I'm with VJeb on the ascent profile.. Although profiles vary according to rocket mass - heavier = more vertical before the turn. I made an Exel drag profile (needs checking) sheet using NASA's atmospheric density formulae (http://exploration.grc.nasa.gov/education/rocket/atmos.html), and found that going high first(approx 10% of atmosphere height), before the turn results equal or less (mostly) drag, than turning early. My logic here is that you have to get to a certain orbital height and have to overcome this G-Drag.. and this is constant no matter what profile you use. What matters is how you get there, and the biggest limiting factor is Atmospheric Drag. By turning early you spend more time in the atmosphere = more drag. Not only this.. you have to go faster in order to keep your nose up = A lot lot more drag. By turning late, you are for the most part 'on prograde' =less drag + more control, and can travel slower (at approx 1.25Gs) = less drag. This also gives you the luxury of a wider error window, which is easier to correct. Once higher up.. you can start with the 'after-burners', but if you get it right (I still need practise )this might not be necessary. Here's a 4x speed vid on a RSS ascent. 2,000 tons including a 70-80 ton payload. The same method would apply to the Stock system https://www.dropbox.com/s/duyo5plqvbkwunt/Rock2000_1.mp4?dl=0 -
We're waiting...!! ....... otherwise we're great I placed 24 RCS thrusters driving the final stage of a rocket... works well. You must (or at least I do )either place the thrusters all on one tank or ... On each tank that has thrusters connected to it, right click on the tank and 'lock resources' of that tank. This should prevent the fuel from automatically transferring out - You can still manually transfer fuel to balance the tanks.
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problem with spaggetty flying
ColKlonk replied to g.koster's topic in KSP1 Gameplay Questions and Tutorials
You'll still get the wobbles, but it's naturally worse if the wheels are not centrally aligned. Enabling RCS thrusters at the same time is a good indicator... watch your ship try twist itself apart.. -
Besides 'chomping at the bit'... we'll wait with great expectations Actually this 'waiting', gives one a good amount of time to study all the mods.. which is educational in itself. Have a 'cunning plan', that will hopefully make some things easier with regards to modding.
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Controls 'locked' ?? - RSS suite of mods
ColKlonk replied to ColKlonk's topic in KSP1 Technical Support (PC, modded installs)
I reckon don't worry too much about this one... I took a working rocket and made the equivalent changes to the 'new' rocket.. and all works ok!! Another 'sinkhole' for Mexico .. maybe Really annoying though.... out-of-the-blue bugs.. like pigs in sh1t barn - - - Updated - - - :D Not to worry... I'm setting my own missions/challenges...Nothing like pushing the reasonable limits -
Controls 'locked' ?? - RSS suite of mods
ColKlonk replied to ColKlonk's topic in KSP1 Technical Support (PC, modded installs)
Looks like it has something to do with my changes to the original Mars mission ship - fark!! -
Maybe a silly thing.. Not sure whether I'm missing something QWEASD controls suddenly 'locked' while SAS is activated (auto SAS working). All works ok when SAS disabled.. ?? No Maneuver locking.. nutting! I've been playing for at least 2 weeks on this mod configuration. Went though the 'settings.cfg' file.. no changes.. Re-install KSP essential file = nuts Browse 'sfs' files = nuts Mods
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My first long range mission to Mars. In preparation for a series of manned mission, I'm putting supply depots (-50 tons) at approx 200,000Km, which can be used in emergencies. Being the first big 'mission' I overloaded the supply safety measures. With very little time planning Jeb went and it took just over 600 days for the round trip. The food supply alarms were going off some time prior to earth orbit, which had me worried. To make matters worse Jeb had to do 8 aerobraking maneuvers around Earth to achieve an acceptable re-entry speed. The final aerobraking move was perfect, achieving a Delta-V = -500, all the way from the south tip of Chile/Agentina to the eastern tip of Brasil. As we were running out of supplies fast, a very tired Jeb put landed off the coast of Chile... I actually went the wrong way on this trip and future trips we'll go via Venus first - this will help reduce flight time. Album http://imgur.com/a/1mPyr#9
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Been thinking about what you said on over-designing.. and as it was the idea to make the rocket lighter, so back I went to the design studio. My current mission is to 'dump' many re-supply rockets between earth and mars, at around 200million kms from the sun. Scratching around 'my hanger', I found some nice Jool-V srb's so tried some configurations and came up with this.. I removed stage-1 of the old rocket and added some SRBs == 2000 tons and pushing 70-80 tons into orbit (~220Km). Finally cracked the 2K mark. :) The payload on this film was 80 tons, although I used about 10 tons of mono-propellant from the payload.. so say 70 tons net. Using my usual 10Km roll over, it worked fairly well.. did get a speed-wobble at 2nd stage but I quickly put an end to that. The mono-prop engines are all but useless in efficiency, but hey! you can't argue with and endless supply from Kotysoft modules.. just add electricity. https://www.dropbox.com/s/duyo5plqvbkwunt/Rock2000_1.mp4?dl=0(50MB)
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NP Not sure of the actual Stage1+2 Delta-Vs as I don't use Kerbal engineer or FAR 'engineering' (FAR is installed though) At Stage-3 (250 tons including payload [70 Tons]) I'm at 4000ms, approx 250Km altitude, 420 seconds into flight and sitting close to apoapsis (approx 30 seconds if I get it right), flying about 10 degrees above horizon. I'll end up with somewhere between 5-10% fuel left in stage-3 on final orbit, but this is boiling away fast and I try get my planetary alignment done before the Liquid-H disappears. I usually aim for about a 300Km 'parking' orbit - before getting excited.
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http://io9.com/5893615/absolutely-mindblowing-video-shot-from-the-space-shuttle-during-launch
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Was making a movie about a voyage, but ran out of food to Mars... I think TAC was set for 'Kerbinia' So not to waste a movie.. I cut it short. https://www.dropbox.com/s/eil7l3ypabkrkq1/MoonToo.mp4?dl=0 (50MB @ 04:31)
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It is overbuilt a bit .. I use this as a safety margin. I could bring the weight down with Liquid HnO engines, but cannot attach enough engines at the mo. 1st stage separation is around 800ms Vertical (around 900 for orbit) at a height of 55Km 2nd stage is around 4000ms+ orbit at a height of 200+ km (not sure of vertical speed here) 3rd stage is the final rush to orbit on a smaller setup I've found the stage-1 to be about right. Stage-2, I could reduce it to 4 engines, but then I'd have to really 'rev it'. KSP orbit/surface lock introduces 'self-propelled oscillations' at high thrust (the PID control is not good)- The rockets start to look like a wriggly sausage, prior to tearing itself apart. So I kept the 6 engines and run them throttled back. The way I see it , is that you want to get out of the atmosphere asap, reducing resistance and heat losses. On a winged rocket/shuttle one could use the wings for vertical lift component, so it makes sense for the shuttle to turn early. On a rocket there's not much of that and you have to compensate by going faster, which increases aerodynamic resistances. In aviation, there are two ways achieve altitude in a specified time - shallow angle and fast, or steep angle which is slower speed but requiring more power. The energy consumption's usually the same, but the resultant mechanical and stress effects are different. A quick squiz at Wiki (if it tells the truth ) http://en.wikipedia.org/wiki/Gravity_turn