Jump to content

Q-T

Members
  • Posts

    7
  • Joined

  • Last visited

Reputation

0 Neutral

Profile Information

  • About me
    Bottle Rocketeer

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Some statistics that might come in handy, even though they are rough calculations and do not take the inclinations of the planets into account.
  2. Tried an alternative version today for the mk2 core today. Now with Texture Atlas made from Stock Textures.
  3. Git has many advantages when working with 3D assets and other binarys. I made a Mk2 Unit from the basic Drone Core it still needs some Texture work.
  4. So i was really lucky to make the 15000N jump! To answer your open questions. I was thinking 4. Combine the different elements but lay the focus on the mass and jump distance. Punching in the numbers requiters a huge amount of knowledge and even than it requires careful planing if you don't want to end up falling from the sky like a rock or shooting out of the SOI of your target. It is a very different approach to difficulty. Also the tech tree is our friend. Setting limits to the the jump distance and making beacons mandatory in the beginning of the tech makes it an interesting experience for career. If you start with a distance limit of 75Mm you can't even clear the SOI of Kerbin. I will definitely implement some of my ideas myself over the next weeks and keep the development here in this thread, if that is ok with you. Consider it a Mod Mod.
  5. So, I am currently diving through the source code and think i know where to start modifying it. I like the idea behind the math, however i'd like to make the following changes for myself: - the distance between start and endpoint and the mass of the ship will be the main driver for the costs - the destination can be punched in manual (by sMa, ecc, inc, lan, aop and the reference body) - the ship will appear at the periapsis(if a beacon is chosen as target the ship will apear next to it) of the chosen orbit and will keep the momentum and prograde orientation from before the jump. Short version -> A JUMP DOS NOT AFFECT YOUR VELOCITY <for the sake of the game the reference will be orbital velocity> - Beacons for Convenience - jumping from all situations - damage to the near surrounding area. you would need an immense amount of power and would most likely destroy the launchpad. you can not jump with launch clamps or towers things that would be possible: - jumping a small ship out of the atmosphere - jumping long distances in multiple smaller jumps - the Adama maneuver why it won't be OP: well without testing i cant say that it is. for the sandbox i am not that concerned about overpower and in the career the tech tree will do its work also some general points: - you will need a sufficient amount of conventional fuel in your ship. that stuff has weight, ergo more power needed. to give you an idea of how much fuel is needed: after a jump from a semisync kerbin orbit at roughly 1300 m/s to a point right above the atmosphere of jool you would need accelerate your craft to about 6800m/s after the jump. so, that are my Ideas so far. what do you think?
  6. I like the way the mod works. it is a bit unintuitive however it is a good starting point. I have a few improvement ideas that would make this a great tool for people who know what they are doing. lets say this much, the adama maneuver would be possible.
  7. it simply means that the further you are away from the center of a SOI the less force is needed to jump. after you select a beacon the necessary force is shown in the FTL like this -> "necessary force/available force" if you want to make a 14.000N jump you will need 6 FTL Modules and spule them up simultaneously by action group.
×
×
  • Create New...