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Qigon

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Everything posted by Qigon

  1. The only drawback of consuming specialized parts is that the 3d printer will run dry unless it gets periodic shipments from kerbin, since you can't get it any other way. The only way out would be to have an MKIII fabricator and dump the 3d printer, but that's only available for people who install mks.
  2. Yeeey scratches! I love your screenshot, gotta try those textures soon!
  3. Oh cool! I wonder what happened to beta 6.2,6.3 etc? Good luck on your other mods, we'll be patiently waiting here.
  4. Here's the last version by Angel, from before the hand over.
  5. Oh I though scientists and pilots could contribute anytime for building. So they can lower vessel productivity but will never let it go up being the numbers that an engineer alone would get? An unrelated question, is there a rule of thumb for how many rocket parts it takes to produce an individual part? My educated guess is something linearly proportional to the dry mass? - - - Updated - - - Edit: *beyond* the numbers that an engineer alone would get?
  6. Is it possible to dump excess water/oxygen when all containers are full? I'm using MKS to produce food /water/oxygen with a single converter, and once any of these run out of space it stops producing the other 2. As far as I understand this is the guideline for what is supposed to happen whenever a converter produces more than 1 resource on that MOD. It's really a bummer since I'm full of water really quick when mining, while food drops to negative in a glimpse. Is it possible to get the same behavior here as waste/waste water/CO2? I'd love to hear that I can do that by changing some config file? Or is that done in .cs?
  7. Good to know on the don't merge thing My plan is not relying on the accelerometer, so torque/vibrations won't play at all. As a plus, you can have it on any ship. The idea is having a global var to hold last velocity and time. Is there something like a namespace for libs, or any global naming conventions if that's missing? I'm not well versed in kOS. Anyway, globals are like kids/f*rts: you can only stand your own. I'd also like to integrate drag over time. It can be interesting for checking out the plane 's envelope and climbing rates. BTW it's been fun using it on reentries, you can see lift go around as you roll unbalanced crafts.
  8. I'm slowly working on a script that calculates drag online, which should be enough to compute terminal velocity then. But it's still an approximation since it depends on a gravity sensor and doesn't account for motor gimbal (anyone knows how to do that?) It goes slowly because I only work on it when flying my Zz SSTO, and that doesn't happen often. Credit goes to another poster who wrote most of it, and that other guy who put together the math. I'd like to have it published on the examples repo, if they agree and still didn't publish it.
  9. Hmm an expensive massless thing that you need on hi tech products? It sounds like testing. You could add production time whenever something is expensive to produce. Not that it's about being realistic, but it should help balance things out. Edit: or maybe test materials, or testing equipment Edit 2: or certifications/ksc stamps?
  10. I'm not well versed in headings, but it's too suspicious having a heading function at the same time you're doing a lock on it: LOCK steering to heading ( 90 , 90 ). ... LOCK HEADING to prograde. Not related to the issue, but you may want to move your staging into a WHEN clause at some point for making it more generic.
  11. Thanks TDW and VFB1210 for the math and scripts. I tuned them a little to show drag+thrust+lift+gravity to the side of the plane.
  12. Proudly submitting the Zz Tourist Carrier. My bait errr.... I mean payload were 5 tourists who wanted to go in orbit. Crashes were avoided since they are too expensive for cheap tickets, but I included a reentry stall to put the F in .... FUN I did touchdown the KSC runway on my way back, but then I ... decided to ... hum ... stop further ahead so they could get a glimpse of the beautiful countryside around KSC.
  13. I had some quirks reading acceleration from the sensor when raising apo but still within "dense" air, at some 30km I guess. I'm not really sure what was happening, KER and a direct sensor read some 0.9 g while kos said such sensor showed about 0.2. I'll compute acceleration out of velocity readings, that should give better results. Also when in orbit, if I time warped suddenly there was a lift component that cancelled out gravity. At 1x speed lift, drag and thrust went back to 0, while gravity was still as expected. That plane is still in orbit, apart from these glitches every measurement was sound. Tomorrow: reentry and landing.
  14. It looked like there wasn't any room for misinterpret. I like RoverDude's work a lot, and I'd try to evaluate him professionally by his mods since that's where he has all the freedom to decide what he wants/ personally by the direct, honest, and supportive way that he reads and writes his posts. Don't expect him to be the voice/face of the whole Squad team. Because it's a team, not a "one man does whatever he feels like". That's how any successful software house works anywhere. If you don't like what Squad delivers don't take the steam off on a single person.
  15. I'm flying this thing today. what does fuel_flow * vxcl(ship:up:vector,ship:velocity:surface) mean? Should I ditch it considering the last posts? I'll try plotting it separately anyway. I hope to win the K prize as well as fullfiling a tourist contract while doing this kOS experiment in the first "commercial" flight of my SSTO. Wish me luck, I'm foreseeing a RUD on my future.
  16. Hey,

    If the time comes for you to continue contributing on cacteye please contact me if you'd like some help. I'd really like to use it.

    I'm a lousy beta tester since I have really little time to play, even less for trying and sorting things out, but I have more time for administration / wiki / small things that sometimes a developer may find distracting.

    BTW I earn my living as a developer, but never had contact with .net or mono or unity.

  17. I can't say the periapsis value, but it'll need a period which is either 1/6th or 5/6th of the final period (keo in your case). Same rule applies for 5 sats, either 1/5 or 4/5. about antenna ranges/constelation size you can check out http://ryohpops.github.io/kspRemoteTechPlanner/#/desc which also helps design battery size. I never tried it though. Edit: if I would do it myself I'd start with a 100x100 orbit, set apo to desired value, and watch KER while I burn to tune period to raise/lower periapsis to get the resonant orbit according to the period, and release a new sat every time I get to apo. Have in mind that 1/6 resonance will need more dv in the final rcs burn, while 5/6 will be so close to the final orbit that it'll be a breeze in comparison. Anyway, if your constellation is well built it shouldn't matter if it's keosynch.
  18. I had the feeling something like that happened to me twice today. For the record I'm using the old workspace, along with old kis and kas. I'll be making more parts soon, so I'll try to reproduce it. I feel like the preferred container is set to a kerbal inventory inside my mks pds, though doesn't matter whether there's a kerbal there. Before having these issues the preferred container was the base below the pds, which was and still is mostly empty.
  19. I like to live dangerously, so I upgraded a lot of mods all at once. In particular RT, and eventually also the contract pack and RT contracts. When loading the save file, immediately had 2 contracts fail and trigger the penalties (jool and eike coverage I guess). Any ideas on what causes that? Should I rollback RT or is this a contract problem? I'm okay losing those contracts if it's too much of a problem getting them back. It's just that I got 33000 left in the bank, that's not too much. Anyway I need to make a quick decision since I have another important and potentially save breaking update (mks) going better than expected.
  20. Got it on the g thing, thanks for the patience. About flow rate, I still can't wrap my head around the v, maybe it makes more sense if I describe momentum from a kinectic point of view. There should be a downside to being some 15 years away from calculus anyway. I'm quitting the math and will start running some experiments, maybe I'd need to build a VTOL to have control over those variables and see how dm/dt behaves when aligned or orthogonal to v. Math won me again
  21. I'll sure try that when I get back to fixing my space plane that doesn't want to go on orbit. Sometimes the truth is painful, and math is a b***,but it's true it doesn't lie. I'll reread about Oberth effect, I feel that's where it comes from. If that's the case, I'll be so happy to finally start grasping its meaning. I'm anxious to see it on my space plane, with arrows side by side with m.a That was a calculus 101 along with rocket science 101. Thanks for putting it down as simple as it can get. Edit: well, oberth effect is not related to mass loss. But if you integrate flow rate over time you're getting a lighter vessel, I'll try that way and see whether it leads me anywhere. God it's tough to think over a tiny phone screen! BTW I'm still puzzled by that constant g, more on that later.
  22. wow! now I can have protection whenever I need to get into Mohole. BTW can I blow explosives with this? It'd make amazing fireworks in Minmus.
  23. Yeeey telescopes are back ðŸâ€Â­ I prefer to have these times rather than the old ones, because it felt like too many maintenance. But I'd suggest making new costlier gyros up in the tech tree so you don't breach Raven's mindset, whatever it was for whatever reason he had. Or you can unlock it like MJ, so it's easier to handle it on multiple parts. Either way I like to have it back. Also, can I ship 2 gyroscopes and disable one of them for extended live span? I always had that question. Any chance to have a look on the old slow gui issue? Anybody remembers whether contracts had any issues? I never got any.
  24. Nice piece of math here, thanks for the step by step. I never could imagine that mass flow would play here, but hey this is rocket science, where anything can happen in equations. Out of curiosity, what values did you get while flying? Silly question, doesn't g decrease with distance? or is it too small a difference? About thrust, my concern is whether kos thrust is a vector. Because of gimballing. From the too of my head, there's no engine with more than3 degrees in stock, no idea in other mods. Would it make sense to compute lift as the component along vessel:top and real drag as the component along surface velocity? That way you'll be more accurate in Aero breaking and high g turns. I'm too slow to keep up with you guys on this. Taking advantage of the momentum and steering the question in another direction, would you guys agree that terminal velocity is reached when the magnitude of drag equals mass times g, if we apply the above formulas?
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