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cephalo

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Everything posted by cephalo

  1. But this gas begins in an extremely rarified state. There's almost nothing for your craft to compress against. In any case, as your craft presses against the gas, the gas is also pressing against the craft. For every action, there is an equal and opposite reaction. This model seems to defy the conservation of energy. Setting up a high orbit around Jool with a periapsis of 190k would give you a massive source of power that would last millions of years. 2000k of heat can be useful if you're prepared to harness it! It sure seems wrong though.
  2. I hope Unity 5 has better joystick support. My joystick runs and calibrates in Windows 10, but not KSP.
  3. I've recently tried aerobraking on Laythe and Jool, and decided that gravity assist was the better choice. Next time I may try to put things like lander legs inside fairings. I have found that using a heatshield one size up is not effective at really high velocities. Things need to be totally covered up and stowed. Forget about airbrakes lol those pop off immediately.
  4. I recently had a failed mission in the Jool system, so I decided to get HyperEdit to test my craft there. I'm finding that my orbits and nodes after teleporting there seem very unstable. I didn't have these issues in my previous mission, just badly designed craft. I'm teleporting to a simple Jool orbit at 50,000,000m altitude. When I create a maneuver node, the node is actually in the wrong place along the orbital path, sometimes very wrong. I can zoom in and watch my ship pass the node on the map, while the arrival time still says the node is 20 minutes away. The target indicator is always way off as would be expected in such a situation, pointing radial when it should be pointing prograde for example. If I try to maneuver without nodes, I find that my orbit indicators on the map change a great deal. I can burn to a Tylo intercept, and watch the path go crazy such that I can't really have any idea how the intercept will really happen. I also once intercepted Tylo without having any warning on the map other than crossing Tylo's orbital path. The other mods I use are KER, PreciseNode and Docking Alignment Indicator.
  5. Thanks for the replies everyone. I do have one more heat related question. In every craft I have applied significant atmospheric heating to, the leading part always gets by far the most heat, even though other parts are every bit as exposed. For example, in my picture I use a radiator to cool the canards, but I ended up solving the temperature problem by moving the canards aft a bit and on the side of the outer fuel tanks. They are just as exposed to the air stream, but they are getting much less heat there for some reason. Does anyone know what decides how much heat a part will get? Why do areas near the nose get so much heat?
  6. Ok, I have discovered the debug option for looking at temperature, and I have found that the radiators can help a great deal during re-entry. Check out the following image on Jool: The 'internal temperature' is much lower in this example than without the radiator (on the top forward fuel adapter) at this point in the descent. I assume the 'SkinToIntFlux' is the transfer rate between the skin and the internal, and it's a high number. When I pitch the craft up, the canards cool down very rapidly. By keeping the nose up as high as I can (it kinda rocks up and down) my canards have a chance to cool down. As the craft pitches down, the canards heat up to dangerous levels but they cool off again at the peak of the oscillation. It's the radiator that is making this happen. Without it, I can't keep my canards. Eventually, the internal temperature slowly rises and reduces its cooling effect, but by that time we are out of the danger zone. Without the radiator the internal temp rises much faster and I can't cool the canards long enough. So my craft can make it to Jools lower atmosphere intact. Now I need to work on the ascent back out, and that unfortunately has some opposite requirements to the descent. Weird things are happening to the CoM as fuel is consumed, the front heat shield throws me around a bit as I get back to supersonic (around 2500ms on Jool at 150km altitude). The problem with putting the CoM forward is that I can't pitch up well to cool my canards on the descent, but if put it too far back I have difficulty controlling the ascent. On my last test I touched the controls at a critical moment entering supersonic, (I should have just accepted a slight yaw) and went into a flat spin. The craft has around 5000 dv, and I believe its enough to achieve orbit from ~115k altitude. Before I added the top drop tanks, I was able to almost make orbit with around 3000 dv.
  7. Ok, I'm not clear on what that means. If skin conducts to internal, and radiators draw from internal, is there no benefit of a radiator regarding skin temp? When do parts blow up?
  8. Get those rapiers up to 450 at sea level before your ascent to 10k. The thrust increases with speed on those, and at 450 you'll enter a feedback loop of increasing thrust. Once you pitch up, you'll still be accelerating even at a steep angle and by 10k you'll be around 700ms. You have to be a bit careful because it's easy to overheat stuff in 1.0.5. Everything with under 2400 temperature tolerance should be inside a service bay or cargo bay.
  9. So, parts blow up if they have too much skin heat and/or too much core heat correct? Radiators affect only core heat directly correct? Does skin heat affect core heat in any way? How do radiators currently function in 1.0.5? Googling is confusing because there seem to have been changes, and also there are many rumors floating about. (radiators affect up to two parts away? False?) So I have this re-entry craft that gets a lot of skin heat. I put radiators on it, and then I thought that's probably just dead weight so I removed it again. Now I'm having some heat issues that I didn't have before. The radiator was only the trailing side of the craft that got less hot, but connected to a part that was getting the brunt of the re-entry. I think maybe it was doing some good after all. What are radiators and what do I do with them in KSP 1.0.5?
  10. The mouse drag thing is really not all that useful, because as soon as you touch another control, the Kerbal snaps back to the preferred orientation. So if you need to get your feet up to access a hatch that is above your head and bumping against your helmet, you must already be translating in the proper direction before the tilt, which is quite difficult.
  11. I thought the same thing on my first EVA's. Once you get used to the system, there is no doubt on control. I can EVA almost anywhere now. Sometimes you need your head pointed in a certain direction which can be a pain, but if you can rotate your ship there is no issue.
  12. I was trying to get an EVA report in Jools upper atmosphere at around 8000 ms, then I accidentally opened the cargo bay doors. Jeb was instantly vaporized in a cloud of guts. I reverted and still have not gotten that report, but I will get it!
  13. I think trial and error is fine for Mun and Minmus, but once you're out of the Kerbin system, your 'trials' are real-life consuming ordeals. Getting to low Jool orbit for your test is a lot of busy work for a craft that probably won't function properly for the next 10 trial runs. HyperEdit serves the function just fine, but you can mess up your career with that if you accidentally go back to the space center and get your 'program firsts' achievements by cheating and don't happen to notice. It would be nice to have a more official way to test craft. I also think it would be very easy to implement, with just some minor graphical changes.
  14. Often when you are planning a mission to other worlds, there is nothing on Kerbin that can prepare you for what your crafts capabilities need to be. HyperEdit is a great tool for this problem as it allows you to easily test craft in their target environments, but it's a shame to see a players first visit to Jool through HyperEdit instead of actually flying there. The alternative to HyperEdit though is guaranteed mission failure after much time and effort, because there's a lot of stuff you just can't prepare for until you try it. It's not feasible to fly to Jool every time you want to test a Jool spaceplane. It would be better if this functionality were built into the game, with a clear distinction between a simulated mission and a real mission, maybe using textureless planets and no environment effects, so that when the real mission comes, you get the full visual impact.
  15. Adjustable docking ports for docking on land and retrieving rovers. The claw is on option but it breaks the game for some reason.
  16. Another issue regarding the deflection angle of elevons is that wings seem to have a pre-determined leading edge. So if you have a delta wing on backwards, and then put elevons on what is now the rear, the pitch controls will work correctly but the roll controls will be reversed for some reason. Seems like a bug. This bothers me a bit, because it's useful sometimes to have a reverse angle on the trailing edge when you have a flight profile with a high angle of attack, such as re-entry. It keeps things a bit more stable in that situation. Ah, maybe the game doesn't model things to that detail and it's just in my head. It sure looks cool though. EDIT: It should keep the drag closer to the CoM in that situation, so your plane doesn't want to pitch toward prograde as much.
  17. I have actually made a couple of attempts at this that are too embarrassing to talk about, but someone suggested I use hyperedit to test some of my craft before the real attempt. Obviously hyperedit is not allowed on the real mission, but is it enough to simply not use it then or should I uninstall it first?
  18. Jool is a very cold oven. Why is it cooking my pizza? EDIT: The air that touches your spacecraft is heated by your velocity, but this takes some small amount of time. Before it gets hotter than your craft, it is transferring heat away from it. If you only account for the heat added, you will get inaccurate results. I have not seen evidence of any 'high speed cooling' in this game, which should happen at subsonic speeds etc. I admit I haven't actually looked for it. Does it happen?
  19. I'm aware that intuition is not a good thing to guide your rocket science, but when I read about this sort of thing on Wikipedia, there should also be some cooling along with the heating. Friction creates heat, but also there is heat transfer between the gas and the surface of the craft. Once that craft gets hotter than the air, it should be losing some heat too as new cold air is coming in contact with the ship. Perhaps this factor is missing from the calculations. So a high velocity, low drag situation wouldn't just add heat as it currently does, but would be counter acted somewhat by the cooling.
  20. So I read the thread, and I'm not sure I understood the whole thing but I think I gleaned that there is a 'correct' re-entry angle for a particular ship. Too steep and you will get a destructive heat spike, too shallow and you will get much more heat for the amount of velocity change. What that means for a Jool aerocapture is, everything must be in a cargo bay that isn't fuel tanks or a heat shield.
  21. This is completely unlike my recent experience. I was burning up at 195 km at 8000 ms. I had some vulnerable parts sticking out, but my whole craft was very quickly becoming red hot, no matter if it was behind the shield or not. I guess I had 1.02 on the brain when designing this ship, but I was surprised to find the very cusp of the atmosphere to destroy things. What kind of ships are you testing with?
  22. I've run into this many times. You forgot something. I don't know what it is, but you will facepalm when you find it. Keep looking. EDIT: By chance did you accidentally launch the craft before accepting the contract? Sometimes they show the orbits on the map even when the contract is just available, but not yet accepted. This has fooled me before. Accepting after launch does you no good.
  23. I still question whether this model is correct. For one thing, even a small change in velocity at periapsis has a huge change in the apoapsis for a highly elliptical orbit. Like I mentioned, even 200 dv, a very small change, brings the apoapsis down to half altitude (when apoapsis around Jool is initiailly near SoI.) Gravity creates the orbit and keeps it stable. Any changes, even tiny ones, ought to be visible in such an extreme circumstance. TIny drag should equal tiny heat.
  24. Right, I get that now. However, even at 8000ms either on Jool or Laythe, there should be some velocity change any time there is heat correct? My problem is that I'm getting catastrophic heat in extremely thin atmospheres and no associated velocity change. EDIT: Can anyone explain to me why temperature change should not have a linear relationship to velocity change? Gas compression is also the result of friction, and should not cause added energy into the system.
  25. Forgive me if this was already mentioned. The very most important thing to know about rendezvous is this: Maneuver nodes are draggable! You can drag the maneuver nodes along the orbital path! If you don't know this, rendezvous are intolerable difficult.
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