-
Posts
950 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Zephram Kerman
-
So I\'ve decided to mod some parts and make a friction-less orbiter. (See this thread for why I would want to.) I\'m using Tosh\'s cart mod, and R4mon\'s MechJeb and Muon scanner, otherwise only stock parts: half fuel tanks, LFE3s, struts, hoses, parachutes. I don\'t know why, but the thing seems to have more friction than normal, and is difficult to control if airspeed is greater than terminal velocity. Has anyone made a frictionless craft for atmospheric orbital use? Any suggestions?
-
So we\'ve all been using the Muon detector to scan Mun and Kerbin for munoliths and other anomalies. Now that the very last one is still eluding me, I\'m getting serious about the search. So I tried to figure out the optimal orbit, and realized some of my math has rusted beyond serviceability. Could someone help me figure this out? (I swear I could do this in my head 20 years ago.) Part 1: The width of the swath of ground covered by the detector as it passes overhead is (using the good ol\' Pythagorean theorem) = 2 * ?slant range2-altitude2 For example, at minimum altitude of 70km, the path width is 264 km. ( 2 * ?1502 - 702 ) Part 2: The surface of Kerbin rotates at 175.6 m/s (according to the in-game instrument). This means that in just over 25 minutes, the 264 km swath will move far enough that the next orbit will not overlap. ( T1 = 264 km / 175.6 m/s * 60 sec/min ) Part 3: How to calculate orbital period for a given altitude? (T2) If T1 < T2 then the swaths do not overlap, and parts of Kerbin near the equator might be skipped. edit: Thanks to MechJeb orbit info, we know that a 70km circular-ish orbit has T = 1834 seconds or 30.56 minutes. Looks like I should mod some parts to make a frictionless orbiter for low altitude surveys. But I\'d still like to find a formula for orbital period, to determine the proper altitude target.
-
My Kerbal Space Adventures! A Lets Play Thread.
Zephram Kerman replied to SpaceSmith's topic in KSP1 Discussion
We will be watching your progress with great interest, young Jedi. >D You can also simply attach images to your forum posts. They don\'t look quite as cool, but it\'s simple and adequate for images you don\'t want to keep forever. -
An easy way to check if your rocket is under- or over-powered is MechJeb\'s autothrottle. If it\'s at 100% all the time, you should add engines somewhere or remove mass. If it\'s throttling back too much, you can remove engines to save mass without any performance penalty (in atmosphere). I like to use stacks with one engine for every three fuel tanks. Depending on the payload mass, I\'ll surround it with more of those stacks.
-
0.15 Easter eggs? (Obviously possible spoilers inside)
Zephram Kerman replied to zombiphylax's topic in KSP1 Discussion
Found #4... BTW, I keep an image of the locations with lat/long for confirmation and posterity. PM me if you want one. -
0.15 Easter eggs? (Obviously possible spoilers inside)
Zephram Kerman replied to zombiphylax's topic in KSP1 Discussion
So, I\'ve heard all of the Kerbin munoliths and stuff have been found. But I haven\'t seen a screenshot like this one yet. Has anyone else actually found this one? Jeez the terrain was steep in this area. I did quite a bit of rock crawling to get close-ish to this one. -
0.15 Easter eggs? (Obviously possible spoilers inside)
Zephram Kerman replied to zombiphylax's topic in KSP1 Discussion
Yikes! That base looks more like some kind of industrial equipment, about to grind up a munolith and its friend. -
Looking forward to clouds, weather, and stuff like this.
-
lateral velocity
Zephram Kerman replied to Steampunked's topic in KSP1 Gameplay Questions and Tutorials
Like this: -
I finally made a burn to orbit launch!
Zephram Kerman replied to VincentMcConnell's topic in KSP1 Discussion
The only scenario I can think of is a ship with only one stage of solid engines. But why do that? Agreed! 8) -
A little help with visibile orbiters?
Zephram Kerman replied to VincentMcConnell's topic in KSP1 Discussion
I\'ve gotta do this. 8) Thought about it at work after replying. Remember, unfocused ships get vaporized below 23 km. -
'Don\'t worry, Jeb! It\'s probably just a glitch in the Matrix. Or we\'re all on the holodeck. Or maybe our lives are someone else\'s video game.' ~William 'Shut Up Bill' Kerman
-
Still possible to become a Test Subject?
Zephram Kerman replied to handsomedave's topic in KSP1 Discussion
What about the volunteer booster catchers? I suppose there would always be openings for that job. -
0.15 Easter eggs? (Obviously possible spoilers inside)
Zephram Kerman replied to zombiphylax's topic in KSP1 Discussion
Well said! 8) In fact, it seems the munoliths\' visibility depends on your graphics. I could only see them from about 2km, which would require a stupidly dangerous orbit. So using instruments made it actually possible, and also more interesting and methodical. For Mun, I ended up using the long range detectors on carts. I triangulated positions from two crossing polar orbits, then landed the carts to pinpoint the things. For Kerbin, I might switch to aircraft, which is a whole new world of itself. -
lateral velocity
Zephram Kerman replied to Steampunked's topic in KSP1 Gameplay Questions and Tutorials
All these techniques are winners. For what it\'s worth, my style is pretty close to Hubba\'s and Sal\'s. Sometimes I shun RCS entirely, since it tends to run out at very inconvenient times. Even with just keyboard controls, I can land safely (almost) every time now. I prefer to use at least four lander legs. That way, if one breaks, it isn\'t a disaster. (I\'ll use more if the craft is heavy.) By the way, the legs can be reinforced with two struts to make them less brittle. -
[Tutorial] Orbital Rendezvous Made Easy
Zephram Kerman replied to Kosmo-not's topic in KSP1 Tutorials
I really liked that touch near the end; the most efficient way to close a small error. Burning prograde and a bit inwards to catch up makes sense to me, now, but I wouldn\'t have thought of that on my own. -
how to get trees
Zephram Kerman replied to blossm13's topic in KSP1 Gameplay Questions and Tutorials
Trees sold separately.* Your parents have to put it together. * Kerbal Treesâ„¢ expansion explosion pack also includes new terrain engine, more parts, lander legs, advanced mods, persistence, Easter eggs, and much, much more! -
It sure gets real dark, real quick, \'round these parts.
-
So something really crazy just happened!
Zephram Kerman replied to VincentMcConnell's topic in KSP1 Discussion
WANT. -
This has been a successful test of the booster failure flight abort pad impact inverted ground contact contingency system. Have a nice day.
-
Episode Seven: Professional Respect
Zephram Kerman replied to Capt'n Skunky's topic in KSP1 Discussion
Bill and Bob are annoyed at Jeb\'s juvenile reaction.Jeb, on the other hand... well... Kerbals who live in glass capsules shouldn\'t throw explosives. -
Well there is that setting 'max persistent debris' or whatever. Slide that down to the minimum to delete most of the orbital junk indiscriminately. For the future, it is possible to design your ships so that the various stages fall back to Kerbin, hit Mun, or escape the Kerbol system. A variation on this is to naughtily skip Kerbin orbit and immediately go to Mun at about a 45 degree angle; there is small a fuel penalty for this, but the periapsis is within the atmosphere.