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Centauri

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Everything posted by Centauri

  1. Ah, was about to say! Still, any pointers on the ascent stage?
  2. Everything looks excellent, guys! Great work. However, I'm having trouble building a rocket capable of achieving orbit. Before I dove head-on into interplanetary crafts, I wanted to make a rocket that was able go to the Mun/Minmus and back. For simplicity's sake, I just used to same design that I used in the v0.15 version of Kosmos: From top to bottom: 1) Large LK lander 2) Transfer stage: small 2.5m tank with the R-1024 engine 3) Core stage: large 2m tank with a gimbling R-191 engine 4) 3 Boosters: small 2m tanks with non-gimbling R-191 engines (For the decouplers and fairings, I just rescaled the ones from the v0.15 pack.) Time to launch it. Everything's without a hitch, until at around 7km up... [spoiler=Complete loss of control ] Heading back to the VAB, I went about fixing the booster/core stage (the transfer stage is stable, after testing). However, I tried everything: different combination of engine types, number of boosters, location of boosters... nothing seemed to work. They either tipped over sooner than 7km, or just blew-up altogether. Since you got a mammoth craft in orbit around Duna, I was wondering if you could give me any tips or tricks to improve my rocket. Any response would be helpful. Thanks!
  3. Finally, my favorite pack has been released! This was definitely worth the wait. Great work, Cardboard and Normak! The new engines are beautiful, and I couldn't have asked for more. Once I get home from school, I'm definitely going to modify my rocket with these parts. I don't really have any complaints, except that I have the same problem that telephono has. Whenever I fire the VA Retro Motors, two of the four motors keep on firing after the fuel is spent, but it's just showing the sound and animation. This isn't really that big of a deal, so it doesn't bother me too much. Anyways, I'm looking forward to the rest of your pack! Especially those cool decouplers and engine fairings in the v0.15 version.
  4. Yeah, I remember from Geometry class a couple of years ago that sin(45) and cos(45) equals (sqrt[2])/(2), or roughly 0.705, as you said. Again, I hope I helped you with this problem @mossman: No problem Last week, I had an inclined plane mechanical advantage quiz in the design lab, and there were a ton of trig problems. Thank god that they're always right triangles!
  5. I used my graphing calculator for working out the problem, and there are two modes for numerical values: radian and degree. Degree is for trigonometric equations, so I set that beforehand. I got 0.715 on both times I checked the problem. Based on your answer of 0.92, I'm thinking you used the radian setting in your spreadsheet. I switched the mode back to radian on my calculator and entered cos(44.36) and got 0.92. Hope this helps!
  6. Hi djnekkid, Using trigonometry, DK can be solved, albeit with a lot of maths. In this case, however, we cannot just use a single sine formula to solve for the missing side, as triangle SDK is not a right triangle. So, to solve for oblique triangles, we must see what information we have and use either the (law of sines) or the (law of cosines + the law of sines) to solve the triangle. For simplicity, I'm renaming the points of the triangle A, B, and C starting from point S and going around clockwise. Therefore, their opposite sides of each angle are their lowercase letters (e.g., SD is now side c). First, we must see how much information we have. In this case, we know two sides and their inclusive angle (SAS). So, we will need to use a tag-team of the law of cosines to solve for a (the missing side), then use the law of sines to solve for the rest of the triangle (which isn't necessary, as you only wanted the missing side). The law of cosines states that: (a^2) = (b^2) + (c^2) - (2bc(cosA)) (I have yet to figure out how to insert a formula into vBulletin, so bear with me ) So, by adding a big ol' square root bar over both sides: (a) = sqrt[(b^2) + (c^2) - (2bc(cosA))] Given the information, we can now work the equation out: (a) = sqrt[(4.296E14) + (1.850E14) - (2(13599840)(20726195)(cos(44.36))) (a) = sqrt[(4.296E14) + (1.850E14) - (2(13599840)(20726195)(0.715)) (a) = sqrt[(4.296E14) + (1.850E14) - (4.031E14)] (a) = sqrt[(2.114745161E14)] (a) = 14542163.39 There you have it! Your missing side is approximately 14542163 meters. I hope this is correct. If I'm wrong, my freshman ego is going to take a major hit
  7. This munbase was one of the first things I did when I bought v0.15: My friend wanted to name it the Exodus Project, and it sort of stuck. It consists of: - 4 habitation modules - 2 cargo stores - A power array, with 4 solar generators and a nuclear power generator nestled in the middle - A Solar Rover (which my friend destroyed before I took this photo) I used Nova's BACE Construction pack and Yougi87's Solar Rover mod for the munbase, and the Kosmos Angara URL mod to get these up to the Mun. I don't think BACE supports EVA; it would've been really cool to see some Kerbals walking there!
  8. I\'ve been stalking the forums for a while, so I thought I\'d finally show my face with these two pictures ;D : This first one was my first munbase in v0.15 (which my friend subsequently destroyed). This picture is of my space station, which I just launched half an hour ago.
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