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Stef Morojna

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Everything posted by Stef Morojna

  1. From what I know ( I might be wrong tho, so double check), in EU its legal to do up to 100g, as long as you use it in less than 24h after you made it ( Basically they don't want people to store it)
  2. Well don't go over a 100celcius and for protection you could use heavy leather gloves and one of those masks for welding ( Some people who do pyro straight up get old firefighters quuipment but for the amount you are doing it would prob be overkill) Also here is a vid of the mill and hammer into the tube way:
  3. Yep, the fire went all the way to the roof, there is still black marks
  4. Nothing spilled over, it ignited inside of the pan, from the heat
  5. You could, but I would only do it if you can directly control the temperature. When my mix exploded, it wasn't directly from the fire, but from the heat trough the pan.
  6. I have been doing pyrotechnics for about 3 years now ( mostly fireworks) and this is what I recommend. Don't cook it, just mill each chemical SEPARATELY ( or kaboom will happen because of the friction) in a coffee mill, and then mix it with a screen. Then either ram the composition into a tube with a hammer, or add a bit of alchohol so it becomes a sticky mass and let it dry inside the tube. The reasons for not cooking are: -1 Having a explosive over a fire is just a bad idea in general ( I burned my entire face and hands pretty bad when I was cooking about 250g of it, god was I retarded back then). -2 Cooked rocket fuel smolders way more than just grinded and mixed propellant, wich clogs the nozzle and just makes a mess in general. -3 While the cooked rocked cools, it relases gases that create bubles inside the propellant, and when the fuel burns pressure builds inside the bubbles and makes the whole rocket explode. Also here is a great pyro forum where you can find reliable and safe information: http://www.amateurpyro.com/forums/index.php
  7. Considering the trip is 3-6 months, wouldn't it be discovered long before they arrive?
  8. From what I know, 99% or more of deadly epidemics come from animals ( animals are immune to them, but a mutation happens to the bacteria that allows it to live on humans ), so as long as they don't start farming animals there, it shouldn't be a problem.
  9. There is still the F heavy, and the first flight of a reused 1st stage, also from what I read they have like 15 launches planed for 2017 ( prob some will get delayed but still)
  10. Search for tutorials on youtube, there are plenty
  11. So it would be this? F = F + Math.Sqrt(F * F -1 );
  12. Ok so this is where I am right now: So the problem is here: To make this work in code, I would have to move the "cosh" to the left, I tryed Pow ( cosh(), -1), but it dosen't work.
  13. So if I understood correctly, in this article the variable are: v = True anomaly r 0 = Periapsis p = semiLatusRectum a = semiMajorAxis Is that correct?
  14. I have been trying to find the formula that gives me the time ( or MeanAnomaly, same thing) to periapsis in a hyerbolic orbit. I spend some time searching google, wiki etc ( Totally didn't spend 6h searching...) and I found some info, but I can't figure out how to use it in code: https://en.wikipedia.org/wiki/Hyperbola http://conicsectionjpg.blogspot.si/2012/10/true-anomaly-of-hyperbola_2603.html This is my code right now: something to note is that I already have all other parameters calculated ( eccentricty, semiMajorAxis etc) If someone who knows the formulas could help me, I would Really apreciate it.
  15. I compute all the orbital parameters from position and velocity, so I should probably start by calculating what direction the orbit is going? Edit: I have found out that making the "Mean Motion" positive or negative changes the direction the object orbits. Edit2: So aparently doing this: MeanMotion * Math.Sign(angularMomentum.z); solves most of the problems ( I'm not sure if this would work in 3d orbits, but it works fine for 2d) Its honestly just simpler to have all the parameters in doubles, also some extra precision never hurts.
  16. I'm calculating the time from periapsis, but for some reason it always returns me a positive number. So in this case, the calculation results correct, it gives me 5 seconds since rocket passed periapsis. However here: And in this case it also gives me 5 s since we passed periapsis, it should be -5 s ( or orbital period - 5), but no it gives me the absolute value. Here is the code ( C#) GetStaticProperties(); // Calculates all the static parameters, like eccentricity semiMajoraAxis etc double e = _eccentricity; // works fine till here trueAnomalyAtStart = -Math.Acos( Double3.Dot(_eccV, posIn) / (e * Double3.Magnitude(posIn)) ); print ( (Double3.Dot(_eccV, posIn)) / (e * Double3.Magnitude(posIn) ) ); eccentricAnomalyAtStart = 2d * Math.Atan(Math.Tan(trueAnomalyAtStart / 2d) / Math.Sqrt( (1d + e) / (1d - e) )); anomalyToPeriapsis = (eccentricAnomalyAtStart - e * Math.Sin (eccentricAnomalyAtStart)); // ^ this is the anomaly to periapsis, this is what I actually use in the orbit math timeToPeriapsis = anomalyToPeriapsis / meanMotion; // this is used just to show player time to periapsis If anyone know what the problem is, I would really apreciate it.
  17. It does sound reasonable from the point of view of a experienced player, but for a new player this would only create confusion. Heck for me even having the 30 and 45 gimbal versions was a lot of confusion when I started.
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