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domox

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Everything posted by domox

  1. I'll be streaming today starting at 1:30PST The agenda for tonight: * Finish a shuttle like delivery system for faster manned Kerban exploration * Booster design/testing for a return to Duna * Lander design/testing for a manned return to Duna * I may be testing the boosters/landers on the Mün by visiting new biomes for that sweet, sweet science... Details: KSP .22, Career Mode, No Reverts when on a mission/Kerbals are on board, death is permanent! (But Jeb has come back like 5 times!?) 720p/60fps I'll be playing chill beats and responding to chat, no voice. twitch.tv/d0m0x
  2. I've committed my efforts to github for everyone to have access to. I've also spoken with Mr. Romfarer and there may yet be hope for this project. Please file any issues/suggestions on github. https://github.com/dylan/BVR-SM3
  3. I may have a chat with him.
  4. Hey there everyone. I ran out of steam working on this. I just don't have the c# chops to write a good guidance plugin, or the math chops to port the algorithms I have to c#. One of the reasons I wanted to do this correctly instead of just through mechjeb rendezvous is that for the collision to obliterate the target, you have to have a massive difference in relative speed. If anyone wants to team up to get this bad boy operational I'm game. Until then I could release the models and such but the project just doesn't have the same luster without the promise of accurate behavior.
  5. I've run out of steam on this one, I've been thinking about releasing the stages, but the difficulties in coding an intercept has sort of made the hardware moot.
  6. You can still see one in Dayton Ohio at the air museum. She's a beauty.
  7. It is such a blended shape that it may be tough to make separate parts. Maybe a bunch of standard realistic things like wings/engines is in order that way we can make more things that are similar to the craft we like?
  8. While I am working on translating a guidance algorithm for my other project, I really miss modeling parts. Would you guys be interested in realistic parts that would allow you to emulate this fine aircraft? Part List: - Wing shapes - Engines - Intakes - Fuselage Shapes - Cockpit (crew of 2) - Landing Gear If not this, are there any aircraft that have parts you'd like to have? What comes to mind are the SR71, B52, C17 etc.
  9. http://www.reddit.com/r/KerbalSpaceProgram/comments/xrf5p/sr71_xb70_fun_flyers/
  10. Ummwut, if possible i'd construct it so that you can treat folders as peripherals with which you can load routines from. ie: Ksp/PluginData/OBC/Drive1/orbit.txt, and also have a console for calling said routines. Resource wise I would look at http://kspwiki.nexisonline.net/wiki/Module_code_examples and that mechjeb source file I posted early for starting points for GUI/FlyByWire control...
  11. I would check http://svn.mumech.com/KSP/trunk/MuMechLib/MechJebModuleAutom8.cs This is the console for mechjeb autom8, It may act as a good example?
  12. One more, this time it's a preview video of what i've built so far. Note the third stage is empty and does not contain the kinetic warhead...
  13. It looks like a guidance plugin is the best way to go, atleast to make an extra part type. While I'm working on that, here is some video to pump you guys up:
  14. lol this is for shooting down those FOBS
  15. There are some really great papers here: http://www.dtic.mil/dtic/tr/ It takes a bit of crawling, but I found an excellent piece on the vinti algorithm that should allow me to write an intercept module, who knows what other gold lays inside...
  16. Yes that will probably be my starting point, to write an autom8 to try things out.
  17. This is actually a gripe the world had with China/US blowing up satellites, the USA has shot down two so far but both were in declining orbits, which means we made debris that would de-orbit. The chinese on the other hand shot down a satellite that just made a cloud of trash that spread out along it's trajectory. So indeed that is true, unless you can trigger an explosion to remove the part (not realistic I know but hey it's kerbal ).
  18. Would peeps be interested in starting a mechjeb autom8 script repo on github? It'd be easy-peasy and provide a great way to track changes/file issues...
  19. Most definitely, and slightly off topic, but would it be possible to create a variant that uses vinti or something similar to generate an intercept path for fast moving short range body intercepts. Or do you think this would be accurate enough if fed appropriate data for the bodies?
  20. Just a quick update before bed, here are some shots of the missile in game. What is left is the kinetic warhead which will go inside of the guidance stage/nosecone. At that point I think I'm heading into plugin territory as the warhead needs to seek, be a decoupler, and a solid rocket motor. In the meantime, peep the screenshots. Please forgive the crappy graphics, my macbook air is about to burst into flames running Unity/KSP/Maya/Chrome +20 tabs lol...
  21. Nice! I have a couple white papers on the matter, but I am not sure my combination of math/programming are up to snuff. I'm also dev'ing on a mac so I'm not sure how well the IDE works. Worst case I can see about writing an autom8 script or something, we'll have to see.
  22. A quick update on progress. Here is a photo of all of the stages I've finished. I didn't realize that you cannot have a motor/decoupler part, so I had to make a decoupler which adds about 2 feet to the entire assembly. :| On the pad for a sense of scale. On it's way to AP. The broad strokes are finished, now it's time to think about how to create and code the kinetic warhead, afterwards comes figuring out a reliable way to intercept targets...
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