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Everything posted by Pand5461
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Is There a Formula For...
Pand5461 replied to Kerbal7's topic in KSP1 Gameplay Questions and Tutorials
Are you joking? Stable rockets have weight on top, drag at the tail. Your design has sharp transitions 1.25->0.625m and 2.5->1.25->2.5m on the top. They create a lot of drag. And not a single fin on the bottom. With such design, the nose cap on the top and on the boosters really look like silly "look, I do care about aerodynamics" joke. -
Aligning The AGU With A Target's CoM?
Pand5461 replied to The Flying Kerbal's topic in KSP1 Gameplay Questions and Tutorials
Pretty rigid to me, ever since autostruts were introduced. And I usually use a wide ship rather than a long one when I need to move an asteroid. -
Aligning The AGU With A Target's CoM?
Pand5461 replied to The Flying Kerbal's topic in KSP1 Gameplay Questions and Tutorials
Guys, I'm sorry to contradict, but you're falling into the "pendulum rocket fallacy" here. In short: there is no difference between pushing and pulling if your engine is rigidly connected to the weight it moves. @The Flying Kerbal AFAIK, target marker on the navball points to the CoM of vessel or asteroid. So, if the Klaw's axis is on one line with engine thrust vector and "grabber" ship's CoM, then aligning both relative velocity with target and active ship orientation with the target marker should do the trick. Another way is using the pendulum effect properly, i.e. when connection with the grabbed object is flexible. To make it so, click RMB on the Klaw once it's grabbed the target and release pivot. Then, with released pivot do an RCS burn backwards (if Klaw faces forwards) or forwards (if the Klaw faces backwards). This can correct small misalignments of target CoM from the thrust vector. After the correction, lock the pivot again and continue your mission. -
Upside-Down Fairing Not Working
Pand5461 replied to Aegolius13's topic in KSP1 Gameplay Questions and Tutorials
This is reproducible with 1.3.1.1891 on Linux as well. I have a simple craft made from OKTO probe core, basic nose cone, 1.25 m fairing, Flea booster and 3 basic fins. Max altitude is massively different depending on whether the fairing base is below or above the probe core. Fairing going up: Upside-down fairing: The first design goes up 20-ish km, second one 4-ish km. With the deleted fairings, both designs perform roughly identically, reaching max altitude of 4-something km. -
(перемещено) Что Вы делали в КСП сегодня?!
Pand5461 replied to Kerbal101's topic in Russian (Русский)
@Stirliz85, приветствуем на форуме! Да что там непонятного с управлением? Z - T - Пробел - и готово -
Upside-Down Fairing Not Working
Pand5461 replied to Aegolius13's topic in KSP1 Gameplay Questions and Tutorials
Noticed this fairing behavior too. Something hardcoded into the game, I suppose. FAR makes fairing work properly. But it changes the aerodynamics overall so any atmospheric craft you already launched may become unstable. -
Carrer Tutorials and Hints
Pand5461 replied to Mokrator's topic in KSP1 Gameplay Questions and Tutorials
That needs tracking station (and maybe R&D building) upgrade to level 2. You can easily tell if you have the required upgrades by the color of orbit line in map view. Grey orbit = no maneuver nodes yet, blue orbit = you're ready. -
The ultimate answer to all commnet problems
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Useful links: Scott Manley's tutorial on how to get to another planets: Transfer window planner: https://alexmoon.github.io/ksp/ Trajectory optimization tool:
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Create an autopilot for Brachistochrone Trajectories?
Pand5461 replied to UbuntuLinuxKing's topic in KSP1 Mod Development
@UbuntuLinuxKing oh, you think of doing it yourself? OK, but you've been warned about longer-than-usual burns. I also have absolutely no idea what happens if ship is thrusting during a SOI transition. That may or may not be one of the ways to summon Kraken. A trip to Jool will take about 4 hours at 100g, ten times so at 1g. I prefer more traditional methods without über-drives and with ability to timewarp at ridiculous rates. For high-thrust drives: If the thrust arc is negligible in comparison with the planet's SMA, then you'll need a Lambert solver to calculate intercept. Otherwise, keeping relative speed directly to the target will probably be sufficient. Still, some steering is needed beyond the flipping in the middle. For low-thrust drives (ions, electrical propulsion): the trajectory optimization is very challenging. I don't even know what maths the space agencies use to plan missions like Dawn. -
Engine Clusters in Upper Stages
Pand5461 replied to HeliosPh0enix's topic in KSP1 Gameplay Questions and Tutorials
+1 to @The Aziz's solution. Decoupler to the engine in the center or to the tank above the cluster if there is no engine in a good position, interstage fairing under that decoupler.- 6 replies
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Create an autopilot for Brachistochrone Trajectories?
Pand5461 replied to UbuntuLinuxKing's topic in KSP1 Mod Development
It would be possible of course. Needs math and programming skills beyond mine though. Just a question: are you ready for day-long trips to outer planets without time warp ability? -
Apollo Style Redux v2
Pand5461 replied to Bottle Rocketeer 500's topic in KSP1 Challenges & Mission ideas
@Bottle Rocketeer 500 some bonuses for the voyage made solely on batteries and fuel cells, without solar power or RTGs?- 21 replies
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Apollo Style Redux v2
Pand5461 replied to Bottle Rocketeer 500's topic in KSP1 Challenges & Mission ideas
Can I have multiple submissions? I have one fully programmed in kOS except for EVA of course. More a Soviet-style replica but mission profiles are quite similar. Not sure if soviet-style landing on the Mun capture stage counts for this challenge though. Obviously modded, HGR for Soyuz parts. As far as I understand, the following goals are achieved: A Flag on the Mun?! +5 Abort! Abort! +15 No More MEM! +5 Look on the Bright Side! +10 Shut Away From The World +5 Down Under +20 Splashies! +5 MEM Hugger +10- 21 replies
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GPP also has repackaged Switcher with it.
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
Pand5461 replied to Dunbaratu's topic in KSP1 Mod Releases
That's a mod.- 1,361 replies
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Well, "useful mod" is a very vague definition. The mods can be roughly split into categories: Info mods (provide information readings that are unavailable / inconvenient in stock) Piloting aid (ranging from simple tools like keeping an airplane level to MechJeb the Omnipotent) Graphic enhancements Gameplay changes (things that add new gameplay elements like life support, radio signal with delay, cosmic radiation, failures etc.) Tech trees Contract packs Planet packs Bells and whistles (like Chatterer, Audio Muffler, Texture Replacer, Final Frontier etc. - do not add anything gameplay-wise but help better immersion) What is essential and what is not depends much on your playstyle and wishes. For example, life support mods are a must for those who wants to taste difficulties of real space programs but hardly a good choice for those struggling to get to the Mun. So, which of these categories are you interested in?
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You need a configuration like this: Ejection burn slightly after the node (i.e. below DN or above AN), the maneuver dV must be at least 870 m/s, otherwise you won't get the free return. Plane matching is, strictly speaking, not needed. Equatorial orbit is helpful for Apollo-style missions with low Mun orbit rendezvous, so that the orbit of mothership does not get away from landing site due to Mun rotation. For direct-ascent missions, inclination change is absolutely redundant.
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
Pand5461 replied to Dunbaratu's topic in KSP1 Mod Releases
@scimas I have zero resources in stage in some of my designs but KSP shows zero in those cases as well (curiously, Alternate Resource Panel sometimes does not). I currently use engine status to check whether I need to stage: function startnextstage { local allengactive to { list engines in el. for e in el if e:flameout return False. return True. }. until ship:availablethrust > 0 and allengactive() { lock steering to srfprograde. wait 1. stage. } }- 1,361 replies
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Space movie "Time of Pioneers" ("Время первых")
Pand5461 replied to JustFromCapsule's topic in The Lounge
Lol, there's the same mistake twice in one year in "rocketcam" sequences (the other one in Salyut-7 movie). The Vostoks, Voskhods and Soyuzes launched from Baikonur do not do roll maneuver after the start. The CGI guys obviously took inspiration from Soyuz-2.1 launch from Vostochniy. On Baikonur however the whole launchpad rotates to the launch azimuth, so rockets only need to do pitch program. That being said, I was so captivated by the movie in theater that only noticed that flaw in the recap. Start sequence from the "Time of Pioneers": https://meduza.io/shapito/2017/04/05/vremya-pervyh-start-voshoda-2 (booster sep time is also wrong, it's 60 s in the movie and 120 s IRL) -
What is it? To me it looks like a hybrid of Batman sign and an urchin.
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Conditions for "Fly by"
Pand5461 replied to Ocanada's topic in KSP1 Gameplay Questions and Tutorials
Periapsis in space, eccentricity > 1 (maybe apoapsis beyond SOI limit would also suffice). -
[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
Pand5461 replied to Dunbaratu's topic in KSP1 Mod Releases
@windystig There is a heading(hdg, pitch) command that allows to keep a set angle above horizon. I'd recommend you to find the thread about PEGAS which has a link to the real-world terminal guidance algorithm called Unified Powered Flight Guidance.- 1,361 replies
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Русскоязычный Каталог Модов КСП + перевод // (mod translation)
Pand5461 replied to Kerbal101's topic in Russian (Русский)
Сухой / залитый, если я правильно помню.