

grawl
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KSP2 Release Notes
Everything posted by grawl
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You can still use them to make great fireworks for kerman's president birthday party
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I, as well, think carreer mode will not be restrictive. You will start with a bunch of low-tech parts and a small budget. Achieving missions that you plan on your own (sattelite in keosynchronous orbit, rover on Duna, etc... ) will earn you achievements - obvious isn't it? - points and a budget increase. These points will unlock new parts, and the budget increas will allow you to use these more expensive parts. I think, at least in its first expression, the carreer mode will be a progressive sandbox. You won't be able to start a colony on Laythe on the first mission. That is IF you play carreer mode. If you play sandbox mode, nothing stops you from doing it. However, it is only how I envisioned it. One cool thing would be a scripted carreer mode, working like the scenarios module (briefing and other objects than the ones you launched in orbit). It would alow players to develop third party campaigns ! Cheers!
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This is my try. I've tried to stay stylish AND equilibrated. And it is safe for the 2 kerbals that can drive it :) Drives like a charm with 2 wheels rear drive and front direction. Otherwise it tends to flip over at 18 m/s when making a continuous turn. Recovers on its own... Most of the time. It hasn't got anywhere yet but the space center for a test drive.
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what version of the game did you download first?
grawl replied to duncan1297's topic in KSP1 Discussion
First version I downloaded was .13 Btw, it's nice to see there are peaks in the (statisticaly representative?) sales at key releases -
I agree, that's my way of spelling it too
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Hello, No, it is not true. If you go 180°, or even 0°, you'll get in a polar orbit around Kerbin, and you do not want this to travel to inner or outer planets. The trick is to get in a circular 90° or 270° orbit around Kerbin, and to burn when you are at the limit between day and night. On one side (in "front" of Kerbin) you'll go to the inner planets, on the other side (the "back" of Kerbin), you will go to the outer ones. Hope I've been of some help ! Enjoy your Evean missions [edit] Arrgh 've been ninja'ed !... and by better explanations That's what I call a responsive community, 4mins to get an answer [/edit]
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Here is a thread that might help you out. http://forum.kerbalspaceprogram.com/showthread.php/32590-Maths-Physics-Equation-of-an-orbit
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I never cheated at KSP Seriously, never. My game-time is kind of precious ^^ so I don't spend it learning how to.
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If it works like the promotions I know*, Squad is paying 8$ to Steam for each unit sold during the promotion. So basically it is Squad not Steam that is making the promotion. * These promotions I know are the ones of a food producer I work for. They pay the supermarket the difference in prices. Bear in mind the product is still profitable for the producer after the promotion, either in terms of money or of "image" to the public Both Steam and Squad should benefit from this. Great news !
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what was the first thing you landed on (not in the kerbin system)
grawl replied to duncan1297's topic in KSP1 Discussion
I went to Duna, trying to mimic the Curiosity design. I've got got my 7 minutes of terror -
Ok, cool ! Now I need to start working on the UI part... boring... lol but indispensable. Thank you again for the time you spent explaining me this stuff, I wouldn't have made it without it.
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I am trying it now. Where does "Energy = - GM/(ra + rp)" comes from ? I've been scratching my head in all sorts of ways and I don't understand [re-edit] [edit] But it still doesn't work, I've got S equals -Delta (Delta=sqrt(S²-4P)) at all times... So the results are 0 and 2S everytime :/ Do you know what symptom is that? I seem to miss a constant of some sort... [/edit] Forget it, it was all my fault ! It was due to my (very) stupid way to write equations in java code Fixed it now. It is working now, and really well ! Thank you very much ! [/re-edit]
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Haaaaa... Now I see....Easy.... It's really a long time from my last maths class I don't know how I could not see this possibility I need to rework my algorithms now, with this new insights in mind. Holo, I think I'll use a simplified version of the drake Equation, or just make one myself As their accretion is randomly happening, I can't define "models". I will definitely use the chemical elements to "build" my planets, it is the most straightforward way to do it.. Thank you ! If you want to check some screenshots, go there I'll create a proper final thread with good screenies and a review of the concepts I used (if I can remember them all) when all features have been implemented and the app is near completion. Do NOT expect it to blow your mind though
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Hello , it's me again ! I'm trying to gather some useful informations about my planets, like periapsis and apoapsis. I've got how it works, but I always seem to miss one parameter, the eccentricity. K^2, I cannot find it based on your equations, as there is no way for me to know Ra and Rp individually. If only I could find a way to calculate eccentricity... All the examples I've found on the 'net are with horizontal ellipses centered in the middle of a repair. Mine are not centered and not horizontal. As you can see I'm still struggling with orbital maths. I should do an internship at squad to learn more about it
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Thank you for your replies ! I've decided, as I am running low on time (2 weeks left ) to keep it simple. So I will keep my accretion rate at a constant 2/3 of the mass, maybe a bit less, it's working well for me after the tests. I will have all the starting objects formed by only one element. On the list : - Oxygen - Silicium - Aluminium - Iron - Calcium - Sodium - Potassium - Magnesium - Carbon - Frozen Carbon Dioxide - Frozen water The mechanics will be : Solid materials will create the planet itself, with the materials dispatched as layers, from the heavier (center) to the lighter (border). Frozen materials will, or will not, depending on the parameters, form an atmosphere around the planet. I've managed to take some screenshots in the eclipse emulator some time ago. It's not exactly beautiful but it gives you an idea. Sometime after the start. The system is settling down... What do you think?
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OK. Do you reckon an impact of a small object (less than "a fraction" of the mass?)will only create a thin layer made of the impactor material+a bit of the surface material on the surface of the planet ? And a bigger object (more than "a fraction" of the mass?) will totally remodelate the internal structure of the planet (and eventually create a moon)? I chose to skip the part when debris go in orbit, then re-aggregate together, it's way easier on the calculations
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Hello, I'm still developing a small 2D android app displaying a randomly formed Solar system. My physics engine is now polished enough and I get satisfying random dynamically generated systems. Little objects aggregate with bigger ones to create proper planets, and the collisions impact the way these objects move. So I'm starting the work on the second part of the project, also known as "Planet Details" ! Therefore I have some questions : 1. Imagine a planet would collide with another planet. What amount of matter from these 2 planets would be aggregating to form the resulting planet ? and what amount of mass would be ejected in deep space ? Is it even predictable ? I need an approximation, but something like a wild guess would fit me too, to make my game more believable At the moment, 2/3 of the colliding object's mass is transferring to the planet. One third is vanishing in thin air. 2. I need english-spelled names for materials that can be found in space or on planets. I know a bit about geology, but in french, kinda problematic for an international audience I'm planning to give the user the ability to review a planet's composition, based on the materials it aggregated from. Something like a density chart for these materials would also be extremely useful for me. It will allow me to create a sliced view of the planet, and define it's external color more accurately. 3. In which conditions does an atmosphere develop? I believe it is dependent on the planet's size and composition. Maybe the distance from the Star too. Am I right ? How do these parameters influence the probability ? [edit] After some thinking I've came to the conclusion that I don't absolutely need real-life material names. Any cool, fun, or plausible name can fit. My project is aimed at showing how complex stable systems can form from something quite chaotic in the beginning. I don't need too much realism. [/edit] Cheers !
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It's not a moon, it's the Magic Boulder ! I'm looking forward to the pictures of the surface of the asteroid !
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So, here I am, back with results K^2, I did not use your equations, as the model I have is quite stable now. I tweaked the GM value, the initial speeds and positions of my objects. I've put GM at 300 (!) I also tweaked a bit the dt value as you suggested. I'm still playing with it between 0.8 and 1.5, and get satisfying reuslts. I've got objects that can, in a simplified way, aggregate together (the area of the smaller one is added to the bigger one. The smaller one is disappearing and the bigger one is keeping on its course), or disappear into flames down into the Star. It's giving me some quite stable systems after a while (less than 5 mins). My phone is struggling to manage more than 200 objects at the start. It's getting easier as the time goes, because some objects go out of the calculation zone, aggregate together or disappear into the star. I've also seen some beautiful galaxy-shaped systems when I put a lot of planets. I was amazed by the power of randomness , and trial-error . The next thing I'd like to do is, if it is simple enough, implement the result of the collision of an object with another on the trajectory. How do the mass and speed of the 2 objects influence the resulting movement? My dream would be to implement n-body physics, but I'm not sure my phone would cope with it for more than a dozen objects. I want to keep my initial objects number as high as possible (the power of randomness isn't acting if there is not enough objects ). I think I have also found a way to use this in a "playable" way. At the start the objects would have something like "matter type", or "resources", if you prefer. (Dirt:3units, Water:2units, or Uranium:1unit, Stone crystal:2units, etc) These would pile up when objects aggregate together. When clicking on an object, this would allow you to review the composition of your objects. If I can spend enough time on it, I think I even can do something that will tell you the possibility of life on the planet (random number multiplied by somenthing in relation to the size of the planets, the materials forming it - water or not water - , the last impact and the distance from the star). Where can I find documentation on the guy that calculated the possibility of life in the universe? Give me your ideas ! I will need a lot of resource names ideas also. The ones I thought about are a bit crappy (see for yourself up there) Thanks ! PS: is there any way to take screenshots on an android phone?
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Thank you for your explanations ! It is all clear in my mind now I can't wait to try this out later.
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I definitely get the behavior you're describing (energy accumulation). I'll check my dt when I have the time (I'm at work right now, away from my beloved eclipse lol) One more question though, how can I define the semi-major axis and the eccentricity based on the position / speed vector of a point of this ellipse ? Basically, I got the tangent, how can I find the ellipse itself using it ?
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I did copy the algorithm from a python based program simulating the orbit of a planet around the sun. Here it is. What are the differencies between forward Euler and Verlet loop methods ? Any method more stable than the other?
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Success ! I've successfuly implemented the so called "Verlet Algorythm" in my little app. I am still trying to play with the parameters to get a enjoyable result. I've only tried an higher Star mass for now, but I still get a lot of planets going out of screen Do you have any ideas? Here is a piece of the code I wrote.
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I've been following an accelerated course in Kepler's Law programming applications I'm studying the Verlet loop right now. [edit] I think I might have got it. Going back to the working bench now... Keep posting your ideas and thoughts, I'll be back with results ! (hopefuly ) And more questions (surely ) Cheers! [/edit]
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Hello, The thing is I don't use a physics engine. I want to code everything by myself I know it might not be a good idea, but I don't got the time to learn how to work with an engine. What I need is more something like a list of formulaes defining speed and trajectory (I think that's all I need) of an object in orbit. Like a speeded-up physics course If this isn't successful, I already have a backup plan, that is making a 2D game with sprites where you have to avoid moving objects in the sky with your rocket, then go to a space station (I havn't defined yet how you could "go to the space station"). Either way I'll call it "Cnam Space Project" (my school is called Cnam). I think you'll catch the reference .