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Rybikson

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Everything posted by Rybikson

  1. Ideal altitude for the radar is to be corrected to 75km: https://github.com/S-C-A-N/SCANsat#top-10-parts-and-sensor-types
  2. Numbers: R - tail wheel reacion force a - distance between Com and front wheels l - distance between wheels R - radius of the descending path Fd - downforce m - mass g - gravitional constant F - total force put to the CoM v - tangent speed F = (m*g) + (m/R * v^2) + Fd // gravity + centrifugal force + downforce R = F * a / l // from static equations at the touchdown converted from the zero sum of torque at front wheels (civil engineering course year 1) even without the centrifugal force and downforce the rear wheel reaction is only smaller than the "50% of mass" if the CoM is closer to the front wheels aww, forgot to post u some pictures/movies if u dont believe maths, all of those planes landing with the nose up and touching rear wheels first, using the last drip of UPforce to decrease wheel impact and reduce speed at the touchdown :*
  3. never seen the plane landing movie or infographics about the aerodynamic downforce... maybe because in common sense of physics that would mean: - ur vessel is heavier than its mass determined only by the gravity - if theres downforce = there is no upforce = nothing prevents the vessel from smashing on the ground with its free fall velocity + downforce velocity - if u land with lowered nose = your front wheels touch the ground first taking all the weight (mass + downforce) - there is no graduation u just smash on the ground and u cant prevent the tail drop (coz u cant lower the nose more) and the distance between wheels multiplied by about 50% of the mass is put straight to the rear wheels when it touch the ground - u got no ability to make an emergency takeoff I prefer my way (nose up) - no sense to explain it, just reverse all of the statements from this list (aaaand im not going to argue with your klingon avionics anymore, have a a nice ... landings)
  4. his tricycle could also takeoff angled with those rear and front wheels if he dont plan any rotation over rear wheels and balance it. Got one 240t cargo plane with tricycle wheels, preangled as permanent frontslipper. Its second config uses back ramp so the angle allows the cargo-rovers and drilling rigs to drive out smooth without ramp-bend-fail. u still trying to prove that 5-10degree main line angle is dangerous to the tail as a general rule? u admited u need downforce when u land ur planes so , who knows, maybe there is some alternative avionics science in the universe...
  5. basic rules: small-to-zero-preangle ->no rotation, the plane takes off and lands without any extra pitch control - takeoff -> speed is enough to make aeroforce and u just start moving slowly up - landing -> speed is not enough and u just start falling slowly (while ur nose is still pointed on the horizon or above - depends on construction and ammount of speed u need to drop with frontslip) mid-to-hard-pre-angle (for the high thrust planes, probably with low aero surfaces), the plane is initially hard-angled and need this angle to takeoof and landing: - takeoff -> u start to go up fast after short runway (attack angle 10-20 degrees) but still no rotation u just follow this steep ascending path - landing -> u make steep fronslip with 0 thrust and finish below stall speed with nose up losing rest of speed, while ur rear wheels touch the ground, then aerobrake + inverse thrust to lose rest of speed finally: if there is no point sticking out of your front-rear wheels line and u dont make any heavy rotation, u may position wheels as u like why rotation is bad? 1. If u raise nose fast and dont have TWR over 1.8 you lose your tangent speed making your control surfaces useless and u cant drop nose back as a result 2. any unwanted rotation is to be correct by the control surfaces which makes u flu slower coz of increased steering drag if u cant manage fuel mass well try to use external fuel tanks on decouplers and keep the dry mass center near the full mass center final touch: use fuel balancer extra control: deploy/retract ur control surfaces to counter the unwanted pitch here, look at my oldtimer and try to repeat your oppinion about wheel position being bad this plane uses like 80m runway to takeoff and never got problems with landing - it just follows the line its angled http://imgur.com/a/OeLpJ if u need any special craft desing ill help / if u want to argue without scientifical background or experience just leave me alone ;P p.s. use parachutes to final slow speed after landing heavy derp or just land on the water, vertical takeoff is rather a pain
  6. Darn it is it really a rocket science? take the center of mass in the middle ad put rear wheels a bit higher. You can always agle your wings if u are too scary to try pre-angled planes. Most of such planes just takeoff by themselves and keep straight 1-3 degrees ascending path line due to the small frontslip.
  7. Every plane generates the danger of tail crash ... if u land angled by 30 degrees. Im not going to continue that argument, got too many everyday experience with this stuff and tired of explaining the obvious. In this game every of my planes is preangled and i manage to sit 260tons in the mountains. Or short-takeoff the early game straight-tailers thanks to this simple fix. This would be obsolete in larger planes if the game calculated the aeroforces better on well-profiled wings (not flat plank-shaped rectangles). If u need to have the last word, feel welcome, I'm out. If u manage to pi$$ me off enough i'll make some videos ;P
  8. 1. contradictory? wrongo http://imgur.com/a/VB1Bj Just try and dont argue... 2.Most planes sit level? wrongo Every small sport plane is initially raised by the nose 3. Big planes a) got enough aero-force generated by the wing profile to takeoff b) are also raised - just the angle is smaller c) use flaps, slats or other oversized control surfaces (small planes usually dont have enough place and need to reduce weight much more) d) lower their rear wheels during takeoff, we just see them usually in the passenger-comfy-leveled position 4. U dont need extra downforce on landing - gravity makes it for you - just use the front-slip (u travel in same direction just increase drag by raising the nose while your speed is not enough to make all plane turn up) * this last bit of lift only decreases the wheel stress so its useful as well 5. Its always safer to land the rear wheels first with raised nose - u still got the front wheels and u greatly reduce speed in this raised-nose position
  9. Hi, The physics part is not so easy, but quite doable if u are familiar with derivative calculations. U just need to make the spreadsheet for each stage including: Velocity - initial from previous stage, final calculated (separate for x,y, tangent for easier calculation) same for the acceleration and the distance then use the basic accelerated movement equations and "orbit movement" equations (i mean the movement on the circular path, just dunno the EN words) make equations for final velocity etc, use derivative to find the maximums according to the TWR if you feel confident enough with those calculations ... add the drag factor (at this point I stopped with the mindblown coz i havent been using math for a couple of years and at this point you need to be careful about many sh#tty thing like the atmosphere density which decreases non-linear, the shape drag factor, and the drag force which is also non-linear dependent from the tangent velocity) Finally for the game just keep some basic rules of TWR at different stages: [disclaimer: this is my personal experience with some googled knowledge, the ascending rules are probably straight written and explained better, just google "KSP ascending path"] - u start with TWR slightly over 1.2 - u start the gravity turn at 1600m and the speed boave 120ms/s (u need to start moving horizontal to add the centrifugal force to help you with gravity and 1600m seems to be the best moment to start, 70m/s is the first stable speed for small rockets to turn and 120m/s is quite enough for even heavier ones) u just drop the nose by 10-20 degrees - u continue the gravity turn by dropping nose to aout 45degrees and should still be at your first stage - at 8-16km u should decouple the first stage and continue with 0.8 TWR stage - the final stage TWR at 0.2 is enough to maneouvre in space if u dont need to bypass any atmospheric influences and only need to make some fly-by's or land at low gravity objects.
  10. Caen we has soem nice science sample container (in the universal stowage pack) for the glory of sat... saience ofc
  11. Some of your awesome parts are unsearchable. Tested in SPH with "group in nice toolbar" option on and off. Some parts are visible when i search for "K&K", and some not. For a more detailed info: the greenhouse seems to be absolutely unsearchable from the input seachbar. I use 59 other mods so cant be more precise ATM. Let me know if u cant reproduce this issue. (PC, x64, 1.2.22 Maybe its the &- sign (uni)coding issue?
  12. Hi there, Is it any unity issue, some rocket science part of programming mods or general mod kraken? 1. Almost all mods use the unity black half transparent windows and KSP style is the not common option, why not opposite? 2. The mod windows transparency is not the nice feature, it makes both the mod output and the background unusable 3. MOST IMPORTANT - the mod windows doesnt prevent background items to be clicked so u can easy push the abort button or any other active button (science/fuel/engine) while trying to pointand click the foreground mod button 4. MOST IMPORTANT" - the mod inputs also doesnt catch the full focus and the background engine catches what u type in as well so u will warp when u type the dot and many others (del, backspace) 5. Tooltips tend to stick forever in some mods, please make tooltips an option to switch in ur mods
  13. so u got to use some science stored in your head to put the rear wheels in such line with front wheels so any other tail part stick out of the "landing line" - and we mean the smooth 5 degree angle not 30degres - even the stock straight tail can handle this if u position the wheels far enough (preferrably on the plane/tail curve) moreover - if u position your wheels straight and got bad designed tail you will crash this tail at the starting takeoff when ur nose goes up, so ... protecting the tail is a separate plan, and wheel positioning for nice takeoff is another
  14. wheels+low mass center do half of the trick my science loaded Akita rover is able to travel easy on warp 3 up to 4 on flat land while any other construction from stock parts hardly manage to keep alive for a couple of minutes with warp 2.
  15. Sry for necro but this just got to be finally solved +bonus tips: 1. Landed means u touch ground 2. Splashed means u are floating in the liquid 3. Water is the biome, not the vessel state In this case ALL biome x state combinations are possible. (splash highlands* seems to be most difficult if u havent spotted it by accident, rest are very predictable from the sattelite scan + map orientation) Potatos: + u land on water near the edge of ice caps, u see craft sitting on the icy ground but science says u stand on the water (Landed + Water) + u splash ice/cap/tundra flying straight to the N pole at the spot when 3 biomes meet (tundra/ice/water) theres a huge lake and u can also find a underwater mountain there so splashmountain possible + u splash southern ice at the edge of the ice just near the cliffs + u splash desert by finding lakes west from KSC (200km?) + use satelite with a probe core able to scan biomes and position it above 600km orbit to see all planet + take 3 science containers so u can collect 4 same reports (containers + crew member) to drain every leftover of science (some experiments leave some to be "scienced" and u need to make it 3-4 times to fill the bar - this saves some money as u make all in one run + u dont need to land on the roofs of KSC buildings to achieve "building" situation, just gently poke the main doors with ur front bumper and turn permabrakes for the time u touch it to fill all science + VAB south complex is only available on VAB lvl 2 and it dissapears when u upgrade it more If u dont use any science mods, read the bloody wiki science page to know the experiment/biome/situation/position combinations DONT go for the sh#tty KSC buildings science before u got a decent set of instruments - its faster and cheaper to go MANNED mission with extra scientist to reset bays on polar Minimus orbit and make 10+ valuable experiments than derp around like fool to catch all buildings every time u gather new science tool. If you really stuck with science points deploy the Kerbal orbital mobile lab, use science relay mod and feed the lab with some noob experiments via e-mail ;P. Best results with 3 orbital labs (kerbin, mun, minimus) and unmanned probes left in different biomes for future lab feeding. happy grinding
  16. Tip: position (shift+position for nice precision without losing snap) the wheels in the way so that your planes are initially angled with nose up. Just make front wheels a bit lower and rear heels higher placed. That way upor plane starts with the nose slightly raised over horizon. If u dont screw the rest it should start on its own after 60-100 m/s speed.
  17. Make a Roro and put the Lynx decoupler on its back, add the fairing and put all rover inside this fairing from down to up ending with a spike nose from closed fairing. This is your cargo - the same way uou will be packing other not aerodynamic parts in future (3 satelite pack, probe) there is no other command modules other than Rover, so if u lack SAS options on Roro, take some probe core on the main rocket Beneath the cargo condom: 2,5m reaction wheel (if u dont have this size, use 1,25 wheel between roro decoupler and the fairing disc) rockomax fuel barrel 2,5m (the last white one) + poodle engine + decoupler orange fuel tank 2,5m + skipper engine + decoupler orange fuel tank 2,5m + mainsail engine + decoupler 8 largest kickers on distanced radial decouplers mounted pretty high (their bottoms should be higher than the last main engine) 8 arv8 winglets between kickers on the kicker engine level (use symmetry + shift positioning to precise place) add 8 static winglets on the top of the last stage add the starting ramps (i mean the rocket holders, dont remember name, the construction that u leave on the launchpad) otherwise the rocket will flip on the pad coz the kickers end above the ground, make them in the same stage as kickers use mech jeb while building (put mechjeb gadget only for building stage - no sense to carry it all the way), see deltaV stats, check the stages reduce kicker stage thrust to let it be 1.2 SLT or just reduce the kicker thrust to 90% and see if its enough to slowly derp u in the sky (the derp speed is not bad, slow start got its advantages) reinforce the main rocket decouplers with 4 struts each (turn off the shroud to see and place it well) use slanted nose cones on kickers connect kicker BOTTOMS with struts to your main rocket - its a long and heavy cargo, some tips there in stage order (remodel the staging to achieve best results) - stages in reverse order as they kick in: 1. rocket holders + kickers, u should start slowly (additionally u can manually turn the main engine before u deploy the holders to have good initial kick and turn it off with X 10s after start, having the main engine support on your shift/ctrl buttons - jus right click the main engine from staging sequence if u need it) this is the gravity travel stage, u just derp higher - preferrably to 8-16km, make the late gravity turn above 2km, just drop the nose by 10-20 degrees best results when u have the kicker decouplers in the same stage as mainsail engine so in the same moment u deploy the kickers and have a boost to run from them and save ur ass from bumps, if u already turned ur main engine to support start, just slow a little, then push max thrust and decouple kickers best results when u use SAS on prograde for the time u decouple kickers so your rocket travels paralel to the airflow making the sausages just slip back gently 2. Main engine stage - continue the gravity turn - drop nose to 45 degrees and travel such way to 25-30km height, then turn more to the horizon, start observing your apo on map, correct the heading to 90 (i hope u remember to start on east side - this hives u extra 200m/s orbital speed since the planet tuns that way), cool down when reaching apo above 80km, watch map, SAS on prograde, check your ability to make your orbit round by kicking full throttle in the same time u approach your apo (just go Z / X while observing apo on map, kick when u closer, hold for a while when the apo goes too far) ... this engine fuel may end before u reach the stable orbit - no worry stage next 3. Manually deploy the fairing after 65km or above the atmosphere coz its heavy and u dont need aerodynamic shield on this attitude, use the middle stage engine wisely - its your main travel tool. Stasbilise the orbit on just above 120km (faster warp) or just above 70km (if u worry about fuel) If u carry any deployable solar panels on the rover, u can deploy it now and dont forget to retract before landing a) NODE mode: Use the node editor to add maneouvre (this word is weird) add it in some distance on your orbit so u can easy edit and MOVE it later and u dont cross the node point before u see all u need. Set Mun as target, scroll mouse up on the prograde icon until the planned orange apo (right click to hold observe it) reach 9800km - its the early Mun gravity influence range - u can keep your planned apo in range (11400km +/- mun gravity influence) but the 9800 is a nice and fuel efficient point, then just take the node and move it around your orbit to find the place u meet the mun at the orbit top, go to the node and straight to to the grade ( i mean full throttle on prograde), u can use shift/ctrl if u un-hide the navball on the map. start burst earlier than its demanded (if u see estimated burn 2 minutes, start it 1 minute before the node), fine tune it with shift/ctrl observing the maneouvre blue vector point at navball b) NOBe mode if u dont have access to node editing, just burst on prograde till u reach 10000 km apo and stable periapsic above 120km then warp and circle as crazy until u meet the Mun gravity * ascending/descending node markers when mun is set as target - go to the node and correct it with normal/antinormal burst (normal for add, antinormal to subtract : so if u see descending node -3 degrees u just derp there, turn to normal and burn until it reach 0.0 (+/- 0.5 no sense to fix whats not broken 0.5 degree is a good result). Beware, the AS/DS nodes move when u are close to zero, so u may need to correct it 2-3 times from fifferent places). If u dont remember the markers or just lazy u just go there, turn to prograde, drop nose to horizon and turn perpendicular left or right , then burn and check how it changes the node, if wrong, just turn opposite way After u reach the mun encounter from 9800km orbit u will be on the strange semi-linear mun orbit. In fact its a very large ellipse part and u are near PE. Since we need to lower both APO and PE on this virtual Mun orbit we can star retrograding right now. Push full throttle on mun orbit retrograde till the PE reach ~100km then derp to the PE (which have already moved from us to the place beneath the mun) and finish retrograding from PE to close the elipse orbit around mun. Most probably during this part u got to deploy the last stage engine. 4. Depending on fuel ammount and cargo mass +/- self confidence factor u need to lower both APO and PE before landing. Retrograde to the stable 10km Mun orbit. U can start landing sequence from higher APO orbit if u got low mass/high TWR. U want to have both points low = low orbit speed on PE if u got poor TWR. Start burning retro from 10-6,5km orbit and preferrably try to make it from the shadow edge in the "sunny" direction so u land on the sunny part. U got over 500m/s to burn down. Its up to you how u plan the touchdown. I dont use RCS on mun rovers i just land at the last engine bottom and let it flip gently on the wheels in this plan the last engine is your last weapon against hitting the ground. Be sure every outside mounted part is destroyed if u hit the ground faster than 15m/s coz of unplanned spinning, edge hits etc. I also use KIS and engineer to dismount and take with me the reaction wheel from the very last stage of my rocket - its very useful in rover stories ;P p.s. dont forget the parachutes and the Kraken bait
  18. Making RoRo's from stock parts is a true pain, let me remind us some nice features ;P - best unmanned rover command probe is not flat aligned so u got to drive with the sky on the navball or place other pod ... or carry it in vertical position - all manned parts are round, u cant deploy Rover with the EVA-sit only - early wheels are made of paper mixed with celestial cow manure, it even got a specail feature to stop functioning without "broken" status so u cant repair it, moreover, the springs can easy shoot straight in your eyes when the physics engine re-engages - u got to spend tons of time to design a good chasis, and never try to modify it later because the symmetry breaks in the moment u rotate the main node (i made many symmetrical H-shaped designs for a stable chasis) - finally u use so many parts it starts to lag and the vessel explodes in the jet cargo bay because of inner collision mesh disasters With Lynx rover i was able to travel over 10 minutes 30m/s on warp 3 without any fkin collision with ... map texture edge ;P
  19. Is the old style open cockpit jet with a nice 32 valves rocket buster made with rescaled engines, the Polish caption means (32 valves under the cabrio's bonnet) U just speed up to 500m/s with the panther engine and reach 8km, then fire the booster and angle up 45 degrees to reach the very edge of the atmosphere http://imgur.com/a/cSfu2
  20. Any tips on how to carry rovers on kerbin? IK the methods but wanted to know what u use as most efficient and easy to run. Today im trying to make giant kk garage with copter engine to reach 150km far places coz im bored driving rover 45 minutes
  21. How do u guys deal with the duplication problem? Im liquided off - i push disco, then reconnect and got a total mess, duplicated vessels on different stages of the original travel path, mixed crews, depleted TAC, some vessels on the launchpad... Local server, only player, win7x64, ksp1.22, latests dmp updates (both client and server), both run as admin.
  22. Theres one part missing at early stage - Science Jr So far i was "cheating" it by rescaling stock module to fit in the service bay, but maybe in some "spare time" someone provide more adequate solution? Reasons To Be: - stock wheels are crap, Lynx is great science-traveller even for catching KSP subbiomes science - Lynx got 2 crew cabin so we may go with engineer (no reason to take pilot) and scientist (to reset science modules) - almost every other early-mid game part suit well on Lynx only this Science barrel is a nope-design
  23. Rover config for Mun, maybe usefull infos: - dont try to cover all your wheels EC consumption with solar panels, you will use like 10-20% of the power because theres very little gravity and youll just slide/jump/drive with very small drag/ground resistance. If u dont need huge power ammount - dont be afraid of the driving EC consumption - keep 6,5 - 7 days reserve of electricity in ur batteries (6 days for the moon day/night cycle, 1 extra day for the terrain obstacles blocking light) - keep your mass center as low as possible, the lack of gravity is not your friend, theres no friction and no decent force to keep your wheels on the ground, the tracking control is also kinda useless - have some extra reaction wheel (may be packed in KIS) its hard to flip over from your back if u got accident and th winches are also hard to use coz of lack of the ground resistance (u need 2-3 winches to flip over: 1 low mounted to clamp to the ground, and 1-2 others high mounted on the opposite side to provide the flipping momentum (i mean rotating force) - much easier with extra roof legs/robotic arm or reaction wheel - have the retractable solar panels with a nice white case, to keep it safe in case of uncontrolled roll - keep all precious things in the service bay - do not relay on sas, theres no option for "keep me flat positioned" - use MechJeb rover stability assist - do not let the Mech jeb drive for you hes stupid and able to flip u over on the simpliest hill - dont try to turn when going faster than 15m/s
  24. AFAIK nope, i was struggling this case for 2 days and from my point of view as a programmer i suppose this menu is active but out of the visible screen or under some graphic layer. Ill try to check if its possible to show DMP button in the main menu as some mods can (or their button just pop there by accident but looks like feature) This means "domain name server error i cannot resolve the domain of your server to the proper IP address" so first check if u can ping this domain from your OS command line or better just put the straight IP instead of domain name.
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