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Everything posted by Cykyrios
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Sure, though I didn\'t make it with sharing it in mind, so it may not be that easy to understand/use. And it relies on your ability to guess angles from the orbital map A few orbits are listed, but you can edit the yellowish cells to get a custom value. I\'ll try to explain it better if you don\'t get it. EDIT: Updated the spreadsheet to make it easier to use.
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I learned rendezvous on my own, burning when I got the feeling that I would end up close to the target (I still do this a lot). I have made my own spreadsheet that allows me to rendezvous with a ship on a circular orbit at Ap/Pe after a full (elliptic) orbit, using the (approximate) angle between me and my target. For instance, to rendezvous at 150 km when I\'m ahead of target at Pe, and the angle is 60°, I put my Ap around 312 km. This may not be very fuel-efficient, but gets the rendezvous done quite fast.
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I think the lack of more people trying this is due to the complex nature of the challenge, but once you get the hang of rendezvous, it\'s more of a 'can you control your ship' problem (however, using rendezvous tables helps tremendously, but I think not too many people want to do this when they play). I may go for 1 or 2 of the bonus checkpoints tomorrow, but I\'ll need some more powerful rocket first.
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Aaaaaand that\'s it, I did it! Thanks for the tips, though I used my own spreadsheet to calculate rendezvous timings. I also had a bit of luck for the KSO checkpoint, which saved a lot of time and fuel. Checkpoints and final time in the spoiler: The craft I used, that I named 'Orbital Racer'. Timing the launch to save precious minutes/hours (my best time is around 25 min): After a transfer to KSO, I managed to rendezvous with checkpoint 2: Mun orbit insertion, and my spreadshit allowed me to meet checkpoint 3 after a bit more than 2 full orbits: I was ready to go back to Kerbin as soon as I passed this checkpoint, pretty neat: Jeb: 'We\'re outta here!' Bill & Bob: 'AAAAAAAAAAAAH' Closing in towards the finish line (once again using calculus). And the total time is 1:06:24:36. Using the remaining (not enough, though) fuel to land near KSC. Once again, thank you for this challenge, it\'s been pretty fun and I even managed to get and pretty good time. Have you tried any of your bonus checkpoints yet? They seem to require a pretty big rocket to get them.
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So, I tried this thing to test my rendezvous skills, and here\'s the result: I\'m not quite as good as Kosmo-not and sal_vager yet. Btw, that\'s a very nice (and difficult) challenge! Anyway, here are some facts: - I had tried KSO rendezvous only once, and that was before my first successful rendezvous - I had never tried anything around the Mun except landing on it Flight events: After a missed launch window, I took 4 hours to pass checkpoint 1: Then I was en route to KSO, with a not so bad transfer (made by eye): Poor maneuvers start, and checkpoint 2 is reached after 2 days: My Mun orbit maneuvers were quite poor as well, and I needed 5 orbits or so to get to that third ring (RCS ran out of fuel, which didn\'t help): After 4 days racing around, our 3 kerbals made it back to Kerbin, where that finish line trolled them for a bit: So close, yet so far away! This one is by far the most difficult, as you have to get as low as 60 km if you\'re just slightly behind the finish line. And in the end, I ran out of fuel less than 20km away from the finish line... Anyway, I\'m quite happy with it as it was my first try, and I\'m pretty sure I can make it the next time (that would be tomorrow, around the same time, if all goes well). EDIT: Please note how Jebediah looks very happy during the whole race
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As-tu bien vérifié ton profil ? Un lien en bas de la page doit te conduire au téléchargement de la dernière version du jeu.
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KSP in Science et Vie Junior, a French magazine !!!
Cykyrios replied to Emilio's topic in KSP1 Discussion
I always knew I shouldn\'t have stopped reading SVJ =P I wouldn\'t call the game 'hyper realistic' though, but rather a good mix between real-life physics and a really funny game. I like their mini-tutorial anyway, and would have immediately tried the game after reading this! -
Except Kerbin doesn\'t move in the Mun\'s sky (well it rotates about its own axis), as it is tidally locked to Kerbin =P Anyway, that\'s a nice landed rendezvous there, I have a few rockets to launch now!
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Haven\'t tried that, but wouldn\'t it be quite easy to make a westward circular orbit and then launch a MechJeb rocket to that altitude? I tried MechJeb only once, but it did its job really well, and the orbit was within 0.5km from the set value.
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[Tutorial Video] Mission to the Mun and Back
Cykyrios replied to Kosmo-not's topic in KSP1 Gameplay Questions and Tutorials
Very good tutorial! I don\'t have much trouble going to the Mun and back anymore, but your video made me realize that my ascent was far from optimal (and my rocket\'s far too big), while the rest was probably okay. As for a rendezvous tutorial, I\'d suggest a 200-ish km orbit, or at least something over 150 km so time warp isn\'t too much of an issue. -
Forum controlled KSP campaign: Space race to the Mun!
Cykyrios replied to togfox's topic in KSP1 Discussion
Definitely interested as well 8) -
Avancement sur la fusée de Tintin : modélisation terminée, textures entièrement rouges parce que je suis nul pour texturer, séparation en plusieurs morceaux (capsule, asas, réservoir, etc.). Les part.cfg sont plutôt difficiles à régler pour obtenir ce que je veux réellement (après tout, c\'est mon premier mod), mais surtout, les différents morceaux de la fusée ont tendance à vouloir se séparer et à trembler assez violemment, ce qui rend le pilotage assez difficile (j\'ai malgré tout réussi à atteindre la Mun). Je ne peux pas non plus faire la fusée en un seul morceau, car le node_collider ne peut pas être concave, et la fusée ne pourrait plus remplir toutes ses fonctions... Résultat : mod en suspens (surtout que la version 0.15 devrait apporter un changement conséquent à l\'agencement des différentes pièces).
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Salut à tous ! Je vois que le nombre de francophones augmente pas mal ces derniers temps. Perso je suis de Dijon. Sinon après avoir réalisé quelques atterrissages sur la Mun, quelques orbites kerbostationnaires et réussi un voyage autour de Kerbol avant de revenir sur Kerbin, j\'attends avec impatience la version 0.15, et compte me lancer dans la modélisation de la fusée de Tintin pour retourner visiter la Mun !
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Mun landing tutorial PDF for rookies!!!
Cykyrios replied to Guekko's topic in KSP1 Gameplay Questions and Tutorials
Hey, as I think non-English posts are not allowed outside the International forum, I\'ll just answer in English (though I\'m French too ). Apart from a few typing mistakes, your guide is pretty good. I just want to tell you that apogee is a term that works for Earth only, and isn\'t correct when speaking about the Moon, the Sun, or Kerbin, Kerbol and the Mun, so maybe you should use apoapsis and periapsis instead. The main other thing I have to say is about the descent on the Mun: the way you introduce it doesn\'t really allow to choose the landing site, which can require an orbit first. But as I said, this is otherwise enough to let anyone try and land on the Mun, so good job on that -
0.15 Easter eggs? (Obviously possible spoilers inside)
Cykyrios replied to zombiphylax's topic in KSP1 Discussion
I think I was a few km above the surface when I found it (something like 5km or less), and I could only see a small black dot, so I suppose you need to set the resolution high enough to see it (and look at the proper place =P). -
Launchpad's location?
Cykyrios replied to Cykyrios's topic in KSP1 C# Plugin Development Help and Support
Now that I think about it, I tried to modify the persistence.sfs file with GetDiz, and I\'m not sure about the way it can alter the file. Moving the ship alone would be pretty good too, and is in fact the main thing I\'d like to do. For the time being, I\'ll try and play with the persistence.sfs and see if I can put some ships in low orbit around the Mun. Thanks for your answer! -
I was playing around on the Mun with a cart, when a driving error led to the premature death of 3 poor Kerman. So once again I have to launch a ship and land it on the Mun. My question is, is it possible to change the location of the launchpad using a plugin, in a similar way the Mun\'s orbit can be changed? (though the Mun orbits Kerbin, while the launchpad has (probably) set coordinates). Even if the full platform can\'t be moved, the most important thing would be the ability to change the spawn of the ship. (and yes I did think about saving my persistence file before crashing, but in case I want to try something different...) Or can this be done through editing the persistence file? (I can\'t seem to do that, as even changing only one digit corrupts the whole save) Thanks to anyone who can shed some light on this
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Tidal lock is basically the reason you can only see one side of the moon: as it revolves around the Earth, it rotates around its own axis in such a manner that 1 orbit = 1 revolution about its axis.
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I've been crunching the physics numbers and ...
Cykyrios replied to togfox's topic in KSP1 Discussion
That\'s right, and this is also the reason you decelerate greatly when re-entering the atmosphere at high speeds (and may soon be the reason your ship blows up =P) EDIT: Scratch that, I didn\'t read your message right. Friction decreases with air density, but increases with speed for a given air density. For instance, when re-entering with your command module only, your speed will fall quickly due to the air becoming thicker and thicker (even though gravity becomes slightly more powerful), and your speed stabilizes at some point, as the only forces are gravity and friction. -
Geosynchronous Orbit?
Cykyrios replied to Altair1371's topic in KSP1 Gameplay Questions and Tutorials
The answer can be found on the wiki: http://kerbalspaceprogram.com/~kerbalsp/wiki/index.php?title=Kerbin 2868.4 km at a speed of 1008.9 m/s.