ArmchairPhysicist
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Everything posted by ArmchairPhysicist
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Harpwner could I possibly get details about how and from where you installed your mods? I can't find anyone else that has this problem, and I suspect it has something to do with my files. I installed everything manually, and have checked all of the common problems, but no luck I hate that I keep bringing this up, but once I find where the problem is, other people that may encounter this can know how to fix it
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I hunted down the like to the BDArmory release I'm using https://github.com/PapaJoesSoup/BDArmory/releases/tag/v0.2.1.2 im also using KSP interstellar extended Next step is to uninstall and reinstall, where did you get your version of BDArmory? It took me a while to find the version I have that works with 1.3, you might have a different setup
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Yes, it has no version number. It's simply gamedata>northkerbinweaponry. Could it possibly be what version of BDArmory? I got mine from the latest release of BDArmory continued.
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From the values currently coded, arbitrary blastpower to kt is 350abp per 1.5 kiloton Hope the nukes get fixed soon though, conventional icbms and MIRVed genies aren't cutting it
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Yes, nkd.dll is in game data> northkerbinweaponry>plugins Should that dll file be elsewhere? Or is the nkd plugins good
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I also extrapolated the yield values of the nukes based on kilotons to ambiguous power units based on IRL genie 2 yield and it's in game power 1.5 kt = 350 1000kt=mt W88 = 110833 Tsar= 116666666 Castle bravo=3500000 B-61= 79333 B-83=. 280000
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From what I can tell, the problem is that the Modulenuclealexplosive isn't activating. I only know enough about programming to be able to read code, not enough to build it, but I'm not sure why there are two modules. Why not combine them since "missile launcher" already has all of the parameters that "nuclearexplosive" has? Odds are that the second module is needed for something that I can't see, since I didn't write it.
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I've tried a number of delivery systems using different nukes, but for example I'll use the 1.2 MT nuke (sorry for yield and not name, I'm not at my pc right now). I first tried a simple mirv design using a computer core (I use interstellar) and a airstream protective shell. Inside of which i mount 4-16 bombs radially around a structural pillar. I have redundant weapons managers because redundancy. I configure my GPS targeting, fly missles up, enter strike trajectory, and once I'm at the proper altitude I deploy the shell. If I didn't already I select my payload and arm the trigger, and fire at will using the "~" key. Missiles fire fine, even begin curving in towards their targets. But when they hit the ground they just go splat. Sadly this isn't even a fizzile. Ive messed around with other bombs and nukes, and I've found this. Any bomb that gets its yield data from your module doesn't go boom. The genie 2s go boom in a big way. Jdams go boom. FOABS and 12000 dumb bombs go boom. But if I'm the editor it says 0/0/-1, it goes splat. I even tried setting destination height for an air burst to try and force a detonation without crashing, thinking that might fix it, but it still slams into the ground with no effect. W88s are problematic in another way. When falling through the atmosphere they behave erratically. Their guidance works, their ballistic trajectory coding works. But when they hit roughly 250 m/s they violently spasm, lose all velocity, then begins falling again. Not sure what is happening but I can do further testing if you want, I'd love to help in any way. Having said this I need to address a few things. My description might come across as slightly harsh. I don't mean it this way. I love this mod and what you've done with it. It's really something special. I I especially like what you did with the ballistics trajectory abilities of the weapons, almost no games do that. I simply want to be through in my description of the bugs I've found, as it leads to better fixes. Any other details you need, I'll get right on getting them.
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I'm going to start off saying that yes, I installed correctly, yes everything is up to date. I have a problem with the free fall nukes. Be it a w88, b-61 or tsar, none of them properly detonate. They hit the ground and go splat, but don't go nuclear. The genie 2 works fine, but the tsars seem to be built in China, In other words they fizzle. I did some poking in the config files, and all free fall nukes have two places where their blast abilities are defined, the missile section and the module bomb section. I believe that when they drop, they hit the ground still thinking they are missiles not nukes, and detonate with the 0/0/-1 values. Any help is appreciated
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So I recently got interstellar extended and have been messing around with the giant engines, which got me thinking about mega ships. By this don't mean star destroyers or enterprises. I mean like the 2001 space odyssey Discovery one or the endurance from interstellar. Has anyone built ships that big and And had a successful mission with them? If so, what is your preferred design tactic? Launching method? Mission goal?
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So I have a problem. My rockets are too big and over engineered. My munshot rocket is so expensive and complicated that Germany would be proud. It easily runs mun science landings, but it's expensive and ugly. Heres the rundown on it. Typical command pod and science suite built for kerbin re entry. This is mounted on a mk1 liquid fuel tank that powers my beloved atomic rocket. Under this is a 2.5 meter tank and a poodle engine. Pretty standard lander and return package right? Heres where it gets ugly. under the poodle are two large tanks and a mainsail. Next we have my Radially mounted vegetable boosters (asparagus style liquid boosters) These boosters are four freaking twin boars. I hate using this many but it works. This rockets staging is as follows. stage one fires all four twin boars and the mainsail. Stage two drops the first two twin boars when they run out of fuel. Stage three drops the second set of boars and I cut power to my mailsail. It this point my apoapsis is at about 400 kilometers. once at max altitude I fire my mailsail and use its fuel to put myself in kerbin orbit and start the mun burn. Stage four drops the mainsail and stage five fires my poodle. My poodle has enough fuel to finish the mun burn, get me to munar orbit, land and boost me back into a munar ejection trajectory. After I pull off a perfect landing I do my science, fire my poodle and drop it mid flight to further pollute the mun. Stage five fires my atomic rocket which is perfect to put me into a return trajectory and have enough fuel to have a semi powered deceleration. I drop my uranium power engine in the upper atmosphere and proceed to land. Mission accomplished. My trouble is this rocket cost 122k money. I need advice for a cheaper, smaller rocket that can put a science lander capable of kerbin return on the mun.
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What does your space career look like?
ArmchairPhysicist replied to ArmchairPhysicist's topic in KSP1 Discussion
Personally i always end up with a series of sounding rockets to squeeze every drop of science I can out of kerbin. I normally have 4 rockets in the testing line, each built for a specific altitude. Mk1 handles the land, low flying and splashed down science. Mk2 shoots for high altitude atmospheric science. Mk 3 handles space science and sometimes makes orbit, but normally my orbital mission is different enough to deserve a new model designation. After my agency is proficient in orbital flight I start my "Apollo" program. These rockets are normally unmanned, I hate putting a kebal on a rocket that is untested. Munshot MK1 normally goes for 2-3 flyby or munar orbital missions. Mk2 is a probe lander to practice off planet landers. The MK3 is where I build a probe that lands, returns to orbit and comes back home. If MK3 runs smoothly I start the manned missions. Minimus follows my apollo missions strategy, but involves a lot of testing for the increased range. My fatal flaw in KSP is building rockets too big. Lots of mainsails and skippers to reach orbit. My current career is aiming at smaller and cheaper rockets. -
To elaborate on the title, I'm making a call for debate and deliberation on your methodology when playing a career game? What is your goal in launching a rocket? How do you go about an objective? How do your rockets evolve from the pod on a booster to your Duna and beyond missions? Etc etc...
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So far my proudest moment? I once had a mun landing that went wrong, lander had the d/v to enter munar orbit, not enough to return to kerbin. I had my engineering team shoot up on their secret stash then put them to work. Within a few minutes I had a highly modified version of the first mun rocket (the one that went bad and left Jeb in munar orbit). I launched the modified rocket, sent it to enter munar orbit and rendezvous with the errant pod. My tech level was very low, didn't have any docking parts. I got the second rescue rocket within about 500 iirc of Jeb. I ordered Jeb to pack up his science and grab is EVA pack, said goodbye to the faithful lifepod, then EVAed that 500 meters to the rescue ship. Collected jeb, re entered kerbin orbit and brought Jeb back home. It was awesome.
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Video games as teaching mediums?
ArmchairPhysicist replied to ArmchairPhysicist's topic in KSP1 Discussion
Never said I thought it would be useful, simply said that it's a good way to learn about space travel. -
So after seeing a post about a pilot that says that KSP helped to ingrain a knowledge of flight mechanics that allowed him to pass a test, I realized something. KSP has taught me more about orbital mechanics and why space flights do what they do than any book or article on the internet. Which makes me think, how effective is it to use a reality based video game to help teach a concept? The best way to learn something is to force you to use that skill, you can read about orbital insertions all day long, but the average student will never use that knowledge, and will likely forget it. KSP allows you to learn orbital physics and rocket science (not so scary anymore) and to practice these skills without dying horribly in a fireball. Anyone else have KSP to thank for learning more about flight than years of book reading ever taught you?
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Oh that's a tricky question. I built the Ramjet Testbed MK1. I unlocked hypersonic flight for the first time in career, and simply had to see just what a ramjet could do. I built a Delta winged space plane that consisted of an adjustable intake, mk2 to 1.25 meter converter (long), a fuel tank, cockpit and a bicoupler. Stuck two ramjets on it, took off and giggled as I hit 2k m/s. Fun stuff
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Has anyone done this before?
ArmchairPhysicist replied to ArmchairPhysicist's topic in KSP1 Discussion
I botched it by this. My munar missions are as such (yes they have problems, but I was working on low level parts, no multi person landers or docking). My Munshot MK1 is a four stage heavy/super heavy lift class. It's a bit overkill and difficult but it works and it's fun. It has 1 Solid fuel booster stage. 8 kickbacks mounted radially. 2 A skipper running off of 3 rockomax x200-32s. 3 A lander powered by a swivel and a FL-T800 4 The command pod. The first pod mounted above a science lab and a service bay with sciency stuff. Mission. The boosters and skipper fire simultaneously. Boosters carry it up to orbit altitude. Once I get to the apoapsis I fire my skipper again to circularize my orbit and extend my trajectory to just inside the muns orbit. Then I warp until i intercept the mun. This is where things go wrong. If I get lazy and warp to much I run the risk of slingshoting into a kerbol orbit. RIP Jeb. But this only cal happen if I go to intercept behind the mun and not in front. Once I enter the muns soi I use my skipper to enter a stable orbit, pick a landing site, burn retrograde to turn my munshot into ballistic missile *cough cough* I mean a lander. At this point my second stage is empty, so it gets jettisoned into the Mun, screw the environment. I use either my swivel or RCS to land. Yay mun. Do science, plant flag. If I did it right, I still have 3/4 of fuel left. Plus enough hydrazine to reach escape velocity. I take off, or if I landed wrong and bounced, I use the crater as a launch ramp. I exit munar orbit using my thrusters (RCS preferably), enter kerbin orbit, set myself to as low an orbit as possible. Burn remaining fuel, areobreak, then land. I plan on starting a pure career play through today. Can't use infinite electricity when I forget to put solar panels in a place pointing towards the sun (long story) and can't revert when a launch goes wrong. Should be fun. -
Has anyone done this before?
ArmchairPhysicist replied to ArmchairPhysicist's topic in KSP1 Discussion
I ended up just reverting, one of these days I'll play through without the ability to revert. He ended up not far outside of kerbins orbit, can't give specifics because he's not there anymore. The best rescue mission I've done was a munar landing that went bad. Poor Jeb used too much fuel and didn't have the delta v to make the return trip. I launched a modified version of the same rocket that got him there, entered orbit and had jeb eva to the new two seater space craft. In fact the rescue went so well I've considered it as a mission possibility for early game simple manned missions. One rocket has the lander, with enough fuel for the landing and return to munar orbit. Second rocket launches soon after the first, but only stays in orbit to take the science and mun walker home -
One of my most ingrained fears in this game (aside from finding out the hard way that you didn't pack parachutes) is botching your munar insertion and getting that "new record, you have achieved orbit around the sun" message. Ive done this once or twice, but never recovered from an accidental escape trajectory. I always end up reverting the flight. Has anyone done this in career, AND brought the kerbal back home? I know it would be possible by just waiting a few hours for the ship to enter kerbin's SOI again. Also possible to launch a new mission to retrieve the botched rocket. But has anyone done that?
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My plane uses panthers, four in fact (probably too many but it's a medium lift class craft). The problem I've encountered is assuming I got the damn thing to get airborne without suiciding, it can only get to about 25-30 thousand meters in the air before it can the panthers can no longer produce enough thrust to climb higher. This is where I would switch to rockets, but I only get a few seconds of burn, and it plummets down to air breathing altitude. No way to try again because it burned all the oxider. The space plane program is more of a fun experiment. Any success my space center has is with disposable multi stage rockets, not environmentally friendly, but cheep and effective. I just wish I could solve the flight avoidance protocols. Having a space plane to do contracts would be nice.
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And to cover a few points, no my wheels are not angled. Yes everything is perfectly symmetrical, I'm rather OCD when it comes to symmetry. Yes, anything that could possibly bend or flex has been bolted down and strutted. Yes I have the center of mass ahead of the center of lift. Found this requirement on the 3rd plane i built years ago because I got sick of the magical gymnastic space plane. Yes, control surfaces are adjusted to only control one aspect of the flight, my ailerons don't control yaw.
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I'm going to start off with saying that although I've invested i large amount of time into this game, I still qualify as a noob. Ive never legitimately performed a mission to anything farther than Minimus, and even Minimus missions are reasons to stand up and cheer if I manage to get my kerbals back safely on the same ship they left on (long story, I'll share if anyone cares). My question is whether it really is impossible to get a spaceplane to orbital altitude before you get the super advanced jet engines? Yesterday I was toying around with a space plane that used panther turbofans to get to high altitude and then would attempt to boost into orbit with swivels, no luck, mostly because of the physics glitches that impede takeoff. Only one out of ten try's got off the runway. It's not due to my planes design, it's a solid ship. But for some reason when I engage my engines the ship careens to the left or right, at which time my ship's sas attempts to correct the turn, but only causes the plane to veer at exponential rates. This continues until the ship either turns off the runway and self destructs upon taking that two inch fall, or the craft completely flips and I end up with a streak of fire. Tl:DR Can a ssto be built using parts up to supersonic flight? Why does my plane come equipped with flight avoidance protocols?