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Everything posted by Crown
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Would you share your equations for these graphs? One thing, I think, that is amazing about KSP is that most of the things can be reproduced by using maths. But the parachute thing is bugging me a bit. From Wikipedia we get the equation for Terminal velocity: . Then we combine air density and atmospheric pressure: ; ; Rspecific is the specific gas constant and T absolute temperature But how does the "drag" value from the part file (for deployed parachutes 500) come into this equation? Is it just the CD value? And I am missing a value for the area. What values did you use for these two?
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I tested it and there's no big difference if it's down or up. The rocket flips around the same way any time. I tested it with the airplane gear but I'm sure it behaves the same with any other landing gear.
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Any way to cruise with airplanes?
Crown replied to jebster's topic in KSP1 Gameplay Questions and Tutorials
There is no way to have cruise control without plug-ins. But MechJeb has a very good cruise control. -
Setting up a comm sat network on Duna.
Crown replied to Kerbal01's topic in KSP1 Gameplay Questions and Tutorials
I think the easiest way to set up a communication network with satellites is to launch a spacecraft with all six satellites onboard (one for spare). Scott Manley made a video about .To determine what periapsis the orbit should have, there's no way to avoid Kepler's laws of planetary motion and the Vis-viva equation, which both include some maths and geometry. For the satellite itself, a Oscar-B and LV-1 should be enough. But with the invention of tiny RCS tanks, a FL-R10 with some thrusters might be useful. In Duna orbit a Clamp-O-Tron Jr. could be useful to refuel the satellite. The launch time can be found out by guestimating the angle between the two planets. And with the use of http://ksp.olex.biz/, which provides very good data. -
I don't have any spots for you, but I have a satellite orbiting quite low around the moon. And from time to time I take a look from low orbit to find a good place to land and maybe build a base there.
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Relocating Chobe Mün Base - Help needed!
Crown replied to DeepSpaceDutch's topic in KSP1 Discussion
Is the problem solved yet? What if you just park the base in this transport platform and just hit the parking break? Requires some flying skills but I'm sure you can do it. -
Excerpts From an SSTO Lesson for a 10-Year-Old
Crown replied to Dem Wot Goz Ub's topic in KSP1 Discussion
Wow! Support that kid in his dreams. He will be a great engineer. btw: What was your reaction on seeing the drawings and what advice did you give him? -
The exact poles are either to find by ground texture changes. Or by passing it via flyby / drive-by. When in auto camera mode, the camera will rotate around the vessel when it flys over the pole. The faster the camera rotates, the most near you are to the pole. Phase angles can be find at http://ksp.olex.biz/. For burns in general, it is a common way to start the burn half the time before the maneuver node (If they say the burn lasts 20 seconds, start the burn at T+10sec).
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Low range lights are always a good idea. Pointing to the vessel they can make a very scenic look. Another way is to put Z-100s to the side of the vessel. Because it has a green light it can function as position light.
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Space Station question?
Crown replied to Jefferson_Flintstone's topic in KSP1 Gameplay Questions and Tutorials
Re-using empty fuel tanks as habitat in a station is not possible in a vanilla game as of 0.21.1. And fuel tanks are always delivered full. But in case you want to use old fuel tanks as living space, try Nova Silisko's wet workshop. There are still some bugs in it and it takes ages to refit that thing, but it works. -
edit persistent.sts to change parts on a vessel
Crown replied to Ricardo.b's topic in KSP1 Gameplay Questions and Tutorials
I don't think it's enough to just replace the name because the dimensions are different. And therefore the attachment points might too. The easiest (and most save) way to 'replace' the docking ports would be to launch the craft with the correct docking ports into low Kerbin orbit. Then exit your current savegame and swap the orbit information in the persistent file from the failed vessel to the correct vessel. Swapping instead of copy&overwrite ensures that they don't merge into each other. -
I usually use a prefix. ST for station parts, SATellites and TST for test vessels. Any other vessel has no prefix. The rocket gets a nice description including the version and date (in ISO 8601 format) it's build, and if it's been tested.
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It's his cousin. What's the name of the plugin next to the Kerbal Alarm Clock icon?
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Here's an infographic that shows the space race in it's historical context.
Crown replied to Gus's topic in The Lounge
From a scientific view, if the Y-axis has no unit the whole chart is useless. It could just be a flat line or a list of milestones. -
You are officially old. And very happy to see the first steps into a new era.
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A band on ship? No, they all use tape players to listen to music. Musicians on a space ship would be kinda strange (imagine a Dixieland band on Apollo 11). I usually try to bring my used munar landers back home to burn up in the atmosphere while the com pod takes the save route on a more shallow angle for splashdown. Most of my other vessels have probe bodies which makes them easier to de-orbit or classify them as 'debris'.
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What i make wrong transferring to Planet Eve
Crown replied to Pawelk198604's topic in KSP1 Discussion
Sadly I can't see anything on the 240p video. And sadly I don't understand the question. If it's about the time acceleration, another way is to put something on the launch pad or runway and then time-warp. On ground while not moving even 100'000x is possible (photo-sensitive people should use the map view in this case). Inter-planetary trips are quite hard. Maybe try quicksave when you are close to the right angle, then try setting up the node and fumble around with it. If you don't get an encounter warp a little bit and try again until you are getting closer. If you missed is completely load the quicksave. Repeat until success. -
Returning Kerbals to Astronaut Complex
Crown replied to Deejay2000's topic in KSP1 Gameplay Questions and Tutorials
From my experience I can say that unfocused vessel which are about to splashdown disappear suddenly. Even if the capsule would have survived (parachutes rules) the passenger is listed as missing. Landed capsules that disappear are strange, but it could be a problem with the maximum debris setting. Even if a splashed capsule isn't displayed as 'debris' it might be put by the game in the category 'debris'. -
I would like to disagree to this statement. In previous versions I connected the bi-coupler to engines and it worked. I tested it in-game and it's definitely the fairings colliding into the other engines. A solution is to not activate the engines via staging but with right-clicking on them. This will leave the fairings on and the engines will work as normal. Jettison the fairings of four LV-N does change the mass less than 0.05 tons (if any). So no T/W-problems in this case. In case you want to see the engines glow, just jettison one side of the fairing. With my test rocket, the lower "jettison" button was for the side with the orange thing sticking out. It looks better when rotated in the VAB before attached.
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The ISP increases linear as the atmosphere pressure decreases. But the atmosphere pressure on Kerbin decreases with this function: . I would assume that for every 'tick' in-game the rocket altitude and atmosphere pressure and ISP is calculated. And some other fancy numbers.
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Engine Flameouts, why are they so violent?
Crown replied to Jean Deaux's topic in KSP1 Gameplay Questions and Tutorials
As far as I remember he smashed into the cockpit canopy using his ejection seat. But the thing about that flame-out seems correct. -
Well, in the persistent file is also saved where which part is attached to the rest of the ship. For any part attached to the ship there's a PART{} section. The section looks like this: PART { name = RCSBlock uid = 3294089000 [color=blue]parent = 11 position = 0.660663187503815,-1.05575609207153,-0.000550462922547013 rotation = 9.149738E-08,1,-2.604542E-08,1.042783E-07[/color] mirror = 1,1,1 istg = 0 dstg = 0 sqor = -1 sidx = -1 attm = 1 sym = 13 sym = 14 sym = 15 srfN = srfAttach, 11 mass = 0.05 temp = -37.81815 expt = 0.5 state = 0 connected = True attached = True flag = rTrf = RCSBlock [...] So basically, yes. It is possible to edit parts into a already flying ship. By those blue numbers (and some more, I think), the exact position is defined. But I don't know if it's easier to try to understand the code or just restart the mission.
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Matlab and KSP. Thanks for this link. Thanks. Now I get it.
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I have one question about this chart: I quite don't get it with the option for aero-breaking. When doing a Duna-Kerbin transfer why do I have an option to aero-break for a Kerbin capture? Example: when I want to go from a Kerbin capture to a low orbit I lower my periapsis into the Kerbin atmosphere (at this moment my parent body), fly several times through it to let the apoapsis drop and then I burn prograde at the apoapsis to rise my periapsis again to obtain a stable orbit. During a Duna-Kerbin transfer the Sun aka Kerbol is my parent body (the one's of SOI I'm in). Doing a Duna-Kerbin transfer with aero-breaking with the same principle doesn't work, I think, because the Sun has no atmosphere tp aero-break in (or does it?). Do I maybe interpret the chart wrong? Printing the chart with the setting 'fine' did work from my view. The text is a quite tiny but I can read it.