Olsson
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Everything posted by Olsson
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So this means if I escape the Mun's SOI from the side it is moving I while have gained speed? Where as if I leave the SOI from the back I will lose speed? Or does it have to do which way I'm orbiting around it, counter clockwise or clockwise?
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Does anyone know the calculation/formula which helps you time when to do and where to do your burn to get to the other planet? I won't be able to do it Kerbal Style anymore I guess considering the planet will be about ten times as far away as minmus.
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[PLUGIN, PARTS 0.17] Zoxygene (Life Support) mod v0.7.1 (12.09.27)
Olsson replied to l00's topic in KSP1 Mod Releases
And what would the module be? EPS_SOURCE_Spanel_PowerTech or ZoxyGene? Also I guess I need to wait for an update from kosmos since I can't fix the animations myself? -
[PLUGIN, PARTS 0.17] Zoxygene (Life Support) mod v0.7.1 (12.09.27)
Olsson replied to l00's topic in KSP1 Mod Releases
Code sent by you in your Power-Tech thread: Unfortunately that doesn't work with the kosmos deployable panels nor the Soyuz ones as the deploy animation is really weird and not functioning. -
Sorry to dissapoint you. I want to learn this too. Basically it has to do with Kepler's Third Law but I still don't understand it all. Though I could post what maltesh sent to me yesterday even though I still have a few questions. And this was the starting post which made me send him a question and the reply is above: I guess what my questions are: If you want to go from Minmus-Mun what are you supposed to burn towards, your apoapsis and try to push it towards the mun? Also if it orbits 1.9722 this means that it's one orbit and almost another full orbit (about 97% of the orbit). Though am I supposed to do the burn when it has completed 97% of its orbit or when it just has started it and is at 3% of its orbit? In other words, do I do the burn when it has orbited 0.9722 or when it has orbited 1-0.9722=0.0278? Also if you make it into degrees (multiply by 360 which maltesh also taught me) it says that 0.9722 is about 350 degrees and 0.0278 is about 10 degrees. Can I use these degrees for determining more specifically when to do the burn or am I just supposed to use the map and then kind of guess when to burn when the planet is at the mentioned degree?
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[PLUGIN, PARTS 0.17] Zoxygene (Life Support) mod v0.7.1 (12.09.27)
Olsson replied to l00's topic in KSP1 Mod Releases
Alright. I was just curious because I've been reading abit about programming and I'm actually about to learn C# in school this fall. Though at the moment I don't understand anything so I'm not sure what I'm supposed to read in that section, haha. I just check what Plugins sound cool but I hope to eventually be able to learn to make something. I have another question though which is relevant to ZoxyGene and the Kosmos pack. What if I want to use a Kosmos Solar Panel which has a deploy animation (which is bugged btw) and use that with ZoxyGene? How should I change the part.cfg module? -
Alot of the new solar panels such as the Soyuz here don't have functional deploy animation. The ones in the Kosmos pack doesn't either. Does anyone know any other solar panels that have a working deploy animation?
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*This thread is for asking about all the relevant math that concerns KSP. Wheter this might be Delta-V or something else feel free to ask a question and feel free to respond to it!* With the the new version of KSP coming out (.17) that will contain many new planets we'll need some more accuracy with our landings, orbit transfers and rocket designing. The only way to do this is by using math or the kerbal way which we all know is trial and error. Though as the planets will be far away, hard to get into orbit around, hard to land on and probably even harder to get off from I think that trial and error will not be the best approach to this anymore. I've seen alot of math questions scattered around the forums lately and most of them have been without response, probably because they were abit misplaced and most wouldn't guess they were there. That's why I created this thread which is a collected thread of all math, calculations and theorems that concern space and KSP. Anyone can share their calculations, anyone can ask, anyone can help, anyone can add to the post to make it bigger. There's another similiar thread which is sort of a 101 guide to learning the most important math aspects to KSP. If any mod finds that this thread isn't needed and that the previous mentioned thread is enough then feel free to lock this. Relevant Threads A Guide to Basic Kerbal Rocket Design Through Science by VincentMcConell Contains Delta-V, Hohmann Transfer, Fuel Flow in Mass, Delta-V Map, Body Orbital Velocity Calculation, Weight to Thrust-ratio. (I might add previous content into the OP or other posts if I'm given permission by the person who posted the content.)
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[PLUGIN, PARTS 0.17] Zoxygene (Life Support) mod v0.7.1 (12.09.27)
Olsson replied to l00's topic in KSP1 Mod Releases
What language is this and other plugins written in for KSP? -
This is happening to mee too. My engines along with those fuel tanks are placed exactly like mine and they fall off once I'm in zero G and get out of fast forwarding. This is a bug.
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My landing engine and RCS tank falls off
Olsson replied to Olsson's topic in KSP1 Gameplay Questions and Tutorials
I don't have a decoupler underneath it, infact I have nothing underneath the engines. Though they are as you said suspended by a fueltank. They're hanging from the fueltank that they're attached to which is the connected to the RCS tank above. The fuel tank is also attached to a strut which is then connected to the main pillar in the middle. -
Alright, thanks for responding What I ment is that in the OP it says that you need 1000m/s of Delta-V to land on the mun and 1000m/s of Delta-V to take-off from the mun. This means that it takes the same amount of Delta-V to land and to take off from the mun. What I ment is that what if my Delta-V is instead 500m/s, this will mean that I can't take off from the mun but what I'm asking is it if is enough to land on the mun. If it is enough to slow me down to 0m/s but not to lift me off the mun. Shit I realize how stupid this sound. TL;DR: If I use half of the Delta-V required to take-off from the mun will it be enough for me to get my velocity to 0m/s to JUST land on the mun with the stage? EDIT: Thanks for responding and thanks for teaching me! Let's say that I would want to do a re-entry on Kerbin or a landing on mars. But this time I'm not using engines but I'm using parachutes to slow me down. How does this change the calculation and what else do I need to know? Is it another calculation? You don't have to respond to this I'm just curious since landing on Murs in the next patch is going to be a pain
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My question is how do I know if my parachutes will be able to slow me down enough in the atmosphere? What are the calculations for this and what do I need to know in order to make sure that I know that my parachutes will slow down my craft enough upon descent?
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Mods: ZoxyGene and MapSat. So I tried making a mun lander (craft linked) and as I get into orbit using my second stage and accelerate to get a circular orbit one of my landing engines along with the RCS fuel tank above it falls off for no reason. Could anyone help me with why? EDIT: Alright it won't let me upload my craft file nor when I tried to put it into a RAR. Anyone know what I need to do? EDIT 2: It seems to be happening to more than one of my landing engines and RCS tanks now. The thing is that in the middle there's a fuel tank for the engine, below that the landing engine and above the fuel tank a RCS tank. There are four of these and they're all attached to a middle pillar by a strut, the strut is connected to the fuel tank in the middle. The engines and tanks seem to fall off once I get out of my "fast forward". I fast forward 50x and wait until I've gotten to my apoapsis when I'm in orbit or whatever the name is and then when I go out of it they just fall off.
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I have another question. Let's say if I want a stage to land on the mun but not be able to take off. I want it to be able to slow me down to 0m/s in speed, will I only need half of the amount of force required to lift off of the mun? Meaning that I only need 1000/2 = 500m/s in Delta-V to land (if I do it well)? EDIT: Also if I have three landing engines on my mun landing stage. (Landing engines, 400 impulse each in vacuum). Will my calculation be this: (400*4) * 9.81 * ln(m1/m2) When I did that I got 9715 of Delta-V which is absurd, so I did something wrong.
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@Maro & Crashnburn: [*Don't cuss* -DR ] I was not aware of this and I feel like a retard for it lol. Thanks for responding though I realized this as the forums were down and as I orbited the mun. But this also means that there must be a most efficient altitude orbit to map at before the mun for example rotates too much before you make an orbit around it. Does anyone know this altitude?
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[PLUGIN, PARTS 0.17] Zoxygene (Life Support) mod v0.7.1 (12.09.27)
Olsson replied to l00's topic in KSP1 Mod Releases
Thanks! Now if I want to use one of the Kosmos Solar Panels like the Short one with the unfold animation what am I supposed to write in there? I used to script you gave but I can't place it close to the craft instead it seems to be placed the lenght of the solar panel away from the craft and the animation for deploying it won't work. Should I ask in the Kosmos thread instead or do you know a fix? -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Olsson replied to Tiberion's topic in KSP1 Mod Releases
I'm just hoping the next update actually is balanced along with the stockparts and not that a small tank contains the amount of fuel of a big one and stuff like that. Really looking forward to the new update, getting real bored with the stock parts in KSP -
Alright so being a retard I have no idea what to do with the config. Do I copy paste that config and replace what\'s inside Powertech.dll? EDIT: I mean the Soyuz Solar Panels that deploy (which look awesome), if I use the updated config will they work or do I have to do something else to make them work?
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The Zoxygene recharge panels doesn\'t work with the new version of ZoxyGene in 0.16 I\'d love to see them get fixed.
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What does this mean? If I put a Mapper into a polar orbit instead of one around the equator I will map more surface? Does the orbit I put the mapper around change after one orbit? Does the mapper automatically change the orbit or is it because of the muns rotation? Kind of confused but I\'m thankful that you responded.
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I restarted the game and then went into the Tracking Station and went into the MapSat Mun Mission which was orbiting. I fast forwarded 5x and behold, it works, nevermind. Everything is working now except now that I\'ve done one rotation around the mun and got that Data I need to place out more probes that map the new area. Though it\'s kind of inefficient to deploy one of these PowerTech MapSats because once they\'ve done their orbit they can\'t get more data. It\'s better to have a ship with fuel in orbit that has a mapsat parabol and once it\'s done a orbit you can just change it and get more data. Am I right? Also it\'s kind of hard for me to see what\'s what, like if I get an artifact location on the ISA map how am I supposed to know where that location is on the mun when I want to land there? Great mod btw, I greatly underestimated it
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I was just sharing my opinion and while I agree with most of what you say it\'s just the imbalance that bugs me. I guess I forgot to mention if anyone else feels the same about the parts needing balancing.
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In my opinion I don\'t really like all this adding of parts packs since most of them are so imbalanced. Like a three man sized pod in the parts pack is the same size as the vanilla mk1 pod which only carries one. The weights, thrust, fuel capacity, size and impulse are all really weird IMO and it\'s just really easy to get a rocket into orbit with most parts packs. Anyways isn\'t anyone going to be adding ZoxyGene soon?