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BurningSky93

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  1. I can see where you're coming from Frozen_Heart but the way I look at it any part credited to "C7 Aerospace" is de-facto credited to Chad by association (yes, aware he's not on the dev team any longer)
  2. Porkjet, have you seen that Squad have basically credited all the stockified Spaceplane Plus parts to C7 Aerospace, not you? I'm pretty appalled by this, unless I've gotten the wrong end of the stick this looks like a grade-A case of plagiarism. Screenshot here, taken from Scott Manley's .25 preview: http://imgur.com/umjE9HC
  3. I was of course assuming an instantaneous burn, which I believe would make my explanation correct? Obviously it's very hand-wavy.
  4. Consider a right angled triangle. The hypotenuse of the triangle is your resultant velocity after the burn and has a "vertical" (your normal burn) component and "horizontal" (your initial in-plane velocity) component. After your burn, your resultant velocity is given by Pythagoras' theorem and will be greater than your original in-plane velocity, hence if you burn at periapsis say, you will increase your apoapsis radius in addition to changing your inclination. Hope this helps.
  5. I'm having some problems, for some reason when I'm on my craft's last stage, if I enable surf on Smart A.S.S. and then use my own personal input (i.e. press WASDQE myself), Smart A.S.S. will stop working. The surf function will still be enabled, but it wont actually input any control (I can see that the control surfaces on my craft aren't moving). Toggling the surf function on and off won't correct this, it is basically faulty for the remainder of the flight. To give precise information in case this is highly situational: -Craft uses the MK1 spaceplane cockpit, AR202 case and B9 aerospace parts -Flight starts, I stage to activate the engines -Input attitude values into surf, enable surf, control surfaces move as craft attempts to move the craft to given attitude (but it's on the runway, so it can't) -Throttle up, craft accelerates and lifts off -Craft takes attitude inputted into surf -At this point, if I press anything on WASDQE, the moment i release the key the control surfaces will return to their "home" position, surf does not take over the attitude control again -This happens only on stage 0, but it doesn't matter if the engines and cockpit STARTED on different stages, if I stage to 0, surf will cease to function after user input. YES, I have electric charge, I'm not stupid. EDIT: Ok, I seem to have found out what the problem was. Under attitude adjustment, the Tf value may have been too high, however, when it is too low the craft will jitter and oscillate wildly. How do I correct this?
  6. I think the spaceplane guidance could use some work (or its perfectly possible I'm not using it in such a way to get it to behave the way I'd like). What I'm specifically referring to is the "yo-yo"-ing or "sine waving" it does when attempting to hold heading and altitude. When told to hold altitude, it will often climb so steeply that it overshoots the target altitude and to compensate will enter a dive that is also too steep and overshoot in the opposite direction before repeating the process. It would be great if it would begin to reduce climb/dive rate in such a way as to prevent this (or at least make it much less noticeable). It does iron itself out over time, but only after quite a few cycles and it never quite attains level flight.
  7. I did take that into account, I must've not been paying attention when I wrote "rho... can be assumed to be equal on Eve and Kerbin", but my maths does take a change in rho into account. Also i think my math is a bit off because Eve's atmo isn't actually 5x the density of Kerbin's. It was revealed to be that during development but I dont think that is the actual value. I think my actual calculation is sound, even if the actual variables aren't.
  8. Eve has 1.7x Kerbin's surface gravity (1.7 G). Terminal velocity is determined by: V(t) = ((2mg)/(rho A C))^0.5 Where V(t) is terminal velocity, m is mass of the object, g is acceleration due to gravity, rho is density of the fluid through which the object is falling (in this case the atmosphere), A is the objects projected area and C is the object's drag coefficient. In this case, m, rho, A and C can be assumed to be equal on Eve and Kerbin (the Kerbinaut's mass, falling area and coefficient of drag won't change. So, if Eve has an acceleration due to free fall of 1.7x Kerbin and an atmospheric density 5x greater than Kerbin, and terminal velocity is directly proportional to the root of acceleration due to gravity and inversely proportional to the root of the atmospheric density, then terminal velocity on Eve is (1.7/5)^0.5 = 0.58 times that on Kerbin. Hopefully my math is correct, do please correct me if I have made a mistake though
  9. I think that'd be annoying for higher level players who have already perfected landing on satellites who will want access to the interplanetary scenarios right away. All the scenarios should be available from the start. The campaign will handle progress from low to high level stuff.
  10. Good job really, seeing as the OP was asking about planets rather than moons
  11. Its gotta be classical music throughout the flight. Start with something energetic for the launch, then have a couple good waltzes whilst performing your orbital maneuvres, and very calm music whilst "idle". Holst's "Planets" Suite is, of course, a must. Lyrical music just doesnt work IMO.
  12. Ultra sonic sound? As in, sound that moves faster than sound? Wouldn't work at all
  13. Whoa, I might be misunderstanding, but are you saying the lift produced increases as the angle of attack increases i.e. it's maximum at 90 degrees?
  14. Would some of you mind sharing some of our more basic, easy to fly designs, both regular and SSTOs? I've not really seen any good examples of SSTOs. I also keep having this problem of my planes seemingly having, well, zero lift. Even though I have plenty of wing surface, they often end up going off the end of the runway before taking off, which has resulted in exploding streaks many times. Is my memory correct in recalling that lift mechanics are being overhauled for .17?
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