Dobrodav
Members-
Posts
55 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Dobrodav
-
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Dobrodav replied to Starwaster's topic in KSP1 Mod Releases
Hmm, cannot unlock first tech. Science reading shows that i am have needed 4 points (collected through 2 launches), but when trying to unlock - not enough points message. Third launch does not fixed it (nothing to collect). Trying to understand what goes wrong, for now.- 5,917 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
[discontinued] Minimum Ambient Lighting v1.2.4
Dobrodav replied to Red3Tango's topic in KSP1 Mod Releases
Very usefull, thanks. -
For real solar system there is a programm named "Trajectory Optimization Tool",that was created for Orbiter, it also allows multiple bodies in one flight calculations. It is maybe not the best one, i was just used it few years ago. Also there is other tools, like that, on orbithangar.com site. http://www.orbithangar.com/searchid.php?ID=5418
-
Jebediah removed from last version, with some other names, that are part of some trademarks, celebrity names, and other confusing words.
-
Talking about other challenge. Maybe it have a point to add that list of rules- 1) Turbojets only. 2) Only MechJeb mod allowed. (For automation of long flights). 2) Full thrust all the way. (Thats all about this - around the world as fast as possible in AERO - way) 2) Not higher than 20 km (Just to avoid going suborbital, if you go up to 25, but without going ballistic, nobody will complain).
-
How Humans Could Get to Mars in Weeks, Rather than Months
Dobrodav replied to Rascal Nag's topic in The Lounge
Talking about micro meteorites protection. Going to a Mars in a weeks, means prolonged thrust burn time of engines. Lets cut max Gs to a 1, for a safety reason. Not sure, but t looks, like about 2 weeks of accelerating, and then, again, 2 weeks of braking. (i will check numbers later, maybe ). Point is, that we will need micro-meteorites defense, on braking stage too. Well, we can use engines as shield. But how? Our engines are essential part of a craft, - we must be sure, that our engines must be protected enough to withstand and continue to operate after impacts. So, conception of few weeks Mars travel, seemed little to overoptimistic in some overseen future. Concept of, for example, 6 month`s traveling, looks more reliable in the next 50 years. -
How did Nasa make Curiosity curve like that?
Dobrodav replied to hak8or's topic in KSP1 Gameplay Questions and Tutorials
It seems Bi-elliptical to me. -
Relatively new theory about Venus, says, that Venus spin goes faster, not stopping. Thats because of tornado like atmosphere movement around its surface gives it a torque, and that atmosphere spin is caused by solar wind. Its actually quite interesting and exciting.
-
I am little bit aware to use mods, if i am absolutely not forced to use them (like mechJeb for controlled detachable parts, or fixed camera - to fly space-planes). Its not proved that i can not survive in game, without Nova punch mod, and i am sure as hell, that that 200 parts mod, will kill my notebook, so ... (there is goes lot of censored words). I can survive without this.
-
When life gives your lemons... You shit is full of lemon acid.
-
Yep, that was done before a lot of times. Even with a restriction of do not get higher than 10 km. Somebody even do that using infinite glide glitch (that is extra long way to do it). But, still, you are doing good. I can suppose that there is one thing that was not done before. - Around the world trip with only turbo engines on FULL thrust !!! My theoreticall assumptions that this is possible, and travel time might be something around 4 hours. Good luck !
-
Reentry heat is important, but that task is comparatively easer, than the ultimate goal, - applying different level of heat on different surfaces depending on their attitude. Actually, looks like the reentry heat mechanics should be extremely simplified, and parts should consist of few meshes (ie - low, upper, front) to be able use that simplified algorithm to each mech separately. Even for that, we need DPI - dynamic pressure variable to be in the game simulation. That all looks like massive rework of game engine needed. Hope i am wrong.
-
I learned today, that meters/second can be transferred in kilometers/hour, just by multiplying m/s number by 3.6. I.E.: 100m/s is a 100*3,6= 360 km/h. Strange that i did not know this before.
-
Is it possible to get an orbit that looks like this?
Dobrodav replied to dogon11's topic in KSP1 Discussion
Well, maybe something close to that possible with additional huge gravity field from the side of periapsis. There is no way for such a system to be stable however. -
Just editing CFG files, do not provide that effect. Thats something lying deeper.
-
To fight misscontrol glitches, i build probe as a whole first, and then place it on where it should be, even using symmetry rules (ie multiplying). For now i have only two carriers models, both of them carry 2 probes. One is fully reusable spaceplane and another is conventional rocket. No significant problems with them.
-
Sure, i am need to try this. Hm, looking at config file, i see that this is only a strut, so no magic SAS pod power here. To bad. Now will test it live. PS: After live test. Wow! : Worked like a charm! Thank you very much! Its not acting like a command pod on a probe, but combination of this part and mechJeb, acting just like a normal command pod. (with only mechJeb, probe suffers from a lack of control, you always need have a lot of RCS on them).
-
I am not familiar with Gemini, but usually, that kind of things are done through LUA console (or LUA MFD). First - try to find something related to ascent autopilot in Gemini manual. Manuals can be in Docs folder or in addon docs folder.
-
Nukes dont needed. We cant totaly destroy them, but we can take their numbers under control.
-
Well, simple editing of the config files of MuMechJeb parts does not help at all. PS: Kerbalnaut modded very interesting part there: http://kerbalspaceprogram.com/forum/index.php?topic=14831.msg224453#msg224453 With it, my detachable mechjeb probes are fully controllable now.
-
They just need push a little.