SunJumper
Members-
Posts
610 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by SunJumper
-
Can somebody Give me a persitant file save...
SunJumper replied to mercaholic75's topic in KSP1 Discussion
Actually, if they have a previous version like 0.15 or 0.13, they won't gain anything from a new save, indeed, their game will probably instantly crash. -
Russel's teapot. Also, rather than have the Kraken dead on Bop (due to the surface glitch, one of my kerbalnauts are smeared across the universe), have the Kraken's corpse orbit somewhere (like in a polar orbit around the sun with a high eccentricity and the periapsis closer to the sun than Moho and over the north/south pole). Also, maybe have a planet that comprises a thin shell hovering over a gas giant (though eclipses would need to be implemented)
-
how big are the planets really?
SunJumper replied to an insignificant kerbal's topic in KSP1 Challenges & Mission ideas
You die at 4000k from Kerbol... -
Um, I'd take seven million dollars, five for me and the rest for my children's education, and I'd be able to start something awesome.
-
This is a challenge about attaining an orbit of the sun of 90 degrees (or 270). The scoring system is as follows: Get into solar orbit of inclination 90 or 270 degrees. One point. Circularise your orbit. One point. Optional: Lower periapsis to below 5.2 million km, over either pole. Five points. Optional: Crash a stage into the Sun (can be done before you initially circularise). Five points. Optional: Return to Kerbin. Ten points. Optional: Use a gravitational assist. Twelve points per assist. Fifteen points for every close assist (within half a radius of the body). If your command module is manned, there must be an advanced SAS above or below it, to simulate a life support. This may be jettisoned no more than one hour before returning to Kerbin, should you choose to do so. Part packs may be used, as can Mechjeb, but Ion engine packs may not be used, unless the fuel used is finite . This shouldn't be too difficult, I managed the first one with my launch stage. In 100,000x, if you go to a high altitude for your plane change, expect a transit time of around half an hour. Leaderboard (Not including my attempt) 1- 2- 3- 4-
-
"Derek, have you tried the chipolatas?" "The what?" "Little porky sausages..." Yup, this is what's on my clipboard... Don't ask...
-
If you were to accelerate towards the Mun, and at the half way point start decelerating, at 9.8m/s/s, this trip would take about three and a half hours...
-
Landing equipment entails: Landing legs Plane landing gear Winglets (ie in the style of 0.12 and 0.13 landers) Anything that assists landings/gives stability You may use mods for the nonflat bottom, but the Aerospike works well too (Just don't fire it). It can go automated, but you may not use any of Mechjeb's automated systems (You may only use it for controlling otherwise uncontrollable crafts)
-
Despite not being designed to do so, the NEAR Shoemaker probe managed to land on the asteroid Eros, despite not being constructed to do so. Can you do the same? Rules: No landing legs No landing equipment No engines/fuel tanks to be used at any point in the landing process. You must use only RCS. Your craft may not have a flat bottom Obviously, no parachutes Bonus points will be awarded if you can land on the Mun or Kerbin Land on minmus: X1 multiplier Land on mun: X5 Land on Kerbin: X50 Eve: X100 Bop: X5 Charr: X500 Meander's moons: X350 The landing process is considered as having begun when your orbit intersects the other body.
-
So, basically, these are all highly complex methods of making burns to get from one planet to another. A simpler method, though it requires two launches, involves getting one spacecraft at the target altitude, at an elliptical orbit with one apsis at the desired altitude, and the other apsis at the height you launched from, and write down the time difference between apses. Then comes the calculation. (2piXr)^2/(T^2)=GM Substituting the formula of the length of an arc, we get: (θXpiXr)^2/32400T^2=GM Now, let's imagine that the time required is around 3,058,000 seconds, and you're attempting to return from Eve (if its at 7000000km). Plugging the necessary values into the equation gets an angle of 442.4 degrees. No, there's no error, this just means that Kerbin will make at least one revolution before you reach it. The lead angle would be 82.4 degrees.
-
I plan on describing how this can be done a simpler way...
-
Reach the Speed of Light! (Read desc)
SunJumper replied to Skyro's topic in KSP1 Challenges & Mission ideas
I did a .cfg edit, to give a plain old command module almost zero drag, almost zero mass, and an extremely high crash resistance, then dumped it into water. Try it. -
I managed to reach 400million km, and circularise from there. I also managed to get one object in a 500m kilometer by 1.3b kilometer orbit.
-
[UNOFFICIAL/FANMADE] 0.17 Discussion thread
SunJumper replied to kacperrutka26's topic in KSP1 Discussion
Are there any plans for planets in the Kuiper belt sort of region? As for tools, all we really need are: The location of our orbit\'s ascending/descending nodes This is for making sure that inclinations are as they need to be in an orbit A feature that tells us how far behind we are to a planet/moon. Basically, for example, I\'m in orbit around Kerbin, at say, 600km, and I click on the Mun. The conics system then draws a line between me and Kerbin, and a line between the Mun and Kerbin, and then tells me the angle between these lines. From there, if I\'ve calculated the exact angle for a TMI at this altitude, I can get a perfect TMI. Clearly, this would be more effective going from, say, Kerbin to Koseidon. -
I\'ve been creating the solar system in KSP. A view of it: The final piece, representing Eris. At 484 million km from Kerbol (Over three real life AUs), it is the most distant object...
-
Boex Inc. Solar and Interstellar Challenges -
SunJumper replied to Boex's topic in KSP1 Challenges & Mission ideas
Whilst trying to emulate the orbit of Mercury, I managed a 5200000000X5200000000 orbit, and just made it. -
Solar System Challenge!!
SunJumper replied to DomAzaris1996's topic in KSP1 Challenges & Mission ideas
Um, it\'s not the periods you need, but the size of the orbits, since Kerbol is much lighter, and the system is shrunk by a factor of about 11.5. So: Mercury 5.2 billion (metres) Venus 9.7 billion Earth 13.534 billion (duh) Mars 20.5 Uranus 260 Neptune 407 To get these values, find the target planet\'s real semi-major axis in ASTRONOMICAL UNITS, and multiply by 13.534 for the height in billions of metres. I\'ve done the inner solar system, and an object representing Jupiter/Saturn Combined (due to a misunderstanding with myself ( http://kerbalspaceprogram.com/forum/index.php?topic=15198.0 )), and I have two sattelites going to Uranus and Neptune (I\'m not doing any of the outer dwarf planets...) -
572) When your SRBs burn out, and you stop going up, and start going down.
-
I\'ve managed a return to Kerbin a few times, but with hacked engines/fuel tanks. My longest space trip, however, took only a few seconds (Again, mods). I modded the command module to have insanely low mass and drag values, and an insanely high crash tolerance. I flew this command module into the ocean, where the ocean caused the module to bounce back out at some 18,000,000,000,000,000,000m/s (May be off by a few zeros), where it somehow stopped at 6,148,000,000,000,000,000m from Kerbol. Keep in mind, this is 600,000,000,000 times faster than the speed of light. Concerning legitimate endeavours, my longest space trip would be the times I have escaped Kerbol, but the kerbalnauts did not return. Longest space trip I\'ve returned from, would be missions to the outer reaches of Kerbin\'s SOI.
-
Technically if you\'re going to crash into the sun, the Kraken shouldn\'t really mess with you, because for the most part, you shouldn\'t be travelling at more than 8km/s. If you wait until sunrise before launching, and fire straight up until you reach some 3.6km/s, when you leave Kerbin\'s SOI, your apoapsis should be between 20 billion and 100 billion metres. Maintain 10000x warp between attaining the necessary speed, and reaching the apoapsis. At that point, you only need to remove around 2km/s to 4km/s of your velocity, and fall in. Make sure your trajectory doesn\'t become linear, ensure a minimum velocity of some 150m/s, or you\'ll get the NaN bug. Edit: With your Kerbalnauts left to decay in a permanent orbit, I\'d say they\'re worse than dead...
-
I saw a video from Kurtjmac. Twas cool.
-
You know, I edited a part with a drag of 20. It begins to slow at 65km....
-
In terms of decaying orbits and .cfg edits, I\'ve managed a 2km by 2km orbit.