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Elmach

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Everything posted by Elmach

  1. Since we are going with whimsical ideas, how about this one: Bop and Gilly were once a binary asteroid (Is this the right term?) between Duna and Jool. Their resonance with Jool ejected them into the inner planetary system, sending them into an encounter with Eve. The interaction between Kerbol, Eve, Bop, and Gilly caused Gilly to be captured by Eve, but Bop to be ejected into an orbit crossing Jool's. (Is this possible?) Bop encounters Jool, and gets captured, with the help of Laythe, Vall, and Tylo. The stable resonance between Laythe, Vall, and Tylo leads to their orbits not changing much, but Bop's low mass allows relatively little force to capture it. (Not little with respect to spacecraft, moreso the mass of Laythe, Vall, and Tylo.) Is this plausible? (A minor note: Tylo should be moved a quarter of an orbit ahead, so the Laplace resonance is stable, not unstable.)
  2. You can change the mode in the settings.cfg file somewhere in the KSP directory. Set "CONIC_PATCH_DRAW_MODE" to "3" (relative mode, which is closest to the one you want-- when you are in Kerbin orbit you do not want to see your path relative to Kerbol), and set "CONIC_PATCH_LIMIT" to the maximum number of orbital lines you want on your screen at one time. (The default is 2)
  3. This is correct. The SOI is the region where one body predominates; patched conics assumes that all other bodies do not affect the ship at this point. Additionally, to save on calculations, the SOI is assumed to be spherical. Since each region has only one gravitational body, you can use Kepler's law -- all bodies travel in conic sections. This means there is a closed form solution to your ship's trajectory, so you can compute the position of your ship a long time later, making time warp easy. There are 5 implemented draw modes for the patched conics system in KSP. What you are seeing, Mode 1 (as well as 0 and 2 (Yes, SQUAD counts from 0)), shows all the trajectories relative to the object your spacecraft is orbiting at that time. Mode 0 has all the trajectories around the body that you will be orbiting at the position the bodies are now. Mode 1 (default) connects the trajectories at encounter points (entering). Mode 2 connects them at escape points (exiting). Mode 4 does something odd, and it's difficult to explain. Mode 3 is called "relative" mode. Let's assume that you are going to Duna from the Mun, and you are taking a Minmus slingshot, and you have it set to show all the conics. (That is, you are going Mun->Kerbin->Minmus->Kerbin->Kerbol->Duna.) The Mun orbit looks normal; the Kerbin orbits look normal. For Minmus, however, it shows the trajectory relative to Kerbin, because that is the "largest" SOI it goes through. Similarly, for the Duna orbit, it shows the trajectory relative to Kerbol. The mode and number of patches can be set in the config file.
  4. Is it the ctrl-alt-shift-d (Debug) interface or the MechJeb interface?
  5. You are using the version of the decoded signal where it was decoded badly. The static, shear shift, and large blotches of color come from incorrect decoding.
  6. There is a subtle difference between rendezvousing with a spacecraft and rendezvousing with a planet -- the planet has gravity and a visible SOI marker. Thus, when aiming for a planet, it is not best to do your orbital inclination change at the point where your orbits cross. It is best about ten days before you meet up with the planet. There, do burns to meet up with the planet's SOI, then do burns to lower your planet-periapsis and change your planet-orbital plane. Yes, you will change your inclination much more, but it turns out to be more fuel-efficient this way. (Again, this doesn't work as well for spacecraft-spacecraft rendezvous because you can't see how close to each other they will be in the future.)
  7. The Magic Boulder was first found orbiting Duna, but there was a potential sighting by the Mün. And people are claiming that the orbit of the Magic Boulder is non-physical- that is, a ship moving at the same velocity close to it might not follow the same trajectory.
  8. 1) Match the orbits. 2) Are you within 10km of the other spacecraft? 2-Yes) Go to Step 4 2-No) Go to Step 3 3) If you are in front of the spacecraft, burn retrograde. If you are behind, burn prograde. Warp until you are within 10km, and match your orbit again. 4) Watch the other spacecraft. If it is below and in front, burn retrograde. If it is above and behind, burn prograde. 5) Is the other spacecraft moving left and right (normal and antinormal)? 5-Yes) Burn left between when it is moving left, and burn right when it is moving right. You can do this when it is all the way to the left/to the right, but it wastes a lot of fuel. 6) Burn towards the other spacecraft. You are probably close enough such that gravity is a non-issue. 7) Counter your velocity once you get close. This is to prevent you from overshooting and/or crashing into the other spacecraft. 8) Have you rendezvous yet? 8-Yes) Congratulations! 8-No) Go to step 6.
  9. idX: Alive, dead, in use, in pod ToD: Time since last killed
  10. Get to another planet in real time, then we'll talk. (or come up with a solution that allows time-warping)
  11. All right, statements like this have brought me out of my lurking. As everyone knows by now, docking, in itself, is easy to implement (Erkle did it in half an hour, or so I've heard). So why doesn't Squad include docking? Well, why do you want docking? You probably want docking for doing Gemini-style missions, or streamlining getting to other places, or rescuing lander vehicles, or landing your ascent stage back on Kerbin. Here's the thing. Docking without a working IVA means that every time you want to get a Kerman to a docked ship, you have to EVA, then move to the other ship, then enter. If you have a working IVA, then you just walk the Kerman to the docked ship. So Squad needs to finish the IVAs first. Additionally, you would probably want to launch two spacecraft together, so you don't have to do silly things like launch one spacecraft, move it 500 meters off, launch your launch vehicle, then move your spacecraft onto your launch vehicle and dock with it on the launch pad. This requires an upgraded staging system and an upgraded VAB, because the VAB determines staging by creating a tree from the command module, and if you have two command modules, you get a mess by this method. So Squad needs to finish the VAB first. Also, fuel transfer. However, this could probably be done with docking, so I won't talk about how hard or easy it is.
  12. I believe he took the picture, then encoded it. Something reminds me of Tiki heads... I believed that that was the same image as all the other ones, except extremely corrupted. Everything you see in there is from the other image.
  13. Methane hydrate. Oh wait, that's minmus. How about liquid helium liquid nitrogen?
  14. Nothing happened. I think you need all four of the rocky planets to be aligned, not just Moho, Eve, and Kerbin.
  15. The tutorial system was only recently created, so not all the tutorials are implemented. As far as I know, there are only the two vanilla tutorials: Orbiting and LotM. Someone might have created more elsewhere on the forums, and in the How-To section of the forums, there are some nice text tutorials.
  16. I question Jool having 4 main moons and Eve having 1. Bop and Gilly are clearly captured asteroids. Thus, Eve might have had 0 moons at the time of the recording, and Jool might only have had three.
  17. Press Alt+[.] for a pleasant surprise.
  18. When Youtube decides that WhiteOwl was not involved in click fraud. (Click fraud is when you click the advertisements on your video repeatedly or you get someone else to. This makes Youtube give the video owner more money than they should, so they prevent them from releasing more videos while they investigate the issue.)
  19. Nova earlier stated that he wanted the syllable "des" somewhere in the name of the desert planet. Although the "des" in Descartes probably doesn't have the right sound to be what he is looking for.
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