felixar90
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Everything posted by felixar90
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Problem with my lifter.
felixar90 replied to Dortmunder's topic in KSP1 Gameplay Questions and Tutorials
Better than a picture, post your craft file. -
[0.17] ExPI: Space Stations [0.4], Interplanetary Probes [0.1.2]
felixar90 replied to Pelf's topic in KSP1 Mod Releases
There is something weird with the airlocks. I can EVA on the launchpad, no matter if my ship is multi-staged or not. I can EVA when I'm outside the atmosphere, but still sub-orbital (while waiting for the apoapsis) But once I'm on a circular orbit, with the last stage of my ship, I can't EVA anymore, and I tried spamming the EVA button, but it didn't work for me... EDIT: So, I ended the flight of some debris, (some were weird, splashed down ghost debris, at 0º,0º) and now I can EVA. -
What formula is used for relative inclination? It seems to me that it's only incA - incB because I've seen the relative inclination is 0 whenever the two orbits have the same inclination, even if they have a different LAN the formula should be <span style="font-family:monospace"><span style="font-style:italic;">rinc</span>° = arccos( -cos( À/2 - <span style="font-style:italic;">incB</span> ) * cos( <span style="font-style:italic;">incA</span> ) + sin( À/2 - <span style="font-style:italic;">incB</span> ) * sin( <span style="font-style:italic;">incA</span> ) * cos( <span style="font-style:italic;">lanB</span> - <span style="font-style:italic;">lanA</span> ) ) * 180/À</span> (all angles are inputed in radians) For example, if orbit A has an inclination of 45º, and a longitude of the ascending node (LAN) of 0º, and orbit B has an inclination of 45º and a LAN of 45º, the relative inclination should be about 31.399º
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Calculate change in velocity per second?
felixar90 replied to Talfryn's topic in KSP1 Gameplay Questions and Tutorials
I was just saying that if velocity is available to you, you acceleration should be available too... Linear & angular acceleration can be obtained very easily. The craft's computer then calculate the velocity. (not you) (For Apollo I think every burn time was calculated in advance. They even had the burns time for a free return readily available, this is how they were able to bring back Apollo XIII using the LEM's engine) I know about pitot tubes, that's why I was talking about outside the atmosphere. Oh, cool that was interesting, thanks. -
For the engines, it looks like the more the engine glows, the more heat is dissipated (which is actually what's supposed to happen) so even if you keep burning at full throttle, the heat will stop accumulating at some point. (Tested with the atomic engines) Also it looks like heavy ships that accelerate slowly tend to heat more at the engines. may be because then engine is sort of bathing in it's own exhaust.
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Yes. And if your command module produce enough torque on your ship, turn the rcs off on large ships, mechjeb tend to waste a lot of rcs fuel trying to orient the ship perfectly. But yea, once you have a target selected in the rendezvous module, just use the smart A.S.S. (but like I said, you must be in the vicinity of your target to use TGT+ and RVEL-) For longer distance, if you ship is behind the target, make your pe and ap about 5 km lower that your target's pe and ap. if you ship is in front of your target, make your orbit 5 km higher that your target's. When the distance on the render-vous module is at it's lowest (around 5 km) and you can se on the orbital map that you are directly over or under your target, place your ship in RVEL-, and burn until the relative velocity in around 0, then burn toward TGT+ until you got a good speed going (25~30ms) and immediately replace your ship in RVEL- Each time you can tell you're going off-course, burn toward RVEL-, then give a little push toward TGT+.
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"Miles off" is pretty normal. Timing your launch with mechjeb will usually get you 5~20 km away from your target... Depending how close you are, you can either directly close in to you target by alternating between burning toward TGT+ and RVEL- (when 10km>distance) For longer distances use normal rendezvous manoeuvres, if you are in advance on your target, accelerate on a bigger orbit to let it catch you. if you are late, decelerate on a smaller orbit to close on it. You can use very small amount of fuel and have the manoeuvre take 3 days, or use more fuel and catch you target faster.
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Calculate change in velocity per second?
felixar90 replied to Talfryn's topic in KSP1 Gameplay Questions and Tutorials
Correct me if i'm wrong, but IRL, spaceships can't directly know their actual velocity right? They have accelerometers so they know they acceleration, and use other means to find they velocity, like radar altimeter + knowledge of the gravitational parameter of the body. It would make more sense to have a display of the current acceleration rather than the current velocity. But well KSP is not meant to be hyper realistic. But I guess there would be nothing wrong with creating a new part + plugin that can just tell you your current acceleration... ... If fact, it would be cool if you really needed those parts... Like, once outside of the atmosphere, you can't tell your current altitude or velocity unless your ship embarks a radar altimeter and an accelerometer (if the command pod isn't). -
[0.17] What does the Patcher do?
felixar90 replied to katyjsst's topic in KSP1 Gameplay Questions and Tutorials
The Mac version of the patcher will use Mono to run the .exe file. -
Most Efficient Way to get to Eve?
felixar90 replied to blueshirt21's topic in KSP1 Gameplay Questions and Tutorials
And the disadvantage on a trajectory curved away from where you're going... To have the right trajectory, you need a an ejection burn on the dark side of Kerbin. The optimal ejection for inner planets can only be achieved with an heading of 270º. There is probably a point where the required correction overcome anything you gained by launching at 90º -
Most Efficient Way to get to Eve?
felixar90 replied to blueshirt21's topic in KSP1 Gameplay Questions and Tutorials
152.99 degree retrograde is 27.01 degree FROM prograde. It would be 332.99 degree to prograde. I never noticed there was a angle to prograde in Mechjeb. I use a on-screen protractor. -
Most Efficient Way to get to Eve?
felixar90 replied to blueshirt21's topic in KSP1 Gameplay Questions and Tutorials
Higher orbit? Did you miss the part where you are supposed to launch with a 270º heading (180º inc.) when going to inner planets? unlike outer planets, the ejection angle is relative to Kerbin's retrograde. (You must orbit clockwise around Kerbin. Pack extra power because you'll be going against Kerbin rotational boost.) -
How to get a 3 maned pod to another planet?
felixar90 replied to lolmama's topic in KSP1 Gameplay Questions and Tutorials
I got on Ike, Gilly, and Eve with a 3 manned pod. The chute got ripped off on Eve, and I had no lander stage to land on Duna. The trick is that I give myself a head start by storing a lot of energy in my parking orbit. My launcher can easily put a 3 man pod + big tank + nuclear engine on a 10 000 km parking orbit, I can then slingshot on mun and minmus up to an orbit just on the limit of escaping Kermin. (With such a wide orbit, the period is so long that you have to plan your launch to be at the ejection angle in time before the phase angle is off). The launcher can also put my lander on a 5 000 km parking orbit. (even a retrograde one) Also, even the last stage of the launcher stays on an sub-orbital trajectory, which means all debris are supposed to fall back down on Kerbin. (But it doesn't happen because apparently the debris don't get atmospheric drag unless you're looking at them... and by some bizarre glitch there is now a belt of debris going in retrograde orbit around the sun, between Kerbin and Eve...)