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djnekkid

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  1. [quote name='zitronen']Huh... Anyone else have the same problem with 0.17.6? Oh just making sure... you have the handshakedisable set to 1 right?[/QUOTE] Yes I did ... but i have a feeling that my arduino is a bit bonkers, it seems to keep rebooting/resetting every 10-60 seconds (abit somewhat random)... Gonna test with another chip :D
  2. [quote name='zitronen']No libraries needs, which version of the Arduino code are you using? You need version 13. [/quote] Oh, I did not realize there were a version 13, as version 12 were in the OP :D I guess i need to backtrack somewhat :D edit: Happy to confirm that with v13 works :D (LEDS) edit2: Well, not so happy to confirm that it works with v13, but just for a few seconds... i.e. i launch a craft with sas enabled, and then i 'spam' the 'r' (rcs) key, and after a few seconds, the LED stops turning on and off :/ even just standing on the launch pad, and the boards _seems_ to stop getting data, as the Rx light stops blinking...
  3. Just the Rx-LED is flashing :) I just tried the RCSLED, but to no avail :/ I also connected GLED and YLED, but still nothing :/ Thanx the the awnser tho ... Just to be clear, I do not need to add any kind of libaries before compiling? I could not find any #Include's, so I would not think so :D
  4. can anyone with win10 confirm that this disablehandshake work? I "just" started my project, and tried to connect my arduino (to a usb3 port, should not matter right?), uploaded the "KSPIOdemo12", connected a LED to pin 11 (SASLED) and a button to pin 8 (SASPIN). changed the mentioned disablehandshake to 1, and set the comport to COM3 (as indicated in the arduino IDE(1.6.6)). Started KSP (1.0.5), loaded a default ship on the runway, and neither "T" on the keyboard or the button on the arduino made the LED turn on. Just to doublecheck my LED and button i loaded up a "LED"-program to the arduino (after quitting KSP), and _it_ worked as intended. Thanx in advance :D Edit: Arduino Mega 2560 Edit2: The LED (connected to pin 11 and 13) flashes occationally when when im the the VAB/Hangar :D Edit3: Its also version 0.17.6 of this plugin, and when loading the craft to the runway, it _DOES_ say "initiated connection to com3" or somthing like that :D
  5. hmm, at the point where entering the MUN's SOI, you are usually 2-3 hours from the PE... Would that work in that case then?
  6. hello all I'm trying to make a "from the kerbin to the mun"-sort of script, and while the takeoff _will_ probably create some problems, I started on the part where I've just entered the MUN SOI, and esablish a low mun orbit. Currently my script just point retrograde and fire until it have a suitable periapsis, timewarp until its at that periapsis, and then fire until it got a suitable apoapsis. However, I want my initial pointing to be at 0 pitch (the horizon), and with whatever compass direction im currently heading. This is to make sure that if I come into the muns SOI in either direction, and even with an inclination, the rocket points in a 'better' vector then just retrograde, you know, efficiency and stuffs If that made any sense at all. I tried: SET DIR TO SHIP:RETROGRADE * R(0,1,1) LOCK STEERING TO DIR. Where my assumtion were that it would set the steering to <whatever pitch * 0> (=0), <whatever diredtion * 1> (i.e. that direction), <whatever roll * 1> (the roll it already has) Tips and/or tricks anyone?
  7. Im at work now, so I cant post any pics, but building a SSTO were the first thing i did yesterday. Well, the only thing TBH ... Came home from work rather late (8pm ish). The builds are about the same, but the flying is slightly different then before. Sort of looked kinda like a Skylon, just with the engines close to the body, and not on the wingtips. From front to back I had: The 2man aerodynamic cockpit Long tank of LFO Short tank of LF Long tank of LFO mk2 to 1m adapter Nosecone just to look pretty I then sidemounted a precooler, with a ram intake in front, and rapiers in the back (with symmetry obviously) Some wings on the side, and some canards in the front, along with a tailfin. (I think the wings actually were the "big" og "huge tailfin" thingy) It had plenti if fuel left when it were in a 80x80ish orbit. Could probably attach a cargobay and it could bring some sattelite, or something like that. The return I had to do a few times, to get the hang of the deathzone, but retroburning roughly 90-100 degrees behind KSC did the trick. Aimed between "the island" and "the next continent", and I came in about at the mountains. A short jet-buring later, and i had landed. The first couple if times i burned up, but keeping a roughly 20deg pitch up, along with the 4 aerobrakes i had attached did the trick. It seems it needs to sheed of enough velocity to be at about 8 or 900m/s at 20km altitude. Then everything seems fine. Switching to fine controls when landing seemd to be a must, as the normal ones tended to overshoot what i intended.
  8. Roughly 2 years ago I posted this video in this thread: Now, two years later we have all kinds of 'easy mode' engines, aka the Rapier engine. I decided to make this craft a 2014-replica of the original. I do have video captured, but atm no time to make somthing usefull out of it. Took some screencaps, and added them to a imgur gallery. I call the craft, USS Kenterprise Here they are
  9. i've upped my speed by 10ms to 2268, but i've hit that trice... Moar boosters
  10. Then it seemed like my .cfg-readings were correct And yes, it seems like you effectivly can multiply it by 9 or 10... Atleast thats what my planner spreadsheet is telling me After 37 cycles, my 32 units of o2/water gives me a total of 310 units. Too bad they cant recycle food, but that would be kind of ****ty, wound'nt it ?
  11. Hey TaranisElsu! I'm currently planning a set of Duna missions, and I'm wondering if there are a good set of documentation, like a spreadsheet, on how much resourses the different converters convert, and their efficiency and stuffs. I'm trying to look at the .cfg's, but it _seems_ like the 'medium' and 'large' convert at the same rate? It seems like it takes 8 Co2 (enough to 'convert' the breath of 8 green friends?) and makes 8*0.9 units of o2 and 8*2.218 units of 'waste' per day ... but is that a kerbal day (6hrs) or a Tellus day (24hrs) ? If there arent enough 'waste' space, does the converter stop, or does it just put the waste out the vent?
  12. I've actually 'just' found this thread. Where 'just' is yesterday evening. Made a new KSP folder, entered in a few proper mods, and started to design a couple of things I wanted to send, when I realized that I needed to use the SAME lanuch system on each launch. I was thinking that if I launched 'x tons' the first launch, then I would be able to launch 'y tons' on the next one, and started to make a spreadsheet and plan out the launched to hit the different windows. Then, I just realized that I need to use the same launch system on everything, and then it all failed, as one module (to LKO) were 42 tons, a 2nd one were 32tons etc. It were rather easy to trim down things to 30tons, as it seems to my calculatios to be the sweetspot, so one can do 2 launches before the 1st window open, and then 4 each window. However, this made for some ugly rockets without farings and stuffs... So that is a problem as well. I guess I just need to rethink my entire stratigy, and do it abit different. Anyhow. It is based on the 'Mars Direct' suggested by Robert Zubrin in the early 90s. I guess I need to install some more mods, so I can tailorfit even more. I.e. a slightly shorter or longer fueltank, and similar. I know i can use the tweakables to have less fuel in a tank, but the dry weight remain the same...
  13. some kind of sattelite that were ment to observe the gravitation of earth in roughly 20 months, but actually had a 44month lifespan. (according to the wiki article)
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