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saik0
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Everything posted by saik0
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Actually I think it would be possible, set the flyby craft Pe to fly low overhead and control the landed craft. It won't encounter atmospheric drag until within physics range of your controlled craft, at which point it will be going fast!
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In search of Ferdinand Magellan.
saik0 replied to Kerbies_are_my_Minions's topic in KSP1 Challenges & Mission ideas
Do the same thing you'd do for a rocket. Asparagus stage it! -
They've been mapped, I just need the help of a webdev to help the project along (mostly js, for now)
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SESRV: Smallest Eve Sample Return Vehicle
saik0 replied to SunJumper's topic in KSP1 Challenges & Mission ideas
-11.846, -1.904 is 6450m, the highest point I know of. -
Send a Kerbal to another planet in EVA!
saik0 replied to alterbaron's topic in KSP1 Challenges & Mission ideas
Somebody please make an interplanetary infinihanglider! -
Reasonably short Rover Racing Challenge
saik0 replied to Darren9's topic in KSP1 Challenges & Mission ideas
No worries, it can be hard to think of edge cases ahead of time. One thing that stuck with me from the Scott Manley dev interview @ GDC was when they were talking about how users had built spinning artificial gravity rover tracks in orbit, of course the surface velocity is relative to the planet not the track, so the wheels would explode, and Harv commented "Of course, haha, I didn't account for people driving in space" One thing I learned from before The Great Purge was that with challenges people will naturally take any possible means of getting an advantage. For example on the smallest eve ascent challenge once we started getting down to the lightest possible vehicles we started replacing our landing gear with the small struts and landing gear because they have "no mass". Then it was only a matter of time before people started sending kerbals down in open air landers with no pods, and it all got kind of ridiculous pretty fast. Anyhow on the subject of "no horizontal thrust and/or aerodynamic parts", there's also the problem that at high speed you can still keep your "car" from ever touching the ground again once you hit the first hill just by controlling pitch. -
Reasonably short Rover Racing Challenge
saik0 replied to Darren9's topic in KSP1 Challenges & Mission ideas
Because then thats a plane! In retrospect "No horizontal lift parts please, vertical only" is pretty clear, so I wont press the issue any further. I just think allowing downward force from engines and not from drag is a meaningless and arbitrary distinction. Real car bodies have aerodynamic profiles that keep them on he ground, we have no such luxury in KSP, wings made sense to me. -
Making the map tiles isn't whats holding the project up. Not knowing what the hell I'm doing with javascript is. As to how: Custom plugins. The sat color data is obtained using the CreateMaps function. They look like this. Then we get elevation data by calling GetSurfaceHeight in a loop that outputs the data in a text grid. Then we use GDAL translate it into GeoTiff. From there I use the gtiff to generate a hillshade relief and overlay that on top of the color map to get the nice "satellite" view. Then I sample some colors from the color map at different elevations and make a color ramp and exaggerate them enough to not be confusing. We use that color ramp to make the color relief. Last we use the elevation again to compute slope, then apply another purple to pink color ramp to the slope map. I use the same slope colors for all bodies since values will always be 0-90 degrees. Actually it will take the same amount of time, but will be higher resolution Good point about the easter eggs though.
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Would any of images form my mapping project help you? See my sig. (I have both shaded and unshaded ones of Kerbin, Mun, and Minmus)
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Reasonably short Rover Racing Challenge
saik0 replied to Darren9's topic in KSP1 Challenges & Mission ideas
The wings do not cause lift, they cause drag. Like a spoiler on a car. -
Reasonably short Rover Racing Challenge
saik0 replied to Darren9's topic in KSP1 Challenges & Mission ideas
I adjusted my time for bonuses. It was 00:09:16 xD -
General Delta V cost question about Vall landing
saik0 replied to llamatoes's topic in KSP1 Discussion
Aerobraking into a Vall intercept from Laythe would be difficult. My vote goes to aerocapturing into Jool orbit with Ap near Vall's orbit altitude, then waiting for an encounter. -
I moved for Eve, good to know potential high elevation landing locations.
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Reasonably short Rover Racing Challenge
saik0 replied to Darren9's topic in KSP1 Challenges & Mission ideas
Opps I forgot to add the bonus time adjustments! I bet I can get a negative score on my next run. -
With Kerbin done, and Mun and Minmus soon to follow I'm asking for the community to vote for which celestial body they would like to see next. Let me know why you think it's an a good candidate. Check out the map of Kerbin if you haven't already at www.kerbalmaps.com Edit: Voting closed, all ksp planets and moons have been mapped Also see the release thread for news, release notes, and discussion.
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With spare time for hobbies and side projects becoming increasingly scarce I think I'm going to need somebody familiar with webdev to continue the project. I just dont have time to make the map tiles and learn the nuances of js all while navigating the minefield that is cross browser compatibility. At the moment the maps need a body switcher control, the Mun and Minmus tiles are ready. Thankfully leaflet reloads layers when we call their setUrl method, so it should be pretty straightforward. A map legend is another low hanging fruit. Edit: I tried to avoid learning a new language and framework for the project, but It was inevitable. Working on some features myself with some contributions from Trigger Au. Still in my spare time so development is moving slower than i'd like
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Reasonably short Rover Racing Challenge
saik0 replied to Darren9's topic in KSP1 Challenges & Mission ideas
Alright, lets get this started. All stock transcontinental rally in 00:24:16. I took the easy way and went south of the mountain range. Time after bonus adjustments 00:09:16. The saying for rockets goes "does not move and it should? more boosters. does it move and it shouldn't? more struts." What I learned from trying to make a stock high speed all terrain jet was "does it come off the ground? more drag. does it hit the ground too hard? more wheels." -
Reasonably short Rover Racing Challenge
saik0 replied to Darren9's topic in KSP1 Challenges & Mission ideas
Here's a couple of mountain pass routes that might be not entirely suicidal. -
Well there's the plugin we created to get the map data from KSP. I need to refactor before I re-release it. It's a hideous unintelligible mess of nested loops. So maybe Plugin powered release section? That's outside the scope of what I want to do. There's no reason other modders could not pull the tile layers from the map server and display them in game though.
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http://www.kerbalmaps.com The Kerbal Maps project is an effort to map all the celestial bodies in Kerbal Space program to give users an overview of the terrain and easter eggs, and provide high resolution digital elevation models to GIS savvy users and plugin developers. A note about the new min/max elevation markers: They are not authoritative. The map data is a collection of point samples, so on bodies with a large radius the resolution is not high enough to find the exact highest point. In the worst case scenario it should still to accurate to within 50 meters or so. Planned features: Historical version archive (show other versions of KSP) Place markers and share them Project sources: Leaflet plugin source People using Kerbal Maps data: Tingle's Celestial Bodies Revamped High res texture pack [THREAD=24594]Telemachus[/THREAD] Telemetry and Flight Control in the Web Browser Map Data: Download map data from MEGA. All GeoTIFF format, zlib level 9 compressed, 256x256 tiles with no pyramids. Relief and sat images should open with any decent image editor/viewer and/or GIS software. Elevation GTIFFs will require GIS software. URL Parameters: [table=width: auto] [tr] [td]Parameter[/td] [td]Description[/td] [td]Possible Values[/td] [td]Default[/td] [/tr] [tr] [td]body[/td] [td]The celestial body to display (case insensitive)[/td] [td]moho ... eeloo[/td] [td]kerbin[/td] [/tr] [tr] [td]style[/td] [td]The style of base layer (case insensitive)[/td] [td]sat, color, slope, biome[/td] [td]sat[/td] [/tr] [tr] [td]overlays[/td] [td]The overlay layers to show (case insensitive, comma separated)[/td] [td]spacecenters, anomalies, poi[/td] [td]none[/td] [/tr] [tr] [td]loc[/td] [td]Places a marker on the map with an optional popup message. Coordinates in decimal. Message is a url encoded string. Automatically centers and zooms the map. Can have multiple loc parameters in one url[/td] [td]lat,long,message[/td] [td]none[/td] [/tr] [tr] [td]zoom[/td] [td]The starting zoom level. Fit shows the max zoom possible to fit the whole map. Overrides loc zoom.[/td] [td]0-5, fit[/td] [td]If one or more valid loc then the max to show them all. If no markers the max to show the whole map.[/td] [/tr] [tr] [td]center[/td] [td]The coordinates to center the map view on, in decimal. Coordinates in decimal. Overrides loc center.[/td] [td]lat,long[/td] [td]0,0[/td] [/tr] [/table] Examples: Show a specific body Set the view on a certain spot and show certain layers A marker with some text. Automatically zooms in to max. The popup automatically opens when there's only one marker. Marker text can have encoded html Multiple markers zoom and center automatically Unless you tell them not to with zoom and/or center Now with fancy biome maps! Changelog: 0.1 8192x4096 map of Kerbin: satellite, relief, and slope tile layers with 5 zoom levels. 0.1.1 Markers for Kerbin space centers and anomalies. (no spoilers) 0.2 Add celestial body, legend, and scale controls. Add Mun and Minmus with 6 zoom levels. 0.3 Add Duna and Ike with 6 zoom levels. 0.3.1 Remove unconfirmed fourth anomaly from Duna. [-0.0005, -31.8825] 0.4 Add Moho, Eve, Gilly, Dres, Laythe, Tylo, Bop, Pol, and Eeloo at 6 zoom levels 0.5 Updated Kerbin and Mun to 0.21. Kerbin now has 6 zoom levels and the same slope relief scale and legend as the rest of the bodies. Used more exaggerated shading on sat. 0.6 Updated Moho, Eve, and Duna. Used more exaggerated shading on sat. 0.7 Updated satellite tiles to have more exaggerated shading for Gilly, Minmus, Ike, Dres, Laythe, Vall, Tylo, Bop, Pol, Eeloo. 0.8 Updated Bop to 0.21. Restored the ocean masking on Kerbin and Eve. 0.9 Added min/max elevation markers 0.10 Added biome color map and cursor hover. Click hover position to switch between decimal and DMS formatting. URL params live on production server. 0.11 Added textual elevation and slope on hover. Added data loading indicator to show when text data is loading. Thanks to: EndlessWaves Trigger Au
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I finally started my long overdue SSTO program. I made a Cylon raider than can orbit Mun and return (but cant land safely) and one that should make it to Laythe and back. (spare me the intake spam hate, if you don't like doing it for your own designs that's fine)