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purpletarget

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Posts posted by purpletarget

  1. HEY GUYS

    GUYS

    Guys, listen. Every time Damion or Skunky says anything, we hound them with complaints. Is it no wonder, then, that they are reluctant to post stuff?

    Maybe if we're all nice and do our research before posting, they'll start taking to us again.

    I'm also all for this! Right now there's a lot of speculation and little substantive information.

    We need to remember that humans can live without air for seconds, water for days, food for weeks and without answers forever. Waiting a while isn't going to hurt anyone....and in the meantime the "community" would do well to not say stuff that it might regret later.

    I'm sticking with my first theory...so I guess I won't start working on the inclination video till the weekend. (Roll the dice...)

  2. I'm not too concerned for a couple of reasons.

    1. There is usually a drop off in communications as they approach a release. it seems to happen every time.

    I'm crossing my fingers that it is indeed a continuation of the pattern...

    Although I also wonder about the possibility that they've hit a wall on the implementation of something and are having to change directions and start over on one of the major planned features. (In which case, showing off features that are doomed for the cutting room floor won't assuage aftermath of the DLC debacle any)

    As always...patience.

  3. I also am not too worried about the updates. They'll happen when they're ready, and more often than not, they're pretty solid when they do come out. I'm more interested in having stuff that works, rather than just getting new shiny bobbles for the sake of having new shiny bobbles.

    That and the updates have also been quicker than I can get around to assimilating into my vids anyways. I haven't even touched rovers yet.

    And as for the silence from the Dev team, frankly between the technical difficulties of the forum for the last couple weeks, and the petulant tempter tantrums of the community before, during, and after....I wouldn't want to talk to us much either. So if it was that simple...I'd say, give'em their space to suck back and reload.

    However, the real real reason I tend to like it when the Dev's are silent...is that I've noticed two things about KSP updates...1. The previews, news, and streams about upcoming features tend to slow down or stop shortly before a release...and 2. there tends to be a holiday nearby.

    So given that there's been no stream for a couple weeks, I'm having mixed feelings about the upcoming cinco de mayo. Do I really want to start work on another project if I'm just going to have to update half-way through? And on the other hand...it's not something that I'd bet real money on either.

    In any case...best unsolicited advice I can offer to everyone: Patience.

  4. SkyRender has it right.

    The minimum thrust to hover is at a TWR of 1. That depends on the Thrust (kN) being equal to the Weight (kN) of your spacecraft, which can be found with a simple F=mg calculation where m is the mass (Metric Tons) of your spacecraft, and g is the local acceleration of gravity (m/s^2). (Which itself is variable, as it falls off exponentially as you climb away from the surface)

    In addition to the wiki, I've also been taking a stab at a resource that you might find useful in this thread.

  5. Krash Test Kerbals, Episode 1-A1: ISP by Stopwatch - Kerbal Space Program Tutorial

    Going back to take a look at Specific Impulse (ISP) and they math behind why this confusing measure of efficiency is measured in seconds...and

    more importantly, how we can use seconds on a stopwatch to measure the efficiency of our rockets!

    Todays Topics:

    Specific Impulse (ISP) ...30 second review

    Measuring ISP with a Stopwatch

    Experimental Validation of equation for ISP with mixed engine types.

  6. However, there is some small mistake in video 1-2. You actually must not neglect the mass of the spacecraft to calculate the force. Proportional is proportional, regardless of the absolute value. If you double the mass of the spaceship, you double the needed force to lift it up. What you calculated there, is the acceleration of free fall, more precisely a formula for the calculation of the acceleration depending on the distance r. Which is fine, considering Newton's 2nd law: F=ma

    -> m_2 * a = G * m_1 * m_2 / r^2

    -> a = G * m_1 / r^2

    -> a = mu / r^2

    Excellent catch....glad to see some people are paying better attention than I was... I'll have to put up a small correction notice...

    And if you liked that error, you'll find 1-3 hilarious!

    I like the videos but, math makes my head hurt.
    These videos are awesome. Math makes my head hurt as well, BUT IT HURTS SO GOOD.

    They have drugs for that...:cool:thanks for the feedback. Stay tuned...incoming!

  7. Episode 1-4: Round And Around The Merry-Go-Round!

    Now that we know how to get Kerbals into orbit...what kind of orbit do we want? We're going to go around in circles to find out all the different spins that can be put on orbits. And then we close out by looking at a couple quick calculations to figure out how to shift from one orbit to another.

    Topics:

    STK - Satellite Toolkit by AGI http://www.agi.com/products/stk/modules/default.aspx/id/stk-free

    Orbital Parameters - What the funny names mean, Semi-Major Axis, Inclination,

    Orbit Types

    Period

    Inclination Changes

    Hohmann Transfers

  8. Krash Test Kerbals, Episode 1-3: How to Throw Kerbals at the Ground, and Miss! - Kerbal Space Program Tutorial

    We (very loosely) examine the delta-v requirements to get out of the atmosphere, the spooky notion of Specific Impulse (ISP) and take a stab at explaining Delta-V, not to mention the orbital velocity we need to make sure we fall around the ground, rather than into it. Includes all the calculations you need to deal with finding delta-V of your rocket, both serial and aspargus staging, and how to blend different ISP engines into the mix.

    Topics:

    Planetary Rotation

    ISP

    Delta-V - calculating for Rocket and for Ascent

    Tangential Velocity or Centripetal force

    Orbital Velocity

    Gravity Turn

  9. Krash Test Kerbals, Episode 1-2b: Of Apples and Newton!

    Following up Gravity by looking at the Aerodynamic Drag model in KSP, the bugs it produces, how to find terminal velocity, and how the understanding of air resistance can help us save fuel for orbit instead of wasting it close to the ground.

    (Still valid for 19.1 based on change log...and beyond until the drag model gets changed)

  10. Introducing Krash Test Kerbals, Series 1 (

    ), where we don't just play KSP, we explore how to abuse math and rocket science in KSP or fun and profit....instead of the letting the math abuse us!

    This is a youtube series of Tutorials and Let's Plays that also deliberately shows the terrifying math for the simple tool it really is.

    This thread will be to update video's that are of a more Tutorial nature, examining specific concepts or equations.

    Comments, Subs, Likes, suggestions are all welcome.

    from Krash & Learn! (http://www.youtube.com/user/PurpleTargets) - Solving the mysteries of the universe and gaming, one equation at a time.

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