grom
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Looking for pointers/configuration for using the saitek x52 joystick with Kerbal Space Program?
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Hey Slashy, I value the input. Well my original situation I was dealing with was the Mun. But you are correct about launch profile. That is why I using an RK4 simulator. I program in a launch profile, the one I have at the moment is hell basic, but I can put it code for other launch profiles. But the problem I was trying to solve with maths was once I find where I intersect the stations orbit, I know the current stations position. I want to then know the time difference it would be for the station to be in that intersection point from its current position. Or in other words.. Given two points in an orbit, calculate the time difference between them. Does that make sense now?
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Yes that is easier.. but also uses up deltaV. I originally started to work on this little simulator cause I was in situation where I had limited fuel. At the time I resorted to trail and error with quicksave/quickload and thought if only I had a calculator for this. It was quite an interesting situation.. I had to even use jetpack fuel to save Jeb.
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Mmmm.. yes so far it seems using the RK4 iteration I have its not a bad solution then. Just need to clean up the code and add comments. And I'm only dealing with orbits on the same plane. Have no idea how to take inclined orbits into consideration, other then simulate to where the inclined orbit passes over the launch site.
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I am trying to work out some orbital maths. The problem I'm working on is when to launch in order to rendezvous with a station. To simplify I'm assuming orbits along the equator plane. So far I've code code for converting between state vectors and orbital elements http://grom.zeminvaders.net/orbitsim/orbit_calc.html and a basic ascent simulator (which currently ignores atmosphere and uses a pitch of 45 degrees so is not optimal - its in very raw form) http://grom.zeminvaders.net/ascent.html At the moment how it works is once the rockets orbit (AP) will intersect with the stations orbit I stop simulating it and keep simulating until the station reaches that point on the orbit. On IRC someone gave me this equation on how to find the time to reach a position in the orbit given current position of station: http://integrals.wolfram.com/index.jsp?expr=sqrt%28l%2F%28GM%29%29x%2Fsqrt%28%28e^2-1%29x^2%2B2lx-l^2%29&random=false l = semi latus rectum e = eccentricity x = distance between centers I don't understand how to simplify this equation in order to convert it into code. So my aim is when I calculate the rocket will intersect the stations orbit that I use a formula to calculate the time it would take for the station to reach this position.
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Intercept for EVA transfer on Low Fuel
grom replied to grom's topic in KSP1 Gameplay Questions and Tutorials
I've attempted to write a computer program to calculate this, https://gist.github.com/grom358/6265990 . But the angle I get travelled around the planet is incorrect -
Intercept for EVA transfer on Low Fuel
grom replied to grom's topic in KSP1 Gameplay Questions and Tutorials
If I'm calculating this correclty... 600m/s of delta V remaining. -
So I took a 1 man pod with small lander attached (seat, OKTO2, 3 x oscar tanks, Rockomax 48-7S, 2 x OX-STAT panels, 4 x LT-5 landing legs) to the Mun. I've landed successfully and have got little less then half my fuel left (approx. 7L). My ship that I need to intercept is in 158 degree inclination measured with kerbal engineering mod (so it goes east to west) since I stupidly come around the wrong side on my Mun orbit and never though to correct it thinking of I had plenty of fuel on my lander. So since I don't have a lot of fuel I was thinking of timing my launch so that I intercept the ship when I reach AP. How can I calculate when to launch? I was thinking launch profile of launch up couple hundred meters (I am in pretty flat terrain) then burn on horizon till me AP intersects the ships orbit. Also what heading to aim for when launching to match the 158 degree inclination of the ship? EDIT: My current plan is to quicksave. Do a launch and measure the time it takes to reach the AP that intersects. Then quickload, and switch to the ship and add maneuver at the intersect point. When the ETA is just before the time it takes the lander to reach that point, switch back and do my launch. Though still not sure what heading to go to match inclination. At the moment been wasting fuel adjusting it as I do my launch.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
grom replied to sirkut's topic in KSP1 Mod Releases
So does this mod fully replace Damned Robotics now? Or there still some parts it doesn't have equivalent of yet? -
[0.21.x] KerbCom Avionics 0.3.0.6 Alpha (29 August) - now with video!
grom replied to ZRM's topic in KSP1 Mod Releases
Any chance of releasing the source code or better having it on github? I would love to help work on this with you as the default RCS system annoys me to no end. -
@ialdabaoth are you aware that you have already unpacked RealFuels? I only wanted the basic edition for being able to have empty (or partial full) tanks and the configurable ASAS. So I copied the ModularFuelTanks folder deleting out RuelFuels. Also what is ExsurgentEngineering used for? I never copied that over either.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
grom replied to ferram4's topic in KSP1 Mod Releases
@MR4Y impressive! What mod are using for the wings there? It looks to me like you using Damned Robotics but then the wings fit around that part so nicely if that is the case.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
grom replied to ferram4's topic in KSP1 Mod Releases
@ferram4 so they just activate based on speed/acceleration and have no relation to drag? if so then I can probably be going harder with some of this rockets then. Get into orbit quicker- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
grom replied to ferram4's topic in KSP1 Mod Releases
I know terminal velocity with FAR depends on your design (that is how much drag is being produced), but does getting mach (white) or heat effects mean past optimal speed when ascending? Or in other words what do these effects mean when using FAR? One thing I've been doing is limiting acceleration to 25m/s which seems to avoid these effects (cause sometimes my payload is so light that even with most efficient ISP engine still have too much TWR).- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
grom replied to ferram4's topic in KSP1 Mod Releases
How do you use flaps / air brake part of FAR? I would like to setup air brakes when doing reentry to smooth out the deceleration when doing reentry (slowing down more in thin atmosphere). And flaps for takeoff and landings. @ferram regarding my issue that other week I believe that was a PEBKAC. Still trying to get my head around all of what this mod does.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
grom replied to ferram4's topic in KSP1 Mod Releases
@ferram4 expect I'm having it flip out on south/north rotation, so it's matching the CoL in VAB- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
grom replied to ferram4's topic in KSP1 Mod Releases
What is going on with my CoL here?- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
grom replied to ferram4's topic in KSP1 Mod Releases
How do you determine terminal velocity when using this mod?- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
grom replied to ferram4's topic in KSP1 Mod Releases
Try changing deflection angle on those wing pieces to maximum of 3- 14,073 replies
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Hey bluegobln did you find having to get PHP a problem? That is the only issue I see with this tool is the requirement of PHP. I am on the lookout for some option that would allow for small executable but still be modifiable by people to change the sorting order. I can easily adapt to some other language that has arrays, associate arrays with sorting functions.
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Only just got around to playing 0.20 last night. Will update this tool to work with the new 0.20 folder structure, might take me a week or two at this stage.
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I wrote a (PHP) script for renaming the part folders, http://gist.github.com/grom358/5597258. To rename the files run the command: To restore the folders back to original folder names, run the command: The tool creates a rename.json that stores information about the part that is uses for sorting and renaming of the folders. Parts are renamed into the format: Where OrderNo controls the order that the part appears in KSP. Size is optional and only shows if a size for that part could be detected as part of the name or title of the part. Before: After: I've made it so you shouldn't need to know PHP in order to change some of the sorting it does. The Control, Structural, Aero, Utility and Science tabs are handled by match the title of the part with list of phrases. If you wish to change Pod and Propulsion tabs that will require PHP skills as that is handled by a bunch of code (readPart goes about detecting what type of Propulsion part and cmp_part sorts by thrust or capacity size). Pods are sorted by crew capacity size.
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Here is some really simple php code for reading the config files: function readCfg($filename) { $stack = array(); $node = array(); $fp = fopen($filename, 'r'); $lineNo = 0; while (($line = fgets($fp)) !== false) { $lineNo++; $line = trim($line); if ($line === '') { continue; } if (preg_match('|^//|', $line)) { continue; } if (preg_match('/^\s*{/', $line)) { $stack[] = $node; $node = array('_section_' => $misc); } elseif (preg_match('/^\s*}/', $line)) { $type = $node['_section_']; unset($node['_section_']); $name = $node['name']; $parent = array_pop($stack); if (array_key_exists($type, $parent)) { if (array_key_exists(0, $parent[$type])) { $parent[$type][] = $node; } else { $existingNode = $parent[$type]; $parent[$type] = array($existingNode, $node); } } else { $parent[$type] = $node; } $node = $parent; } elseif (preg_match('/=/', $line)) { $pos = strpos($line, '='); $key = trim(substr($line, 0, $pos)); $value = trim(substr($line, $pos + 1)); if (array_key_exists($key, $node)) { if (is_array($node[$key])) { $node[$key][] = $value; } else { $existingValue = $node[$key]; $node[$key] = array($existingValue, $value); } } else { $node[$key] = $value; } } else { if (preg_match('/{$/', $line)) { $misc = rtrim($line, '{'); $stack[] = $node; $node = array('_section_' => $misc); } else { $misc = $line; } } } fclose($fp); for ($i = 0, $n = count($stack); $i < $n; $i++) { $type = $node['_section_']; unset($node['_section_']); $name = $node['name']; $parent = array_pop($stack); if (array_key_exists($type, $parent)) { if (array_key_exists(0, $parent[$type])) { $parent[$type][] = $node; } else { $existingNode = $parent[$type]; $parent[$type] = array($existingNode, $node); } } else { $parent[$type] = $node; } $node = $parent; } return $node; }
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What are you doing that breaks craft files? I thought I remember someone saying you can rename the part folders without affecting craft files and yet that still changes the order they are loaded and hence displayed in the Parts list.
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I built a satelite using: ISA MapSat Satelite Stayputnik Mk2 Communotron 16 Communotron 88-88 3 x Z-500 Rechargable Battery Bank 4 x Illuminator mk1 2 x OX-4B Photovoltaic Panels FL-R25 RCS Fuel Tank Rockomax Brand Adapter Hull-mounted Clamp-o-tron 4 x RV-105 RCS Thruster Block FL-T800 Fuel Tank LV-N Atomic Rocket Engine And the problem I had was it was very slow to turn. What options would there be to improve turning speeds? Do SAS modules help with turning when SAS is not on? Do SAS modules work with ASAS? Or do they work against it and are conflicting?