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Paul Kingtiger

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Posts posted by Paul Kingtiger

  1. Why are we still having this conversation? It is on the do not suggest list, and ideas about implementing Lagrange points are a dime a dozen on these forums.

    Because this is the general discussion forum not the suggestions forum. If you don't want to have the conversation any more by all means don't.

    Anyway, L3, L4 and L5 you can already amoximate in game by parking in the same orbit as the body with the 60 degree phase angle. Likewise it would currently be possible for the devs to put some asteroids at the approximate L4 / L5 points for Jool in an analogue of the Trojan asteroids. They would be on rails so would stay in position.

    That just leaves L1 and L2 which is a much smaller pay-off for the effort to implement and looking at it that way, may not be worth the effort.

  2. Is it not possible to add Langrange points without true multi-body physics?

    Yes it is. With true n-body physics you are calculating the gravity of n number of objects, which means their mass, distance and relative position to each other, that's all a bit of a headache. But you don't need to do any of that.

    For a start to get working Langrange points that are accurate enough for us you only need 3 bodies, your ship and the 2 bodies with a largest effect on your ship. That could be Kerbin and the Mun, or Kerbin and the Sun, depending on your orbit.

    We can make it even easier by ignoring the mass of your ship (tiny compared to the mass of everything else) and the effect of other objects on each other (because planets and moons are on rails and don't change their vector)

    So now we only have to calculate the net effect of two other objects on your ship, a much easier problem to solve but still good enough to give you Langrange points. How easy is this to implement in game? A whole lot easier than n-body physics! Easy enough to make it worth while? I can't answer that.

  3. When I first started playing I wondered why Asparagus wasn't used in real life. I assumed at the time it was due to the complexity of having so many stages and pumping fuel around stages, both these thing could lower reliability to the point where it wasn't worth it in a system where things can and do go wrong.

    Now I'm more experienced in the game and have read quite a few books on rocket science and orbital mechanics I think the reason is as follows:

    In KSP each part has a drag value, and causes drag regardless of how it is placed in the stack, in fact currently, aerodynamic nose cones actually add to drag not remove it. In real life aerodynamics fat rockets generate a lot more drag and tall thin ones so the benefits of Asparagus is lost with the extra drag (past a point).

    A more realistic aerodynamic model is on the Devs to-do list so we may see Asparagus become less useful then.

  4. I always test a design without crew to "man rate" it. But why not carry on like that?

    Because Kerbals choose to go to the Mun and do the other things, not because they are easy, but because they are hard!

  5. SRB's are always fueled up so for a military missile they are great, you can launch them straight away. For civilian use they have one big advantage and a lot of drawbacks.

    First up, they don't cost very much with is good right? However:

    1) They can't be controlled, which means once lit they burn until they run out of fuel. This limits what you can do with them and means they can't be turned off in a emergency or throttled.

    2) The fuel and exhaust gas is really toxic, which has an environmental impact. The area around Kennedy Space Center is a nature reserve and is measurably damaged by every launch using SRB. Cars close to the launch site have their paint damaged!

  6. I was thinking last night, have you looked at doing this with engines as well?

    You'd need 2 engine models, a atmosphere version with a short bell and a vacuum version with a long engine bell.

    Then you'd set the diameter of the engine (the height would automatically set based on a ratio) with the engine power being limited by the size and the ISP being limited by the power and the type, with vacuum engines having a higher vacuum ISP but lower power for a set size. Fuel and Oxidizer use are a factor of power and ISP.

    You could take a step further and generate engine clusters, single, twin, row of three, square of four and cross of five. The clusters would use the same stats as above and scale the engine model down and fit it to a mount plate to give the different clusters. So I guess you would gave 10 set engine models (clusters 1 to five, for both Atmos and Vacuum) with the size scaled depending on the diameter of the engine set in the generator.

    With both engines and fuel tanks we'd be able to custom design the most efficient booster for any payload!

  7. Looking at it from the perspective of what Squad have promised (everything free for people buying before the end of April) I think DLC is a great idea.

    There are quite a few parts to the game that some players will want and others won't and it makes sense to offer these as DLC. That allows everyone to tailor the game to their requirements and wallets.

    I absolutely agree that DLC is a great way to keep money flowing to the devs which means continued game development. The trick is to do a good job of selecting what will be DLC and what will be a free patch.

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