von Ziegendorf
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Everything posted by von Ziegendorf
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Jupiter 4 challenge
von Ziegendorf replied to How to: KSP's topic in KSP1 Challenges & Mission ideas
Wait what? I did this mission over a year ago, why didn't you see it? https://www.youtube.com/watch?v=1e43D6UYLBc -
[Java] Long Burn Calculator
von Ziegendorf replied to von Ziegendorf's topic in KSP1 Tools and Applications
Well, perhaps you have so low TWR that you waste a lot of fuel, that is why you can't make the manouver despite theoretically having enough dV. -
Drogue chute tweaking
von Ziegendorf replied to von Ziegendorf's topic in KSP1 Gameplay Questions and Tutorials
I want to use them on Mars in RSS, 0.01atm treshold is too high But the problem is not in the part itself, drogue is set to 0.007 in it's config. It's the VAB (or in-flight) tweaking menu, where the lowest possible value is 0.01. But if I don't enter the menu, parachute would be set to the default pressure of 0.38atm. This is the question, how to extend tweaking range? Or how to change the default? -
I have a following problem. I play 0.90 where parachute's deployment pressure is set to 0.38 by default. When I want to tweak it in VAB, for any chute I can't set lower pressure than 0.01 and that makes drogue chutes useless. Does anybody remember if there was any fix for that? Or where to change the default values for parts?
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Went to Saturn to do some equipment and flightplan checks.
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In KSP (unlike real world) specific impulse conversion factor is equal to 9.82 (exactly). Small difference, I know. Please don't call me physics-....
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The Oscar-B Awards! (Results Are Out!!)
von Ziegendorf replied to BagelRabbit's topic in Kerbal Network
Congratulations to everybody, but what about videos awards? Or did I miss something? -
I've got a question about nuclear engines. In one of the first posts it's written that they can have different configurations, but I have only engines that run on liquid hydrogen. Where I can found those other engines that run on ammonia or methane?
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Hi everyone, I've decided to land on all bodies in the Kerbol system in one flight. Except for Pol, you'll see why. The game is almost stock, only one mod was used - Kerbal Alarm Clock. The trick here is paralleling flights. Main ship splits several times and deploys nuclear tugs all around the system using fancy gravity assists. Everything is done at the same time while Jeb is visiting subsequent planets.
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Kerbal X to the Mun... and back
von Ziegendorf replied to pvtnum11's topic in KSP1 Challenges & Mission ideas
I've seen your Flyby Finder but I played mostly on RSS last year. You released RSS version when I already landed almost everywhere In your SSTO trip you didn't flew by Jool in its nodes with Eeloo orbit. If I see correctly you came with some normal velocity to Eeloo. Maybe here is something to improve? Also I figured out how to get to Dres and back. You have to get to Jool, get captured there, and the depart to Dres into its orbital plane (day 11610). This should reduce difficulty from impossible to Eeloo level. The only problem is that Kerbals would have to wait 8 years on Dres for another good widow to Jool (day 14811). This ascent optimization sounds like ordinary variation problem. We have a trajectory which is a function of pitch angle vs time and perhaps throttle control vs time. We would like to maximize the mass in orbit which is a value of some integral dependent of those two functions. The only problem here is that this mass function does not have any equation. It has to be evaluated numerically. I think I can do that but as for now I don't have any idea how to start. And unfortunately I think that Mun-Minmus run is impossible You can't make landing cheaper than SOI escape velocity which is 775m/s for Mun and 239m/s for Minmus. To land and return each of them must be expended twice. The burn from 75km LKO to inner edge of Mun's SOI is 839m/s. All those together sum up to 2867m/s which is the absolute minimum. -
Kerbal X to the Mun... and back
von Ziegendorf replied to pvtnum11's topic in KSP1 Challenges & Mission ideas
That's why I wrote that ascent is interesting. Maybe we should really do a research and find the ultimate trajectory (not using MechJeb's guidance)? As for the further goal to achieve, I think that roundtrip to Gilly, Mun, Minmus, Ike, Bop, Pol can be done without much trouble. We've done Duna as well. This Moho landing can be done now, this 200m/s gained on Kerbin departure is more than needed. And perhaps all those deep space burns can also be minimized. What I think is that the biggest challenge is mission to Eeloo and back. -
Kerbal X to the Mun... and back
von Ziegendorf replied to pvtnum11's topic in KSP1 Challenges & Mission ideas
Thanks. Here we meet again. It seems there are only few people in KSP who mastered gravity at this level Moho is definately within reach. You just need to perform Kerbin gravity assist (MESSENGER's Earth) which Metaphor skipped. This will save about 200m/s. The hardest part would be the actual landing on the surface. This may be tricky even with MechJeb assistance. The ascent to LKO is interesting and I'm sure that Ascent Guidance isn't the one for the job. Finding the most optimal launch profile is of course doable but then we would need some kOS script to execute it. Moho landing can also be optimized (possibly a lot) by using good GNC script. PS: changing turn start altitude to 9km lowers dV to 4350m/s edit -
Kerbal X to the Mun... and back
von Ziegendorf replied to pvtnum11's topic in KSP1 Challenges & Mission ideas
I also made it to Duna and back. It's based on PLAD's concept but I tried more direct approach. -
I would be happy just with accurate physics (no SOI glitches etc..)
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Hi there, this time I used my version of Saturn C-8 to launch kerbonauts to the Moon. I landed in the Montes Apenninus, slightly north from Marco Polo B crater. The huge crater visible in the end of the ascent phase is then Eratosthenes.
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Back in KSP 0.23 I decided to recreate an old maccollo's mission to Mars. He designed the spacecraft and launch vehicle, then he built his super N1, flew to Mars and most likely abandoned the previous ships. I managed to reverse-engineer them basing on one screenshot of the lander and a short film from launch vehicle test. I made only few changes, added 2 tanks in the lander to increase error margin for return to Earth and removed the SRB from the launch rocket as they were not necessary.
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[1.2] Real Solar System v12.0 Dec 8
von Ziegendorf replied to NathanKell's topic in KSP1 Mod Releases
Yay! It works! Thanks Nathan. -
[1.2] Real Solar System v12.0 Dec 8
von Ziegendorf replied to NathanKell's topic in KSP1 Mod Releases
Nathan, could you tell me what was wrong with that Mars/Venus textures? I wonder if it's possible to fix my RSS 8.3 so I don't have to update everything to 0.90 -
[1.2] Real Solar System v12.0 Dec 8
von Ziegendorf replied to NathanKell's topic in KSP1 Mod Releases
But I have the same issue in RSS 8.3 and KSP 0.25 so it's rather not because of the KSP 0.90 -
[SOLVED] Returning from EVE (6 months trying...)
von Ziegendorf replied to extremez3r0's topic in KSP1 Discussion
I see you build a rocket like in the "Returning from Eve" tutorial which I wrote a couple of versions ago. Now you should use the 48-7S engine for the upper stage instead of LV-909. And I would remove all those FL-T100 tanks. It was written that aerospike can lift only one and a half of the long tank. If you experienced serious stability problems maybe it would be better to swap aerospike boosters for the LV-T30 ones. If you'd still have problems try launching only one Kerbal at the time - they are not massless when in EVA. -
[1.2] Real Solar System v12.0 Dec 8
von Ziegendorf replied to NathanKell's topic in KSP1 Mod Releases
I noticed that every planet except Mars and Venus has such lines in RSSTextures.cfg file (in RSSTextures folder) @Mun { @PQSMod_VertexHeightMap { @heightMap = GameData/RSSTextures/PluginData/MoonHeight.dds } @Add { @PQSMod_VertexColorMapBlend { @vertexColorMap = GameData/RSSTextures/MoonColor.dds } } } while only Mars and Venus had @Duna { @PQSMod_VertexHeightMap { @heightMap = GameData/RSSTextures/PluginData/MarsHeight.dds } @PQSMod_VertexColorMapBlend { @vertexColorMap = GameData/RSSTextures/MarsColor.dds } } Thinking that's the mistake we are looking for, I corrected it. Now I can see surface texture for Mars and Venus, but it's from Duna and Eve (red and violet) //first edit @thyriel I've landed on every Jupiter moon in KSP 0.25 with RSS 8.3, and they worked, except one spot on Europa where I felt through the ground. But in another place I was able to land safely on the normal (visible) surface. No bugs with Io noticed. //second edit Textures of Mars and Venus work when applied to another celestial bodies. On the other hand it seems that none of the textures is working on Mars and Venus. -
[1.2] Real Solar System v12.0 Dec 8
von Ziegendorf replied to NathanKell's topic in KSP1 Mod Releases
That's what I just wanted to report. I'm still playing on KSP 0.25 (just RSS without any other mods) and this bug is already here. Haven't checked Venus but Mars turns white when I'm landing. -
While everybody play 0.90 I stayed in 0.23.5 and sent the orange suited trio to Neptune in Real Solar System. Ship mass in LEO was 1770 tons. Assembly required 6 launches of the new heavy rocket.
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When I sent Philtery to Jupiter in Real Solar System, he was the bravest kerbonaut I had. He returned from this trip with almost no courage