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Mazen

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Everything posted by Mazen

  1. Not exactly the response I was hoping for. To show you that I'm totally serious about this, and willing to do this, I'll give you an early preview on what I'm working at right now. The last days I was thinking about how to implement the preflight checklist. I want to have it fully customizable, which means you can add/remove groups and items within groups as you wish. And as of now it looks like this: Groups should be collapsable to hide the items within it. The Checkbox in the group-header will (un)check all items within the group.
  2. Hey there, since I’m an active KSP player who’s tired of having 3-4 Tabs opened to play the game (Checklists, Delta-V, other Information) and member of an app development team, I came up with the idea to put everything I want and need into one app. And because I’m just starting this project, I thought it would be the best to involve you in the making process. So in the end we’ll get an app which hopefully meets everyones needs. So I want you guys to actively give me feedback and suggestions during the process of making this app. This might take a while since I’m also studying and working elsewhere, so hang in. So how do I want to do this? Probably the wrong question here, how do we want to do this would be more fitting. First of all we have to think about an idea on how to involve you. Easiest and fastest way would obviously be via the forums, with images and text describing my problem, or you describing your ideas. Which, as it is, is a a good thing. But besides this I thought about releasing the app step by step, a new version whenever a milestone is reached. What are possible milestones? First of all a list of features I think would be quite handy: Delta-V Planner (of course) Preflight-Checklist – So you won’t forget anything during your building-phase Science-Checklist – To keep track of what you already achieved and what not Mission-Planner – A combination of the above. The modules above should be easily accessible to quickly make a calculation or check if you didn’t forget anything on your ship. The missionplanner will allow you to combine several checklists/plans to one mission, so it’s nicely organized. [*]Having multiple game-saves. – So if you have multiple games running parallel in your game, you won’t mix up missions from different games. [*]Be able to import your current game (especially science-info) (Not sure whether this is realizable at all) [*]Obtain information about planets etc These are possible milestones, after each I could release a version of the app in the playstore for you to test. Good news are: The app will of course be free, there are no costs, in-app purchases or anything. BUT, since I’m working for a development team which wants to make at least some money, I will need to integrate some banners here and there. So let me know what you think of this: Since there are dozens of mods, do you need an app at all? Is it worth the effort? Do you want to actively help me make this app? I'm curious what's your opinion, but so long, have a nice weekend Mazen
  3. Is it possible to calculate when you have to burn with full throttle to come to a stop as soon as you hit the ground and include it in the surface-tab?
  4. I don't really get what you want to tell me. I'm not that into this stuff :/ I think I'll just throttle up to 100% and set a new maneuver node.
  5. Maybe I could add the ln()? I think this is also used to calculate your deltaV manually. So I think this would come in handy, but I don't know how to add the ln() to my formula :/
  6. Hello, problem is: I set a maneuver for my craft, but I didn't fired the stage yet, so the Est. Burntime the maneuver gives me should be messed up? How can I calculate this for myself? I'm using Kerbal Engineer, so I know how much DeltaV my stage can provide and I also know how long it takes to burn all fuel. Example: Needed DeltaV for maneuver: 917.3 m/s DeltaV in Stage: 1765 m/s 'Time' in Stage: 4:31.5 So, I though: This is easy, I can do that... 4:31.5 equals 271,5 seconds. Now divide 271,5 dV by 1765 m/s and you get the time your ship needs for 1 m/s dV. Which equals 0,15382[...]. And finally take this times the deltaV needed for the maneuver: 917.3 * 0,15382[...] = 141,1 seconds. But the past has shown that it doesn't work that way. Can anybody help me? I think this formula doesn't consider the fuel consumption?
  7. I'm using the first method. So Est.Time/2 = Start Time. 1.: It's actually pretty acurrate. The thing is this: If you burn a stage the system "knows" how much deltaV the engine can provide. But if you, for example, decouple a previous stage shortly before the manouver and don't fire the "new stage" your system still calculates with the last know deltaV, which is the one of the previous stage. (Hope this is right and comprehensible) 2.: You won't get the tageted orbit. 3.: Some are more efficent (ISP) or provide more deltaV than others so they will need less/more time to perform a manouver. But at last all of them will need to provide the same amount of deltaV. Hope this helps you out
  8. Ok, so the DeltaV I get while building is for vaccum and therefore I'll get less on the launchpad? I recently found a DeltaV-map for the Kerbal-System. For example I need 8000 m/s to get to an other planet, should I aim for 8000 in the VAB or at the launchpad?
  9. I thought the number before the slash was the Delta-V for the current stage, and the number after the slash was the Delta-V of all stages before in total?
  10. Hello guys, I don't understand why Kerbal Engineer in the VAB shows me about 5700 of Delta-V and on the Launchpad there are only 4900 left. It's probably because of me don't understanding how this whole Delta-V thing works. Can somebody explain why I lose this amount auf DeltaV? And btw.: I know that rocket-design ist s*hitty, I'm working on that
  11. Thanks to all of you. I'll definitly try that out and give feedback The fact that I can't orientate the dockingport on the station to north/south is making this whole thing even more difficult. I watched a lot of Tutorials but I think I need alot more practise.
  12. The idea to place another set of thruster on the center of mass seems to be a good idea. But apart from that it's really like trial and error to get the right position and amount of thruster on such an unshaped spaceship?
  13. Hey guys, I got a problem trying to dock a new module to my little spacestation. It looks like this: I marked my RCS-Thrusters red, in each case there are 4 around the construction. As you can see I choosed the RCS-Block-Thruster (Are they called like that? Whatever, I mean the ones facing in 4 directions ) When I push IJKLHN I expect my ship to go straight in on direktion. Translate forwards or backwards with H and N works fine, but when I want to translate in any other direction the long front end is faster than my Commandpod and I get in some kind of rotation which makes it unpossible for me to dock. I think it's because the commandpod is heavier than the struts? And then the struts probably works like a long lever strengthen this effect. How do I compensate that? ASAS would probably work but burns to much RCS Fuel. Is there another option?
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