ls612
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Everything posted by ls612
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[1.0.5] [RELEASE 0.8] Sido's Urania System : 7 new planets and 8 moons !
ls612 replied to Sido's topic in KSP1 Mod Releases
Well there goes my mod plans. In a perfect would I would like to make (or see) a mod with a small-big-small-big gas giant outer system. So there would be another Jool sized system and two gigantic gas planets with lots of moons in the Saturn and Neptune positions (going by the real system analog model that Stock has). -
[1.0.5] [RELEASE 0.8] Sido's Urania System : 7 new planets and 8 moons !
ls612 replied to Sido's topic in KSP1 Mod Releases
Is there a way to make Urania bigger? I personally would like it to be larger and farther out than Jool or Sentar, and while the farther out part is easy to do I can't see how to set the size. -
1. I edited it out of the C# code for the plugin dll, so I figured that would remove it. 2. Ah, my bad, for some reason I thought the game wanted to actually have a heightmap, even if it was blank. I suppose I should have checked Sentar, which has none. At any rate removing the heightmap doesn't solve my problem with the planet not appearing. Here is the code for the Cfg. CelestialBody { bodyName=Ulie bodyDescription=Ulie is invisible to the naked eye from Kerbin. When first seen by Kerbal astronomers it was assumed to be remnants of a mustard stain on the telescope. Only when it was found to be orbiting Kerbol was it accepted as the third Gas Giant. GeeASL=0.36 Radius=4500000 rotates=True rotationPeriod=7200 initialRotation=180 tidallyLocked=False //todo atmosphere } Orbit { inclination = 1.0 eccentricity = 0.009 semiMajorAxis = 327445000000 LAN = 0 argumentOfPeriapsis = -20 meanAnomalyAtEpoch = 0 epoch = 30000 referenceBody = Sun } PQSMod_CelestialBodyTransform { deactivateAltitude=1800000 } PQS { radius=4500000 minLevel=1 maxLevel=10 } PQSMod_PFDebug { order=99999 modEnabled=True minAlt=999999 } and my system file System{ enabled=true //List the names of the planets in the system. //Planets must be in an order where planets and moons come after the parent body. planetName=Ulie } Is the problem that I'm trying to get Ulie to orbit the Sun?
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I have two questions about this. 1. I have successfully edited the source code to move Sentar into a less inclined and more distant orbit, but when I try to comment out Thud it doesn't work, Thud is still orbiting Sentar. How do I properly remove base PlanetFactory planets? 2. I have exported and modified a SpaceEngine texture and heightmap for a new gas giant I would like to orbit the Sun, but when I place that in a new plugin folder, like is done with the examples, it does not load. I have created a .system file that lists it, a cfg, a texture, and heightmap. When I load the game and try Ctrl+9 in flight mode nothing happens. I feel I am missing something obvious here, but I don't know what.
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My limits are mainly related to how much I can reasonably lift into LKO with one launch. That, and spaceplanes.
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All of this teasing. It's not nice. But I suspect it will be pretty awesome if it is released.
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Nah, it actually shouldn't be hard, I know I can make a lifter with 10 km/s (at least with a 1-man capsule as the payload).
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I'm going to try putting something into orbit around Kerbin Kearth with only stock parts. That should be interesting.
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What did you name your first rocket?
ls612 replied to Spacewalking on Sunshine's topic in KSP1 Discussion
Moho I (which actually went to orbit, unlike Mercury I). -
Two things that make it far easier to get to Moho: 1. Ignore launch windows. Moho orbits so fast you can normally sort things out. Instead burn to escape Kerbin at the point where Kerbin is at one of the nodes relative to Moho and do your plane change maneuver in the escape burn. That will save dV (as the most common way of failing the Moho transfer is doing a 2+ km/s plane change in Solar orbit) 2. After leaving Kerbin try and set yourself up with minimal fuel to encounter Eve. The gravity assist you can get from that will save you at least a km/s.
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I built this monstrosity. Inside the fairing is a rover with which I intend to circumnavigate Gilly. Now I just need to launch the thing.
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KSP + Steam Trading cards = Awesome! I'm glad I got mine on steam now.
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I'm OK with this, my save is pretty cluttered at the moment.
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The best way I've found to go to Moho is to do a gravity assist around Eve. If you spend the 1.2 km/s to get there you can often aim the post-encounter orbit to get you to a PE near Moho. Then you just need to orbit a while until you get a good encounter.
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I know that in KSP once you are beyond 70 km your orbit will never decay, but IRL doesn't every orbit under 500 mi or so slowly decay into the atmosphere? I know that the ISS needs to spend fuel to maintain it's orbit at ~300 miles. So wouldn't space debris decay and reenter over the course of a few years (at least in LEO) without stabilization? Or am I missing something here?
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what was the first thing you landed on (not in the kerbin system)
ls612 replied to duncan1297's topic in KSP1 Discussion
Is it bad if I say Dres? Actually there is a story behind it. I had gone on in the program far enough so that there was a Duna window followed like a day later by a Dres window. So I decided to take advantage of that send two unmanned probes out at the same time. I launched both of them to LKO within an hour of each other and did both of their escape burns at about the same time. Then I focused on the Duna mission and set up a nice duna encounter before going to the Dres probe/lander to mess with it. After burning out to 35 Gm and correcting my inclination (first clue this was a bad idea, dres is inclined at 5 degrees or so), I got a so-so Dres encounter, so decided to leave that and fly my Duna rover to the AN to make corrections. The game then broke, in a glitch which I assume people are familiar with where the navball goes blank and the altimeter cycles through all of the numbers. When I reloaded the game the Duna rover was on a solar escape trajectory at 1400 km/s. So I was left with no option but to finish the Dres mission, which turned out to be HARD. I got the encounter down to about 100km, but didn't realize while doing that that I'd need 3 km/s to circularize! This forced me to use lander fuel to finish the maneuver, and after that I barely had enough fuel to land. Thankfully Dres' gravity is low and I was able to do it, but I understand now why it is not a popular target for interplanetary missions. -
Mapsat (4.0 Beta 1) works great for me around Kerbin and the Mun, but on Minmus it lags like nobody's business when I place some sats in a 50K orbit. Is this a known issue?
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Good Ascending Node for a polar Mun Orbit?
ls612 replied to ls612's topic in KSP1 Gameplay Questions and Tutorials
I know that that is easier but I would like to be efficent about this, especially considering that some of the cargoes are going to be full Orange Tanks. I'm thinking that the best way is to just do a trig calculation with the radius of the moon and the distance to it as two sides of a triangle, and the AN being the angle between the hypotenuse and the elipitic. That gives an AN of about 1.2 degrees. So I guess I've answered my own question then. -
Good Ascending Node for a polar Mun Orbit?
ls612 replied to ls612's topic in KSP1 Gameplay Questions and Tutorials
OK, maybe I'm setting up the burn poorly, but what I'm doing now is setting the Mun as a target while I'm in LKO, then adding normal/antinormal velocity to the node BEFORE adding anything prograde (This is all in the planning stage, not actually burning). This causes the projected inclination to change which gives an AN and DN relative to the Mun. I know then if I burn prograde on top of that I'll end up in an inclined Mun orbit if I time it right. I'm wanting to do things efficently (in one burn) and would like to know what those ascending/descending numbers should be before I tack on the prograde burn to my maneuver node. I know I could use MechJeb or something to do this for me but that really isn't the point, I want to learn how to do it myself. -
Good Ascending Node for a polar Mun Orbit?
ls612 replied to ls612's topic in KSP1 Gameplay Questions and Tutorials
I'm wanting to get from LKO to a polar Mun orbit with minimal delta-v, and with the Maneuver nodes I can see what the AN would be if I didn't hit the Mun. I want to know how high that is and how much I need to burn normal to get that in the same burn as my injection. -
Lander and Rover: Is there a better way to do it
ls612 replied to ls612's topic in KSP1 Gameplay Questions and Tutorials
I like this idea the best, thanks. Note that the top is the Escape tower, the skycrane is underneath it. Now I just need to find the Polar Mun Arch. Also, what was causing my image to not show? I thought I had done the BBCode correctly. -
I am a new player (playing now for about a week) and have designed a Lander/Rover combo that can go to the Mun or Minmus, but it looks ugly and is incredibly complex to stage (it basically uses a skycrane after landing). Here is what it looks like. Is there a better way to do this, or have I inadvertently found the best way to combine landers and rovers?