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kurja

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Posts posted by kurja

  1. Is there a way to transmit data from experiments, or science from a lab module, if the craft runs out of power during transmit? Ofc assuming there are electricity-producing parts that then refill the batteries. This seems to be a recurring problem that I have with probes and now with a station that lost most of it's solar panels in a rather embarrassing staging incident.

    In an earlier version the rate of charging that rate of transmit did not increase in synch during warp, transmitting always happened at the same rate while charging did get quicker but this seems to have been fixed.

    I do know of the infinite electricity option in altf12 menu, I'm asking if there's another way to tansmit in parts or something...?

    edit--

    Heh, it seems that cleaning experiments with a lab module still behaves the 'old way' during warp. And transmitting still succeeds at a high enough warp setting... A bit cheaty but it's there. Is there another way?

  2. 6 hours ago, KerikBalm said:

    ah yea, I forgot, they buffed the 909 to 60, it used to be 50

    But you've forgotten a change they made as well, the aerospike does have an attachment node on the bottom now

    Woot?! I didn't play the few previous versions and don't have the aerospike in my 1.2 career yet, I did not know this!!

    Still, 180 is three times as much as 60.. 

  3. 5 hours ago, KerikBalm said:

    well, you've got the lv-n at 60 kn... but due to its TWr being so far outside the range of the other engines, I can see why you don't include it.

    But you seem to forget about the wonderful aerospike, coming in at 180 kN.

    It is only 1.0 tons, compared to the Thud's 0.9 tons...yet it has 50% more thrust (180 vs 120). Excluding the vector, the Aerospike has the best TWR of the 1.25m and smaller LFO engines.

    Yet the Aerospike still feels weak as a lifter engine... I'd like to see its mass increased, and its thrust proportionately increased to over 200 kN.

    Meanwhile, I wouldn't mind if the thud's mass were decreased to 0.6 tons, giving it a vacuum TWR of about 20.

    Its simply too heavy now to really be competitive with aerospikes, but I can see a niche use where it combines with aerospikes on liftoff for gimbal control and extra thrust (because while the spike has a good TWR, its absolute thrust is rather low), and then they get shutdown at higher altitudes. The mass needs to come down for that to work though... Hauling 1.8 tons of deadweight (for a thud pair) is... not good

    But the lv-n and 909 have the same thrust, 60kN?

    I did forget about the aerospike! Altough at 180kN it's pretty close to the ~200kN engines and having no attachment node on the bottom it's use is a bit limited. I'd really like an in-line vac engine or two around 120-160kN.

  4. 11 hours ago, Aegolius13 said:

    That's kind of what you'd get with four Spiders, but you take a sizeable hit to ISP for the privilege.  I think I'd just go Spark and turn down the thrust limiter if needed.

    Another gap that I often come across is that there's really nothing in between a 909 and the 200kN engines (30, 45 etc). 

  5. On 26.10.2016 at 1:32 PM, Kertech said:

    Kerbal (meaning the game) is singular

    Kerbal (meaning the species) is singular or plural

    Kerbal (meaning an individual) is singular

    Kerbal (as a description (adjective) of being erratic or tendency to make something blow up) makes no sense with out a subject

    Kerbal (as an adverb meaning to do something with reckless disregard for laws of physics and engineering with more struts) could make sense but I'd rather not think so from the head of SpaceX (though would make sense...)

     

    So a better sentence taking this in mind is "kerbal kerbal is kerbal!"

    I recall some early dev (Harvester?) stating that originally the species is not Kerbals but Kermen - like their names. The canon is not clear :)

  6. 1 hour ago, kunok said:

    The only advantage that I can see about 3d printing in this scenario is that you need less skilled workers

    Except for the platoon of engineers you'd need to run and maintain our hypothetical orbital rocket-size printer. And the machinists who would have finish and inspect the prints. And and and.

  7. 1 hour ago, kerbiloid said:

    A small round tank for landing, not a whole unbalanced and probably deformed (so no more useful) smokepipe.

    I'm pretty sure their plan is to not have it become unuseful, and then reuse the whole booster, not just the engines. 

  8. 9 hours ago, kerbiloid said:

    This nice side effect forces to land a 50 m high smokepipe instead of landing just engines. Not what one could call "side effect". They save the tanks intentionally, to repair it and reuse.

    Can't do a powered landing if you've ditched the tanks. They're kinda necessary.

  9. 28 minutes ago, Speadge said:

    perhaps u attached it to the "wrong" internal node of the fairing?

    happened to me before

    Uhh.

    GD74mBI6wrx1p0oMiE-mlWYo6TwMVbl0bPycdi7s

     

    Played with it a little in vab, certainly looks like it... I'm guessing the decoupler is on the "bottom" side of one of those nodes.

    So... Any workaround ideas? Apart from a rescue mission. My first idea was to try to blow up the whole fairing part with whack a kerbal but that doesn't seem to work either, at least if mmb was supposed to throw something once it's turned on in cheat menu :(

  10. Encountered a problem I've never seen before - I stage a decoupler, it fires & starts to float away as expected - but the vessel does not split in half. I can still transfer fuel between little tank under the pod and the large tanks on the stations, they are still one craft. Screenshot below. Running un-modded 1.2 build 01586.

     

    2Hmmkq8Jfe3sdYIv0UWTHI61VMEG269YmazRRb6c

    Any ideas on what could cause this, and/or any ideas how I might work around the immediate problem?

  11. 14 hours ago, Plusck said:

    Whatever you do, though, empty all or almost all the fuel out of the Thumper first. Then build a rocket as if you were going to go to the Mun, but with the thumper as payload instead of science and fuel.

    I disagree - no need to de-fuel it, better use it as the final stage. This means you'll be firing it before reaching the required altitude you'll say, but it's no matter, once up there you can right click the part and run the test to fulfill the contract. Activating the part through staging is not necessary even when it says so in the contract description.

  12. 4 hours ago, Rocket In My Pocket said:

    Neat suggestion, although the OP didn't ask if it was possible to calculate Dv/TWR manually, he asked if there was a display for it in stock console KSP.

    Not to mention that the Gravioli Detector is a little high up in the tech tree to be considered a reasonable suggestion for new players.

    We won't even get into how suicidal it is for any modern video game to ask it's players to break out a pen and notepad. (As much as us old-schoolers love that sort of thing.)

    Sure, but I think that's the closest thing there is in stock to a twr display as that info window in map view shows thrust to mass, which for low kerbin is pretty much the same thing as twr.

    Op's actual question ofc has a much simpler answer, which is "no", which was already established.

  13. On 18.10.2016 at 0:32 AM, Rocket In My Pocket said:

    The stock version of KSP on PC does not show TWR either.

    What you saw was a 3rd party mod that displays Dv/TWR among other things.

    Sadly, there is currently no mod support for Xbox.

    Map mode -> i(nfo) displays max acceleration. Carry a gravioli detector, and you have what you need for accurate twr :)

  14. On 6.9.2016 at 3:16 AM, surge said:

    After a lot of research on various orbital manuevres, I've managed to create a fairly simple bit of code that allows one to set both perigee and apogee in one burn.

    Most of the research I did showed that some people think this is impossible without complicated loops, and it's barely mentioned, if at all, in the textbooks I have access to, so I thought I'd share it here.

    Obviously, there are some conditions:

    1) The requested orbit and the current orbit must cross. It will crash if not - it would be mathematically and physically impossible to do in 1 burn.

    2) If the burn is not done at an apse, it will cause the apse line to rotate.

    Obviously there are more fuel efficient ways to do this, however it can be useful for minor correction burns or when time is of the essence (perhaps you're about to crash into a planet!). Probably the most important advantage is that it can be done anywhere in the orbit (depending on how much fuel you can spare), so no more endlessly circularising and faffing about with those stupid "hohmann" burns. Yay!

    Anyway, on with the show:

      Hide contents

     

    function oneorbit
    {
    // Sets up a single burn in time t to effect an orbit with
    // perigee p and apogee a.
    // Necessarily will rotate the apse line, unless done at an apsis.
        parameter t, p, a.

        print "oneorbit(): t = " +round(t)
            +"s, p = " +round((p-BODY:RADIUS)/1000,2)
            +"km, a = " +round((a-BODY:RADIUS)/1000, 2) +"km  ".

        // initial orbit characteristics at burn point
        local Vr to positionat(SHIP, TIME +t) -BODY:POSITION.
        local Vi to velocityat(SHIP, TIME +t):ORBIT.
        local Vn to VCRS(Vr, Vi):normalized. // normal
        local Vt to VCRS(Vn, Vr):normalized. // tangent direction
        local frame to -SHIP:PROGRADE
            *rotatefromto(Vi, OBT:VELOCITY:ORBIT).

        // desired final orbit characteristics
        local smaf to (p +a) /2.
        local Sf to sqrt(BODY:MU *(2/Vr:mag -1/smaf)).
        local Sp to sqrt((2*BODY:MU *a)/(p*(a+p))).

        // calculate flight path angles...
        local zaf to arcsin((Sp *p)/(Vr:mag *Sf)).
        local fpaf to 90 -zaf.

        local Vf to (angleaxis(fpaf, Vn) *Vt):normalized *Sf.
        local dVf to frame *(Vf -Vi).

        local nd to node(TIME:SECONDS +t, dVf:y, dVf:x, dVf:z).
        add nd.
        
        return dVf:mag.
    }

     

     

     

    Nice! What do you mean by "rotating apse line"? I'm not familiar with that term. Longitude of the apse changes?

  15. Using the science instruments tells the player things like it's cold here or that it's dusty here; after seeing a few of these most players would just click it away as irrelevant. I feel that this is a wasted opportunity because KSP is a very educational game and these feedbacks the game gives to the player would be a great place to sneak in some real information. 

    What I would do, if it was up to me, is that I would ask relevant organisations if they'd like to grab this opportunity to educate people of our solar system. Of course the KSP solar system isn't just like ours and some of the science instruments are ...interesting, but I'd say, close enough. Nasa has been involved with KSP before, and there are others if they're not interested, such as the Planetary society, in addition to the obvious ones.

    This seems like a rather obvious idea but I couldn't find any earlier threads about similar ideas.. is it an already discussed suggestion? 

  16. Anything that could give phase angle to a target body in plain numbers.

    Delta v, twr and such essentials are sorta in there - we need to compute them outside of the game, but at least the needed figures (specific impulse, total mass, etc) are available. I sorta like this approach, bare essentials are there and if I want to make my crafts and missions more precise I have to figure it out, just giving me an in-game stage-by-stage delta v in VAB wouldn't have forced me to learn these things :wink: Not to say that I wouldn't love using ker/mj for anything more complex.

    But transferring from one body to another, the best we can in stock is to look at map view and guess. A phase angle readout is much needed.

  17. 7 hours ago, MaxPeck said:

    @Diche BachI've gotten really good at using DSS and GIMP to reduce ambient glow and bring out the details on deep space objects.  

    Have you tried PI for calibration and integration & post? I got better results with it than dss/gimp, I didn't really study dss though (doesn't run too smoothly in linux). Do you use gimp beta for >8bit?

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