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Rdivine

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Everything posted by Rdivine

  1. That's an amazing achievement! I've been playing for 3 years and still leave kerbals to die on duna can't return kerbals to kerbin
  2. In light of the recent landing made by spaceX, i wrote a kOS script which can land a falcon 9 first stage automatically. Here's a GIF of the landing attempt i made.
  3. Rdivine

    KOS script

    How do i delete a thread? I apologize for a blank thread.
  4. With jeff bezos' tweet reminding us of how blue origin beat spaceX to land the first rocket that went to space... It's who does it best, not who does it first. Sorry bezos your moment of glory is up
  5. A special coating that protected the bottom of the rocket from engine exhaust perhaps? I didn't get the pun. Can someone point it out to me?
  6. Not a screenshot, but a gif of Kerbin as seen from geostationary orbit GIF Image here *Note that the spacecraft is directly over KSC, but the image was taken with Kerbin upside down. You can make out the Space Center slightly. The twilight of Kerbin.
  7. We are talking about talking green men with bulging eyeballs and a conical head resembling the children of kraken on this 1/10th scale planet called kerbin. 20m high trees and cacti aren't out of place. But then, i believe the terrain scattering needs to be remade. P.S. I'm totally a kerbal, not a tall, pink-skinned alien with skinny limbs . Do not suspect me :/
  8. i doubt young players would be able to send a craft into an escape trajectory. If they could, i'd bet they would understand the science of interstellar space
  9. Ah, i've tried rearranging the terms with respect to x. However, it takes lots of time and sometimes i make mistakes when changing the logarithms, so i've stuck without changing the terms because it's easier for me I smell evil I do use preexisting lifters as i love making replicas of real life lifters. However i will give your method a try! Indeed i have given this method a trial, but through multiple tests of rocket engines, it is better to take the Isp as slightly lower than the mean( because the rocket hangs around within 3-10km longer than it does from 10-40km. )
  10. Hmm, i'm looking for ways to solve this without mods. Plus, i doubt my computer can handle so many mods already installed in the game
  11. So i've been playing KSP for 3 years. I'm sure many of us use the subassembly to our advantage. For me, when i have to put a payload into an orbit, i simply drag a launch vehicle underneath it. However, designing a launch vehicle isn't easy as you have to calculate the maximum payload mass it can carry into low kerbin orbit(LKO). Up until now, i've been using my own method of calculating a maximum payload mass a launch vehicle can carry. Here's my method: -In this example, i'm using a simple, 2 stage Atlas V 501 rocket for demonstration. 1. According to the wiki, a rocket needs to have about 3400m/s-3500m/s of Δv to reach LKO. I'm calculating the payload mass using 3500m/s as launch conditions may not be favorable all the time. 2. Since a rocket needs 3500m/s of Δv, we can find the total Δv in the rocket using basic calculation. is the initial mass of the rocket. is the final mass of the rocket. is the specific impulse of the engine ( in seconds). 3. To measure the Δv for multiple stages, we can calculate the Δv of the stages individually, and adding them up together. The equation for the Atlas-V 501 is as follows: Δv = (Isp of first stage engines)*(9.81)*ln(mass of whole rocket/mass of rocket after stage 1 is empty) + (Isp of second stage engine)*(9.81)*ln(mass of rocket after first stage is jettisoned/mass of rocket after 2nd stage burns out) Now we run into a problem. The payload mass we are to calculate is included in the masses of the rockets! So we add a variable, x. Δv = (Isp of first stage engines)*(9.81)*ln(mass of whole rocket+x/mass of rocket after stage 1 is empty+x) + (Isp of second stage engine)*(9.81)*ln(mass of rocket after first stage is jettisoned+x/mass of rocket after 2nd stage burns out+x) Take into account the mass of the fairings and when it is jettisoned! The fairings were jettisoned after the first stage so i substracted 3.5tons for the second part of the equation. 4. Since we need about 3500m/s of Δv to reach LKO, we equate the equation to 3500. 3500 = (Isp of first stage engines)*(9.81)*ln(mass of whole rocket+x/mass of rocket after stage 1 is empty+x) + (Isp of second stage engine)*(9.81)*ln(mass of rocket after first stage is jettisoned+x/mass of rocket after 2nd stage burns out+x) 5. Now, we solve for x. Solving for x in an equation with a natural logarithm takes time, so i tend to key the equation into online tools to help me calculate, such as wolfram alpha. For the Atlas-V 501, i've substituted in the appropriate masses into the equation : 3500 = 302*9.81*ln((104.8+x)/(40.8+x)) + 310*9.81*ln((21.3+x)/(5.3+x)) 6. So in order to achieve 3500m/s of Δv, the payload mass have to be 21.76 tons. However, since the specific impulse of the engines are taken from the average of the highest and lowest, and launch conditions may vary, there is a 10% margin of error in the calculation, so the actual range is between 19.58 - 23.94 tons. Fair enough, i was able to get a payload of 23 tons into orbit, corroborating the calculations! However, one of the biggest flaws of my method is that it requires alot of mental work. Is there any other way of calculating the maximum payload mass without mods or trail and error? If you have any opinions, suggestions and improvements please share them below!
  12. Kerbal Space Program lags alot when i open it normally. So, to offset the lag, i decided to run KSP in OpenGL mode. This is achieved by adding " -force-opengl" after the target in the shortcut. It mostly runs without problems but glitches out when i enter the tracking station. The objects and orbits get misaligned and it's almost impossible to scroll around without your head hurting. Here's a gif of the glitch. GIF Image Please take note that while i have EVE installed, this bug can be replicated in the stock game as well.
  13. Haha. You can vote under gameplay improvements. I'm seriously hoping they do improve the fps with ksp 1.1. Sadly, some mods aren't updated often enough to keep up with KSP. Additionally, compatibility with other mods might be an issue.
  14. Problem solved... temporarily. -You'll have to wait for the mod to update everytime there's an update for KSP. -As the list of things that KSP is lacking grows, the list of mods that fill in the gap grows. It wouldn't be very user friendly to download tons of mods for every version of KSP. Additionally, mods may not be compatible with each other. -It needs to be in the stock game, hence this post is put under "Suggestions and development discussion". If i were looking for a mod, i'd go to curse.com. Therefore suggesting mods to replace a feature that i feel is lacking in the stock game doesn't seem very practical
  15. You've just woken up from bed, eaten breakfast and now you're lazily browsing the internet. Suddenly, you come across a new devnote. Which update would make you most happy? Here's my ideal update: Write about your ideal update for KSP below!
  16. What about recovery, kerbal transfer, lights, and actually allow the rocket to rest on the launchpad? The launch tower should be more inclined towards a building than a part. It doesn't seem very user friendly for a launch tower to be built out of parts for every rocket launch and be recovered. Additionally, the tower should provide structural support whilst acting like a building than a part, and allow for movement of kerbals etc.
  17. Sorry, i did mention that the launch tower should be fully optional for rocket launches. If it wasn't selected, the launch tower would be shown retracted to the side of the crawlerway.
  18. Launch towers: They are used on almost all operational rockets today. They provide stability, electricity, coolant, fuel flow and many more to the rocket, thus making it essential for a rocket to launch. The old launch tower was removed as it occasionally clipped with large rockets etc. Furthermore, it didn't actually provide structural support as much as serving as an asthetics entity. The old launch towers cannot be replaced by the launch stability enhancers. The current launch stability enhancer is unable to provide stability to tall rockets (since the base of the rocket gets wider than the top, the launch stability enhancer almost ends up clipping to the rocket all the time). The current artwork is outdated. Occasionally, the launch stability enhancer magically follows your vessel to space. Furthermore, the launch stability enhancers must be recovered after every launch, making it very inconvenient. Additionally, here are some of the reasons why we should bring back launch towers: -launch towers should be optional -a ladder for kerbals to get up and down the tower -fuel crossfeed from the bottom of the tower to the rocket -allows rocket engines to actually touch the launchpad instead of magically floating above it -allows kerbals to access the rocket from the bottom of the launchpad -generate electricity -3 or more arms extending from the tower to the rocket(it's length will be calculated based on the rocket's proximity to the tower) for structural support -lights installed around the tower to illuminate the rocket at night -provide structural support without excessive part count or use of launch stability enhancers. -looks nice. Let's share your opinions and comments on this below!
  19. The forum post mentioned that the competition is still open.. I guess the hosts forgot to change it.. The fuel tanks aren't entirely clipped and are positioned under the fuselage itself.. It still is clipped though. I hope the host accepts the design. Not enough points for countermeasures
  20. Submitting a design for the competition hosted by alphasus.. Any competitor brave enough to challenge this mighty aircraft shall find himself/herself at the receiving end of an explosion. You have been warned. only trash talk Armaments (2 points)1x Chaff countermeasure (6 points)2x Flare countermeasure (16 points)4x AIM 120 (24 points)4x AIM 9 Sidewinder (8 points)1x Vulcan Hidden Turret (4 points)1x Ammunition Box Total points: 60 Aircraft design: Download Craft HERE Aircraft Stats: Max speed: Mach 2.42(800m/s) restriction from aerodynamic forces Powerplant: 2x J-X4 Turbo Ramjet Engines. Max. Rate of Climb: Mach 0.73(242m/s) Max. Acceleration: 21.7m/s^2 Takeoff Speed: 120.5m/s Landing Speed: 72m/s TWR: 2.26 Action keys: Brakes - Landing flaps Light - Ground Lights 1 - Gear brakes 2 - Air brakes Look forward to flying with you
  21. great aircraft and design! Could you provide us with the top speed & capability range?
  22. So we know that gravity is a wave. Light, and the electromagnetic spectrum, is a wave. However, light does not seem to get weaker with distance. Brightness does get weaker with distance as the gap between photons increases. However, since gravity has no particles, why does it get weaker the further you get away from it? If anyone has any scientific background and realises im misintepreting something, please correct me!
  23. Hey guys! I recently flew a new horizons replica to Eeloo, to replicate the mission conducted in real life. I'm attempting to present the mission in a realistic, chronological way. Enjoy the Presentation! Launch Details -I put the spacecraft in a sol escape trajectory that will take me past Eeloo. It was hard to get an encounter with Jool, and slingshot my way to Eeloo. So i had to skip the step. Spacecraft Design 15 Days to Encounter Distance from Eeloo: 3,000,000,000m LORRI Image: Description: The first image taken of Eeloo. Only 2 pixels wide. 13 Days to Encounter Distance from Eeloo: 2,500,000,000m LORRI Image: Description: 2nd Lorri Image. Starting to speculate if Eeloo is circular at all. 12 Days to Encounter Distance from Eeloo: 2,320,000,000m LORRI Image: Description: Still blurry. 11 Days to Encounter Distance from Eeloo: 1,900,000,000m LORRI Image: Description: Able to make out its color. 10 Days to Encounter Distance from Eeloo: 1,480,000,000m LORRI Image: Description: Wow. 9 Days to Encounter Distance from Eeloo: 1,120,000,000m LORRI Image: Description: It is speculated that Eeloo may be shaped like an odd potato. 8 Days to Encounter Distance from Eeloo: 770,000,000m LORRI Image: Description: Eeloo is in fact, circular. 7 Days to Encounter Distance from Eeloo: 550,000,000m LORRI Image: Description: You can start to see some canyons and ridges. 6 Days to Encounter Distance from Eeloo: 350,000,000m LORRI Image: Description: Eeloo has craters? 5 Days to Encounter Distance from Eeloo: 290,000,000m LORRI Image: Description: This photo is 120 times clearer than the first one. 4 Days to Encounter Distance from Eeloo: 220,000,000m LORRI Image: Description: Hype! 3 Days to Encounter Distance from Eeloo: 190,000,000m LORRI Image: Description: It resembles a giant snowball. 1 Day to Encounter Distance from Eeloo: 112,000,000m LORRI Image: Description: Last photo taken before flyby. Photos Taken during Flyby After the mission, New Horizons shall visit any Kuiper Belt objects. Sadly there is no Kuiper Belt in KSP. [Take the hint, Devs!] Thanks for viewing this presentation!
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