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KerbMav

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  1. http://forum.kerbalspaceprogram.com/threads/54998-FScience-Science-Data-Transfer-v0-1 I have not tried it myself though and maybe it is not yet working perfectly.
  2. Its already late at night and after trial and error deleting and reinstalling mod by mod, I detected an issue with one of my most beloved ones. Already redownloaded KER, seems OK now. What still wont work, is displaying some SUR data when FAR is installed. Showing Terminal Velocity would kill the whole window until leaving the atmosphere.
  3. Kerbals can repack flags and put them somewhere else.
  4. OK, well - question first: Does a (real, non-KSP) rocket during its gravity turn tilt slowly from vertical towards parallel relative to earths surface? If it does, then the thrust vector of the rocket is changing, and so is the acceleration vector. Never did I state that the crew of the ISS would be pushed to the "ceiling" of the station while orbiting, they too are in freefall, sure! But the ISS is not accelerating by itself in any way - a rocket does as long as the engines are burning. Coming back to my first post, the original question was, do astronauts experience g-forces like jet pilots do. When a jet pilots pulls up, the plane changes its flight vector - due to the engines pushing into a different direction and more so due the wings angle towards the original vector. While the plane goes from flying horizontally to flying vertical in a steep climb, both pilot and craft are experiencing g-forces depending on velocity and the rate of turning. As soon as the former forward velocity is canceled out by drag, again only the acceleration of the plane along its flight vector is felt - plus maybe gravity ... So, if the rocket is tilting - ever so slowly - it is changing its velocity vector and therefor similar forces should act on craft and astronauts too. Bringing us back to the question if the orientation of the astronauts is relevant or rather are these forces strong enough to even make the question relevant, are they even strong enough to have a physiological effect on the astronauts (like they would on a jet pilot).
  5. I will be needing a quick faq for this though ...
  6. I like the clouds being visible from below - Eve cannot be cloudy enough I think. Can we individually change the cloudiness of each body?
  7. Yes, I use the planetary textures for UR - without clouds.
  8. My old buddy Newton would like a word with you. Whenever an object that moves at a specific speed in a straight line (or sits still, which is basically the same from the POV of said object) is made to move in another direction or change its velocity it experiences a force, g-force, because of the laws of inertia. My question aimed at, if the curve the rocket flies during its gravity turn - and at a very high speed that is - would exert a noticalbe force on the crew in regards to the acceleration forces they experience by the rocket firing and getting faster. Stop right there! The force the driver feels is caused by the car starting to go into a different direction. Again, g-forces deal with inertia, not gravity. Irrelevant, they are forced to turn, and that is what it is all about. The thrust vector is changing as the rocket turns. Imagine being grabbed by the hand by someone running who suddenly runs around a corner. You are so close! Yes, the crew would not feel a difference between the force exerted on their heads or feet, but the force as a whole ... ?!
  9. When talking about flying and steering, g-forces are not quite the same as gravity. Here g-forces describe the feeling you have on a swing or a karussel or what keeps water in a bucket if you swing it real fast over your head - which pushes blood into your head or feet, depending on positive or negative g.
  10. Two ideas. 1. Look at the deploymentSpeed = 1, semiDeploymentSpeed = 1 - but I am almost certain this only affects the animation, no scaling of drag. 2. Chain the MODULEs - I did that to create a 2in1 chute that semi-deploys high up, fully deploys like a drogue still high up and fully deploys like parachute down low in the atmosphere. This was not visible, but it worked technically. (Note: the fullyDeployedDrag values seemed to get added up, so to get to the usual 500 for a chute I finally set the first MODULE to 170 like a stock drogue and the second MODULE to 330. MODULE { name = ModuleParachute invertCanopy = true autoCutSpeed = 0.5 capName = cap canopyName = canopy semiDeployedAnimation = semiDeployLarge fullyDeployedAnimation = fullyDeployLarge stowedDrag = 0.22 semiDeployedDrag = 4 fullyDeployedDrag = 170 minAirPressureToOpen = 0.007 deployAltitude = 2500 deploymentSpeed = 1 semiDeploymentSpeed = 1 }
  11. Arent they lying on their backs in the seats actually, belly towards the top of the rocket? Then it is the same as sitting in a plane flying almost vertically upwards. The rocket is flying a curve, so changing its flight vector continuously, which creats g-effects like pulling/pushing a plane up/down, depending on the rotation of the rocket/capsule.
  12. Can anyone tell me where to find the values for the "recovered a craft that orbited/suborbital/..." rewards?
  13. Reading this, the really belong far up in the tech tree, I think. I always wondered by which numerizzardry Squad defined the specs of the engines to make them balanced or the specs to have reasonable/logical ratios between the different engines.
  14. This is by design to make it easier for the player to comprehend what is going on: Visualizing the turn to the east while looking south-north onto your rocket, pressing the right-arrow key to turn the craft in the same direction ... What you did is easy to do after playing for some time, because you learned to think with what the navball tells you, not what the craft looks like. Someone in the mood to calculate the forces that are perceived by the crew of a rocket travelling at x m/s and flying a curve of y degrees? And compare it to the force of its acceleration?
  15. Dawn must be in danger ... Anyhow, who would break with tradition?
  16. KER does not calculate for remaining fuel I think - is this an asparagus design that is showing this difference?
  17. Yes, maybe ... but letting the player find every biome and visit it with every science gizmo as soon as it turns up ... *shudder* Maybe tweak the science yield of the experiments themselves to give less points for the outer regions?
  18. This is a graphics mod, not a real weather simulator. Maybe Ferram could cook something up?
  19. One is the dV of the stage, the other the sum of dV up to including this stage.
  20. http://kerbalspaceprogram.com/radial-mount-drogue-parachute/ Will have to be updated for .22 though, but that should be easy.
  21. I honestly dont have a clue really. I just thought we could copy a file or something into a KSP folder, but obviously this is different.
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