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NathanKell

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Everything posted by NathanKell

  1. 1. The heavier your LV, the lower your drag losses will be (cube-square law). 2. The faster your initial kick, the lower your gravity losses will be. For this reason high-thrust solids that burn out fast become a reasonable option, despite the low Isp.
  2. Search in Addon Development, there's a 1/10th size Kerbin system floating around for lulz.
  3. Sphere of Influence is that sphere within which the largest gravitic acceleration is due to that body. Since even with n>2 in a sane planetary system that won't, AFAIK, change, the formula given on wiki is the same as KSP uses. I will look into the flicker, I might have goofed again. Taki117: Fixed a long time ago AFAIK. There were some mods that were bundling out-of-date RSS dlls even after I fixed it, however. >.>
  4. Sounds awesome! You might want to look into (or raid ) asmi's RealTimeModules framework, it even batched out the processing to other threads. https://bitbucket.org/asmi/ksp/src/ffd4ba49bab1133ca7229a1864e3d679d5d9fb02/KerbalPlugins/RealTimeModules/?at=default
  5. Also Tantares. http://forum.kerbalspaceprogram.com/threads/81537-Tantares-Space-Technologies
  6. Contract packs are not balanced for RP-0 yet. Yemo, thanks for that link, though yours won't be balanced for RP-0 either.
  7. damowang2, you might have better luck posting a request in the General Addon Affairs forum.
  8. It also appears to fail in OpenGL (on Windows). Might just be my card interacting with OpenGL, but it might also be a general OpenGL issue.
  9. Yemo, we definitely plan to move to Contract Configurator contracts, so we'll check that out, thanks. Friedrich Nietzsche: Ah, I misunderstood what you were asking for with an off switch. Far from being unrealistic, it's what I thought of last night and am going to code tonight.
  10. Wow, I totally misread the OP. Apologies. I am not aware of any 'reverse DCA' as it were.
  11. FAR does change the atmosphere: it computes density using pressure and temperature, vs. stock .90 where density is a linear function of pressure, ignoring temperature. This means that lift/drag, which are a function of Q (which is a function of density and velocity squared) will vary with temperature as well as pressure.
  12. Most airliners I've seen are at only 0.65t/m^2 even at max takeoff weight, not normal takeoff weight. They also have higher-Cl wings; wings in FAR are assumed to be optimized for the supersonic, so they produce less lift, relatively, than those high-lift airliner wings. Also, FAR doesn't support blow flaps or slats, not even fowler flaps; your arsenal of high-lift devices is very limited, and it's those that let an airliner take off at MTOW. Wing loading affects what angle of attack you must fly at (and take off at), and may require doing above 0.6 mach (200m/s) before takeoff. KSP's parts are very dense, so aircraft are often much heavier than they look, and stock (with its uberlift from soup, just as much as uberdrag) trains one to use too little wing, too.
  13. Changelog v8.6 * Fixed Ganymede normal map being flipped (either redownload your texture pack or just get the fixed Ganymede normal map, it's the same for all packs) -- thanks sashan! * Starwaster: fix temperature and pressure issues on some bodies due to multipliers not being reset. * Removed keypress-based camera clipping changes. There's a GUI for that (alt-G), after all... * Fixed camera clipping range loading. * Fixed finding AtmosphereFromGround (was only running if the body had a PQS--Jool does not). * Added a :FOR[RSSConfig] tag, so people can :NEEDS off that, rather than RealSolarSystem (:NEEDS[RealSolarSystem] will return true no matter what config for RSS one has, even if it's just to prettify the atmosphers like in a visual pack). * Update to Module Manager 2.5.12 and DDS Loader 1.9 Here's the fixed Ganymede DDS file. sashan, are there others? I just realized your post said "one of"...
  14. Kitspace: As I said above, Titan's actual guidance was inside the upper stage. I'm not sure what RO is basing that "ICBM guidance unit" on--probably the computer that controlled MIRV deployment? Dunno. If it bothers you that much I encourage you to research it and find out what it should mass. As for burnout: yes, uncrewed spacecraft can suffer accelerations of upwards of 40Gs. Look up just how many Gs the final stage of Juno I was, for the Explorers. As Story Musgrave said, that's how it works. Most launchers most of the time launch the paylaods they're designed for, and their burnout TWRs are generally <10 (if your TWR goes from 0.5 to 14 with your rated payload, you need to turn that stage into two stages) but if you insist on putting a 5kg payload on something that's designed for 5 tons, it's going to be crazy. Yes, burnout Gs for Clementine atop the Titan 23G were about 15, but it's not a human being, it's fine. Heck, human beings survived a 20+G suborbital reentry from a during-ascent abort (one of the Soyuz flights). Sputnik 8K71PS1 was capable of 500kg to orbit, massed 267t, and had a liftoff TWR of 1.48. Since 1.15 is the minimum practical liftoff TWR, there was lots of room for upper stages. The modern Soyuz LV (that's what can lift 5 tons) can mass somewhat over 300t, yes, but also has 12% more powerful first stage engines (for ~440 tonnes force). Its liftoff TWR is still around 1.4. I'm sorry to say this, but you really, really need to do more and better research. As for Gemini, it sounds like something is getting built wrong, or there's an error in the configs; burnout Gs are indeed ~7 at SECO as Story Musgrave says. There was a mass-related error in the Gemini files that just got fixed, so that might be it.
  15. Friedrich Nietzsche: Replied on the RP-0 thread. Kitspace: I assume that means that early versions had them. They were redundant because the LR-91 controlled roll via gimbaling its turbopump exhaust (not yet modeled in RO on any engine except the X-405, but we'll get there). The issue with RCS spasming appears to be an issue with MechJeb's PID. I'll take it up with Sarbian when I see him next. However, as for not being able to arrest a maneuver, I have not experience that at all. We'll check it out. Oksbad, RSS sets the edge of Earth's atmosphere to be 130km--that's about where you experience one Pascal of dynamic pressure from an interplanetary reentry.
  16. Copied from RO thread. You are encountering the difference between probe cores (don't give much avionics mass, don't draw much charge) and stage guidance (efficient in everything except power draw). Note that the node that gives you the octo2 is in 1959 or 1960--just how many probes capable of flight control are you aware of in 1960? If you research Flight Control, however, you'll get the Ranger Block I core, which is a rather better deal than the octo2. Still not great, but better. Basically, you'll need to revise your expectations of what's a reasonable size satellite (or reasonably satellite capability, period) in 1960. As you keep researching more nodes, however, you'll have access to better and better guidance units and probe cores (the Saturn IU allows up to 20,000t on 2kW, the Satellite Bus offers 3 tons on 50W, and some probe cores later even offer unlimited mass) Also, note that the Agena guidance unit is from a tech node after Able. Able is 1955-57 technology, Agena is 1960 technology. That's why it offers more usable mass for the same power usage, but it still draws enough that you'll need to add a fair amount of batteries if you want a few days' life. (Batteries are easy to add, just add a ServiceModule proc part and fill it with ElectricCharge, at 1000kJ a liter). Early on, batteries are probably a better deal than solar panels unless you want a lifetime measured in weeks or months. For deactivating avionics, pjf offered a patch upthread that will do just that.
  17. Don't touch Heat Mult or the *Tweaks, they're for engine tuning. As for the others: Prop RPM should be self-explanatory; engine RPM will be this divided by the gear ratio. Prop Pitch is the pitch, in degrees, beyond feathered. I suggest looking up "constant speed propeller" for more information, basically the governor varies the incidence of the blades to achieve a set RPM. Will be constant for fixed-pitch propellers. Prop Thrust should be self-explanatory. Manifold Pressure (Manifold Absolute Pressure, MAP) is the pressure, in inches of Mercury, in the manifold of the engine. Most engines are supercharged and thus MAP will be > 29.92. When it starts to drop below its constant level, your supercharger (or turbocharger) is no longer providing enough boost; the highest altitude where it can is known as "critical altitude" (US) or "full throttle height" (UK). If the engine has a two-stage supercharger (or a turbosupercharger), however (and that will be noted in the description), there will be two of these altitudes. For best speed, you want to fly at the higher of the two critical altitudes (or one if only one); note that some engines take advantage of ram air and thus flying faster (and increasing ram air intake) will yield a higher base pressure and thus a higher critical altitude. Fuel flow is self-explanatory, it's in liters/sec (if using Real Fuels). Charge Air Temperature is the temperature of the 'charge', what the turbo/supercharger passes on to the engine to go in the manifold. Exhaust Thrust is the additional thrust provided by ejector exhausts. Only some engines feature ejector exhausts, and of varying efficiency. Meredith Effect is the additional thrust provided by careful radiator design. Only some aircraft (in AJE, only some engines) take advantage of the Meredith Effect, and at varying strengths. Brake Horsepower is the horsepower your engine is currently delivering to the propeller (any supercharger losses have already been factored in). Boost is your boost lever, it controls the supercharger: When it is at 1.0, you're running your engine at maximum possible boost, and any additional charge pressure beyond the max MAP will be vented; as you lower this, the (turbo/)supercharger provides less and less boost, and at 0.0 any boost beyond ambient pressure is vented. RPM Lever is your RPM lever (for constant speed propellers); at 0.0 your engine runs at its minimum RPM, and at 1.0 it runs at its maximum RPM (the pitch of the propeller is varied to ensure the desired RPM is hit). Will not work when fixed-pitch propellers are used. Mixture is your mixture lever, it controls how rich or lean the mixture is. It comes "pre-loaded" at the mixture that delivers maximum power, but you can lean it for higher efficiency or (especially when taking off) rich it for lower heat. The tweaks (which you shouldn't touch): Heat Mult is a multiplier to the heat the engine produces. CtTweak is a multiplier to the propeller's thrust coefficient. CpTweak is a multiplier to the propeller's power coefficient. VolETweak is a multiplier to the engine's volumetric efficiency (a multiplier to how much air and be pumped). MachPowTweak is an exponent for the compressibility effects a propeller starts to encounter when its tips break into the high transonic or go supersonic. camlost, fuel flow reminds me: All piston engines should be using AvGas, not kerosene. It's what it's there for.
  18. celem: Sphere of influence for Phobos in real life is only a few meters above the surface, IIRC. Sphere of influence is a real thing btw, so you can wiki that too. In RSS I believe I set it for 30km, unrealistically, just so you have a chance to stay in "orbit" around it. Phobos and Deimos are the only two tiny bodies in RSS, the other moons are the Galilean moons of Jupiter, Titan, and Luna, which are sizable.
  19. Ork, welcome to the forums! Awesome stuff you've done there, hope it's the first of many contributions!
  20. FreeeThinker, certainly--you just need to make sure your users have DDSLoader. For example, RSS ships its textures in DDS for a massive speedup in loading. And KSP 1.0 will have a native DDS loader...
  21. Please follow the directions in the stickied thread; clearly something is dying with an exception, but without the (correct) log, and a list of mods, we won't know what.
  22. Also I would really, really not recommend using moving wings for your main wings. And, despite being the guy who did some updates for pwings...get B9 Procedural Wings and use them instead. So much better for general use.
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