Sokar408
Members-
Posts
520 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Sokar408
-
Calculating geostationary orbits
Sokar408 replied to Sokar408's topic in KSP1 Gameplay Questions and Tutorials
t modified to: 6*60*60 = 21600 a is now = 15,022,169,700 Now the according to wiki a should be = 2,868,750 So there is still something going wrong. Here is the equation as I have plugged it into excel: =(((C4*D4*E4^2)/(4*(PI()^2)))^(1/3))-F4 C4 = G D4 = M1 E4 = t F4 = Rp Anyone see my mistake? -
Calculating geostationary orbits
Sokar408 replied to Sokar408's topic in KSP1 Gameplay Questions and Tutorials
So in order to use the formular: G = 6,68384*10^(1/-11) = 5,421468692 (Constant, no matter for which planet) M1 = 5,2915793*10^22 = 5,29158E+22 (for Kerbin) t = 24*60*60 = 86400 (for Kerbin) Rp = 600000 (for Kerbin) With these numbers, a = 37.854.407.546 That number does not look correct by any stretch of the imagination. Also what unit is "a" listened in? Meters? Why are these things not clearly labeled I wonder -
Calculating geostationary orbits
Sokar408 replied to Sokar408's topic in KSP1 Gameplay Questions and Tutorials
I normally consider myself pretty decent at math, and maybe its because I'm trying to deal with it in English, but what the hell is time then? -
http://wiki.kerbalspaceprogram.com/wiki/Geosynchronous_Orbit_(Math) Here it is explained how to do that. However I can't seem to figure the gravitational constant out, as I can't find, particularly then; m3/(kg*s2) part. I can't figure out what the s2 part is, or where to find it, anyone care to point out the obvious for me? And yes I know I can find the answers on the wiki for every planet, I'm just the sorta of hopeless person who likes to do manual labor xD
-
Change name of craft - Is it possible?
Sokar408 replied to Sokar408's topic in KSP1 Gameplay Questions and Tutorials
I knew I missing something blindingly obvious xD Thanks guys -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Sokar408 replied to ferram4's topic in KSP1 Mod Releases
Has anyone else experienced the "parachute craft glide effect"? Its has me so frustrating, as I thought this aimed to make the aerodynamics better. Craft with semi deployed chutes gliding in whatever direction you point towards needs fixing :/ Scott Manley experienced it aswell:- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
I just had a funny thought. Given that the patches keep increasing the patch index number by one, and assuming that the developers has a master plan that says they have to get to 1.0.0 that way, then we got .78 patches left before full release. With an average release time of 1 patch pr 2 months (assuming my hasty scroll on the patch release site is correct), that means in: 78 * 2 / 12 = 13 years we'll finally have 1.0.0 i wonder what the expansions will bring ...
-
For example FAR. Will it just apply correctly to career mode games? And what about mods that adds parts? I have looked in the cfg's and I can't really seem to figure out what determines a parts placement in the tech tree.
-
Prevent "Alt+," from decelerating craft
Sokar408 replied to Sokar408's topic in KSP1 Gameplay Questions and Tutorials
Nope haven't found a way around it. So basically just use the left alt to avoid the problem? (I'll just use macros to make right alt function like left alt) -
Prevent "Alt+," from decelerating craft
Sokar408 replied to Sokar408's topic in KSP1 Gameplay Questions and Tutorials
I use default keybinds. When I use "Alt" or should I say "Alt Gr" + "," I both decrease timewarp but at the same time decrease engine acceleration. Is there a way to disable the deceleration of the engines? -
Construction help - switch end on items
Sokar408 replied to Sokar408's topic in KSP1 Gameplay Questions and Tutorials
Sorry for the poor explanation. Sceenshot Here my intend was to make a solar panel on both sides of the struct (upper side, and lower side) in symmetry mode. Instead its trying to mirror on the top surface. I'd really like to know how this works, because sometimes I really want mirroring but can't find it, and other times (like this one) I just want the damn symmetry -
I have always wondered, when I about to place a struct, I always hold it in one end. This is not a problem if you just move around a struct, however I tend to build stuff that I want in symmetry mod, in single mod first, then pick the part of again and use symmetry, as it tends to make things easier. However every now and again when I pick the part up, it forces me to try and join the wrong end of the construction to the main body, and since I haven't found a way to switch to the other end, I often have to rebuild stuff. I'm using Editor Extension, and sometimes when I try and use symmetry to build, it tend to try and mirror instead. Does anyone know how to navigate that?
-
I purposefully setup a probe that had a 1.4 thrust to weight ratio purely from ion engines (KSPX Small Ion Engine). While it didn't have anywhere near the power to work for long, it didn't even take off, and even when I got it into space, the thrust was completely unnoticable. I assume that thrust to weight works different for them, but how exactly?
-
I have been watching some youtube and I have seen a lot of very beautiful ships with wing sections combined to make the hull. However no matter how much I try, I can never EVER get the sections into any sort of orderly shape. So is there an editor mode that helps with this, or what is the trick to bend the wing sections to ones will?
-
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Sokar408 replied to ferram4's topic in KSP1 Mod Releases
How does this effect parts mods like B9?- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
Haven't this game been in Alpha for like 2-3 years now? That was actually one of my reservations about getting it at all, as it seemed like one of those games that will never fully release, or be fully released and by no means a finished product. Don't get me wrong, I by no means regret my purchase, but it seems a bit silly that its this far into development and yet so far from do. Anyways my problem is low FPS when dealing with large crafts, like outrageously large lifters or large space stations. I do run everything at the larges, most graphically demanding settles, MAX FPS 60, at 1600/900 windowed though.
-
I have my diagnostic programs running in the background that shows that my GPU is getting up to 100% usage so I know its the GPU that is bottlenecking performance, but is KSP optimized for that, or would it simply be a waste? Here is a list of my hardware: CPU: Intel Core i7 3770K GPU: Nvidia GTX 670 RAM: 16 GB Corsair Vengeance SSD: Samsung 830 250 GB
-
Basically. I have tried making a ship in 2 parts, and assembled it in space. However even though I took this into consideration, the Action Groups of doesn't seem to effect both parts. For example they both had Toggle Engines on 1 and Toggle Solar Panels on 2. However only 1 ship is reacting to the input. I'm assuming that I have done something wrong, as I have seen plenty of YouTubers get away with it, I just don't know how. Please enlighten me
-
Actions on the Fly : Edit your action groups in flight mode
Sokar408 replied to macbernick's topic in KSP1 Mod Development
I have no idea if this works in 0.21, but if it doesn't could someone more intelligent then me fix it?