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mbartelsm

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Everything posted by mbartelsm

  1. It would be nice if you added a note to the contract explaining that the result must actually be returned, not only transmitted, that way people don't waste their time making a probe unable to return to kerbin.
  2. Thanks for clearing that up, that is why I chose to post here and not just take what I found for granted Also, with the help of reddit I found this document http://www.dtic.mil/dtic/tr/fulltext/u2/607412.pdf which helps clear any misunderstandings regarding "major pain in the ass" So what you are saying is that an optimal ideal rocket would have the same mass ratios and Isp across stages, what I didn't quite understand with stage mass is, when you say stage mass do you refer to the mass of the entire remaining rocket on x stage? or the mass of the staged part alone?
  3. I found a nice table which shows weight ratios for rockets with different amounts of stages (though with constant Isp) here: http://www.princeton.edu/~stengel/MAE342Lecture2.pdf the chart is on page 8 And, because I know the internet is volatile, here's the table Required Mass Ratios [table=width: 800] [tr] [td]Ideal dV (km/s)[/td] [td]Single stage 240s[/td] [td]Single stage 400s[/td] [td]Two stages 240s[/td] [td]Two stages 400s[/td] [td]Three stages 240s[/td] [td]Three stages 400s[/td] [/tr] [tr] [td]7[/td] [td]19.6[/td] [td]6.0[/td] [td]4.4[/td] [td]2.4[/td] [td]2.7[/td] [td]1.8[/td] [/tr] [tr] [td]8[/td] [td]29.9[/td] [td]7.7[/td] [td]5.5[/td] [td]2.8[/td] [td]3.1[/td] [td]2.0[/td] [/tr] [tr] [td]9[/td] [td]45.7[/td] [td]9.9[/td] [td]6.8[/td] [td]3.1[/td] [td]3.6[/td] [td]2.1[/td] [/tr] [tr] [td]10[/td] [td]69.9[/td] [td]12.8[/td] [td]8.4[/td] [td]3.6[/td] [td]4.1[/td] [td]2.3[/td] [/tr] [tr] [td]11[/td] [td]106.9[/td] [td]16.5[/td] [td]10.3[/td] [td]4.1[/td] [td]4.7[/td] [td]2.5[/td] [/tr] [tr] [td]12[/td] [td]163.5[/td] [td]21.3[/td] [td]12.8[/td] [td]4.6[/td] [td]5.5[/td] [td]2.8[/td] [/tr] [/table]
  4. The section you are quoting also says a MINIMUM of .46, which means that it can be 0.5, it's also worth noting that all scenarios here are mostly idealized and as such shouldn't be taken literally.
  5. Check the OP , I'm not trying to build a ship, I'm trying to make a mod
  6. There's a whole lot of math behind it, this page explains it nicely with lots of words and few numbers http://www.projectrho.com/public_html/rocket/multistage.php
  7. If I understood correctly what I found it's because on a spacecraft with equal Isp trough all the stages the dV should be the same for all stages, that is, on a lift vehicle with 3000dV and 3 stages each stage should have 1000dV for an optimum design, since the dV and the isp are the same, so is the burn time for each stage.
  8. I'm thinking of a standardized 4500 dV lift vehicle with a 1.5 TWR for the first and second stages and a 1-1.5 TWR for the third stage for X weight (which I've got to figure out). The numbers are not the problem, if I don't have them I'll figure them out, what I need are the formulas to optimize stage size.
  9. Is there a simple way to calculate this? considering KSP uses much simpler mechanics than real life (such as only thrust + Isp for engines instead of thrust + Isp + fuel ejection speed + fuel density). The equation's Ive found browsing the net include this data, but KSP doesn't, so I don't know how to do it. PS: If anyone is wondering why, I'm thinking on picking up my failed attempt at modding the game.
  10. RCS+ adds new RCS thingies which work with LFO, I think it also adds a medium size vernier engine but I'm not sure
  11. Why don't you guy's add this to CKAN? it would be extremely useful
  12. I understand it is a feature of 1.47, I'm just reporting unexpected behavior regarding custom scaling on 1.47. As I'm sure it should not be behaving like that
  13. I'd like to report a bug with the custom scaling MODULE { name = TweakScale defaultScale = 1.25 type = stack scaleFactors =1.25, 2.5, 3.75, 5.0 scaleNames = 1.25m, 2.5m, 3.75m, 5m techRequired = advRocketry, heavierRocketry, veryHeavyRocketry, veryHeavyRocketry } This is what I added to the fuel tank I'm making, but for some reason, when I attach the fuel tank to an Mk1 pod it grows to 2.5 instead of remaining at 1.25, if I rescale it to 1.25 and attach a mainsail engine, the engine automatically shrinks to 0.625, it's as if it's detecting the first size (1.25) as 0.625
  14. Is it possible to switch fuel tank sizes with this? The idea is to have a single fuel tank part per diameter and to scale it (by switch models) to change the length of the tank, I tried checking firespitter but it doesn't support attachment node changes and I was wondering if this does. Of course if this doesn't work then I'll just use tweak scale to change diameters instead of length and offer different lengths of fuel tanks instead of different diameters
  15. I seem to be having troubles with PWings and NEAR for some reason, when I place a PWing on my craft (VAB or SPH) they immediatelly dissapear, yet I'm unable to put them again, it's as if the part was there, just invisible, when I try to select the part I can't click on it, when I try to delete the parent part I grab it but it becomes stuck on my cursor and I'm unable to delete it, at this point all interface on ksp becomes unusable and I'm forced to kill the task to get out of KSP [EXC 12:05:24.745] [LOG 12:05:01.076] deleting part KWFin(Clone) [LOG 12:05:08.765] ProceduralwingSPP(Clone): Calc Aero values [LOG 12:05:08.769] Gather Children [LOG 12:05:08.773] FAR [LOG 12:05:08.776] FAR Done [EXC 12:05:08.778] NullReferenceException: Object reference not set to an instance of an object WingManipulator.SetupCollider () WingManipulator.Setup (Boolean doInteraction) WingManipulator.OnStart (StartState state) Part.ModulesOnStart () Part+ .MoveNext () [LOG 12:05:09.210] ProceduralwingSPP(Clone)(Clone): Calc Aero values [LOG 12:05:09.214] Gather Children [LOG 12:05:09.217] FAR [LOG 12:05:09.220] FAR Done [EXC 12:05:09.224] NullReferenceException: Object reference not set to an instance of an object WingManipulator.SetupCollider () WingManipulator.Setup (Boolean doInteraction) WingManipulator.OnStart (StartState state) Part.ModulesOnStart () Part+ .MoveNext () [LOG 12:05:09.393] ProceduralwingSPP(Clone)(Clone): Calc Aero values [LOG 12:05:09.398] Gather Children [LOG 12:05:09.399] FAR [LOG 12:05:09.401] FAR Done [EXC 12:05:09.402] NullReferenceException: Object reference not set to an instance of an object WingManipulator.SetupCollider () WingManipulator.Setup (Boolean doInteraction) WingManipulator.OnStart (StartState state) Part.ModulesOnStart () Part+ .MoveNext () [LOG 12:05:09.922] ProceduralwingSPP(Clone) added to ship - part count: 6 [LOG 12:05:09.924] ProceduralwingSPP(Clone): Calc Aero values [LOG 12:05:09.926] Gather Children [LOG 12:05:09.927] FAR [EXC 12:05:09.929] NullReferenceException: Object reference not set to an instance of an object WingManipulator.CalculateAerodynamicValues (Boolean doInteraction) WingManipulator.UpdateOnEditorAttach () Part.onAttach (.Part parent, Boolean first) EditorLogic.attachPart (.Part part, . attach) EditorLogic.UpdatePartMode () EditorLogic.Update () [LOG 12:05:11.113] ProceduralwingSPP(Clone)(Clone): Calc Aero values [LOG 12:05:11.117] Gather Children [LOG 12:05:11.120] FAR [LOG 12:05:11.122] FAR Done [EXC 12:05:11.124] NullReferenceException: Object reference not set to an instance of an object WingManipulator.SetupCollider () WingManipulator.Setup (Boolean doInteraction) WingManipulator.OnStart (StartState state) Part.ModulesOnStart () Part+ .MoveNext () [LOG 12:05:12.085] deleting part ProceduralwingSPP(Clone) [EXC 12:05:14.975] NullReferenceException UnityEngine.Transform.FindChild (System.String name) Part.FindModelComponents[Renderer] () Part.highlight (Color highlightColor) Part.highlightRecursive (Color highlightColor) Part.highlightRecursive (Color highlightColor) Part.highlightRecursive (Color highlightColor) Part.SetHighlight (Boolean active) Part.OnMouseEnter () UnityEngine.SendMouseEvents:DoSendMouseEvents(Int32, Int32) [EXC 12:05:15.307] NullReferenceException UnityEngine.Transform.FindChild (System.String name) Part.FindModelComponents[Renderer] () Part.highlight (Color highlightColor) Part.highlightRecursive (Color highlightColor) Part.highlightRecursive (Color highlightColor) Part.highlightRecursive (Color highlightColor) Part.SetHighlight (Boolean active) Part.OnMouseExit () UnityEngine.SendMouseEvents:DoSendMouseEvents(Int32, Int32) [LOG 12:05:16.189] deleting part Libra.Engine.A(Clone) [LOG 12:05:16.191] deleting part KW1mtankL1(Clone) [LOG 12:05:16.192] deleting part batteryBank(Clone) [EXC 12:05:16.194] NullReferenceException EditorLogic.deletePart (.Part part) EditorLogic.deletePart (.Part part) EditorLogic.deletePart (.Part part) EditorLogic.DestroySelectedPart () EditorPartList.DestroyEditorPart () EditorPartList.TapIcon (.AvailablePart part) EditorPartIcon.OnTap () EditorPartIcon.MouseInput (.POINTER_INFO& ptr) UIButton.OnInput (.POINTER_INFO& ptr) AutoSpriteControlBase.OnInput (POINTER_INFO ptr) UIManager.DispatchHelper (.POINTER_INFO& curPtr, Int32 camIndex) UIManager.DispatchInput () UIManager.Update () [EXC 12:05:16.220] NullReferenceException UnityEngine.Transform.TransformDirection (Vector3 direction) NEAR.FARBasicDragModel.AttachNodeCdAdjust () NEAR.FARPartModule.ForceOnVesselPartsChange () NEAR.FARGlobalControlEditorObject.LateUpdate () [EXC 12:05:16.242] NullReferenceException UnityEngine.Transform.TransformDirection (Vector3 direction) NEAR.FARBasicDragModel.AttachNodeCdAdjust () NEAR.FARPartModule.ForceOnVesselPartsChange () NEAR.FARGlobalControlEditorObject.LateUpdate () [EXC 12:05:16.279] NullReferenceException UnityEngine.Transform.TransformDirection (Vector3 direction) NEAR.FARBasicDragModel.AttachNodeCdAdjust () NEAR.FARPartModule.ForceOnVesselPartsChange () NEAR.FARGlobalControlEditorObject.LateUpdate () ....... [EXC 12:05:24.745] NullReferenceException UnityEngine.Transform.TransformDirection (Vector3 direction) NEAR.FARBasicDragModel.AttachNodeCdAdjust () NEAR.FARPartModule.ForceOnVesselPartsChange () NEAR.FARGlobalControlEditorObject.LateUpdate () [LOG 12:05:25.024] [SmokeScreen ModelMultiParticlePersistFX] OnDestroy [LOG 12:05:25.026] [SmokeScreen ModelMultiParticlePersistFX] OnDestroy [LOG 12:05:25.154] [SmokeScreen ModelMultiParticlePersistFX] OnDestroy ...... [LOG 12:05:25.182] [IR GUI] destroy [LOG 12:05:25.287] [SmokeScreen ModelMultiParticlePersistFX] OnDestroy
  16. I was afraid this mod might have died, such a relief to see it back in business. You might want to upload it to kerbalstuff or curse, it was difficult to find it as it is
  17. I seem to have a problem, VOID's interface is nowhere to be found, neither on the Toolbar mod nor on the stock toolbar
  18. Ok, finally managed to fix it Open Unity Click the little menu icon to the right of the Inspector tab Select the Debug option Select your animation in the Project Tab In the Inspector change Animation type from 2 to 1 Go to Edit > Project Settings > Editor In the Inspector tab set Asset Serialization mode to Force Text Browse your PC for the .anim file and open it with a plain text editor, notepad will do Change all ClassID from 23 to 21 Remove all material. prefixes from the attribute: sections but leave the rest (ie "material._EmissiveColor.r" becomes "_EmissiveColor.r") Save the file Export your project Remember to assign the animation in the config file Thanks to Sumghai for the help
  19. Maybe one day Thanks for the ratios, what about the ISP? is there kind of a rule of thumb to balance it?
  20. Fixing emissive animation for unity 4.3+ Open Unity Click the little menu icon to the right of the Inspector tab Select the Debug option Select your animation in the Project Tab In the Inspector change Animation type from 2 to 1 Go to Edit > Project Settings > Editor In the Inspector tab set Asset Serialization mode to Force Text Browse your PC for the .anim file and open it with a plain text editor, notepad will do Change all ClassID from 23 to 21 Remove all material. prefixes from the attribute: sections but leave the rest (ie "material._EmissiveColor.r" becomes "_EmissiveColor.r") Save the file Export your project Remember to assign the animation in the config file Thanks to Sumghai for the help -------------- Original post I followed the stickied tutorial as close as I could, but I'm afraid there is something I must be doing wrong This is the unity screenshot of what I have http://i.imgur.com/lxhhNk1.png And this is what it looks like in-game, at the very edge of overheating there is still no change in color http://i.imgur.com/XN80xEf.png
  21. Well, I have done my fair share of investigation on rockets in order to make this mod, but I still believe I'm gonna need help with balancing. The Lifter is that, the lifter, it take your biggest rockets out of kerbin, the Main is a multitask engine, a balance between power and ISP (Think SSME) I'm planning on using Baha's plugin to animate the Obrital engines, so that a nozzle extension descends into place on engine activation EDIT: Did not notice who you were , I was in fact planning on adding full support for RO once I was done with the parts BTW, does anyone knows what is the problem with my emissive animation? http://i.imgur.com/XN80xEf.png http://i.imgur.com/lxhhNk1.png
  22. Ok, that would still reduce the amount of work by a lot, thank you once more Tomorrow Awaits!
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