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Everything posted by Beduino
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Why not, if there's a higher concentration of lead in some part of the galaxy, maybe some planets have formed with a lead core.
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dude i thought the same thing when i read the news this week about that new kepler system. the universe is so vast that it's very likely that there's a real kerbol system out there.. with a nearly equal kerbin+kerbals in it.
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Ops wrong page
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KSP inspired me to really learn orbital mechanics
Beduino replied to Beduino's topic in Science & Spaceflight
Two more pics, taking the ship to mars. Arrival date is 2026 cause i got there by trial and error, my orbital encounter prediction is kind broken. -
KSP inspired me to really learn orbital mechanics
Beduino replied to Beduino's topic in Science & Spaceflight
Just improved the orbital simulator a little bit. Added force of drag, quite cool for aerobraking, orbits change in real time much like in KSP. Added some moons (for mars and jupiter), although couldn't find the rate of orbital elements for moons in a nice format except here, can't get the rates correct so moons just dont seem right at any given time. Taking the ship to the moon. -
KSP inspired me to really learn orbital mechanics
Beduino replied to Beduino's topic in Science & Spaceflight
Found this very interesting site with more detailed info on the jpl horizon integrator. http://www.moshier.net/ssystem.html They use another integrator, which leads me to believe it's very cumbersome to solve the polynomial system in 6th order gauss legendre method -
KSP inspired me to really learn orbital mechanics
Beduino replied to Beduino's topic in Science & Spaceflight
That's really interesting indeed, again thanks for the tips. I'm a bit familiar with Horizons, used it to obtain the parameters for the siding spring comet coming close to mars in 2014, to view it in Celestia. As for the 6th order Gauss-Legendre and the non linear system, if I have some extra time i might give it a try. Not sure I would implement it all by myself. There's a alternative to Guass-Newton called Levenberg-Marquardt method, both are implemented in apache commons math and is based on MINPACK, http://commons.apache.org/proper/commons-math/userguide/optimization.html http://commons.apache.org/proper/commons-math/apidocs/org/apache/commons/math3/optimization/general/LevenbergMarquardtOptimizer.html I'm not sure if it's possible to adapt the problem and use this library as the solver, that would be a time saver. Guess i can also improve the Rk4 with variable step size and there are other higher order RK's that also can give better results. -
KSP inspired me to really learn orbital mechanics
Beduino replied to Beduino's topic in Science & Spaceflight
nbody physics is totally doable but other things would then be much harder, like orbital prediction, encounters and so forth. Basically things that can be solved easily by kepler elements/equations would just break down. -
KSP inspired me to really learn orbital mechanics
Beduino replied to Beduino's topic in Science & Spaceflight
Just got my RK4 working, there was a small mistake in the problem formulation for orbital simulation. The precision is just amazing compared to verlet. I was studying the 6th order Gauss-Legendre, but it seems it's way more involved math problem then it appears initially, because the formulation for a gravity field would involve solving a system of polynomials (non linear equations). Not sure it's worth the precision at this point. -
KSP inspired me to really learn orbital mechanics
Beduino replied to Beduino's topic in Science & Spaceflight
Indeed verlet is just bad, but for some reason my RK4 integrator was even worse. Must be a mistake in code I'm overseeing. Got to try even better implicit integrators, but there was no real reason for these on the beginning when i was just starting -
KSP inspired me to really learn orbital mechanics
Beduino replied to Beduino's topic in Science & Spaceflight
Actually i'm using libgdx/java just for simplicity, LWJGL is just the backend. So this thing would very likely run on android as well lol Well i was not thinking about releasing any source/or binaries, also it's a bit messy, but if you are interested in something in particular i could probably explain and show some sample code. -
KSP inspired me to really learn orbital mechanics and now I have my own orbital "map view" of the solar system and "The Ship". https://dl.dropboxusercontent.com/u/13532547/javaw%202013-11-22%2011-18-33-45.png https://dl.dropboxusercontent.com/u/13532547/javaw%202013-11-22%2011-19-15-29.png https://dl.dropboxusercontent.com/u/13532547/javaw%202013-11-22%2011-19-37-52.png Taking the ship to the moon. https://dl.dropboxusercontent.com/u/13532547/javaw%202013-11-22%2011-31-45-51.png https://dl.dropboxusercontent.com/u/13532547/javaw%202013-11-22%2011-36-31-18.png https://dl.dropboxusercontent.com/u/13532547/javaw%202013-11-22%2011-36-44-16.png And mars https://dl.dropboxusercontent.com/u/13532547/javaw%202013-11-22%2016-33-32-31.png http://i.imgur.com/i013YDw.png http://www.reddit.com/r/KerbalSpaceProgram/comments/1qpc1l/ksp_inspired_me_to_really_learn_orbital_mechanics/ Great time window to go to mars, which explains why there is a recent outbound of mars probes launching. After years of studying astronomy and being a Computer Engineer with a extensive knowledge in computer graphics&math myself, doing it was actually much easier than i thought, did most of it in a week. I never had so much fun, wish we could do something fun like this in reality, i mean really doing a manned mission to Mars or something. Right now I have this working: Real scale and real time 3d solar system. Mix of sphere of influence, patched conics and verlet integrator for newtons laws mostly for ships(kind inaccurate but enough for now). Planets are calculate based on kepler's equations. Only vector (lines) graphics. Conics orbits rendering and maneuvering of ship like entities, which you can accelerate towards prograde-retrograde and other direction vectors. Who knows what's next, not sure about new features, but it's definitely my new playground.
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Ow well... I made a big Crane and welded the mais chassis mainly beams. Everytime i send it to mimus it just explodes on time warp or simply disappears after loading... Second time it happens.. I cant finish my new mimus base.. can only think the reason for this is the welded part... Kind tired of ksp.. Cant make big stuff without crazy bugs to creeply in
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That also happens to me. On kerbin it was damaging to the base on the start, the base falls to the ground and some of the docking ports are destroyed. On the mun it's ok in the sense that i can extend all the legs. But the base height isnt correct anymore so docking parts are not attaching and all the landing legs flash like a xmas tree. Also i think the whole thing is lagging more then before. Maybe it's just a matter of designing a new base crawler a bit lower.. but i'm all in to weld some of my designs, lag is just abysmal. Also this design with the new landing legs is doomed to fail in planets with different gravity.
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Ow noes this design is now doomed to fail in 0.22 with the new landings legs.. in my base all the heavier (habitation, fuel) modules sink by half in kerbin with the pistons, not sure about the mun. We need rigid legs or else it will be too hard..
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This plugin is bloody amazing. Better than the builtin subassembly in .22!!! Now I can try to weld and expand my bases into something more complex that lags a lot less or not at all. Hopefully Ubiozur will fix all the corner cases issues. Can I suggest to include a way to remove a welded part from the catalog? I have got a few test parts and no idea how to remove from within the game
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Nice bases temstar. I kind of reversed enginered some of your earlier designs from your first pictures.. but my mun base is smaller then yours and already too sluggish.. I wonder about these you made.
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Dont get it.. why all my post need moderation.. cant find anything mentioning this either
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great game, just no sure why my first post here isnt appearing..
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Hey guys, I found KSP like 3 weeks ago. I was instantly impressed. This is my intro post here also. After learning the basics, i quickly run into limitations of part count with my initial design in my first munar base attempt. After that i tried to establish a Duna base, but it was quite primitive and few things were just no working right, specially with the docking system. So after a few days I was inspired by Temstar base and decided to make something similar. Tested everything in kerbin ground and later launched piece by piece into the mun. There are 2 crawlers to dock the rocketship. 2 rovers to assemble to base. standard kethane modules, crew and support modules. Lags just a little but still keeps a playable performance.