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Yaivenov

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Everything posted by Yaivenov

  1. Still can't plan gravity assists to a specific target.
  2. I only hire Kerbonauts with proper names.
  3. Okay, one more question: what happens if an SOI is placed outside of its parent's SOI? Is it permanently isolated or can it be entered from the parent superior's SOI?
  4. Easy answer, I was going to fudge the instability nature of some of the lagrangian points via the gravity mechanic. L1 and L3 would get a very scant negative gravity. Any craft you put there will eventually float away without constant (monthly) attention. L2 would receive zero gravity so how long you would stay there is a matter of how well you park, but still will likely drift due to the resolution of RCS translation adjustments. L4 and L5 would receive scant positive gravity. While it will still require careful parking to meet the absurdly low "halo orbit" velocity, these would be stable. I've tested a zero mass, zero gravity body. SOI was less than 50km. Used a 2km radius Jool analog. Next question: can I have a body/soi without an attendant visible planetary body? ETA: is there a limit on the planetary ID numbers? I see 1 through 90 is in use and there are examples into the hundreds range. I ask because I was thinking of using a hexanome system to deconflict planetary additions: "123456" 1=cluster, 2=system, 34=planet(oid)s, 56=moons/sub satellites.
  5. I am kicking around some ideas for simulating a few things like Lagrangian points and orbital precession. This lead me to some questions that I haven't been able to search up the answers for: Can I directly alter a body's orbital period/orbital speed and deviate it from the normal calculation? Can a body be set to have negative gravity? And as a general modding question, can I directly mess with orbital information for vessels? Just found the station keeping mod. That answers that.
  6. Thank you for clarifying, Snark. Your original points came across as stating that ballistic reentry was the only reentry as opposed to controlled flight. As to the OP's rotisserie idea: while pointless for reentry a slow constant rotation was used to evenly warm the CSM in space. This game mechanic is already partially implemented via Persistent Rotation (mod, keeps craft spinning during time warp) and just needs a thermal mechanic to benefit from it.
  7. Does not matter if capsule or plane type. Both make maneuvers during reentry to control their landing points, something Snark stated very explicitly (and wrongly) can't/isn't done.
  8. First and foremost, THANK YOU!! This mod made the other half of the game (planes) possible for me. I now consider it an essential-to-play mod and am thinking about figuring out how to gut mechjeb's own spaceplane subroutine and drop this in its place. And now for the obligatory feature request: Could you alter the vertical speed input so it also applies for the altitude hold function? This way I can make sure my craft only climbs at X m/s on its way to Y altitude. (Basically I want to engage both altitude control, and vertical speed control, with vertical speed controlling the rate of climb/descent to the specified altitude.)
  9. I am experiencing this bug, but only when I boot the game in OpenGL mode ("-force-OpenGL") When I boot the game without the OpenGL option I do not experience this bug in the tracking station. I didn't see OpenGL mentioned in this thread so I hope this helps you guys track down the offending piece of code. Other germane information: Game resolution is same as desktop: 1920x1080. Running on an AMD Phenom II (Quad core, 3.4GHz), 8GB DDR3, and Win7.
  10. My suggestions: to start, remove action groups from van/sph status. As mentioned earlier you could just exploit your way around it by building and launching rockets from the hangar and runway. Besides, this is a more tech and control related aspect, it would be better suited to being tied to mission control or the R&D campus. As for upgrade specific: Tier 1: full actions groups as they exist now in game after full upgrades. (Tier 1 real life equivalent: hard wired controls, switch A goes to part A, sensor B goes to dial B, has to be set when building the craft.) Tier 2: simple computer logic automation, ie. set action group 1 to execute automatically when <part> becomes empty of <resource> and other logic options (speed, altitude, orientation, environmental factors). In-flight removal of action group participants (for when you dock two craft together permanently and need to deconflict groups, removes parts from action groups only, equivalent of simply unplugging a memory module; you can take it out, but you just don't have anything to replace it with.). (Tier 2 real life equivalent: rudimentary transistor technology, non-writable permanent memory storage (rope core, ROM, etc.), still requires most things to be set up prior to launch but can help take task loading off the crew.) Tier 3: in-flight addition of action groups (think of this like going from rope core memory in the Apollo era, could not be reprogrammed in flight, to EPROM chips that can be updated in flight) and an expansion on the complexity of logic systems. (Tier 3 real life equivalent: full up integrated circuitry with deep programming/scripting ability coupled with readable/writable permanent memory storage: flash, hard disk, floppy, continuous tape, solid state, etc.)
  11. K. Also earth is sans oxygen at the moment, at least as far as removing the kerbals helmet.
  12. In the science panel (inside the R&D complex in science or career modes) the Earth is still labeled "Kerbin" and does not display any experiments conducted in the Earth regions.
  13. Add separation stages between the engine ignition stages and have the control parts jettison during those. S1 - Engines S2 - Decouplers and solid separation motors <- Actual rocket separation occurs here when no main engines are running. S3 - Engines Admittedly it probably wont work if you are parallel staging with a liquid fuel engine core booster and have control parts located on the peripheral boosters you are shedding.
  14. Great stuff, that first alone should allow me to calculate some average mass/volume so I can set accurate part weights.
  15. Hopefully someone here already has this in their back pocket. I am attempting to estimate mass for part structures and need either reference materials or formula quantifying the mass of metal or composite isogrid and other structures relative to its dimensions and designed capacity. Please help, will work mod for food engineering information, god bless.
  16. Okay, what about static building models? My thought was the creation of an engine test stand for another mod and also for giggles being able to deploy a transport van from the driveway in front of the astronaut building.
  17. A general question, is it possible to add more runway and launch pad facilities to the space launch complex yet?
  18. I think I finally squashed the whole FASA Launch Tower automatically releasing upon load in bug. In the RO_FASA_ClampTower config file (located in RealismOverhaul\RO_SuggestedMods\FASA) I found what appeared to be multiple generator and pump module entries and a few other oddities that were conflicting with pre-existing things. So basically I gutted most of the conflicting code with the exception of the realfuel tanks for life support consumables. After removing the redundant entries the boarding tower stopped automatically releasing and the pre-existing resource generation (electricCharge) seems to be operating without issue. This bug was really bothering me so I took a few minutes away from USI parts to step on it. Once I'm done with USI I'll take another look at the launch towers and such to make a more refined version for on-pad-fueling. The code for the boarding tower after I took a machete to it: @PART[FASAlaunchTower]:FOR[RealismOverhaul] { %RSSROConfig = True @mass = 10 @maxTemp = 5273.15 MODULE { name = ModuleFuelTanks type = Fuselage volume = 20000 TANK { name = Oxygen amount = 284255.3191 maxAmount = 284255.3191 } TANK { name = Water amount = 1855.968 maxAmount = 1855.968 } TANK { name = Food amount = 2808 maxAmount = 2808 } TANK { name = CarbonDioxide amount = 0 maxAmount = 5 } TANK { name = Waste amount = 0 maxAmount = 5 } TANK { name = WasteWater amount = 0 maxAmount = 5 } TANK { name = ElectricCharge amount = 100000 maxAmount = 100000 } } } ETA: For comparison, the old code... @PART[FASAlaunchTower]:FOR[RealismOverhaul] { %RSSROConfig = True @mass = 10 @maxTemp = 5273.15 @MODULE[ModuleGenerator] { @OUTPUT_RESOURCE[ElectricCharge] { @rate = 100 } } !MODULE[RefuelingPump] { } MODULE { name = ModuleFuelTanks type = Fuselage volume = 20000 TANK { name = Oxygen amount = 284255.3191 maxAmount = 284255.3191 } TANK { name = Water amount = 1855.968 maxAmount = 1855.968 } TANK { name = Food amount = 2808 maxAmount = 2808 } TANK { name = CarbonDioxide amount = 0 maxAmount = 5 } TANK { name = Waste amount = 0 maxAmount = 5 } TANK { name = WasteWater amount = 0 maxAmount = 5 } TANK { name = ElectricCharge amount = 1024 maxAmount = 1024 } } MODULE { name = TacGenericConverter converterName = Resupply conversionRate = 16.0 inputResources = Waste, 0.0000233796, WasteWater, 0.0000317164, CarbonDioxide, 0.00625 outputResources = ElectricCharge, 1024, true } MODULE { name = ModuleGenerator isAlwaysActive = true OUTPUT_RESOURCE { name = ElectricCharge rate = -0.2 //200W for life support base } } }
  19. There is a "jettison" option on the engines for manually releasing the inter-stage fairing that is normally there (in stock). If you use an action group or the mouse to activate the engine be sure to smack that jettison button at the same time and it will "unlock" the gimbals for the engine.
  20. Did you activate the engine via stagine or action group?
  21. Excellent, I'll give it a look when I get the chance. At the moment I'm knee deep in service module fuel cells and I might end up writing up an EPS sim concept to more accurately reflect their operation. Fun fact i just learned: when additional load is put on the FC's it causes a voltage drop at the terminals until the engine case temperature can rise in response to the increased current output and in so doing brings voltage back up to nominal. You have to increase loads slowly or buffer the system via batteries to help support the load while the fuel cells adjust. Otherwise you run the risk of an undervolt situation that could damage stuff. and the reverse holds true when unloading the system, except overvoltage is the danger, though in that direction you can take one of your FC's off the bus in order to bolster the load on the remaining active cells.
  22. The USI Hex and Octo cores are jabbing my OCD right in the eye. I'm inclined to leave those parts out and only config up the quad core which keeps a nice circular exterior shell (the other two produce an exterior shape of a six or eight point star with the points filleted. Does anyone feel particularly attached to those parts and want me to include them? Also I'm going to need to add a couple resources to the game. Triple point Hydrogen and Oxygen (aka slush, hydrogen slush is about 20% denser than standard LH2 and is what was used in the Apollo service module). ETA: Hmm. Smaller form factor for the science experiment USI modules? I'm aiming roughly for 4 meter outer diameter for the services modules, but it seems absurd to have science experiments taking up so much ship volume and mass. ETA: Still trying to decide on 1m or 2m form factor for the science modules, any opinions on the matter would be appreciated. Other than that, I can tell you definitively that in the 4m form factor the module bays will have 2.758m3 of usable volume and 0.58m3 of aeroshell, framing and insulation, and the core column will be 1.728m3. Other than a TPO2/TPH2->LOX/LH2->O2/H2 converter and regulator, I guess I should just make the rest of the core volume a realfuels service module?
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