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RagnarDa
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Everything posted by RagnarDa
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Yeah I tried flipping the probe but the issue still persisted. Thanks for the tip about the authority, but this cant as far as I can tell not be trigger via action group or similar hence not from KOS. Edit: Tried turning the probe core again and now it works! Thanks. Edit2: No it just works for human player. Under KOS the turning of the probe has no effect.
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Hi! I am making a hover-slam script in KOS. My vessel has aerodynamic control surfaces that it uses to glide to the target and then rotate for aiming the rocket down. When it's turned backwards however the control surfaces dont adapt but try to steer the vessel the wrong way which results in coupled rotation and spin when using KOS. I noticed the same issue without KOS when under human control. I don't remember it was like this before. Is there any way I can work around this?
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
RagnarDa replied to Dunbaratu's topic in KSP1 Mod Releases
Btw, do you know how faithful KSP is to real-world aerodynamics? Things like this: https://www.grc.nasa.gov/www/k-12/airplane/flteqs.html I am testing it a bit and having mixed results. Want to know if it is something I did, some simplifications I did or that KSP just doesnt follow those types of equations.- 1,363 replies
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
RagnarDa replied to Dunbaratu's topic in KSP1 Mod Releases
Wow quick answer! That explains it! Glad both that it wasnt a bug and my estimate was also correct. Thanks!- 1,363 replies
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[KSP 1.12.x] kOS v1.4.0.0: kOS Scriptable Autopilot System
RagnarDa replied to Dunbaratu's topic in KSP1 Mod Releases
Hi! What are SHIP:Q actually supposed to be? I have ship that is at altitude 290 m travelling at 89m/s airspeed. The density should be around 1.18 according to the wiki. I've calculated the Q to 4737 using the formula 1.18* 0.5 * SHIP:AIRSPEED * SHIP:AIRSPEED and that makes sense to me. The SHIP:Q on the other hand is 0.04116 and SHIP:Q*constant:AtmToKpa is 4.1711. If I reverse the calculation the first Q would yield a density of 0.00104 and the second 1.03110E-05. Is it bugged or am I missing something? . Btw, thanks for a awesome software I spent countless hours with.- 1,363 replies
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Just want to say very good work with the music! Are you playing the strings, or is it some sort of extremely good syntheziser I haven't heard of? Sounds very alive none the less and recording sound is very good.
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So it is possible then? I was reading up on jet engines and experimenting with NASAs EngineSim and was thinking about if it were possible to do something similar in KSP. My idea is having one part that is a compressor, that you add as many as you like, that uses "Torque"-resource and "Intake air" then after that you stack a burner that is feeded a "Compressed air" resource from the compressor stage(s) that then feeds "Pressurized/heated gas" (or something) to a turbine stack that feeds the "Torque"-resource back to the compressor stage and lastly you have an exhaust that converts the remaining "Pressurized gas" into thrust. I guess this would need new parts that would store the fuel aswell (as for example wings?). I imagine it would be fun to design your own engine and balancing it for specific uses, like a added fan stage would use up some of the torque and intake air to convert directly to thrust, or balancing different parts and making sure the turbine(s) generate enough torque to drive the compressor(s), easy throttle managning etc...
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Is it possible to have a custom resource that is only transfered to other parts that is directly connected to it? We have the fuel crossfeed switch, but it only applies to jet fuel, oxidizer and rocket fuel right?
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I really like the looks of this mod. Both the exterior and interior really look top-notch: Has been hoping for a nice gravity wheel for a while now. I couldn't find the inflatable part in the tech tree though (I am using stock tech tree). Good job anyway!
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
RagnarDa replied to rbray89's topic in KSP1 Mod Releases
Thanks for this mod! It has a huge impact on the visuals in the game! -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
RagnarDa replied to cybutek's topic in KSP1 Mod Releases
Thanks for this mod! It has been very handy. A tiny suggestion: the distance values (apoapsis, periapsis etc) is given in kilometers with three decimals which doesnt really make sense if you are used to the SI-system. Why not remove the decimal point and call it meters instead? Anyway, thanks for your effort, I really like how this mod works and looks. -
Tips for landing a probe on Eve with the Deadly Re Entry mod?
RagnarDa replied to RagnarDa's topic in KSP1 Mods Discussions
Thanks! This save was from 0.21 so I no longer have it, but I will retry it now. Going to try bringing a big rocket with a large t/w to do a powered descent as if the planet didn't have an atmosphere. Maybe that'll work. -
Tips for landing a probe on Eve with the Deadly Re Entry mod?
RagnarDa replied to RagnarDa's topic in KSP1 Mods Discussions
Love the last picture. It looks like it is putting its fist in the air in a "win"-gesture... -
Tips for landing a probe on Eve with the Deadly Re Entry mod?
RagnarDa replied to RagnarDa's topic in KSP1 Mods Discussions
I thought some more about this. What are normally used to cushion a dramatic deceleration? Well in cars they use airbags. So maybe I should try the airship mod... -
Tips for landing a probe on Eve with the Deadly Re Entry mod?
RagnarDa replied to RagnarDa's topic in KSP1 Mods Discussions
But was it heat that killed your probe kalizec? In my testing I think it was the over-g's. You can tell what killed it in the flight report (press F3). Even though I'd love a new heat-shield with som kind of heat exchanger, I don't think it would solve the problem of that nothing in KSP can tolerate 300+ G. Maybe a new parachute with a very high terminal velocity and that would work in the very highest atmosphere and then be cut once you go lower? Could this be made out of the stock parts, like do any of them have a very high drag factor compared to weight? -
Tips for landing a probe on Eve with the Deadly Re Entry mod?
RagnarDa replied to RagnarDa's topic in KSP1 Mods Discussions
Thanks for the suggestion! Tried that and pointing my rocket skyward to stay in thinner atmosphere longer but it didn't work unfortunately. I think my design was doomed from the beginning and now I believe I maybe should have equipped lift surfaces to stay in thinner atmosphere longer to decelerate. That would make the aerobrakemaneouvers more difficult but I guess it would be possible. Another possibility would be to employ retro-rockets but that comes with other problems... -
Tips for landing a probe on Eve with the Deadly Re Entry mod?
RagnarDa replied to RagnarDa's topic in KSP1 Mods Discussions
Yes but thanks anyway. I've been using the aerobraking calculator and spent hours (in game days) circling Eve and slowly decelerating by aerobraking in the topmost atmosphere. Its only when I try to enter the atmosphere to land that my ship decelerates too fast (because of the thickness of the atmosphere) that it breaks apart every time. Was the mission doomed to begin with or are there some trick I can use to not hit the Eve atmosphere like its a brick wall? I really like this mod by the way, it adds a new level to an already though game that I was beginning to feel I mastered... -
As the title says. I've tried to lower my apoapsis as much as possible (I managed around 3000 m/s) with aerobraking but as soon as I get into the thicker atmosphere my probe breaks apart because of the g-forces. Any tips? I was thinking about giving it yet another try and pointing my ship upward from the surface and burning while staying in the upper atmosphere to lose as much lateral velocity as possible without going deeper into the atmosphere. Would that work?