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smoore

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Everything posted by smoore

  1. How long an occultation lasts depends on how big the the occulting object is and how close it is to the observer (closer objects more faster, but also might appear much larger, like the moon vs Jupiter) The International Occultation society provides predictions for real world occultations. Occultations by the Moon will last a few minutes , occultations by planets last from a little over a minute to hours in the case of a planet which is on the far side of the sun and appearing to move very slowly. A list of planetary occultations, includes some occultations by moons of Jupiter and Saturn. Occultations by asteroids are very short, as asteroids are very small by comparison to the planets. Usually observers are trying to time ingress and egress times, particularly for asteroid occultations as this can help determine the size of the asteroid and in the case of the moon height of mountains. Just once. Stars are point of light and quite small, the planets dont follow the exact same course so wont occult the same star every time the pass the area (inclination of Earth and the planets/Moon makes the difference). This isn't true in KSP, Mun would occult the exact same stars every orbit. For the other bodies there would be longer periods between occultations, even up to years. You miss the occultation. Just as if its cloudy in your area on that night.
  2. Thank you, the Roman numerals are something I wanted since the initial release of the first mod.
  3. You sir are an amazing man. This is exactly the kind of mod I've wanted for several years. Maybe now I can spend more time playing rather than documenting. Just have to spend a few hours now adjusting html templates...
  4. I ran across another way to fix it, and little different scenario. In 1.0 managed to crash a Kerbal pilot and a tourist on Mun with no hope for recovery. Tourists can't EVA so even if I get a rescue craft there he is stuck. I canceled the contract and this glitched the game. It made new Kerbals unhireable and make the crashed vessel unselectable but apparently the tourist wasn't removed, he was still in the vessel. Followed the above fix but the Tourist had been removed from the roster when the contract was removed and that was causing the problem. Since he was not in the roster removing the entire crew = with his name under the vessel solved the issue.
  5. Amazing mod. You have no idea how hard it has been to keep track of what launch some of my screen shots went with. This solves that problem.
  6. Coming in angled at 10 degrees below the horizon particularly at low altitude seems to reduce the most velocity and allows it to land safely. I got it down to 43m/s. Angled at the horizon, above the horizon, prograde, or just letting it flop don't work. I'd still like the parachute back, it feels more rescue/escape pod. Maybe you could include both?
  7. Both with and without the engine. I will try it again after work, but really its a survivability pod, it should survive even if there is no control and the rider/pilot does everything wrong, is unconscious or is a child.
  8. The only thing not default was the installation of Kerbal Engineer, and for the last 3 drops Ambient Light Adjustment (I got tired of transferring/separating in the dark). I started with a clean install just to do the tests. Yes tried angling in to glide several times, actually did that first. As you can see from the numbers its always close so its reducing speed a lot, just not enough. Letting it drop seemed to do the best particularly at the end of the flight those were some of the ones that came the closest to succeeding but yes tried gliding in also. The stock chutes are huge compared to the pod. I'm not sure they will survive reentry unshielded either. I've though about using the stackable chute from Tantares between the pod and engine.
  9. Doesnt work ran some tests: 1: 200m/s 892m altitude crash 2: 151m/s hard splashdown 3: 277m/s 3797m altitude crash 4: 114 m/s 746m altitude crash 5: 146m/s 729m altitude crash 6: 119m/s 1053m altitude crash 7: 96m/s hard splashdown, close, so close. 8: 139m/s hard splashdown 9: 192m/s hard splashdown. 3 others that crashed I didn't record. 1 that was actually successful a splashdown. Its not a very survivable Survivability pod without the parachute. Tried with and without the engine attached. Tried flying multiple ways: prograde, angled at 45 degrees up, just let it go its own way with and with out SAS. Seemed to actually come down closer with the engine still attached. I'm sure there is some magic way to fly this thing to get it to come down a < 80m/s but a survivability pod shouldn't have to be flown.
  10. I collected and documented a bunch in 0.90. This list needs updated for 1.0 and I know of some that are missing now but its a start. Links to the downloads are in the title bars of the tables.
  11. With the new manufacturer tab I think it would be better to stay as HGR. Making it Rockomax confusingly puts a 1.875m part mixed in with the 1.25m and 2.5m parts. I prefer all mod parts to be their own unique manufacturers. That way those parts don't accidentally get used on what are portable stock rockets. Mixing custom parts and stock manufacturers makes it all a jumble. I've already written MM files to put move the RCS blocks meant for the Soyjuice out of Steadler, the Decoupler out of O.M.B. and the Solar panels out of Probodbodyne. While I'm commenting on manufacturers some of the parts (Heavy LES, Radial Aux Prop Tank, heatshield) use Home Grown Rocket Parts not HGR as the manufacturer, and the Latch-o-matic is missing a manufacturer line.
  12. I'm using it with 64 bit without problems.
  13. Similar issue: fusebox title bar was showing up but that was it. Could not get it to expand. Installed this dll and it works properly now. I have too many mods to even start to guess which one was causing the conflict.
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