Jump to content

Search the Community

Showing results for tags 'experiment'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 1
    • KSP1 Discussion
    • KSP1 Suggestions & Development Discussion
    • KSP1 Challenges & Mission ideas
    • KSP1 The Spacecraft Exchange
    • KSP1 Mission Reports
    • KSP1 Gameplay and Technical Support
    • KSP1 Mods
    • KSP1 Expansions
  • Kerbal Space Program 2
    • KSP2 Dev Updates
    • KSP2 Discussion
    • KSP2 Suggestions and Development Discussion
    • Challenges & Mission Ideas
    • The KSP2 Spacecraft Exchange
    • Mission Reports
    • KSP2 Prelaunch Archive
  • Kerbal Space Program 2 Gameplay & Technical Support
    • KSP2 Gameplay Questions and Tutorials
    • KSP2 Technical Support (PC, unmodded installs)
    • KSP2 Technical Support (PC, modded installs)
  • Kerbal Space Program 2 Mods
    • KSP2 Mod Discussions
    • KSP2 Mod Releases
    • KSP2 Mod Development
  • Community
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
    • KSP Fan Works
  • International
    • International

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


About me


Location


Interests

Found 13 results

  1. Ever wonder that the science system in KSP is way too easy? Getting way too much science biome hopping on Minmus? Well, now you do not have to worry about that anymore! With this mod, you will actually have to explore the system! Science Labs are now for transmitting the full amount of science you would get on recovery, Biome hopping is non existent, the barometer does not work in space and more! This mod is still very early in development, so feedback would be appreciated! Download here: https://spacedock.info/mod/3674/Dan's Science Overhaul#info
  2. Have you ever wanted to exit the game at the end of a hard day's rocket science but felt that using the menu option lacked a little pizzaz? is the F4 button on your keyboard a little sticky from fast food? Would you rather operate your game through arcane unexplained magic rather than the provided perfectly working options? Behold the Kraken Nuclear Option, a device which uses ??? to put your application to sleep tonight. The controls are simple: Load one (1) qualified computer technician into the device's control mechanism. Suspend the device on clamps above your least favourite launch site Activate Action Group 1 This was originally something I made to test the idea of docking together segments for a ring station, but then I discovered its fatal consequences to the instance of the game currently running. While I have submitted this over to the devs for bug reporting, I'm also kind of curious as to whether anyone out there has a machine or setup of the game capable of handling whatever happens when you undock the one port holding this together, so I figured I'd throw this out here in case anyone is amused by it/wants to play around with it and see if their copy of the game runs it. Have fun all of ye: https://drive.google.com/file/d/1cNBhrL-JJ8m0Ox-1_fKoBxzRv4dKOOYX/view?usp=sharing
  3. OScience Laboratories (OSL) Science parts addon consisting of seven science experiments, one science lab, and five novel science experiments for Kerbal Space Program. By zer0Kerbal, originally by @pizzaguy adopted and brought to you by KerbSimpleCo Forward from pizzaguy Included Parts: Alpha Magnetic Spectrometer Electrostatic Analyzer Pee Experiment Atmospheric scoop Radio Decay Science Lab Sonic Emitter See More Help Wanted Localization Installation Directions 1 Dependencies Kerbal Space Program 2 Suggests Biomatic (BIO) Field Training Facility (FTF) Field Training Lab (FTL) GPO (Goo Pumps & Oils') Speed Pump (GPO) Kaboom! (BOOM) On Demand Fuel Cells (ODFC) Papa Kerballini's Pizza (PIZZA) Supports TweakScale (TWK) Either 3 Module Manager /L Module Manager Tags science, parts, flags, agent red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks @pizzaguy for creating this glorious science parts addon! see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) DONATIONS Connect with me Release Schedule this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!
  4. Version 2.0.2 - Released 2021-07-05 Compatible with KSP 1.11 - 1.12.x (Use KDex versions 1.x for KSP 1.3 - KSP 1.10) [ ] NOTICES TO KDEX USERS @masTerTorch no longer has time for this excellent little mod at the moment, so he has given me permission to maintain it until such time as he can resume operations. Original Thread Translations: Kerbal Dust Experiment is actively looking for more translations! If you can help, that would be great There is some good information to help in this thread. If you're looking to translate, please post in this thread so that nobody else picks up the same language! Use the "feature/nextgen" branch on GitHub. Done: [Deutsch] [Español] [Русский] In Progress: Remaining: [中文] [日本語] [Português] [Italiano] [Français] ABOUT The Kerbal Dust Experiment (KDEX) by @masTerTorch is a replica of LADEEs LDEX instrument. It comes with an animated model and tons of results. Inspired by the NASA mission LADEE. The objective of LADEE was to investigate the mysteries of the lunar atmosphere and the question of levitated lunar dust. It carried a scientific instrument called the Lunar Dust Experiment (LDEX). This instrument was an impact ionization dust detector. In this way it was possible to measure the density of dust particles. Kerbals are known for impacts and collisions and since 0.22 they do science. KDEX combines impacts and science. This part is giving you the opportunity to do more science. Doing science the Kerbal way! CONTENT One new model. (KDEX - Can be unlocked in the tech tree. Node: Space Exploration) Lots of results for the new experiment. DOWNLOADS Current Version: v2.0.2 GitHub SpaceDock CurseForge CHANGELOG PREVIEW This mod got featured by @Kottabos on his YouTube Channel on 2017-11-24! Watch it here. VAB Results For more information on LADEE and LDEX see next post. Please share your thoughts. I probably have to do some balancing, so let me know your opinions. Also I am not a native speaker, if you encounter any mistakes in the description or in the results, let me know. (<- PM) If you have ideas for new results pm me. For science! LICENSE KDEX by masTerTorch is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
  5. TLDR I did some tests with various rotors to determine which yields the highest lift/weight ratio for heavy payloads on either Kerbin or Eve. In the static tests I’ve performed on the ground of Kerbin and Eve, I noticed that the large helicopter Type S blades provide the most lift per tonnes rotors+motor . In my flawed tests, 8 rotors per motor work best on Kerbin and 4 rotors per motor work best on Eve. I was also able to roughly determine the maximum mass of a craft at which it would still fly. Long story I’ve been running tests with various sizes of propellers to determine the a correlation between vertical lift and mass. I’m especially looking for optimum mass to lift ratio’s for heavy crafts and trying to find a way to calculate the amount of propellers I need to get something in the air. I’ve been trying to approach it scientifically but eventually just tried some stuff at random. Literature study None.. just felt like messing around with the propellers. There are probably a bunch of better articles describing how to calculate the amount of lift on a given planet at a certain altitude. My initiial guess is that the lift is calculated something like: Lift = Function [ rotating speed, angle of attack, air density, rotor blade type] Experimental setup I performed two experiments: 1. On Kerbin , using a rigid clamped setup with 3 heavy motors in series. I tested 3 types of rotors with 8, 4 or 2 blades per motor 2. On Eve, using a massive s4 fuel tank setup ( 1,200 tonnes) with 4 motors. Testing 2 rotors, with either 8, 6, 4 or 2 blades per motor Results The current measurements have been done under static conditions on kerbin and Eve. Below you find the results. Propeller type Amount of props on motor Total weight of props (ton) Weight Motor (ton) Max RPM optimal Angle of attack Planet Lift (kN/prop) Total lift (kN) Lift/total weight motor + rotors (kN/ton) Heli S-Type 8 1.44 2,2 440 5 Kerbin 270 2160 593 Heli S- type 4 0.72 2.2 445 8 Kerbin 335 1340 459 Heli S- type 2 0.36 2.2 450 8 Kerbin 346 692 270 Propeller S type 8 0.96 2,2 460 82 Kerbin 34 272 86 R-25 fan 8 0.96 2,2 460 84 Kerbin 37 296 94 Heli S-type 8 1.44 2,2 253 5 Eve 403 3224 886 R-25-fan 8 0.96 2,2 450 84 Eve 163 1304 413 Heli S-type 6 1.08 2,2 253 3 Eve 500 3000+ 915 Heli S-type 4 0.72 2,2 418 3 Eve 700 2800 959 Heli S-type 2 0.36 2,2 450 3 Eve 1100 2200 859 I changed the angle of attack to find the optimum angle at which most lift was created. From these short tests, I found that the Heli S-type blades performed the best when you look at lift per weight ratio. I also tested if less rotors would yield in better performance on either Kerbin or Eve. From what I’ve measured I could state that: 1. On kerbin 8 Type S Helicopter blades performed better than less blades 2. On Eve, the optimum lift/ton motor+rotors weight seems to be 4 rotos per large motor Discussion One of the things I wanted to find out If I could calculate the maximum weight a certain setup would be able to lift. From what I’ve conducted. It’s fairly easy to calculate: m = max mass (in tonnes) = F * G F = Lift (kN) G= gravitational force ( 9,81 for kerbin, and 16,5 on Eve). For a two motor helicopter with 4 large helicopter type s blades per motor, this would mean that it could carry: 2800kN / 16,5 m/s^2 * 2 motor with 4 props = ~336 tonnes I tested this and It seems to check out. I also wondered if I could translate tests on kerbin to match the results on Eve. It seems that the there is a correlation between air density, RPM and lift on Kerbin. However, the maximum amount of RPM is different on Eve, compared to kerbin, so I think I need to add torque and drag into the equation for this. I didn’t have time to work this out though. Btw, this was a very flawed study and many additional tests need to be done before any hard conclusion can be made. Several things come to mind: - Does the lift vary with different vertical velocities (anything else than 0 m/s)? - Does the optimum angle of attack vary as the density changes (it does) - What is the effect of the angle of the ship on the optimal angle of attack of the blades - Etc.. Anywho… It was a nice experiment. I’m now able to calculate how many rotors I need to carry a certain payload.
  6. Hullo fellow modders, Wondering whether anyone knows how to do this (or if it's even possible without a plugin). I've got an experiment configuration which I want to be biome-aware in the following sitiuations: * Landed or splashed * Flying low on bodies with an atmosphere * In space low on bodies without an atmosphere All other situations should count as a single biome. I don't think it's possible using the situationMask and biomeMask parameters but hope to be pleasantly surprised. Cheers, - Micha.
  7. I installed the Galileo Planet Pack, but all the experiments in every biome give only the default "You record crew's assessment of the situation" -style results. As far as I know the mod should have unique logs for experiments in different planets, so how can I get them to show in my game? Edit: Turns out the custom science reports have been temporarily disabled in the current version of GPP, so this question has been answered for now.
  8. So, I accepted a mission called "Help a scientist perform experiments at Minmus's Lesser Flats" involving taking a scientist to a marked position and then doing certain science experiments. One of the experiments is "Experiment: Plant growth study" but I have no idea how to run this experiment. There are no science parts in the VAB which allows this kind of science. I downloaded the Station Science add on and tried taking the plant study module to the site along with a lab and accumulating Eurekas and all that stuff to run the experiment. Still it doesn't work. Can anyone help please.
  9. I have an acquaintance who is really pushing hard for a gravity experiment to get real evidence of the interior solution for gravity. I don't fully understand everything about the work though it's laid out plain enough in his papers. My intent is to create a mod that can simulate the experiment in KSP. I haven't modded KSP or any other game for that matter. How difficult would this be to learn and any good pointers on what utilities or software? I'm imagining right now a Kopernicus mod that added a planet with a hole in it and then drop... a ship through? Does anyone who can interpret physics tell me how gravity is calculated in KSP? Compared to what we may (or may not!) know about reality? Your insight is appreciated ...
  10. I've done a bit of coding with work and thought I might try my hand at making a small mod regarding science. One thing I can't work out is if the function behind the "Store experiments" process for a Kerbal on EVA is an all or nothing process? I'm looking to hide the existing "Store Experiments" button and replace with a process of my own making. I figure this part should be fairly straight forward (at least I 'think' it should be) My question to the KSP coding community is: Can the experiment storage function be made to use filters so it only stores certain experiments? Alternatively, do you think it's possible to create a replacement process that does the filter specifics that I'm looking for as well as hide the stock "Store experiments" button? Example Scenario: Kerbal EVA's from command module Kerbal on EVA uses button "Take Data (15)" to grab all experiments from command module Kerbal on EVA uses 'custom' button to "Store Crew Reports(2)" This isn't the mod, but being able to filter the science reports when storing them upon returning from EVA is something I'd like to do for my idea to work. If not, my backup is to resort to a workaround post EVA, and have a function to move the specific experiments from one ScienceContainer to another within the same ship - I've seen 2-3 mods that already do a variety of that so I know that's possible.
  11. Hey guys! I have a contract to "Do an experiment on your Station around Duna then return the experiment to Kerbin". But there seems to be no way to take the experiment as you can usually do when you EVA (right click --> take data/experiment), even when the research is finished (data dropped to 0). Does anybody know how to do this?
  12. I think it would be interesting to add diferent situations for different latitudes and times of the day for the thermometer experiment. Temperatures in Mars change drastically from pole to equator and night to day, that should be apllied to Duna too (specially to latitudes, just look at the poles of Duna, they're full of ice). I've just landed a probe in Duna, i used the 2HOT Thermometer to log the temperature, transmitted it and got the science. I was taking some screenshots during the dunian night and i had this idea, i tested it and got 0 science. Honestly, i was a bit disappointed. So, what do you guys think? Btw, here is one of the screenshots it took:
  13. Second version of my VTOL. Bigger, 2 more engines and landing struts. http://www./?86vzvej8bk9q5t7
×
×
  • Create New...