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Found 3 results

  1. Just thought I'd share a bit of spirit with everyone! How's your year been? Did you celebrate much? Or did you stay at home and watch other people have fun on TV like me?
  2. This year system uses the decimal clock, 10 kiloseconds in one day... It also uses Greek and Spanish for the names. Months: Eniember Diember Triember Tetrember Pentember Hexember Heptember Octember Enniember December Endecember Dodecember All of these months have 30 days, and use the following days of the week: Solday Lunaday Miercuday Venuday Terriday Marday Jupiteday Saturday Uranoday Neptoday There is 36 weeks in a year, and there is one extra month, that has 4 days, diferent from the posterior: Extrember And it has the following days: Ceriday Pluday Makemaday Sedniday I hope you liked this!
  3. I've been working on an orrery for the Kerbol system and I've run into a couple of issues with regard to the length of Kerbin's year. Using values from the wiki and extracted from the game (suppposedly) using HyperEdit, I've managed to calculate this year length: Parameter Symbol Value Source Gravitational Constant G 6.67408 ∙ 10-11 m3/(kg ∙ s2) From patch notes Acceleration at Kerbin SL g0 9.80665 m/s2 From patch notes Acceleration at Sun surface (in g’s) gS,g 1.7462500333786 ∙ g0 Extracted with HyperEdit Acceleration at Sun surface (m/s2) gs 17.1248629 m/s2 gs,g ∙ g0 Radius of Sun rs 2.616 ∙ 108 m From wiki / verified in game Sun gravitational constant GMs 1.171932456926 ∙ 1018 m3/s2 gs = GMs/rs2 Kerbin SMA rk 13599840256 m Extracted with HyperEdit Kerbin orbital period Tk 9205116.471 s T = 2π√(rk3/GMs) This works out to a Kerbin year of 426 d, 0 h, 58 m, 36.471 s. And there are two problems with this value. First, I can't replicate this in-game. I placed a satellite into a 13599840256 m orbit around the Sun using the debug menu orbit editor and compared the apoapsis and periapsis of this orbit, and I get a difference of 213 d, 0h, 16 m, for an orbit of 426 d, 0 h, 32 m. You'll notice my math gives a different result by some 27 minutes, give or take a minute (.0173%). This may not seem like much, but given the precision needed for successful small-body encounters in KSP, accuracy to the game's physics is key. So one of two things is happening: either my math is wrong or the values I'm using for my calculations are. Please check my math, and if anyone knows any methods to determine these values correctly, I'm all ears. Second, you'll notice this isn't an integral number of days, no matter which one is used. So, like Earth, there should be leap years. Given my math above, the sequence would be one extra day every six years, except for the 258th year of each cycle (like how on Earth we have one extra day every four years EXCEPT for years divisible by 100 (like 1900) UNLESS it's also divisible by 400 (like 2000)). But given the year length in-game is a little more than 426 d 1/2 h, it would be one extra day every 12 years, except on the 180th year of the cycle. Or something odd like that. But I've timewarped for 15 years and saw no evidence of a leap day in any of those years. Does the game simply do 426-day years and let the "new year" point drift backward by 1/2 hour each year? Now, I do understand that the math as it is now is going to be dang close. However, objects in-game are moving faster than in my model. I'd like to be able to plot user-defined trajectories as well as the planet positions, and if the orbital motions are off by even a small amount, the data the tool gives about encounters is going to be bad information. Plus I'm a little obsessive about accuracy. Either way, I'd like to avoid this kind of error if I can. Thanks in advance for your help!
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