• Kerbal Space Program Jebruary Edition
    10,003 replies, posted
I'm apparently super-efficent when it comes to rocket building. Launching 4 satellites into LKO only costs me about 108 tons in launch vehicle. v :v: v
[QUOTE=Chubbs;37443994]Isn't it: v(t) = V(0) [B]*[/B] a(t) [/QUOTE] No, the function of v is derived by integrating the change of v aka the acceleration and since it's a definite integral it looks like that. [IMG]http://upload.wikimedia.org/math/8/1/9/819ac78e8461a8a9c55f3f845e577620.png[/IMG] Edit: I did one thing wrong, and it was writing a(t), it should be a*t. Perhaps you thought of that.
[QUOTE=Swebonny;37445252]No, the function of v is derived by integrating the change of v aka the acceleration and since it's a definite integral it looks like that. [img]http://upload.wikimedia.org/math/8/1/9/819ac78e8461a8a9c55f3f845e577620.png[/img][/QUOTE] Some of those words I understand.
[QUOTE=Swebonny;37445252]No, the function of v is derived by integrating the change of v aka the acceleration and since it's a definite integral it looks like that. [IMG]http://upload.wikimedia.org/math/8/1/9/819ac78e8461a8a9c55f3f845e577620.png[/IMG] Edit: I did one thing wrong, and it was writing a(t), it should be a*t. Perhaps you thought of that.[/QUOTE] Wow.
[url=http://postimage.org/image/udnr02mop/full/][img]http://s12.postimage.org/7c75ubn19/KSP_2012_08_27_15_44_01_28.png[/img][/url] I hope they're not too much like the Sim City 4 advisers. edit: those little specks near the launch pads are astronauts.. I think they're a little too close
[QUOTE=Swebonny;37445252]No, the function of v is derived by integrating the change of v aka the acceleration and since it's a definite integral it looks like that. [IMG]http://upload.wikimedia.org/math/8/1/9/819ac78e8461a8a9c55f3f845e577620.png[/IMG] Edit: I did one thing wrong, and it was writing a(t), it should be a*t. Perhaps you thought of that.[/QUOTE] While correct, you're making things a lot more complicated than they need to be; you could just explain that final velocity is equal to initial velocity [b]plus[/b] acceleration multiplied by elapsed time, which is a fancy way of saying "additional speed." One sentence. It just wouldn't make sense to [b]multiply[/b] initial speed with the delta as he suggested. And with this, since acceleration and force are directly related (while mass is a constant, unless you're shedding stages), constant applied force = constant acceleration = constant rate of change of speed.
I did it in my first post, I just wanted to show how it was derived :v: It's wicked how high velocities you can reach under constant acceleration. I mean 0.1 m / s^2 doesn't sound much, but after only a year it becomes 3180 kilometers per second.
I made a really efficient lander/launch vehicle. It feels a bit cheaty but I'm not sure if it is. Around 4500L of fuel, 2m command pod. 3 130 thrust engines. It can reach the Mun on its own.
[QUOTE=Crash15;37432276]Does anybody have links to fixed cameras mod and that spotlight mod?[/QUOTE]
[QUOTE=Rapist;37446646]I made a really efficient lander/launch vehicle. It feels a bit cheaty but I'm not sure if it is. Around 4500L of fuel, 2m command pod. 3 130 thrust engines. It can reach the Mun on its own.[/QUOTE] Did you use any mods or pull some .cfg altering shenanigans? Also: From the creators of HAMS: the Heavy Atmospheric Movement System comes the G-130 (Ghetto-360 flip flop around nope): [IMG]http://cloud.steampowered.com/ugc/559825079510167253/E86E5A49846AA98C3785357F9CA73EB7894658F9/[/IMG] [IMG]http://cloud-2.steampowered.com/ugc/559825079510169210/2C3E526F764EDD7A8DFD6F12D6F8C4A00600CA06/[/IMG]
holy shit.. can you upload that? I'd love to fly it myself, it looks really cool.
I am legitimately surprised some of you caught my Andy Griffith reference...
[QUOTE=fox '09;37446970]holy shit.. can you upload that? I'd love to fly it myself, it looks really cool.[/QUOTE] Believe it or not that was the FIRST SUBVERSION that I've worked on for this project, it was preceded by about 50+ test flights of similar craft that all fucked up, but that was the first version that worked. It worked surprisingly well at that, too. However, it still needs A LOT of work, mainly a bit more lift, re-positioning of the landing gear so they don't look out of place, and more fuel needs to be fit in somewhere. If you want I can still upload this version, or wait a day or so and I'll upload the final version of the basic variant?
I could never manage to do the engines-under-the-wings deal. It always made my craft flip around
Apparently 1 jet engine isn't enough for a small plane.
[QUOTE=Dacheet;37443698]I have no idea how to make big payloads to put into orbit. All of my satellites are really small and like 2 tons. I don't really see a need to make giant satellites and stuff.[/QUOTE] My combined payload mass is pretty huge. But at the moment I'm trying to get a com satellite into orbit around them Mun and then rover to the surface using a skycrane. So much weight
[QUOTE=Swebonny;37446114]I did it in my first post, I just wanted to show how it was derived :v: It's wicked how high velocities you can reach under constant acceleration. I mean 0.1 m / s^2 doesn't sound much, but after only a year it becomes 3180 kilometers per second.[/QUOTE] Well, I guess if you could calculate the time it would take you to get halfway to the destination, times it by two, work out where the planet is gonna be after that time, and then aim for that point, constant acceleration is feasible. Only all of that is really difficult. :v:
[QUOTE=Zerohe;37446876]Did you use any mods or pull some .cfg altering shenanigans? [/QUOTE] Yeah, NovaPunch engines and 1m fuel tanks from some other mod, they were 540is each.
[QUOTE=Maloof?;37447401]My combined payload mass is pretty huge. But at the moment I'm trying to get a com satellite into orbit around them Mun and then rover to the surface using a skycrane. So much weight[/QUOTE] You just gave me an idea for a Cassini-Huygens Munar probe. Thank you!
Okay, let me say that I love Gene Kranz. I mean, I would have his space babies. It's really the only way my kids would have a fully grown backbone before any other functioning organ. However, Why is he smiling? Gene never smiles. I watched the Failure is Not an Option documentary. He started to smile and then seven camera men and a producer died in an unexplained explosion. The only time he should ever smile is if Jeb is screaming like a little girl. And it should only be a tiny smile that may be confused as a twitch.
MechJeb apparently doesn't like being released from above. This sort of establishes a problem, as that the only way for my probe to be released. [editline]28th August 2012[/editline] [quote]Om-nom-nomenclature Rate this Entry 19 Comments by NovaSilisko , Yesterday at 23:39 (288 Views) So, after nearly 5 hours of discussion, the planet names have been settled! Original Name: New Name, Adjective LavaPlanet: Moho, Mohonan or Mohonian CloudyPlanet: Eve, Evotian Gilly: still Gilly, Gillian DesertPlanet: Duna, Dunan or Dunian DesertPlanetMoon: Ike, Iketian GasPlanet1: Jool, Joovan OceanMoon: Laythe, Laytherian IceMoon: Vall, Vallestrial RockyMoon: Tylo, Tylosan Bop: still Bop, Bopian (The adjectives are my own creation so don't feel obliged to use them )[/quote]
Landed on the Mun for the first time in forever without the auto tools in MechJeb! (thought smart a.s.s. came in handy for circularizing.) [img]http://i.imm.io/CpyB.png[/img]
I, uh... I tried to make a front-circular-engine-bank-propelled dragster that also happened to fly. Halfway down the runway, the engines would burn through the wings, the craft would begin to spiral, explode, and the wings would fly off back to wherever they came from.
I have never successfully pulled off orbital rendezvous. [t]http://puu.sh/ZRyL[/t] Now I [B]have[/B] to. [B]Around Minmus.[/B] :suicide:
Has anybody escaped the System yet? I'm thinking of actually using my Kerbin-orbiting refuelling depots and trying to get a ship out of the Sun's gravity using stock engines/fuel tanks
Alrighty folks text dump incoming! First of all Kerbalnet is getting seriously close to completion, I know we have been a bit silent about it for some time now but I assure you it isn't dead and is in fact quite the opposite. As a result we now have a tidy (and secure) database for KSP mods, soon we will be asking some of the developers here to run through the system and set up their mods on it (<3) but before that can be done there are a few minor issues that are yet to be resolved so hold up! Due to the fact the back end is around 95% completed and the front end around 80% we have a little opportunity of extra feature implementation so I'm going to list of some idea's I have and you tell me if you like them (and if you have any others). [B]-[/B]Mods are currently rated by green and red thumbs and once a mod reaches a certain level of popularity the author is given a blog to publish whatever they like (regarding the mod or otherwise), this blog would be easily accessible from all of the user's mod pages. [B]-[/B]Mod following, a user can select to follow a mod and be identified when a new version is released. [B]-[/B]Ability to add (one or more) youtube/vimeo video's to a mod page. [B]-[/B]Featured mods are chosen by popularity rather than the admins (Shoar and myself atm) [B]-[/B]Mod's can currently be put into pre-determined categories but can also be tagged in categories that the user specifies. This could lead to having the top X many user generated categories being displayed with the pre-determined categories. [B]-[/B]An api for other web developers to fetch mod information and user information for use in plugins or whatever you can think of. I think that about covers it c:
[QUOTE=Maloof?;37450725]Has anybody escaped the System yet? I'm thinking of actually using my Kerbin-orbiting refuelling depots and trying to get a ship out of the Sun's gravity using stock engines/fuel tanks[/QUOTE] Yep, I did it with stock parts, it's not that hard. Just be sure to launch at sunrise, so you're basically burning prograde throughout your flight.
so categories kinda like wallbase? (and i expect a snarky remark about me somewhere on kerbalnet)
[QUOTE=LordCrypto;37450796]so categories kinda like wallbase?[/QUOTE] Yeah that's what I was thinking, you will have the default ones and then categories that act more like tags than anything else but it would avoid having to implement actual tags as well. [QUOTE=LordCrypto;37450796](and i expect a snarky remark about me somewhere on kerbalnet)[/QUOTE] It'll be there. [editline]asd[/editline] This is the final uncompleted page (which is about 80% on the front end and 30% on the back end, I expect to have it finished later tonight). It's the edit mod page if you didn't figure it out already. [img]http://puu.sh/ZS9m[/img] As you can see there are 3 sets of tags on your mod, each with a variety of meanings. Recommended mods appear as "author recommendations" on the mod page, similar to people who got this also got X,Y and Z. The Required mods is exactly as it sounds it makes a notification above the download button saying this mod requires other mods. Finally is the category tags which is what we were talking about, in this situation the tags are using the existing pre-defined tags but there is nothing to stop you from making up a tag of your own (and supports spaces).
I like the following mechanic, and the up/down vote possible idea, dunno. if a mod gets really downvoted, hide from general browsing [editline]28th August 2012[/editline] IE you have to search "terrible mod" to see it, otherwise it doesn't show up on the homepage. [editline]28th August 2012[/editline] "404 not found. [sub]are you trying to pull a leet hax like lordcrypto[/sub]"
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