• Kerbal Space Program Jebruary Edition
    10,003 replies, posted
[QUOTE=brainmaster;37488400]With physx, it's currently impossible. I'm assuming you mean gravity that is constantly there, so you can have Lagrangian points and such?[/QUOTE] Yes, naturally it'd make things quite a bit more complicated, but you could still split the flight path into segments (blue=current most significant body of influence, orange=future body, etc) like it is now based on which body would would have the single greatest force vector magnitude at various points along the inertial trajectory.
[QUOTE=pip12345;37487564]What mods did you use?[/QUOTE] For the rocket I used Nova Punch 3m decoupler, 1m M50 scaled 2x and adjusted for half of the Saturn 5 first stage flight profile (seps at 1km/s @ 60km at around 150 seconds). It also uses edited standard engines with modified thrust and ISP to vaguely match the second stage flight profile. It can get you to around escape velocity, intended for interplanetary missions. Then for the parts it uses Kerpollo 3rd stage (inc fairing), 1-2 staging decoupler, and 2-3 decoupler. I scaled 2.5x to match the 6 meter KW 3x6 meter tank scaled 2x, as well as the Novapunch 3m short stage scaled 2x. The engine plate is also scaled 2x, the 5 engine one that is spaced out a little. I used the aus pack for the 2nd stage engine mount, adding the 5 engine cluster plate from nova punch where those modified LVT engines are placed. Scaled 2x as well. I also used KOSMOS for crucial flight components such as RCS tanks, CM-LM assembly, and the struts. I forget where the launch escape tower was from, but can't be too hard to find it. The KOSMOS station parts fits well on the top of the unmanned 2 meter CM. I think that's everything. It's difficult to fly, it weighs over 500 tonnes on the pad if you scaled it correctly. The real Saturn 5's diameter is 10.1 meters, which makes this rocket more than half as big.. it's bigger than the VAB, i'm not sure how they managed to get it out. If you don't put enough launch clamps the rocket will collapse on itself. In flight it is mostly rigid, though due to its size it faces a higher "dynamic pressure" (not to imply it is simulated properly) than most rockets. I found myself actually throttling down at 12-15km through 300-500 m/s because it often shakes violently. Acceleration reaches around 4-4.2g's near engine cutoff, which sometimes can put great stress on the vehicle. I'm trying to get around this, I'm looking into that engine switch mod so I can cut off the inboard engine at 3.5g to slow acceleration, it may improve stability. The other stages aren't really special, so I'm not going to elaborate on those but otherwise that should be enough for anybody to make their own using edited parts. Once you get it flying it looks terrific.. I put cameras all over. Just make sure you edit most parts, including the cameras since the vibrations can sometimes shake things attached to lower stages off or even make them explode. Oh yeah, and you'll need at least 20+ heavy duty struts to keep the thing from exploding at 4gs or crushing under its own weight. I personally make mine bottom up: test the first and second stages, then add the 3rd stage with your lander or payload. A stable and controllable 1st and 2nd stage is absolutely essential, without that you may find it impossible to launch it with the payload. It can get 80 tonnes to the moon, counting the 3rd stage. It doesn't kill the game, it is still very balanced. Even though you can take this outside Kerbin's SOI, a mun setup works just fine. The second stage is key, the real saturn 5's 1st stage seps at around 2km, which is the usual orbital velocity for kerbin. My second stage gives about 2-2.5 km/s depending on how the launch went. The real one pushes it to nearly 7km/s, which is enough to fly you out of the sun's SOI in KSP, so a realistic second stage just isn't balanced. I'll grab some telemetry data tomorrow to illustrate the launch sequence & acceleration if anybody wants.
[QUOTE=jordguitar;37487032]fuck effects full blown re-entry heat with the effects so we can put huge stations in orbit and re-create the mir deorbit. this is non negotiable [IMG]https://dl.dropbox.com/u/3664177/emot-colbert.gif[/IMG][/QUOTE] Not gonna lie, I like everything about this. [media]http://www.youtube.com/watch?v=fVQd9Ejkbiw[/media] SO COOOL
[QUOTE=mblunk;37488607]Yes, naturally it'd make things quite a bit more complicated, but you could still split the flight path into segments (blue=current most significant body of influence, orange=future body, etc) like it is now based on which body would would have the single greatest force vector magnitude at various points along the inertial trajectory.[/QUOTE] Simulating the effects of multiple bodies' gravitational pull on a ship is quite simple to achieve by stepping through the forces. Currently the patched conics system doesn't just mean they can fancily colour the flight path and only consider one force vector - it allows them to numerically solve for future positions. It is what allows them to draw the flight path very easily and accurately, as well as let you timewarp without forcing your CPU under any more strain (as would happen if you sped up the stepping method). It also allows for all the "on rails" orbiting (as well as letting these so easily time warp as well with little extra overhead) This means that if they wanted to (I've heard it mentioned), they could allow you to simply click at a point on your trajectory and have you skip forward through time to that point. Now personally while this is a very sleek solution, I'd be neat to have Lagrange points and such. The stepped solution could be used if something like an RK4 integrator was implemented, which, as a Youtube video I can't dig up showed, allows for simulations at very high warp rates with minimal overhead. If that could be coupled with the on-rails system for planets and debris, it'd be a great solution, but I haven't seen any word from SQUAD on RK4 implementations or whatever.
Hey Pelf, do you plan on texturing/finishing/doinganythingmorewith the Interplanetary Probe parts? Because if now, you really, really, really should. Because I would love you.
I plan on it, yes. I'll try making some textures now I guess. [editline]1st September 2012[/editline] And I need to rotate meshes and make a decoupler for it.
[QUOTE=Pelf;37499307]I plan on it, yes. I'll try making some textures now I guess. [editline]1st September 2012[/editline] And I need to rotate meshes and make a decoupler for it.[/QUOTE] Perhaps make the heatshield a decoupler as well?
With my kind of re-entry skills I'd have to build my ship out of heatshields and iceblocks.
[QUOTE=Dacheet;37499529]Perhaps make the heatshield a decoupler as well?[/QUOTE] The idea was to make a probe that's like the smaller of the [url=http://en.wikipedia.org/wiki/Pioneer_Venus#Pioneer_Venus_Multiprobe]pioneer venus probes[/url]. I'll look into making one that opens up exposing the instrument ball.
Does anyone have any designs for unmanned probes to use for getting info on other planets? I saw someone use an RCS tank with a mechjeb mod on it, but that didn't work for me.
I would really like probes like Viking and Phoenix.
[QUOTE=OvB;37500303]I would really like probes like Viking and Phoenix.[/QUOTE] I plan on making something like that too at some point, maybe when I finish the probes.
[t]http://puu.sh/116W2[/t] [I]It was only at the edge of the stratosphere that the Kerbals discovered their fatal design flaw.[/I]
Just made this little guy: [img]http://i.imgur.com/igute.png[/img] [img]http://i.imgur.com/98IIZ.png[/img] [img]http://i.imgur.com/kN8Id.png[/img] [img]http://i.imgur.com/NnfJZ.png[/img] [img]http://i.imgur.com/qGYB0.png[/img] I wonder if there will be cool looking supersonic parachutes in the new update.
[QUOTE=Sgt-NiallR;37500265]Does anyone have any designs for unmanned probes to use for getting info on other planets? I saw someone use an RCS tank with a mechjeb mod on it, but that didn't work for me.[/QUOTE] Try a different mechjeb part? It's supposed to work, I've seen it done in multiple videos. Was the person you saw with the RCS probe Scott Manley, btw?
[QUOTE=yawmwen;37500862]Try a different mechjeb part? It's supposed to work, I've seen it done in multiple videos. Was the person you saw with the RCS probe Scott Manley, btw?[/QUOTE] it was indeed.
I just used the solar panel from the Prometheus Solar Rover on my probe above, just fyi. It would probably work exactly the same with a mechjeb, but I never use mechjeb. I like to fly things myself.
[QUOTE=yawmwen;37500862]Try a different mechjeb part? It's supposed to work, I've seen it done in multiple videos. Was the person you saw with the RCS probe Scott Manley, btw?[/QUOTE] I've tried both the stackable module and the radial parts, but neither work for some reason. This is getting pretty irritating.
[QUOTE=Sgt-NiallR;37500965]I've tried both the stackable module and the radial parts, but neither work for some reason. This is getting pretty irritating.[/QUOTE] I think Mechjeb breaks if you decouple it from above the pod, at least from my experience.
[QUOTE=Sgt-NiallR;37500865]it was indeed.[/QUOTE] He's my favorite KSP youtuber. I normally hate videos but Scott Manley is incredibly intelligent and compelling to watch when he is doing his crazy maneuvers and missions on KSP. [QUOTE=OvB;37500926]I just used the solar panel from the Prometheus Solar Rover on my probe above, just fyi. It would probably work exactly the same with a mechjeb, but I never use mechjeb. I like to fly things myself.[/QUOTE] I never go without a mechjeb at the very least because it provides a shitload of useful information. I can see my orbital period, apogee/perigee altitude, asl/true altitude, horizontal velocity, vertical velocity etc. The horizontal velocity and true altitude are incredibly helpful while landing.
[quote]it's just a problem in the current Mechjeb version. It worked fine before on 1.9 and will work again in an upcoming release.[/quote] [editline]1st September 2012[/editline] automerge :argh:
god damn the dirt in this game makes me so fucking mad ok so i'm doing a landing of my first successful ripoff of virgin galactic's spaceship two and then my extended landing gears slowly sink into the ground and my ship explodes [IMG]http://t1.gstatic.com/images?q=tbn:ANd9GcQD5tjvDA_Kq3BmD9C6nN-FXG1dhHFVpfc2bmMXbJChcFA9XYMf&t=1[/IMG]
Sillisko just posted this: [img]http://i.imgur.com/OQGCp.jpg[/img]
so please upload your ripeoffe of virgin galactics spaceship two please
[QUOTE=Nutt007;37502790]Sillisko just posted this: [img]http://i.imgur.com/OQGCp.jpg[/img][/QUOTE] Are those mods? If they're future stock parts then yes please oh my god I can't wait for this update.
That is [I]amazing[/I].
[QUOTE=OvB;37503051]Are those mods? If they're future stock parts then yes please oh my god I can't wait for this update.[/QUOTE] Those are Sillisko's old mods. BACE and Probodobodyne. [url]http://kerbalspaceprogram.com/forum/showthread.php/12237-Silisko-Industries-Addon-Development-Thread-2[/url]
If he's using those parts in an official screenshot I think they are likely to be included in 0.17. "Here's a screenshot of 0.17 but you can't use the parts you're seeing unless you download this mod on our forum."
Oh god I can't wait for 0.17 oh god oh god
[QUOTE=wootmonster;37503170]If he's using those parts in an official screenshot I think they are likely to be included in 0.17. "Here's a screenshot of 0.17 but you can't use the parts you're seeing unless you download this mod on our forum."[/QUOTE] Yeah that's why he used MuMech attached cameras and Lionhead Aerospace
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