"Safe to say that .17 includes re-entry heat."
[editline]13th September 2012[/editline]
That's just the editor toolset that prints out debug information. The heat is a function of the atmospheric layer, not friction. Unfortunately, there will not be re-entry heat in 0.17. It's a planned feature, but I don't have a timeline on it yet. (In general we get our tasks at the beginning of an update, so even I don't know what's coming up until we have our planning meeting)
[QUOTE=C7;37649260]"Safe to say that .17 includes re-entry heat."
[editline]13th September 2012[/editline]
That's just the editor toolset that prints out debug information. The heat is a function of the atmospheric layer, not friction. Unfortunately, there will not be re-entry heat in 0.17. It's a planned feature, but I don't have a timeline on it yet. (In general we get our tasks at the beginning of an update, so even I don't know what's coming up until we have our planning meeting)[/QUOTE]
You might not know this, but when you say "Reentry heat", how realistic are we talking?
So far, the game has been fairly realistic in terms of flight in space, it isn't EASY, but it's nothing like what real astronauts deal with.
Properly simulated reentry physics would be utter hell. They'd probably be hell to program too, but that's not what I'm talking about. If you made the reentry physics even just as realistic as the current spaceflight mechanics are, the learning curve would skyrocket. I'll do a video explaining exactly what I mean, and why they're so painful.
Effects would be nice, maybe even a slight redesigning of the physics so you have the chance of burning up, but it shouldn't become a hardship.
This waiting for new planets is getting to me. Im building probes to land on planets already.
See that camera on the side? thats how im going to view the landing everytime I use a probe.
[img]http://i.imgur.com/4wAtHl.jpg[/img]
[QUOTE=Sega Saturn;37638599]
BTW: Kyle and Winstonn, I've been using a specially resized version of your PLFs on my Angaras, and they work perfectly. If we credited you guys, could we include our special sized version in the Angara pack?[/QUOTE]
Since you asked nicely and gave credit, sure knock yourself.
[QUOTE=Sgt-NiallR;37649292]You might not know this, but when you say "Reentry heat", how realistic are we talking?
So far, the game has been fairly realistic in terms of flight in space, it isn't EASY, but it's nothing like what real astronauts deal with.
Properly simulated reentry physics would be utter hell. They'd probably be hell to program too, but that's not what I'm talking about. If you made the reentry physics even just as realistic as the current spaceflight mechanics are, the learning curve would skyrocket. I'll do a video explaining exactly what I mean, and why they're so painful.
Effects would be nice, maybe even a slight redesigning of the physics so you have the chance of burning up, but it shouldn't become a hardship.[/QUOTE]
Yeah I know what you mean.
Harder than the current: Anywhere within the atmosphere with parachutes ready = safely home
But easier than: No aeronautics degree = fiery death
[QUOTE=Sgt-NiallR;37649292]You might not know this, but when you say "Reentry heat", how realistic are we talking?
So far, the game has been fairly realistic in terms of flight in space, it isn't EASY, but it's nothing like what real astronauts deal with.
Properly simulated reentry physics would be utter hell. They'd probably be hell to program too, but that's not what I'm talking about. If you made the reentry physics even just as realistic as the current spaceflight mechanics are, the learning curve would skyrocket. I'll do a video explaining exactly what I mean, and why they're so painful.
Effects would be nice, maybe even a slight redesigning of the physics so you have the chance of burning up, but it shouldn't become a hardship.[/QUOTE]
Well, that's a discussion we'll have as a team when the time comes. Its one of the things on the drawing board at this point. I suspect a full simulation would be a bit much for KSP. Re-entry is very difficult to do properly, and would greatly increase the learning curve of the game. In short, its not been decided yet. I expect we'll have a rather in depth debate over it when the time comes.
Orbiter Sim has awesome re-entry physics.
I used to like bouncing off the atmosphere
[QUOTE=Canary;37649637]Orbiter Sim has awesome re-entry physics.
I used to like bouncing off the atmosphere[/QUOTE]
I could see that being really frustrating to new players, though not as much as re-entry.
[url]http://www.youtube.com/spacelab?feature=inp-it-space[/url]
Get in.
What is is you jew?
[QUOTE=C7;37649395]Well, that's a discussion we'll have as a team when the time comes. Its one of the things on the drawing board at this point. I suspect a full simulation would be a bit much for KSP. Re-entry is very difficult to do properly, and would greatly increase the learning curve of the game. In short, its not been decided yet. I expect we'll have a rather in depth debate over it when the time comes.[/QUOTE]
I wonder if a simple "reentry" heat function can be described with one equation that takes height from surface, angle, speed and perhaps surface area into consideration would work in KSP.
[editline]13th September 2012[/editline]
Sounds fun enough to make one since I'm taking a numerical analysis class anyway.
Managed to launch my kerbal cannon into space. Got it into an arbit between 150,000km and 200,000km. only lasted 3 shots, involving 3 kerbals now orbiting the sun, then it broke apart.
Working on a new design which will stay more stable and not break apart.
Also anyone got tips on getting to mUn, i always overshoot it and never find the right way to get in line or it
[QUOTE=Oicani Gonzales;37650323]time go get pluginning[/QUOTE]
They really need a better documentation for it. It looks like it should be possible to make a re-entry heat effect by changing the temperature of each Part based on staticPressureAtm (atmospheric pressure), vel (velocity), surfaceAreas, and the rotation of its Rigidbody, but I honestly don't know much about making plugins other than setting it up.
[QUOTE=Oicani Gonzales;37650661]i know how to make a hello world
[editline]feces[/editline]
if you give me the code and detailed compiling insctructions[/QUOTE]
I know how to make custom parts, but not something that applies to parts without being a part itself. Actually, I'm not sure that you can do it without having to add a part that handles the temperatures to each rocket.
Also, from early in July:
[quote]Over the coming weeks, more documentation will become available.[/quote]
It never really happened.
Here is the Current Status on my Kerbal Space Cannon MKII
All seems to be going good...
[t]http://cloud.steampowered.com/ugc/542938391898986355/8AAAED5BDC0EAB130FDECEADB3F786C0FE4311E1/[/t]
Then suddenly, technical difficulties
[t]http://cloud-2.steampowered.com/ugc/542938391898990783/548BDD7F4AA6F50CC9976A851D7D2F63800C99C7/[/t]
[t]http://cloud.steampowered.com/ugc/542938391898982481/B5950C50DF949D93ADDC15F021F8E095BD967065/[/t]
This design has been ABORTED
There was this video of a dude who made some sort of catapult here, what was the addon used for the axle or the bit that rotates around?
Liftoff!
[IMG]http://cloud.steampowered.com/ugc/918988960757698417/A92A3DE812A0461A476357E7E581A5E87ED3AEB3/[/IMG]
Booster seperation
[IMG]http://cloud.steampowered.com/ugc/918988960757703722/67445E7F6F4CBD766C960D873C07BC73EFD8C7D2/[/IMG]
Fuel tank seperation
[IMG]http://cloud-2.steampowered.com/ugc/918988960758379395/D73F439978577D87919A1861ABA0D5A5B60192F5/[/IMG]
Rendevouz!
[IMG]http://cloud.steampowered.com/ugc/918988960758390544/E68863FAFAC599595D73EDCB0F60F12B32932977/[/IMG]
[IMG]http://cloud.steampowered.com/ugc/918988960758381479/14647A5577C964DCFF4BAFE1D6C76A0819CC6C8A/[/IMG]
[IMG]http://cloud.steampowered.com/ugc/918988960758232546/56A8D3E59AB6C93EE38A475FB20B362059DBD6B2/[/IMG]
And a succesfull landing on top of it.
[IMG]http://cloud.steampowered.com/ugc/918988960758407211/7A6F3EABEC661AEF683C590456F467EF9D430A22/[/IMG]
[IMG]http://cloud.steampowered.com/ugc/918988960758408074/B96EDD502A51EB9F0DC5F32D31D8603D095AB370/[/IMG]
[editline]13th September 2012[/editline]
The rocket worked surprisingly well too. I'm gonna use designs like this one a lot more for future missions I think.
[editline]13th September 2012[/editline]
V2 has rcs, more fuel (although it does not need more :v:, I landed with about 150 litres left), fixed kethane systems (2 controllers on 1 craft fuck it up, so I couldn't actually pump kethane out of the other craft) and a 3rd smaller engine for that extra bit of kick.
[t]http://cloud.steampowered.com/ugc/542938391900323173/94931CF0497950F5C690101E22AB3F484D63001F/[/t]
A couple of liquid fuel engines to help it get off the ground
[t]http://cloud-2.steampowered.com/ugc/542938391900317757/6D4C607DDB57BF5A317C80B8E9134E01348EE63D/[/t]
[t]http://cloud.steampowered.com/ugc/542938391900310982/1F496EF93B2723497D9F1C5544B3E3E26BF7B0D2/[/t]
Seperation of stage 1:
[t]http://cloud.steampowered.com/ugc/542938391900306893/C6D213F53B840A41C29666E2ABE83D88FB5B7857/[/t]
Notice missing wing on right side due to being hit by stage 1:
[t]http://cloud.steampowered.com/ugc/542938391900303717/1A50E3CAE656C8893E63B05475091BF057292DB1/[/t]
[t]http://cloud-2.steampowered.com/ugc/542938391900330774/28BF50FAD6D7AE29EDC499E8668CCB433788DD09/[/t]
Separation of stage 2:
[t]http://cloud.steampowered.com/ugc/542938391900314655/AE69CA76FB4BA0F2E94D5568F66529069D68A5D3/[/t]
Seperation of stage 3:
[t]http://cloud.steampowered.com/ugc/542938391900325782/E99134F45C5D81FFF706FA639A7A57B55460CF6B/[/t]
[t]http://cloud.steampowered.com/ugc/542938391900321489/E12F49F03042FF368AC58DF9C93898FAE035C608/[/t]
May i present, the kerbal Cannon IV:
[t]http://cloud-2.steampowered.com/ugc/542938391900301474/B9A7E6CD2C2F24EB70553F5070DD730FBFAD419C/[/t]
[t]http://cloud.steampowered.com/ugc/542938391900328270/F9F4C84D9E34431241FD3AED1AE0AF47D6931456/[/t]
Now, i need to get some Kerbals up there to be able to fire them
looks like I might be making some docking parts for a certain mod soon. but we will see :D Stranger things have happened.
[QUOTE=CardBoardBox;37654453]looks like I might be making some docking parts for a certain mod soon.[/QUOTE]
Damn it, CBB what can't you do
[QUOTE=Dacheet;37654495]Damn it, CBB what can't you do[/QUOTE]
Umm. Get a girlfriend (excludes getting laid) or have a normal life.. use my degree.. umm... not annoy people.... graduate from UMBC... uhhhh
texture
type
I was unwrapping a cylinder and then suddenly I got Dick rolled @__@
[IMG]https://dl.dropbox.com/u/1417259/kerbal/DickRolledby3ds%20max.png[/IMG]
Decided to try and launch a cool satellite into space.
Going good.
[t]http://s10.postimage.org/50vmo9xu1/KSP_2012_09_12_20_49_13_30.png[/t]
Alt-tabbed out for two fucking seconds! What the hell!
[t]http://s18.postimage.org/5vv4tu07b/ksp.gif[/t]
[QUOTE=CardBoardBox;37654739]I was unwrapping a cylinder and then suddenly I got Dick rolled @__@
[IMG]https://dl.dropbox.com/u/1417259/kerbal/DickRolledby3ds%20max.png[/IMG][/QUOTE]
You're doing it so wrong...you should be turned into a fucking polygon.
Lately my rockets seem to refresh every couple of seconds when under thrust, and every time that happens they contract and extend violently at the decoupulers.
Anyone else experiencing this?
I wonder what the Geostationary orbit altitude for the mun is.
[QUOTE=joshjet;37655214]I wonder what the Geostationary orbit altitude for the mun is.[/QUOTE]
I don't remember it off the top of my head, but it's greater than the Mun's SoI. There was some sort of way to get into it using Kerbin orbit but I'm not sure how again
[editline]13th September 2012[/editline]
[QUOTE=Don Merino;37655204]Lately my rockets seem to refresh every couple of seconds when under thrust, and every time that happens they contract and extend violently at the decoupulers.
Anyone else experiencing this?[/QUOTE]
I think that means you need more struts.
[QUOTE=joshjet;37655214]I wonder what the Geostationary orbit altitude for the mun is.[/QUOTE]
It's at 2,970,876 m, which is outside of its gravity well.
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