@TomKerbal
My guess is if Kerbal1 has the rotational 23 Degree tilt of the Earth it will have the orbital inclination of both bodies correct. If my memory serves, Moon has less than 1% rotational tilt relative to Earth because the Moon is 99% tidally locked to the Earth.
I bought Kerbal1 a long time ago and never played it. I hear of great dissatisfaction with Kerbal2. What's your opinion?
@TomKerbal
Maybe you and our friends could bump this thread by upvote to get their attention. I've tried.
But don't throw the baby out with the bath water just yet. The navigation gizmo is superior and there is a vast amount of knowledge to be had here.
The amount of fuel needed to make up for a fictious Solar system is less than 4%.
Build your ships with 4 extra % and they will still be accurate.
What I need to explore is how accurate are the Engine numbers are to reality, also dry mass and wet mass accuracy. I think these could have the greatest impact on true numbers.
I intend to make my own Apollo-Saturn just to check these numbers out. But I am sure there are people here that know these answers already. We just need to get their attention to maybe save some time by telling us what's up.
@TomKerbal Hi Tom,
What I know so far is that Juno: New Origins does not use 2 Rotational Elements, 'The Inclination of a planets Rotation', aka 'The obliquity of the ecliptic 'or 'The longitude of solar transit'.
What this means is that all the systems created in Juno: New Origins the planets have no seasons. No tropic of Cancer or tropic of Capricorn for planet Earth. All the planets have their equators pointed at the governing star all the time. Also, with 'The longitude of solar transit' not being used we never know accurately when it is supposed to be noon on any planet on any given day.
I believe the creators wanted to keep this as a fictional game because of potential issues with paranoid governmental elements that exist today. Sounds crazy, I've seen it before. I hope I am wrong.
Back to your question, I have found with Juno: New Origins' superior navigation gizmo that the inclination of your orbit really does not matter except not launching at 90 ° East you will not pick up the extra rotational momentum of the planet. The closer to the equator you launch, the greater speed you will gain from the planet's rotation.
Beside from that there is no issue on getting to the Moon even if you started with a polar orbit because any inclination will intercept the Moon's orbit twice a month.
You can launch and then accelerate time to move the moon into position so your ship will intercept. Again, this happens twice a month.
As a side note, ironically, Apollo 11, at the time of Launch, the astronauts could see the Moon directly above them at zenith. In reality KSC does intersect the Moon's orbital plane, once every 6 years, but not in Juno: New Origins. When the Moon is in its highest orbital position relative to the Earth's equator and its the 1st day of summer you get 23.43623° north, because it is solstice, plus 5.145° form the Moon's inclination. Because of the Moon's inclinical peak position you get 28.58123 degrees north as the highest latitude the Moon at zenith can be. KSC's latitude is 28.573469°. Picking the Cape as our main space port was no accident.
Now I know one of our members made a 'Vizzy in a chip' to alert the player to when his launch location was closest to the targets orbital plane, but I have not tried it yet. I will in time.
I re-did the capsule from scratch and then added the boosters needed for orbit on the first one and to the moon and back on the second one.
Try out the Capsule's RCS to control the pitch at re-entry and keep an eye on the vertical speed indicator. Sometimes sub-orbital re-entry can be the worst because of the steep angle downwards inherent.
After the 1.09 update all my capsules parachutes ceased to deploy fully because I was in the habit of attaching the Parachute, using the base style "top", inside the capsule, hidden as so I could have the docking ring on top. Now, it as if the docking port is blocking the chutes.
So, after some research, some trial and error, I found that using the base style "Side Chute" fixes this.
Also, I found that tilting the capsule up during re-entry about 20-25 degrees will rapidly decrease your vertical speed downward, which is important because if you dive down deep too fast you will just burn up.
A shallow re-entry, under 200m/s vertically, insures no burn up and that you will be slow enough to not have your chutes line break once you reach chute deployment altitude.
Installing some RCS on the capsule will help with this.
@TomKerbal I did suggest back about 4 months ago that the inclination of a target body be projected on the Earth, or whatever launch site, so when the launch vehicle crossed the projected line it was time to launch.....but alas...
@Pedro Thanks Pedro, That helps. 3/4s of my work depends on the Dragon Docking HUD.
The Dragon Docking HUD cannot obtain a selected target with this update. I do not know of any other docking tools that do work. Reverting to an older version is better than not being able to dock.
I know all this will be fixed eventually, but for now, you have given me an alternative. Thanks much.
@CloakPin
It did for me. However, now that you bring it up, I am not sure if the mod is active in career mode. I did get the warning sign when I went to launch this without the mod activated. I do believe the mod is functional in career mode and is needed.
Lob high so you come down as close to vertical as possible. Overshoot the drone ship by about 5-7 % to give you some retro fire space to slow down. Use a booster the leaves about 20 % fuel to a retro burn at about 70,000 km, which should slow you down to about 600 m/s. The top stage should be a wide base ship with landing legs spread wide with a cone fuel tank. I use 5 gnome engines, 1 larger one in the center with 4 half sized ones spread wide around the center. By tilting this ship one can steer towards the drone ship no RCS needed. The last step is to cheat and land at 1/8th speed. The rest will come with practice. Good luck.
Or try mine.. https://www.simplerockets.com/c/gYAhUT/Sea-Landing-on-Drone-Ship-Ship
In my latest endeavors I docked a large fuel stage, unmanned, behind another fuel stage attached to a habitation module also using a command module. I successfully dock.
Also docked is a CSM style capsule, manned.
I maxed out the magnetic force on all docking rings.
I launch a third ship, a refuel ship, unmanned, using a command chip, and rendezvous with the other above described docked combo.
When I get within 10 km the combo detaches all docked ships and all 4 float away from another.
At 10 km, I noticed the Sim will skip a frame, so-to-speak, to load the actual image rendering of your target appears.
Also the uncontrolled unlocking fiasco will happen if I save and then reload. Also if I use to slow-mo button.
What is happening here? Is this usual? Is there settings one must look after to prevent this? Is there any guide to show the laws of Docking parts?
Can anyone help?
I just wanted to bump this to hopefully get the community leader's attention now that this Sim has gone full release. Congrats.
This would be the next logical step to advancing the Planet Studio
to having realistic virtual representations of Celestial bodies be created.
Also, is there a way to import pic files of planetary cylindrical maps as planetary textures? jpg, bmp, png, tiff, or even gif for like Jupiter with moving atmospheric dynamics?
In this day and age, I would have to agree. I heard of a man in Scotland named McDonald who named his burger shop being sued by the McDonald's franchise. But justice prevailed in this case and the franchise lost.
Seriously though, the name change is a good one. It reflects the past and embraces the future. This is a tremendous Sim.
Yes. I already have docked 3 CSM style ships to the Station. Its the Unmanned drone re-fuel ships that bounce off the docking port.
I am actually well practiced at Docking.
On one occasion, I had no other ships docked. I brought in a the re-fuel drone, docked, started to re-fuel then is bounced right off with a recoil of 1.25 m/sec. Docked again, same thing.
I have been able to re-fuel on prior missions successfully and do a complete re-fuel, but then one or two of the other Docked ships would separate when I hit the slow-mo button.
I once was able to get two Re-fuel drones docked at the same time, but only once.
Please see my latest screen shots on my profile for a quick visual. https://steamcommunity.com/profiles/76561198064777201/
I also renamed every docking port to have their own unique name.
I wonder if there is a limit to the number on ports a ship can have?
Or if there are some ship settings that need tweaking?
Or may be I should rebuild these from scratch to eliminate any settings contradictions as I evolved these ships?
Again, any insight would be fantastic.
Cheers
P.S. Last night I did try to dock two Re-fuel drones together, one with a standard port, the other with an improved port. The two would not dock as if they did not even have the port part. Also, the standard port, when targeted, produced the docking cone imagery, but when I switched ships and targeted the one with the improved port, the docking cone would not appear. When using the ship with the improved docking ring. the docking HUD showed the docking ring to a +15.75 meters in front of the zero point when the two docking rings touched.
Exceptional. Wonderful work. I look forward to your masterpiece.
P.S. could some upvote this comment so I can upvote these kinds of projects. ;-)
+3 3 months ago@TomKerbal
My guess is if Kerbal1 has the rotational 23 Degree tilt of the Earth it will have the orbital inclination of both bodies correct. If my memory serves, Moon has less than 1% rotational tilt relative to Earth because the Moon is 99% tidally locked to the Earth.
I bought Kerbal1 a long time ago and never played it. I hear of great dissatisfaction with Kerbal2. What's your opinion?
+1 18 hours ago@TomKerbal
+1 21 hours agoMaybe you and our friends could bump this thread by upvote to get their attention. I've tried.
But don't throw the baby out with the bath water just yet. The navigation gizmo is superior and there is a vast amount of knowledge to be had here.
The amount of fuel needed to make up for a fictious Solar system is less than 4%.
Build your ships with 4 extra % and they will still be accurate.
What I need to explore is how accurate are the Engine numbers are to reality, also dry mass and wet mass accuracy. I think these could have the greatest impact on true numbers.
I intend to make my own Apollo-Saturn just to check these numbers out. But I am sure there are people here that know these answers already. We just need to get their attention to maybe save some time by telling us what's up.
@TomKerbal Hi Tom,
What I know so far is that Juno: New Origins does not use 2 Rotational Elements, 'The Inclination of a planets Rotation', aka 'The obliquity of the ecliptic 'or 'The longitude of solar transit'.
What this means is that all the systems created in Juno: New Origins the planets have no seasons. No tropic of Cancer or tropic of Capricorn for planet Earth. All the planets have their equators pointed at the governing star all the time. Also, with 'The longitude of solar transit' not being used we never know accurately when it is supposed to be noon on any planet on any given day.
I believe the creators wanted to keep this as a fictional game because of potential issues with paranoid governmental elements that exist today. Sounds crazy, I've seen it before. I hope I am wrong.
Back to your question, I have found with Juno: New Origins' superior navigation gizmo that the inclination of your orbit really does not matter except not launching at 90 ° East you will not pick up the extra rotational momentum of the planet. The closer to the equator you launch, the greater speed you will gain from the planet's rotation.
Beside from that there is no issue on getting to the Moon even if you started with a polar orbit because any inclination will intercept the Moon's orbit twice a month.
You can launch and then accelerate time to move the moon into position so your ship will intercept. Again, this happens twice a month.
As a side note, ironically, Apollo 11, at the time of Launch, the astronauts could see the Moon directly above them at zenith. In reality KSC does intersect the Moon's orbital plane, once every 6 years, but not in Juno: New Origins. When the Moon is in its highest orbital position relative to the Earth's equator and its the 1st day of summer you get 23.43623° north, because it is solstice, plus 5.145° form the Moon's inclination. Because of the Moon's inclinical peak position you get 28.58123 degrees north as the highest latitude the Moon at zenith can be. KSC's latitude is 28.573469°. Picking the Cape as our main space port was no accident.
Now I know one of our members made a 'Vizzy in a chip' to alert the player to when his launch location was closest to the targets orbital plane, but I have not tried it yet. I will in time.
+1 22 hours ago@CloakPin Thanks. The work described below inspired these two ships.
https://www.simplerockets.com/c/745kv1/Two-Stage-to-Orbit-4-Man-Crew
https://www.simplerockets.com/c/5lpT6V/To-the-Moon-Direct
I re-did the capsule from scratch and then added the boosters needed for orbit on the first one and to the moon and back on the second one.
Try out the Capsule's RCS to control the pitch at re-entry and keep an eye on the vertical speed indicator. Sometimes sub-orbital re-entry can be the worst because of the steep angle downwards inherent.
Both ships were developed for RSS 1.5.3.
+1 28 days agoAfter the 1.09 update all my capsules parachutes ceased to deploy fully because I was in the habit of attaching the Parachute, using the base style "top", inside the capsule, hidden as so I could have the docking ring on top. Now, it as if the docking port is blocking the chutes.
So, after some research, some trial and error, I found that using the base style "Side Chute" fixes this.
+1 29 days agoAlso, I found that tilting the capsule up during re-entry about 20-25 degrees will rapidly decrease your vertical speed downward, which is important because if you dive down deep too fast you will just burn up.
A shallow re-entry, under 200m/s vertically, insures no burn up and that you will be slow enough to not have your chutes line break once you reach chute deployment altitude.
Installing some RCS on the capsule will help with this.
Just have to ask and please be patient with this request, but what would be the ETA on this download?
+1 one month ago@SamTheFox
Thanks, I was afraid of that. I was hoping to nip a bit of it at Launch, even if partially. But it answered my question.
+1 4 months ago@TomKerbal I did suggest back about 4 months ago that the inclination of a target body be projected on the Earth, or whatever launch site, so when the launch vehicle crossed the projected line it was time to launch.....but alas...
9 hours agoMr. Spock's is a beauty for sure. I hope to have good look at any I can find and compare them and to http://astronautix.com/f/f-1.html as well.
16 hours agoBeautiful.
16 days agohttps://www.simplerockets.com/Forums/View/227471/Parachute-wont-Delply
28 days agoWhere would end? Tails? Furry Space Suits? Oh the pain.
one month ago@Spenzerointernational
one month agoThat would be the second one, I believe.
"Rich" Would be a good name to use.
one month agoMost Impressive. Congrats.
one month ago@Pedro Thanks Pedro, That helps. 3/4s of my work depends on the Dragon Docking HUD.
one month agoThe Dragon Docking HUD cannot obtain a selected target with this update. I do not know of any other docking tools that do work. Reverting to an older version is better than not being able to dock.
I know all this will be fixed eventually, but for now, you have given me an alternative. Thanks much.
Is there anyway to revert to the prior version?
one month agoThe Dragon Docking HUD will not use a selected target with this update. Are there any docking tools that do work?
2 months ago@Toinkove That's good news. Sounds like a fix is imminent. Thanks.
3 months ago@CloakPin
3 months agoIt did for me. However, now that you bring it up, I am not sure if the mod is active in career mode. I did get the warning sign when I went to launch this without the mod activated. I do believe the mod is functional in career mode and is needed.
Lob high so you come down as close to vertical as possible. Overshoot the drone ship by about 5-7 % to give you some retro fire space to slow down. Use a booster the leaves about 20 % fuel to a retro burn at about 70,000 km, which should slow you down to about 600 m/s. The top stage should be a wide base ship with landing legs spread wide with a cone fuel tank. I use 5 gnome engines, 1 larger one in the center with 4 half sized ones spread wide around the center. By tilting this ship one can steer towards the drone ship no RCS needed. The last step is to cheat and land at 1/8th speed. The rest will come with practice. Good luck.
Or try mine.. https://www.simplerockets.com/c/gYAhUT/Sea-Landing-on-Drone-Ship-Ship
https://steamcommunity.com/sharedfiles/filedetails/?id=2931442927
3 months agoSomebody dropped the Ball.
3 months agoIn my latest endeavors I docked a large fuel stage, unmanned, behind another fuel stage attached to a habitation module also using a command module. I successfully dock.
Also docked is a CSM style capsule, manned.
I maxed out the magnetic force on all docking rings.
I launch a third ship, a refuel ship, unmanned, using a command chip, and rendezvous with the other above described docked combo.
When I get within 10 km the combo detaches all docked ships and all 4 float away from another.
At 10 km, I noticed the Sim will skip a frame, so-to-speak, to load the actual image rendering of your target appears.
Also the uncontrolled unlocking fiasco will happen if I save and then reload. Also if I use to slow-mo button.
What is happening here? Is this usual? Is there settings one must look after to prevent this? Is there any guide to show the laws of Docking parts?
4 months agoCan anyone help?
I just wanted to bump this to hopefully get the community leader's attention now that this Sim has gone full release. Congrats.
4 months agoThis would be the next logical step to advancing the Planet Studio
to having realistic virtual representations of Celestial bodies be created.
Also, is there a way to import pic files of planetary cylindrical maps as planetary textures? jpg, bmp, png, tiff, or even gif for like Jupiter with moving atmospheric dynamics?
So far I have been able to narrow the issue down that its two ships that use a command disk instead of capsule where the docking ports bounce.
If anyone has had this issue and know of a solution, I would be grateful to hear it. :-)
4 months ago@Touhoufan
In this day and age, I would have to agree. I heard of a man in Scotland named McDonald who named his burger shop being sued by the McDonald's franchise. But justice prevailed in this case and the franchise lost.
Seriously though, the name change is a good one. It reflects the past and embraces the future. This is a tremendous Sim.
4 months agoSorry to let everyone down on their choice of name, but
'Rockets-R-us' is the way to go.
However, if that looks too Russian then use ''Spaceship Parts''.
4 months agoThank you for your response.
Yes. I already have docked 3 CSM style ships to the Station. Its the Unmanned drone re-fuel ships that bounce off the docking port.
I am actually well practiced at Docking.
On one occasion, I had no other ships docked. I brought in a the re-fuel drone, docked, started to re-fuel then is bounced right off with a recoil of 1.25 m/sec. Docked again, same thing.
I have been able to re-fuel on prior missions successfully and do a complete re-fuel, but then one or two of the other Docked ships would separate when I hit the slow-mo button.
I once was able to get two Re-fuel drones docked at the same time, but only once.
Please see my latest screen shots on my profile for a quick visual. https://steamcommunity.com/profiles/76561198064777201/
I also renamed every docking port to have their own unique name.
I wonder if there is a limit to the number on ports a ship can have?
Or if there are some ship settings that need tweaking?
Or may be I should rebuild these from scratch to eliminate any settings contradictions as I evolved these ships?
Again, any insight would be fantastic.
Cheers
P.S. Last night I did try to dock two Re-fuel drones together, one with a standard port, the other with an improved port. The two would not dock as if they did not even have the port part. Also, the standard port, when targeted, produced the docking cone imagery, but when I switched ships and targeted the one with the improved port, the docking cone would not appear. When using the ship with the improved docking ring. the docking HUD showed the docking ring to a +15.75 meters in front of the zero point when the two docking rings touched.
4 months agoWould it be much work to be able to project the orbital plane of celestial objects, such as the Moon, or Mars, onto the Earth Map sphere?
5 months ago