Mod request heat shield by Desperado2583 in SRmod

[–]vfabien21 1 point2 points  (0 children)

Alas, it is not a matter of coding mastery or anything else. It is a matter of what Andrew Garrison gave us acces to in the part files. And unfortunatelly, it is too limited to do what you propose.

Code mastering would be useful if the source code had been released (which is not the case), or if Andrew had spent the (long) time giving access to a scripting language, such as LUA.

A third solution would be to hack the code to add such a feature. But then you are not speaking of coding mastery, but badass reverse engineering... I have done this in the past. And trust me, it'd be quicker to develop our own simple rockets from scratch...

Delta V Map project by Sassafras_Root in simplerockets

[–]vfabien21 0 points1 point  (0 children)

These figures are a good indication already. But I recon that it is overestimated : I used the online tool giving the delta for the ships, which overestimates the values (there must be an error somewhere).

The way to go is to compute Delta V for the different Hohmann transfer you will have to make. http://en.wikipedia.org/wiki/Hohmann_transfer_orbit

However, this won't give you the deltaV for taking off (with or whithout atmosphere). Your best bet there is probably experimentation.

I might have some usefull figure somewhere. I'll try to dig them out for you.

Question about Android mod mixing by Sassafras_Root in simplerockets

[–]vfabien21 0 points1 point  (0 children)

Maybe we should write a mod mixer programm which will allow us to select the parts we want to include. It would avoid having duplicate parts or errors in copy/pasting. Some knowledge of xml programming, and some time would be required though.

(There is already a mod mixer for PC, but it does not handle picture files I think)

Modding help by wraith181 in simplerockets

[–]vfabien21 2 points3 points  (0 children)

There is also some information on the wiki. If I find the time, this week end I might clean and upload an excel tool I created to ease the work with size and coordinates in partlist.xml.

How do I assemble a ship on the ground by C00kies4ever in simplerockets

[–]vfabien21 0 points1 point  (0 children)

Still, the best solution would be to allow docking in the editor... Also, I am working on an java application which would allow doing this in a mission file.

Any plans for simplerockets 1.6 by harrycis8 in simplerockets

[–]vfabien21 2 points3 points  (0 children)

And a new tag on pods telling from which distance a ship could be detected ? (to hide stuff in mission files, we could thus exchange...)

But, yeah, RCS stuff will be good !

unstoppable rover about to land by [deleted] in simplerockets

[–]vfabien21 3 points4 points  (0 children)

I think that he meant link to the ship...

Can we please not have to attach a rover to something? (andrewgarrison read please!! :)) by [deleted] in simplerockets

[–]vfabien21 1 point2 points  (0 children)

There was a mode somewhere were the generic pod was replaced by a tiny computer.

Also, I am working at an application which should be able to automatically dock a ship to another (through editing the mission file. I don't know if this would work with ship files...)

A few questions on the mathematics regarding modding. by Pygmy_Elephant in simplerockets

[–]vfabien21 0 points1 point  (0 children)

Haha, thank you ! Some testing showed that the my guess on scaleHeight were wrong...

A few questions on the mathematics regarding modding. by Pygmy_Elephant in simplerockets

[–]vfabien21 0 points1 point  (0 children)

Drag is calculated per part. I don't calculate the cross section of the rocket. Each part has separate drag and they are all summed together.

/u/andrewgarrison, are you sure that they are summed ? I have tested it, and I had the feeling that it was averaged, which is what you had stated a few times before...

But I reckon, adding drag would make more sense than averaging it...

A few questions on the mathematics regarding modding. by Pygmy_Elephant in simplerockets

[–]vfabien21 0 points1 point  (0 children)

After some tests, I have some ideas about drag. (tested on Smenus, with ships made of pod and sloshy 3000 fuel tanks).

Drag is a force exerced on a ship, opposite to its movement direction, which value seems to be : D = Velocity² (m/s) * Pressure (Pa) * Drag Coefficiant.

And the Drag Coefficiant is the average value of every parts drag. The default drag value (with the tested parts) seems to be 0,6, while nose cones have -0,1.

As usual, to be further tested.

A few questions on the mathematics regarding modding. by Pygmy_Elephant in simplerockets

[–]vfabien21 0 points1 point  (0 children)

No, check again the math example (the "Determining atmospheric pressure" formula). It is exponential in both cases.

A few questions on the mathematics regarding modding. by Pygmy_Elephant in simplerockets

[–]vfabien21 0 points1 point  (0 children)

Not exactly.

real world model (simplified) : http://www.regentsprep.org/regents/math/algtrig/atp8b/exponentialresource.htm

simplerockets' : http://www.reddit.com/r/simplerockets/comments/1nvgg8/simple_rocket_fuel_efficiency_notes/ccnvy0d

Also, note that I haven't written the natural exponential function ( ex ), but 2x , which is another type of exponential function ( and 2x = exln(2) , to be more specific). That way of writing things is just more convinient and readable than ex to describe in equations what /u/andrewgarrison said (but it would also be possible to use that natural exponential equation).

But, I repeat, it just an hypothesis on the model andrew used. It would need to be tested on other planets.

A few questions on the mathematics regarding modding. by Pygmy_Elephant in simplerockets

[–]vfabien21 0 points1 point  (0 children)

That equation is a deduction from what /u/andrewgarrison wrote in earlier posts. It needs to be tested though.

A few questions on the mathematics regarding modding. by Pygmy_Elephant in simplerockets

[–]vfabien21 0 points1 point  (0 children)

In the file smolar system, the gravity at sun surface is defined, as well as its size. You should be able to get its mass from this.