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Hummer posted:I don't think FAR will change re-entry damage, but Deadly Re-Entry will, which I also threw on. I'm loving having to deal with heat shielding, each re-entry to Kerbin after a long mission is a nail biter now. FAR wont really change re-entry dynamics much but it can lead to pieces shearing off. In stock KSP drag is applied to all the parts equally as I recall, not so in FAR. Even so it depends on the design a lot.
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# ? Apr 12, 2014 07:33 |
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# ? Apr 29, 2024 18:41 |
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3 posted:Haveblue covered how they work in game, but real-life L4 and L5 are inherently stable (given a certain m1/m2 mass ratio) and in fact have cool gravitational properties that actually draw in objects for stationkeeping; there's a reason those two are generally suggested as good places to build orbital habitats. I've have to look that up, sounds interesting.
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# ? Apr 12, 2014 07:44 |
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I can confirm that pulling asteroids is the way to go. There is one caveat: the engines must be mounted sufficiently far from the surface of the asteroid. Otherwise the asteroid blocks the exhaust and nothing happens.
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# ? Apr 12, 2014 08:57 |
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Platystemon posted:I can confirm that pulling asteroids is the way to go. There is one caveat: the engines must be mounted sufficiently far from the surface of the asteroid. Otherwise the asteroid blocks the exhaust and nothing happens. Can you just unlock the gimbal to get it pulling directly against the COM?
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# ? Apr 12, 2014 09:07 |
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Spookydonut posted:Can you just unlock the gimbal to get it pulling directly against the COM? Yep. You have to let the throttle on slowly, but once it gets going it’s stable. I set up action groups to switch the left/right/fore/aft banks of engines on for rotation, but they turned out to be unnecessary. The unlocked claw and reaction wheels were enough.
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# ? Apr 12, 2014 09:17 |
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Platystemon posted:Yep. You have to let the throttle on slowly, but once it gets going it’s stable. If somebody gets KAS working with 0.23.5, couldn't you just tow it with cables?
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# ? Apr 12, 2014 11:17 |
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Dred_furst posted:If somebody gets KAS working with 0.23.5, couldn't you just tow it with cables? Judging from the last time I tried towing something with cables, that would be hilarious.
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# ? Apr 12, 2014 11:21 |
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Dred_furst posted:If somebody gets KAS working with 0.23.5, couldn't you just tow it with cables? I'm pretty sure KAS has already been updated for 23.5. https://www.youtube.com/watch?v=2arWYu1_9CY see also: The Green Calx posted:After further testing, top Kerbals have decided that this needs further testing. Troglyfe fucked around with this message at 11:41 on Apr 12, 2014 |
# ? Apr 12, 2014 11:37 |
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To keep an object on the dark side of a planet permanently, it would need the same orbital period around the planet as the planet has around the sun. This would mean it would need to be far outside Jool's SoI, but with a low-mass inner planet it could be feasible. Asteroid in orbit around Moho?
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# ? Apr 12, 2014 12:03 |
whiteshark12 posted:To keep an object on the dark side of a planet permanently, it would need the same orbital period around the planet as the planet has around the sun. The same orbital period and the same eccentricity so that the velocity distribution of the moon resembles that of the planet and it constantly stays there. That and few other things. Edit: i spel gud cinci zoo sniper fucked around with this message at 14:36 on Apr 12, 2014 |
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# ? Apr 12, 2014 12:43 |
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whiteshark12 posted:To keep an object on the dark side of a planet permanently, it would need the same orbital period around the planet as the planet has around the sun. This would mean it would need to be far outside Jool's SoI, but with a low-mass inner planet it could be feasible. Asteroid in orbit around Moho? An orbit like that around Moho would be far outside its sphere of influence. This is probably true for all the planets.
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# ? Apr 12, 2014 14:07 |
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Spelling Mitsake posted:What time of day? Some of us Toronto area goons are going out for karaoke tomorrow evening. (9-10 EDT I think) Land in Toronto at 6:30 PM, flight leaves for Ottawa at 10:30 PM. This is what last minute planning does to you.
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# ? Apr 12, 2014 14:11 |
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Dred_furst posted:If somebody gets KAS working with 0.23.5, couldn't you just tow it with cables? I wish people would spell out and/or link mods when they gush about them, it'd be handy as all heck.
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# ? Apr 12, 2014 14:45 |
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LeJackal posted:I wish people would spell out and/or link mods when they gush about them, it'd be handy as all heck.
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# ? Apr 12, 2014 14:49 |
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http://lmgtfy.com/?q=KAS
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# ? Apr 12, 2014 15:06 |
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Who needs KAS to play with the asteroids when you can just make a catapult... https://www.youtube.com/watch?v=yeRTZ3chqNw&hd=1
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# ? Apr 12, 2014 15:06 |
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whiteshark12 posted:To keep an object on the dark side of a planet permanently, it would need the same orbital period around the planet as the planet has around the sun. This would mean it would need to be far outside Jool's SoI, but with a low-mass inner planet it could be feasible. Asteroid in orbit around Moho? Instead of having it constantly occluded by the planet, you could perhaps add a planet which is tidally locked to the sun, and composed entirely of liquid on the sunward side while the night side is frozen and solid.
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# ? Apr 12, 2014 15:09 |
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Are the asteroids themselves indestructible?
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# ? Apr 12, 2014 15:10 |
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I had the genius idea to try my had at making a Space Station a few days ago. Which was no problem got it in space and a good orbit. Well, I tried to put a 2nd part on it yesterday and dock it. Boy, was that a trial of my patience. I got the orbits to match and got them both right on top of each other, that wasn't the hard part, getting them to dock just never happened. I was looking at guide and tutorials but I still don't get it. From what I gathered you need to get the Pink "Target" reticle to line up with your main one that you move around the navball. Is this impossible if you put docking ports on the side of your ship? It seems a lot of the videos and tutorials I see they all put the docking port on the nose of the ship, opposite of their thrusters. Can I not put it on the side and just use RCS to dock sideways?
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# ? Apr 12, 2014 17:23 |
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Green Tea Erotica posted:I had the genius idea to try my had at making a Space Station a few days ago. Which was no problem got it in space and a good orbit. Sure you can. Tip: right-click the docking port and "control from here" I highly recommend Navyfish's docking port indicator. It gives you a lot more relative movement information than the navball. When you dock, you'll want to come in no faster than 1m/s for the final approach (slower if you can bear it) and as long as you're close the two ports will "magnetically" pull together and seal. Also, after selecting 'control from this location' on the port, do a few test puffs of RCS (HN, IJKL) to know how the part will handle. Unless you're in chase camera mode up/down/left/right can be a bit different from your perspective. OAquinas fucked around with this message at 18:06 on Apr 12, 2014 |
# ? Apr 12, 2014 17:29 |
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Green Tea Erotica posted:I had the genius idea to try my had at making a Space Station a few days ago. Which was no problem got it in space and a good orbit. Right click the docking port -> control from here Right click the docking port on the target ship -> set as target You can also 'cheat' to make it easy for yourself and point the docking port on both ships at each other. Once that's done you make sure your prograde marker is sitting right on top of the target marker, if it's not you'll have problems. Use the docking mode button in the bottom left, space swaps between rotation and lateral movement. Edit: Pretty sure I found a bug or the KSO solar panels are stupidly strong when deployed. Running with DRE and FAR. Spookydonut fucked around with this message at 17:32 on Apr 12, 2014 |
# ? Apr 12, 2014 17:29 |
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Green Tea Erotica posted:I had the genius idea to try my had at making a Space Station a few days ago. Which was no problem got it in space and a good orbit. • The stock pink indicator is buggy and will mislead you when you get close if the port is not installed on the nose like the ones you've seen. When you get very close, you have to align the ports by eye (or install that mod). • Switch the camera to Chase mode (press V a few times). This will make it much, much easier to figure out which way the ship will move when you press the keys.
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# ? Apr 12, 2014 17:54 |
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Dareon posted:Judging from the last time I tried towing something with cables, that would be hilarious. Yeah, towing stuff with no damping to stop oscillations (i.e. anywhere except inside a decently thick atmosphere) is just a screaming, ever-rotating disaster. As I found when I tried to make an elaborate skyhook system to place munbase modules. Works fine for dropping rovers on Duna, though. Re: docking, another "wouldn't it be nice" tweak: If when you set the target to a docking port, the target object diamond would switch to the actual port position instead of remaining at the centriod of the target vessel. Would be handy for docking at stations with many ports.
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# ? Apr 12, 2014 18:20 |
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Dareon posted:Judging from the last time I tried towing something with cables, that would be hilarious. Is it because buggy physics no one would expect or slowing down without realizing your cargo will continue to remain at the same speed behind you?
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# ? Apr 12, 2014 18:21 |
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Anybody else getting a lot of bugs this release? I've had to scrap the last 3 missions in a row due to bugs: First I got some bug where the ship appeared to get stuck on it's path on ascent, no matter how much I burned I couldn't change my speed. Second my mun rover's hull hit the ground while driving and exploded, but all of the parts stayed stuck stationary as if it still existed. Somehow this also caused Bill to get stuck to the chair, I could get out of it but not move away at all even with RCS. Finally on an asteroid intercept I got a constant 0.3 electrical discharge with no electrical components at all on the ship (bar the turned off SAS), and phantom forces that made the rocket spin out with every burn even though it was symmetrical. This was a 20 day mission and very drat annoying. I haven't installed any gameplay mods except KAS, I have no clue why these are happening now.
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# ? Apr 12, 2014 18:50 |
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I've had quite a few bugs this release as well, including the phantom force making my ship rotate for seemingly no reason when I applied thrust. I also encountered a bug where after tracking an asteroid in the tracking center, I got "stuck" on it, meaning I could not select anything else, nor could I exit the tracking center. Had to alt-tab and manually close the game process to get out of it. nvm no cake fucked around with this message at 18:59 on Apr 12, 2014 |
# ? Apr 12, 2014 18:56 |
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The Green Calx posted:I've had quite a few bugs this release as well, including the phantom force making my ship rotate for seemingly no reason when I applied thrust. Check fuel lines for the rotation bug, usually it means one tank is draining at a different rate.
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# ? Apr 12, 2014 19:01 |
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Skyl3lazer posted:Check fuel lines for the rotation bug, usually it means one tank is draining at a different rate. I know at least in my case this isn't true since I only had one engine and all fuel tanks stacked vertically. whiteshark12 fucked around with this message at 19:05 on Apr 12, 2014 |
# ? Apr 12, 2014 19:02 |
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It wasn't fuel lines. Interestingly enough, it would only happen at above 50% thrust or so. Below that, my ship would fly perfectly straight.
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# ? Apr 12, 2014 19:07 |
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If you have anything attached to radial decouplers make sure they are attached to the "center" of the decoupler. I have had phantom roll forces from SRBs that have been offset 15-30 degrees from being flat on the decoupler before.
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# ? Apr 12, 2014 19:13 |
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Zaran posted:If you have anything attached to radial decouplers make sure they are attached to the "center" of the decoupler. The entire ship was a klaw, a command pod, a single fuel tank, and an engine. There's really no way it was an engineering problem.
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# ? Apr 12, 2014 19:15 |
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Oh, are we posting about the bugs we've encountered in this version? The new giant parts have defective decouplers. If I kill thrust and decouple a stage before it runs dry (so it'll fall back to Kerbin instead of promoting Kessler syndrome), the stage physically detaches from the ship and the decoupler disappears. It's still connected, though. If I throttle the ship back up, the detached stage throttles up as well and bumps into my rocket before running out of fuel and then being thrown away by the exhaust of my new stage. The camera also still considers it part of the rocket and tries to desperately focus on the CoM which keeps moving as the stage falls away. If I hit stage again it may just actually decouple the stage or it may activate the next decoupler. Sometimes a combination of being attached to an asteroid and quickloading makes it so that if I time accelerate after the quickload, my rocket explodes and all the parts fly off at the time accelerated speed. Except for the probe core, which keeps going at 1x speed and hogs the camera focus. Its orbit usually is a crash course to Kerbin and the only way to fix quickloads is to restart the game. Randomly getting a persistent 0.3 energy discharge on crafts with no energy need. Using action groups to kill an engine group and switch to another leaves the first engine group's emission animation stuck on until I switch back to it, give it some thrust and kill it with X. All that said, though, I'm still enjoying myself and have just successfully tested my new Asteroid Relocator which has pusher/puller capabilities and is wide enough to pull an E class Potatoroid.
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# ? Apr 12, 2014 19:19 |
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The Green Calx posted:I've had quite a few bugs this release as well, including the phantom force making my ship rotate for seemingly no reason when I applied thrust. Did you try pressing backspace to reset the camera on Kerbin? That fixed it for me.
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# ? Apr 12, 2014 19:25 |
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Geemer posted:Sometimes a combination of being attached to an asteroid and quickloading makes it so that if I time accelerate after the quickload, my rocket explodes and all the parts fly off at the time accelerated speed. Except for the probe core, which keeps going at 1x speed and hogs the camera focus. Its orbit usually is a crash course to Kerbin and the only way to fix quickloads is to restart the game. I'd forgotten I had that one as well, that asteroid's still sitting in my science records as a discovered but uncompleted sample since I couldn't do anything but terminate the flight.
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# ? Apr 12, 2014 19:28 |
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Geemer posted:The new giant parts have defective decouplers. The giant decouplers crash KSP for me.
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# ? Apr 12, 2014 19:31 |
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Here's a few pics of the ship in question. It's using shuttle engines on 4 sides. They are each tilted outwards, so it should be perfectly symmetrical and shouldn't be causing weird rotational forces like what I was experiencing. It actually was carrying a rover underneath, which I thought might be causing it due to one of my engine exhausts hitting it, but even after dropping the rover, it flew exactly the same. Here we are still connected to the transfer module. Landed on the surface of the Mun. Bill is off on an adventure! Hitting a sweet jump OH SHI Uh, Kouston, I think we have a problem. (yes, he was stuck and I had to go rescue him) nvm no cake fucked around with this message at 19:35 on Apr 12, 2014 |
# ? Apr 12, 2014 19:33 |
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The Green Calx posted:Here's a few pics of the ship in question. It's using shuttle engines on 4 sides. They are each tilted outwards, so it should be perfectly symmetrical and shouldn't be causing weird rotational forces like what I was experiencing. It actually was carrying a rover underneath, which I thought might be causing it due to one of my engine exhausts hitting it, but even after dropping the rover, it flew exactly the same. Try struts. Sometimes when I don’t strut engines they get into a feedback loop where a little bit of spin torques them out of alignment, whereupon they create more spin.
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# ? Apr 12, 2014 19:40 |
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Green Tea Erotica posted:I had the genius idea to try my had at making a Space Station a few days ago. Which was no problem got it in space and a good orbit. You can find this mod useful: http://kerbalspaceport.com/lazor-docking-cam/ It basically adds a small, B&W window with some clues about your alignement and the approach numbers: Also, if you feel comfortable using MechJeb, just pop up the SASS window, select "TGT" and "PAR-" to automagically align your docking port to the target.
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# ? Apr 12, 2014 19:47 |
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Geemer posted:Oh, are we posting about the bugs we've encountered in this version? I've seen a couple of weird things with the map view. Sometimes I become unable to select other craft for targeting or focus changing. Or I can't place any maneuver nodes on the segment of my orbit that precedes and intercept. Once it even let me put nodes on the orbit of my target rather than myself. The feature that moves nodes forward by several orbits seems to have a tendency to snap back to the first upcoming orbit when I try to slide the node around, which makes it a lot less useful when you're seeking an intercept.
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# ? Apr 12, 2014 20:26 |
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# ? Apr 29, 2024 18:41 |
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I built a crane. There's a SAS module in the claw portion to keep it from wiggling around. Kerbal Towers of Hanoi Program I had to knock it around with the claw to get it to dock properly. Time to add the roof. The docking ports' magnetism is enough to pop it right on. I add another segment, but now it's too tall to put the cap on so I put Bill up there instead. But then I showed gravity who's boss by holding the claw sideways. Relevant mods: Kerbal Attachment System Extraplanetary Launchpads + Baha EPL parts Universal Docking Ports B9 (+ fix) for the panels.
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# ? Apr 12, 2014 21:04 |