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Sage Grimm posted:Had my first landing and return from Gilly. That last stage managed to get back into a low polar orbit around Kerbin (not enough fuel to adjust the plane much without burning in the atmosphere). I sent up a capture rocket to nab it and bring it down behind a heat shield since it wasn't built for atmospheric landing. Felt pretty good! You could also use a trick from Real Life rocketry: spin stabilization. Basically, aim for the heading you want to go, make sure you're really stable, then turn off SAS and get a good healthy axial spin going (Q or E), then fire up the engine. This will distribute any off center thrust and while it doesn't cancel altogether, it should be manageable for short/medium length burns. Doesn't help too much for landing, but Gilly you should be able to land with just RCS or really really short burns--once you're in orbit you're only doing 30m/s or so if I recall.
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# ? Aug 15, 2017 21:34 |
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# ? Apr 24, 2024 11:44 |
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The landing is pretty much what you said, I'm going to be turning the limiter down low so I can easily damp out the swinging. Didn't think about the spinning, though, I'll give that a shot in the Hohmann transfer. EDIT: Spinning kind of worked until it didn't but I had plenty of deltaV to spare. Made it down gently to the surface by bopping up and down, barely giving it any juice. I think what happened was in order to make a more squat base-like structure I turned the science lab on it's side then stuck a tripod engine setup underneath, totally unbalancing the thrust vector. It wasn't a big deal when it was on top of much heavier stages but when it got down to the last stages (both with <1 TWR), the flaws emerged in force. Scientist condemned to never return to Kerbin again. Sage Grimm fucked around with this message at 00:24 on Aug 16, 2017 |
# ? Aug 15, 2017 21:47 |
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Otacon posted:If you have just 1 engine, you're going to need to reduce thrust by a lot to deal with excess torque your reaction wheels can't handle. If you have multiple engines, and are using Mechjeb, check out Mechjeb's Differential Throttle - definitely saved my bacon a few times. Differential throttle made landing this thing a breeze
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# ? Aug 16, 2017 04:40 |
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This video is old as hell but it still owns tbh: https://www.youtube.com/watch?v=lhRNO6EZmRA
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# ? Aug 16, 2017 05:23 |
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Crimson Harvest posted:Differential throttle made landing this thing a breeze How long has differential throttle been around? Last time I made a VTOL (long time ago to be fair), I had to use a mod called Throttle Controlled Avionics.
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# ? Aug 16, 2017 13:39 |
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Silver Alicorn posted:How long has differential throttle been around? Last time I made a VTOL (long time ago to be fair), I had to use a mod called Throttle Controlled Avionics. Differential throttle, Throttle Controlled Avionics, Davon avionics and one or two more I can't recall have been around for a long time (some of them years). Every time one of the older ones slips down the mod pages or isn't maintained for a while, a new one seems to pop up.
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# ? Aug 16, 2017 16:49 |
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Silver Alicorn posted:How long has differential throttle been around? Last time I made a VTOL (long time ago to be fair), I had to use a mod called Throttle Controlled Avionics. I started playing KSP at 1.0 I think, and MechJeb had it then I'm pretty sure. (loving my own surety here)
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# ? Aug 16, 2017 16:51 |
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Wow, played v0.16 - v0.90 would have spent many fewer days tweaking VTOL and Space Shuttle with something like TCA, that really turns on easy mode when you accidentally throttle up too fast and your space station goes in to an uncorrectable spin
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# ? Aug 16, 2017 22:09 |
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Hadlock posted:Wow, played v0.16 - v0.90 would have spent many fewer days tweaking VTOL and Space Shuttle with something like TCA, that really turns on easy mode when you accidentally throttle up too fast and your space station goes in to an uncorrectable spin Activate time warp, problem solved.
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# ? Aug 17, 2017 12:13 |
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There are mods to manage throttle for off centered thrust? I have made so, so many lopsided lander designs where I was tweaking the engines manually. Sometimes mid suicide burn
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# ? Aug 17, 2017 21:36 |
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Doesn't the hangar adjust the center of thrust marker if you manually neck down the engine in the VAB? Just get it roughly under the COM and you'll be fine.
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# ? Aug 17, 2017 21:43 |
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Not if mass shifts due to fuel burn.
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# ? Aug 17, 2017 22:04 |
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Yeah basically that, for me it's really only an issue with large vtol rovers. Or landing surface colony outposts.
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# ? Aug 17, 2017 22:45 |
Enourmo posted:This video is old as hell but it still owns tbh: Still owns. Hopefully someone remakes it for the 5 year anniversary.
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# ? Aug 17, 2017 23:17 |
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metasynthetic posted:There are mods to manage throttle for off centered thrust? I have made so, so many lopsided lander designs where I was tweaking the engines manually. Sometimes mid suicide burn It's like the Rule 34 of KSP - there is always a mod for that.
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# ? Aug 18, 2017 01:03 |
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Do not Google rule 34 ksp
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# ? Aug 18, 2017 01:15 |
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So I figured out the problem with the parachutes (it now takes much longer for a parachute to fully deploy and begin slowing the craft, which I guess is better from the perspective of pulling g's), but now I keep running into something which seems to be a real pernicious bug. I think it might have something to do with loading a save, but most of the time my heat shields won't use up any ablative material, there will be atmospheric effects and a build up of heat, but the speed of my ship won't be effected. It'll continue to gain speed as if in space rather than slowing down as it plows through the atmosphere. Jettisoning the attached heat shield suddenly makes the ship start slowing down, but is obviously a very short term fix as the ship tends to overheat and blow up before slowing down enough. I looked around to see if anyone else is having this problem, but couldn't find anything. I'm playing completely stock and it seems like a really huge bug, even for KSP.
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# ? Aug 18, 2017 04:44 |
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GhostofJohnMuir posted:So I figured out the problem with the parachutes (it now takes much longer for a parachute to fully deploy and begin slowing the craft, which I guess is better from the perspective of pulling g's), but now I keep running into something which seems to be a real pernicious bug. I think it might have something to do with loading a save, but most of the time my heat shields won't use up any ablative material, there will be atmospheric effects and a build up of heat, but the speed of my ship won't be effected. It'll continue to gain speed as if in space rather than slowing down as it plows through the atmosphere. Jettisoning the attached heat shield suddenly makes the ship start slowing down, but is obviously a very short term fix as the ship tends to overheat and blow up before slowing down enough. I looked around to see if anyone else is having this problem, but couldn't find anything. I'm playing completely stock and it seems like a really huge bug, even for KSP. Pic of your landing stage with the heat shield attached? Sounds like you have it on backwards or clipped into the part above it or something.
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# ? Aug 18, 2017 08:20 |
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Don't fix it; exploit the Oberth effect just above the ocean.
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# ? Aug 18, 2017 08:32 |
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Metal Geir Skogul posted:Do not Google rule 34 ksp Alternatively...
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# ? Aug 18, 2017 10:06 |
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Corky Romanovsky posted:Don't fix it; exploit the Oberth effect just above the ocean.
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# ? Aug 18, 2017 11:20 |
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GhostofJohnMuir posted:So I figured out the problem with the parachutes (it now takes much longer for a parachute to fully deploy and begin slowing the craft, which I guess is better from the perspective of pulling g's), but now I keep running into something which seems to be a real pernicious bug. I think it might have something to do with loading a save, but most of the time my heat shields won't use up any ablative material, there will be atmospheric effects and a build up of heat, but the speed of my ship won't be effected. It'll continue to gain speed as if in space rather than slowing down as it plows through the atmosphere. Jettisoning the attached heat shield suddenly makes the ship start slowing down, but is obviously a very short term fix as the ship tends to overheat and blow up before slowing down enough. I looked around to see if anyone else is having this problem, but couldn't find anything. I'm playing completely stock and it seems like a really huge bug, even for KSP. Its really gently caress off heavy. The dynamics of atmospheric freefall is that your terminal velocity will be lower for a lighter object when it has the same exposed cross section. That its affecting your descent deceleration so much means its a not inconsiderable amount of your return stage weight. Your options are drogues, make your return stage less fat, make your return stage draggier, reconsidering approach to get a longer descent, and or any combination of these that doesn't involve blowing up. e. Maybe also misunderstanding the density changes as you fall and you are coincidentally dropping the heatshield right before you hit the soup. The altitude around 18k-22k is the soup and where a lot of your slowing is going to come from. The goal of most reentries is to survive blowing up in this region while slowing down enough you are on track to open chutes before you get too close to the ground. zedprime fucked around with this message at 13:26 on Aug 18, 2017 |
# ? Aug 18, 2017 13:18 |
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Take screenshots of your stages too, it might help us give better advice.
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# ? Aug 18, 2017 13:24 |
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As far as I recall the 1.25m heat shield weighs about as much as the 1.25m command pod, it's hella massive.
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# ? Aug 18, 2017 17:46 |
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Are there any mods that add new stuff to mine other than karbonite? Could use a thing to mine for kerbux
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# ? Aug 18, 2017 20:42 |
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Nalesh posted:Are there any mods that add new stuff to mine other than karbonite? Could use a thing to mine for kerbux USI Kolonization Systems, although that's a bit heavyweight in features if all you want is mining
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# ? Aug 18, 2017 21:43 |
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Already got that, forgot there were rare elements in that.
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# ? Aug 18, 2017 23:25 |
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Rares and exotics are extremely profitable in KSI if you can refine them on site and lob the crate back to kerbin.
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# ? Aug 19, 2017 00:16 |
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OwlFancier posted:As far as I recall the 1.25m heat shield weighs about as much as the 1.25m command pod, it's hella massive. however you can remove some of the ablator to counter this. i only run 20 for missions to minmus/mun and 60 for duna/eve returns
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# ? Aug 19, 2017 00:24 |
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OwlFancier posted:Rares and exotics are extremely profitable in KSI if you can refine them on site and lob the crate back to kerbin. What's the first area that has something like that? Also what's the offplanet ship building mod of choice nowadays?
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# ? Aug 19, 2017 01:39 |
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Nalesh posted:What's the first area that has something like that? Also what's the offplanet ship building mod of choice nowadays? I made some good if slow money mining and enriching uranium on Minmus with ... Near Future Electrics maybe it was?
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# ? Aug 19, 2017 13:19 |
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Also does USILS and KSTS still have that incompatibility issue? the OP of KSTS says it does but ksp modders have been notoriously bad updating that kinda stuff.
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# ? Aug 19, 2017 13:21 |
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Nalesh posted:What's the first area that has something like that? Also what's the offplanet ship building mod of choice nowadays? It is randomized on your save but I generally find that minmus should have some, you'll have to scan for where exactly the good concentrations of it are though. I used KSILS and KSTS together and it appears, once you switch to the craft in question, to update the crew life support statistics properly for anybody you sent there with KSTS. But I don't know how robust that is and I would exercise caution when doing it, save beforehand and check immediately. The rest of KSTS works perfectly though and you can use it to both launch craft into orbit and resupply orbital infrastructure with fuel and supplies. MKS appears to come with some sort of extraplanetary launch pads compatibility as well as some other kind of in-situ building system but I don't know exactly how it works, documentation remains iffy for MKS. OwlFancier fucked around with this message at 04:28 on Aug 20, 2017 |
# ? Aug 20, 2017 04:24 |
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Is there a good way to get an assload of exoticminerals back to ksc from another spot on kerbin? I was originally just gonna Bon Voyage it, but it turned out to be on an island so I can't. Would prefer something like the old USI drone system.
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# ? Aug 20, 2017 20:40 |
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Build a rocket and suborbital jump it is the most time effcient approach. Or build a plane with rocket boosters and suborbital jump that there and back.
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# ? Aug 20, 2017 20:50 |
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Metal Geir Skogul posted:Do not Google rule 34 ksp There's a lot less better than I expected. Now, when I search for Jeb...
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# ? Aug 23, 2017 02:27 |
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Playing a campaign where I have to buy each part, so profits to be spent on extra kerbals is low, are there any mods that add ways to get kerbals for free? Like I have a spacecamp in orbit right now for one of my contracts that a mod added that says some of the kerbals from it get recruited, but are there any other mods that adds that kinda stuff?
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# ? Aug 23, 2017 15:56 |
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Nalesh posted:Playing a campaign where I have to buy each part, so profits to be spent on extra kerbals is low, are there any mods that add ways to get kerbals for free? Like I have a spacecamp in orbit right now for one of my contracts that a mod added that says some of the kerbals from it get recruited, but are there any other mods that adds that kinda stuff? Rescue missions let you keep the kerbals you rescue.
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# ? Aug 23, 2017 15:58 |
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Custom Barn Kit has a setting that can be enabled to keep new recruits at a fixed cost, which you can also specify. I'm sure you could make that cost zero.
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# ? Aug 23, 2017 16:26 |
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# ? Apr 24, 2024 11:44 |
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My team is working on some design explorations for a company's new brand, and we're doing a bunch of images with space and rockets. Is there a single, iconic KSP rocket design I could send to my art director to slip in there? (I can't do anything too gonzo like 1000 boosters strapped to a MK1 module).
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# ? Aug 23, 2017 19:50 |