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-   -   Kerbal Space Program (https://www.subsim.com/radioroom/showthread.php?t=200091)

McBeck 10-20-13 08:38 AM

Quote:

Originally Posted by Arclight (Post 2130648)
They did? Still only use RCS for docking. :06:

I built a rocket to take my space core up. No issue. Before update.
I used same delivery design for another module for the space station and when I had burned the first boosters and was about 10k km up, I did the same as last time, disabled SAS and turned towards 90 for a 45 degrees angel. This was impossible to control all of the sudden. This was after the update
Its more or less the same blueprint and procedure I have used for several launches and have never seen this behaviour.

Oberon 10-20-13 08:38 AM

Haven't even used RCS yet, and I've made one...errr...lithobraked landing on the Mun.

EDIT: Oh, correction, sorry I do have RCS on most of the time, but since I don't have the little RCS thrusters I presume it's mostly used for the reaction wheels. Haven't had any problem with launches though, aside from the balancing act of having enough fuel and not too much mass.

McBeck 10-20-13 09:16 AM

Quote:

Originally Posted by Oberon (Post 2130665)
Haven't even used RCS yet, and I've made one...errr...lithobraked landing on the Mun.

EDIT: Oh, correction, sorry I do have RCS on most of the time, but since I don't have the little RCS thrusters I presume it's mostly used for the reaction wheels. Haven't had any problem with launches though, aside from the balancing act of having enough fuel and not too much mass.

I didnt use RCS until going beyond 70km, I just the thruster vectoring.

Arclight 10-20-13 09:57 AM

Sooo... what's yer point then? That they tuned SAS force? Add a module, problem solved, right? :06:

McBeck 10-20-13 10:27 AM

Quote:

Originally Posted by Arclight (Post 2130711)
Sooo... what's yer point then? That they tuned SAS force? Add a module, problem solved, right? :06:

My point is that before (not using RCS) I could turn SAS off after my first 2 boosters was done and dropped (at app 10km) and make a smooth turn towards 90 (right) until I hit a 45 degrees angel and turn on SAS again.
Now when I make that turn, the reaction of the rocket is all over the place and very hard to control. The only explanation I can come up with is that the engines vertical thrust control is MUCH more sensitive now.

Arclight 10-20-13 11:16 AM

Mkay, you mean like this then: http://forum.kerbalspaceprogram.com/...ot-timey-wimey)

Haven't noticed it yet. If anything, things are a lot smoother for me. But it's noted a few times in that thread that it seems to affect large craft more; haven't really build really big yet. Just 1-man capsules and probes. :hmmm:

McBeck 10-20-13 01:43 PM

Quote:

Originally Posted by Arclight (Post 2130755)
Mkay, you mean like this then: http://forum.kerbalspaceprogram.com/...ot-timey-wimey)

Haven't noticed it yet. If anything, things are a lot smoother for me. But it's noted a few times in that thread that it seems to affect large craft more; haven't really build really big yet. Just 1-man capsules and probes. :hmmm:

Kindoff, but one solution is using vector control engines, which is what I use already. More testing I guess

Oberon 10-20-13 06:52 PM

So, after a lot of:

http://imageshack.us/a/img818/81/84u9.jpg

And many:

http://imageshack.us/a/img593/1253/2zrs.jpg

This finally happened:

http://imageshack.us/a/img407/552/fypz.jpg


One intact, upright, and reusable Munar lander.

So in celebration I shall link this video, and leave Jeb pondering if he has enough fuel to get back to Kerbin...

http://www.youtube.com/watch?v=nnwmK2Xa5FI


EDIT:

http://imageshack.us/a/img89/1289/kxrv.jpg

http://imageshack.us/a/img96/2855/s1sa.jpg

http://imageshack.us/a/img6/3743/a0jk.jpg

http://imageshack.us/a/img30/3540/l4n.gif

Arclight 10-20-13 07:00 PM

Quote:

Originally Posted by Oberon (Post 2130974)

That's brilliant. Couple of kids on the playground. :haha:

Imagine it would be pretty hard to contain yourself, quite literally a once-in-a-lifetime adventure.

http://cloud-2.steampowered.com/ugc/...4B35689235D83/
Lesson learned: Just because you are capable of landing a rover safely on a moon...

http://cloud.steampowered.com/ugc/10...5B1D24DFDA246/
... does not mean you are qualified to drive it.

Lionclaw 10-21-13 02:33 AM

Try setting the docking mode on with translation mode.

Haven't used rovers yet in 0.22.

Movement with rovers also generates torque, as in moving forward also makes it want to pitch forward. Making it difficult to drive, at least it did that before in earlier versions. With docking mode in translation mode makes it much easier to drive in low gravity.

Arclight 10-21-13 09:14 AM

Or just right-click the command thingy and disable the reaction wheels. ;)

Problem there was hill + speed + low gravity = science!

Lionclaw 10-21-13 10:01 AM

Oh right... Forgot about that. :oops: :doh:

Arclight 10-21-13 11:15 AM

Rovers seem fairly pointless though... Landed in a big crater on the moon and I think it would take well over an hour to drive across it at 10m/s. Actually driving around to take readings from every location on there would take an ungodly amount of hours. :hmmm:

More interesting to just land probes where you need them, take your readings and retire. But then you need to do a lot of flights. What's worse: repeating the same flight a dozen times or keeping "W" pressed for hours? :doh:

NeonSamurai 10-21-13 11:30 PM

Quote:

Originally Posted by McBeck (Post 2130804)
Kindoff, but one solution is using vector control engines, which is what I use already. More testing I guess

I'm a little confused, is this an SAS issue, or control issue without (or with) RCS? Also I assume you know that thrust vectoring engines are only really at all effective when at high thrust.

From my own flying I find tapping the f key repeatedly to flip the SAS on and off rapidly is helpful to control SAS wobble (which is annoying as the sas system tends to spring back too hard and repeatedly oscillate back and forth over the set steering point until it eventually settles down). Anyhow I did a bit of testing, with a somewhat heavy rocket in orbit not using any RCS using the stock 1 person capsule, I found that without additional reaction wheels, it was extremely slow turning, but that adding a couple of extra reaction wheels improved it significantly.

As for the reaction wheels themselves, right now the stats on them are very poorly done. If you look at the part cfg files for the three of them they are functionally identical other than mass (same rotation power, same electricty drain rates, & same modues). The mass differences also does not make sense, the two identically sized ones weigh 0.5 and 0.3, and the large ring one weighs 0.2. Also Advanced SAS doesn't exist any more.

Anyhow for your own ship, are you under full power or not when you have the control problems? You can also go spinning out of control if your engines cut out while turning if you don't have any reaction wheel modules or RCS, as the built in module SAS is very weak.


Also I found this article which may be helpful in explaining SAS
http://forum.kerbalspaceprogram.com/...u!-0-22-Update

Oberon 10-21-13 11:56 PM

Heck, even if your rocket is slightly unbalanced it can tumble in high atmosphere, my R14E rocket seems to have developed that characteristic when I tried to launch it on my Minmus expedition. Bit odd since I just tweaked a few things from the R14C which launches fine, I tried RCS but then it just blew up on the launch pad (It's a very Kerbalesque design which requires you to launch it as soon as you reach the Launchpad before gravity realises what you're trying to do and makes the whole thing fall apart) so I might throw a couple of extra reaction wheels on it and see if that helps.


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