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

Lionclaw 10-22-13 01:46 AM

Quote:

Originally Posted by Oberon (Post 2131734)
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.

Try using launch clamps if you haven't already done that. :)

Just remember to set them in the same stage as the first stage.

Managed to drop my rocket on the launch pad floor. It didn't explode, but it was a "whoops" moment. :O:

NeonSamurai 10-22-13 07:36 AM

Ya also if you are building really long or wide craft, the parts will tend to torque like crazy, particularly if you are not using reinforcing struts. This will cause any and all engines that can't thrust vector to thrust off axis, which is what causes all the spinning and yawing in an otherwise balanced craft. Perfectly balanced and reinforced craft won't do any of that and will fly straight without SAS, control surfaces, thrust vectoring, RCS, or anything, so long as the parts don't wobble.

Anyhow the current SAS is capable of holding even a heavily unbalanced craft on target, but only if it has enough torque (reaction wheel modules or RCS) to counteract the force. With smooth piloting it is not that hard to significantly reduce the wobble, again if you have enough torque available so the SAS can hold target. But it will hold target and not drift which is a big improvement from earlier versions.

Oberon 10-22-13 02:40 PM

I've not long researched the launch clamps, so will have to put them in on later designs.

Meanwhile Jeb tries to be dramatic and fails

http://imageshack.us/a/img545/5248/j9h8.jpg

http://imageshack.us/a/img22/4383/uo83.jpg
Hey! Where do you think you're going launch stage?!

http://imageshack.us/a/img850/992/5jba.jpg
Oooh, a giant floating ball of mint ice cream!

http://imageshack.us/a/img820/369/b93z.jpg
What do you mean my spoon is back at launch control?! :wah:

Raptor1 10-22-13 02:57 PM

It's too heavy, they said. It will never make it into orbit, they said. But I showed them! Mwahahahahaha!

http://imageshack.us/a/img707/7378/wlw4.jpg

http://imageshack.us/a/img27/3571/s1rz.jpg

Oberon 10-22-13 03:11 PM

Never mind making it into orbit, I think you must have knocked Kerbin out of orbit with that many boosters. :o

EDIT: Meanwhile back on Kerbin.

http://imageshack.us/a/img543/9461/ycvw.jpg
So...you've researched aircraft but forgotten to research something to land them with...not a problem, we'll fix this with science!

http://imageshack.us/a/img36/941/8o7q.jpg
Or...or we'll break it with science...same thing really...

http://imageshack.us/a/img594/2517/eq94.jpg
Ok, so a little bit more balancing is required...surely it'll work now?

http://imageshack.us/a/img12/3880/xbdq.jpg
Well....it did fly...

NeonSamurai 10-22-13 10:49 PM

Psssst Oberon, you are wasting your time with nosecones. They do nothing useful beyond looking purdy, in fact they just increase your drag and your weight for absolutely nothing (unless you are using Ferram Aerospace).

Oberon 10-22-13 10:50 PM

Quote:

Originally Posted by NeonSamurai (Post 2132276)
Psssst Oberon, you are wasting your time with nosecones. They do nothing useful beyond looking purdy, in fact they just increase your drag and your weight for absolutely nothing (unless you are using Ferram Aerospace).

According to the latest update they actually improve stability now. :doh:

And they look Purdy. :yep:

NeonSamurai 10-23-13 09:34 PM

Hmm according to the part.cfg it doesn't do anything different from previous versions. Compared to the 0.19 version, the only change in stats is they cut back on the max and min drag by 1/3rd, which doesn't do anything for stability, it just slows you down more. Angular drag is unchanged.

U570 10-26-13 04:39 AM

I downloaded the demo recently just to try (aka don't have enough time out of school to play the full version) and finally got a Kerbal onto the Mun. I've also done a few orbital rendezvous. I decided to do both (rendezvous and send to the Mun) and then I got Bill and Jeb on the Mun safely.
Unfortunately, I don't seem to be able to add pictures to my albums, so pictures will come later.

McBeck 10-27-13 11:06 AM

I have now got the hang of the changes to RCS and SAS :)

Two landings and return to the Mun!

Now, I have also added a spacestation in a 200km orbit, but am having a real hard time getting close enough for a docking. Any easy way to do this?
It just seems a whole lot easier to land on the Mun, than it is to dock at a space station.

U570 10-28-13 12:16 AM

Try looking at this tutorial, McBeck
http://www.youtube.com/watch?v=AHkY3FusJIQ
It's Scott Manley on how to rendezvous and dock in orbit. Hope it helps

Fr8monkey 10-28-13 01:22 PM

If Scott Manley cant do it... It cant be done.

Oleander 10-28-13 11:07 PM

It just takes practice, I use to hate docking but once you learn the orbital periods its fairly easy to get a rendezvous. The trick is killing the excess velocity before its too late.

I gotta say I like the R&D, but they've still got a ways to go with it.

Fr8monkey 10-29-13 12:11 AM

Still waiting to see where they are going to take the economic path. Waiting for it get out of Alpha stage is a patience killer; but the end product will be epic!

Got to admit, the science in .22 has me intrigued...

Cybermat47 10-29-13 02:43 AM

Can someone explain this game to me? It looks pretty cool!


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