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Grimm Spector

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    Bottle Rocketeer
  1. I am aware of what a gravity turn is. I'm not trying to do a gravity turn at all. I don't want my rocket to turn, I want to go more or less straight up, with the goal of achieving height to fulfill sounding rocket contracts. My rocket is NOT angled on the launch pad, so it shouldn't just drift in one direction. My rocket does not have any strangely balanced items, everything is symmetrical My rocket has no avionics, no control input is occuring All I want is to stop the thing from rapidly tipping to one side, as though it was undergoing a gravity turn. It certainly even if setup for one shouldn't be turning at 700m and being at a lower angle than horizontal not much later.
  2. Trying to follow @NathanKells tutorials playing RP-0, building some sounding rockets. I've got the Aerodynamic point (blue ball) right down near the main engine, using four fins to stabilize. And whether I set them perfectly straight, or on a very slight angle in the hopes of spin stabilizing, my rocket will tip to the side shortly (before 700 m) after launch. I've only got about 8k delta-v on this thing, it's nothing crazy. Using an RD-107 on the main stage. It tips, and keeps tipping, this isn't a gravity turn built into it by design, it tips until it's going back down, and it does this very quickly. I can't seem to set up a rocket without avionic control stabilizing it. I would love some help in understanding what I'm doing wrong....
  3. Yup, I know it's hard because it's designed to be realistic, I think that's a good thing. I'll take a look at his tutorials, and thanks for the pointer, I'll check out the RCS in the action groups screen. That said, the thruster visuals fire, and the fuel is used up, so I assume they're "working", I'm just not getting results.
  4. Well given that my initial option for fuel is only N2 at the beginning that's a problem. I just unlocked Hydrazine and I find I go through it much more slowly at least. None of the thrusters I've used have had right click options for fuel, they just draw whatever I stick in the tank that they're compatible with. I'm having trouble designing upper stages that can have nozzles at places that aren't near the COM because of size, in particular trying to keep them small and light. I'm having no end of trouble just getting things into orbit to begin with. I make a few changes and suddenly my injection profile is wrong and I end up too low, but if I revert my changes I get to the desired apogee but can't have enough delta-v to circularize, or even to get close to being in orbit as opposed to suborbital. Aiming my rocket with RCS can only help this process.
  5. I'm having some really serious issues controlling rockets, it seems none of the early-ish avionics packages, including the ones that say they can handle pitch and roll will actually pitch and roll for me, so once my main engine burns out I have no attitude control. When I am around a couple hundred km up I can fire another engine on a light stage without it spinning out, and then recovering is basically impossible, even with assistance from something like MJ. So I try RCS, and I have not been able to find a layout that can arrest the spinning, even with the engine off, it seems to slow it down slightly, and then stop slowing things down entirely. I don't know if it's my RCS layout, or something else, but I've tried several layouts. I would love some advice on this. Thanks!
  6. Some of the engines have an "Engine Configs" section, with Isp numbers and then a number of seconds. Some don't have these, I assume those are the times? But a tutorial NathanKell wrote indicates a rated burn time just under 2 minutes for the RD103 engine I think it was, but all configs are around 240s, much higher. So I'm feeling a bit lost.
  7. I'm playing RP-0, and I keep seeing stuff about rated engine burn times, but cannot find that information anywhere inside the game. I know it's supposed to be the best way to ensure I get appropriate delta-v out of an engine, so I can load a good dry/wet ratio. Any information would be super helpful, thanks!
  8. Hey everyone, I'm not great at spaceplanes, but with FAR I'm beyond bad. I'm trying to build an X-1 and get the early spaceplane contracts done, but I am having no luck. My CoM is slightly ahead of my CoL, but no matter what I do I either get a plane that will take off on it's own at a certain speed but only briefly, I assume wing stall, and drop back onto the runway, or it won't take off at all. Occassionally, I get it torquing at just the right place to blow my engine up by slamming it into the tarmac... Help would be very much appreciated! Thanks.
  9. I'm having a ton of trouble making any plane of any sort, work, I'm trying to do RP-0, but no matter what I do, it just flies apart under the strain of a rocket, or tumbles wildly shortly after take off and explodes, or in some cases the engines won't start, just repeatedly get vapor in the lines before take off, seems to be random I'll get a chain of these in a row in simulation...
  10. Will so double check the log. No errors that I saw. It's RO with RP-0 and the laundry list of mods they need and recommend. So far only happens with fairings and dropping the one physics parameter from 5 to 1 for conductivity stops it apparently. But I am assuming it's not intended for me to have to do that.
  11. Everytime I try to use procedural fairings, my rocket explodes on the launch pad as soon as it loads, if I remove the fairings (leaving any fairing bases and other parts), they rocket doesn't explode...help??
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