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  1. This my flying coffin rn, i'm starting so i got not a lot of parts To the best of my knowledge the plane is supposed to fly, but I don't know why it doesn't fly.
  2. so im trying to get my upcoming space station to launch and put to orbit for like the first time ever trying to do a orbit and put a space station in orbit soo please help me cuz it will launch then not a moment later it will flip over. Bottom:https://imgur.com/UMvI5gJTtop:https://imgur.com/574HMXI
  3. Why is my VTOL flipping like this? I have tried putting a vertical control point on the top, but it changed nothing. Help?
  4. How do I stop my duna craft from flipping during duna reentry?
  5. I'm trying out having multiple grabbers on arms, and while they both seem to attach, one always flips backwards. Is this normal, and is there a way to avoid it? I'm using restock parts in these images, but it also happens with stock parts. It also happens whether the arms are built with symmetry or separately.
  6. During reentry, my plane can flip upward if the angle is bigger than 30. Now I do not want to reduce the wings near the front (which makes take off difficult), so I want to adjust the weight, such as fuel distribution or consumption priority. The question then is: How much mass-distribution actually contribute to flipping?
  7. I made a rocket and when I launched it, it kept flipping so I thought it was a issue with the rocket and then when I used another rocket that was in my saved that never crashed and flipped just flipped near 20,000-25,000m in the air. Is it a problem with the game or mass? Because I know that the saved rocket never flipped. also I was in science
  8. Every time I leave my capsule to do something, like collect science from another vessel or just make an eva report, the capsule suddenly starts flipping and it makes it impossible to enter it again. Rn I had this problem, so I loaded my previous quicksave to discover that save was from the previous launch
  9. It's too damn annoying when you finally build a big and powerful rocket just so it becomes impossible to fly it because it won't stop flipping, and moving like a spaghetti I have Kerbal joint reinforcement but it isn't doing anything
  10. I'm trying to build a space shuttle and the design looks cool, but when I launch it the shuttle flips instantly, and when I place an engine in its external tank it lasts longer but still flips
  11. This rocket that I have designed to deliver a rover to duna keeps flipping immediately after launch. I have tried adjusting fins, fuel tanks, thrusters, and throttle. I have also tried launching with and without SAS on and it flips over no matter what. Can someone please tell me what is wrong with my rocket?
  12. Recently, in my (mostly) no revert career, I managed to flip over my Duna plane during a botched landing. The plane itself, while it is an abysmal design that is nearly impossible to land, is the only long range exploration craft on the entire planet and it is in perfect condition (although I will make some KIS tweaks) except for the fact that I can't use it because it is upside-down. Due to the fact that I have so much going on in this save, and that I switch between projects, of which this save is one, pretty often, game time actually runs a bit slower than real life time (6 years in game, which is less than 2 Earth years and I started this save in 1.3.1). This means that I don't want to launch a replacement craft or parts for a crane, as they would likely not arrive until 2021, long after this crew has left Duna. Basically, I would like to flip it back over and I need your help because I've tried to think of a way and I didn't get further than "ram it with the rover and hope it works." I have many mods installed, but the only useful mods for flipping that I can think of are KIS/KAS. However, there are no winches on the whole planet. Kinda an oversight. I'm probably going to put together a KIS "emergency supply pod" to take on all manned interplanetary missions from now on, to think of it. We do have an ample amount of KIS ports, which we can make non-flexible pipes between. However, there are some spare parts I can use to build some sort of machine. Here is what we have to work with: First of all, the Duna plane, shown above. I really don't want to remove the wings as it would be a pain trying to get them back on perfectly, but doing that to one side and then rolling the craft over would be the easy way. Other than that, I can probably remove everything within reason. The Duna rover. I don't want to take this part more than superficially as this is my only means of transport now, but if we have to (reversibly) take it apart I'm open to the idea. Ascent vehicle one. This is also on its side, but it is easily flipped due to the service bay, although it won't stay up because of the missing landing leg. Not much that I'm willing to remove here either, as this is mission critical, but I'll include it for good measure. I can probably remove the landing legs, we shouldn't need them any more. Duna base, which is actually just an old spaceplane (which we crashed on Duna). All of this can be taken apart and used as long as we are left with something usable as a base at the end. Two starship-esque vehicles, one crewed ascent vehicle and one ISRU vehicle. I would prefer to not touch these as they are very important, but I can if I need to. Underbelly of the crew ship. The solid abort motors are out of fuel. Duna descent vehicle. I have two of these and I have zero purpose for them any more. IDK what will be useful, but they are there. Duna base 2. As with the previous base, everything can be taken off as long as we are left with a functioning base. Additional KIS inventory. Duna Orbital Shipyard/Station. Again, would prefer not to touch the Starships, but the nearly useless station is fair game and if we need to, we can touch the starships. The one on the right is redundant now that the crew one has safely landed. Getting stuff down from up here would be challenging, but I was going to try to make flights up here with the ISRU ship to refuel things. In order to take anything down, I would have to do those flights with the crew ship instead (KAS drills) or modify the ISRU ship to carry crew. Both are very high risk operations and I would prefer not to do them but I can if necessary. Transfer ship 02 "Vision." I had no plans to visit this before return, but as far as parts go, it may be more promising than the other station. They are in similar orbits, so I can get to both in a single flight. As long as I have a functioning return vehicle afterward, we can remove anything. There are also some amount of minor debris around the base area, but nothing that noteworthy. There are other assets on Duna, but they are too far away to be practically reached by the rover, and I likely won't do suborbital hops with the Starships just to grab a part, as that means two high risk landings. So, any ideas on how to flip the plane right side up with only the resources in the Duna system? I'll probably just end up taking the plane apart to a point where I can spin it, but if anyone else has any other ideas, they would be greatly appreciated. Also, due to the (almost) no-reverts nature of this career, whatever I do needs to be as low risk as possible. I'm not going to put an ascent vehicle up to a substantial amount of risk to save an exploration plane.
  13. newbie question! dealing with some contracts that demand for puttin in orbit pretty heavy stuff I always stumble into a probem of this very big rockets I make that I can't control. Basically the problem is that as soon as the direction marker moves from zenith it just point down and the rocket start twisting and flipping. I think the problem is mainly the center of mass of the rocket but I could not figure out how to solve it. I've also made complicated structure to move down the heavy parts but that didn't work. What am I missing? is there a technique of missile buildings or some very basic strategy I'm missing here?
  14. I sent an eve probe into kerbin orbit, but only the lander. The lander and transfer stage were too much for the second stage of my rocket to handle, even with lots of reaction wheels. Can someone help me out? I consinder myself to be decent at ksp, but this is just horrible and embarrassing. does anyone have any good tips?
  15. I have tested numerous times, but when i really do the mission, EVERYTHING FAILS. First, i use a Rhino transfer stage and 4 of my base modules has a bottom 2.5m tank, the first time i try this everything was successful, but when i really do the mission IT FLIPS. So I know that CoL need to be above CoM to be stable during reentry, I tried again but with a nuclear transfer stage, and the bottom tanks are locked. I tried, and the reentry was still the same, but now when i perform insertion, the orbit changes, and again with time warp, that was enough to throw the maneuver nodes off a thousands of Dv. Next, when i reenter (with the bottom tanks full), IT FLIPS, AGAIN. I also did try to see what's wrong with the CoM and CoL in SPH with the 12 inflatable heat shields inflated, and no CoL appears. BUT STILL FLIPS, I've lost all my sanity doing that mission since I was recording. Please Help.
  16. Hi, could you please help me with this problem? Why does it happen and how can I fix it? Also, before you tell me that my center of mass and center of lift need to be at the same spot, they already are. Here's a screenshot to prove it: Here's what happens: How do I fix this? Any help would be much appreciated, thanks.
  17. Hello im relatively new to ksp and have just recently been able to land on the moon but no other planets. I was launching a probe that would flyby duna so i could plan a landing. As i built the rocket and launched it i had several problems but was able to fix most of them. But one still bothers me. Its 1st stage is a 2.5 meter orange tank with a mainsail engine. Then it has 6 boosters they have 2 of the extened out to the sides decouplers. They consist of to fl-800 tanks with a nose cone and vector engines. Once i get to about 5000 meters the rocket begins to flip uncontrollably. But once it get back under 4000 it stops and if i can recover it i can still make it to orbit but not to duna. Why does this only happen at 5000 meters when im going a certain speed. Is this i bugh or is this supposed to happen? Any help appreciated.
  18. I built a rover powered by a panther engine but it is very unstable can anybody help me with that theres a video on my channel link
  19. I'm trying to land on Laythe and I'm using the infinite fuel and electricity cheat. Got myself into a nice tight orbit and picked a land mass. Narrowed my trajectory down to land on solid ground near a crater. So I'm coming down now in reverse. The rocket's light because there is no fuel except infinite fuel. I do have a lot of fins on the bottom and the base is that huge engine with four nozzles, but drained of fuel. The game usually lets me descend quite a ways and then it starts with the spinning. i can stop it manually, but only for a moment and I have other things to do like control my descent speed. I have at times slowed the rocket way down. It still flips. Tends to point right at the land for impact which ends badly for anyone on board. i could deploy my chute, but I wanted to save that for earth or maybe just never use it. I like the idea of powered descent and see no reason why my rocket suddenly decides it has to spin and flip when I'm controlling the descent nicely with the application of thrust. I've tried turning off SAS. That cures the spinning problem but the rocket still tends to flip and become uncontrollable. I need it to point in the direction opposite to it's trajectory so that I can apply thrust and slow down. It works on the moon but not on Laythe, maybe because it has an atmosphere. To me it feels like the game thinks the rocket should be hurtling through atmosphere when its actually creeping. The game is thinking, I'm flying through an atmosphere in reverse and I'm unstable and stuff so I've got to go into a death spin because I'm the game and i insist that you use a parachute or a plane if you want to land on a planet with atmosphere. In other words the game is a jerk. Edit: No ones here. fine. I'll talk to myself. I've crash landed on Laythe. Stopped the spinning by turning off SAS, but when I got very low the rocket still wanted to flip and it ended up crashing on it's side. My Kerbal survived, but am now stranded. I think the aerodynamics being all wrong are part of the problem, but Space X has similar aerodynamics and they've been landing. It should work. Edit 2 I reloaded and lowered myself very fast. Then I gave it high thrust for a brief period and managed to lower my incoming speed greatly. The rocket swung back and forth. I managed to apply thrust at critical points and land on my landing gear at a pretty high speed. Probably around 50m per second. My landing gear consist of long structural beams that radiate out and down and are nearly as wide as the rocket is tall so the rocket bounced and settled down. I destroyed a few short segments of my landing gear but its still usable. Due to high gravity I was unable to exit the craft as I'd never be able to climb back up and the jet pack isn't powerful enough to get me to the capsule. I found that out on a previous crash. I took off after awhile and I don't think there was any damage to the engine nozzles or the fins. However, the rocket flew bizarrely. I think the atmosphere is unusually thick because the rocket heated up really fast. I had to throttle down and I had a lot of trouble going in the direction that I wanted to go. The rocket kept swinging around. Is this caused by gravity from Jool? Jool is very close, quite huge and moving. I managed to get out of the atmosphere and right away the rocket started to behave itself so i think the atmosphere and the game engine are to blame for all the bizarre behavior.
  20. Whenever I design a space plane I almost always find that it'll want to pitch down when full of fuel and pitch up on re-entry and almost empty of fuel. So far my solution has been either have the wings way back which makes the pitch down even worse and take-off's a pain or have too much fuel so that I can move it all forward on landing which is wasteful (and uncontrollable if very low on fuel). So I've been playing around with a third option, have some flaps which pushes the nose down on reentry/landing (so more like a trim tab). I've had inconclusive results so far, it does seem to push the nose down but often not enough to stop the plane flipping upwards. Am I onto something here and just need more/bigger/better positioned "flaps" or is it a wasted effort?
  21. Hello fellows, I've started the tests for my first attemp to Eve; I'm thinking what to do there, the easy part: - First station around eve. - DSN around eve. - Also, I'm thinking in a little refueler for Guilly. The hard part is what to do in eve; my first idea was to make a small probe (or mini rover) and transmit a bit of science of eve's biomes (I dont wanted to do a dificult manned lander-ascender), but I thouhgt it will be easier to do a sample-return poyect; do experiments in eve with a small probe - rover and transfer the experiments to a little ascender, and then bring the experiments to the laboratory of the space station around eve (for the rol-playing justification to send a manned station). So, I began with the test; Ive created a copy of the game and I'm trying to see if its too dificult to do or not. I've used cheats to put the lander-ascent vehicle around eve and try landing in eve; the results, in all the test, the ship starts flipping at 80-50Km in the atmosphere and explodes. An image of the ship: As you can see, Ive tried lowering all as I can the center of mass of the ship to be the closest to the heat shield, and Ive added in several iterations 4 big reaction whells and a few airbrakes, but the ship keeps flipping (with airbreak and reaction whells, deeper in the atmosphere). The way I'm entering the atmosphere is from a 100x100 circular orbit, burn to get down the periapsis to 50-40Km. ¿Anybody has any idea to get closer the center of mass to the heatshield? The parts in the fairing are: Core, little antenna, small RCS tank, 4 rcs thrusters, and a battery. It's around 1ton of mass (I have to add a FL-400 tank an a terrier for the final rendervous with the station, so the ship will have a mass around 1,5 - 2 ton). The rest of the ship are 5 tanks and 5 vectors, in asparagous staging, to get more deltaV and four chutes... Another question, ¿how much deltaV is need to get off eve? The deltaV map shows 8k, but I think this amount of deltaV will be less in KER readabouts as its in eve sea level...
  22. I'm having trouble building a jet. for some reason it flips when I apply the elevator. The center of mass and lift are in the same place, and the elevons controlling pitch are set to almost zero(engine gimble is also off). The reason I know it's not the elevator intensity is because when I hold the elevator it starts to turn very slowly, but then speeds up until it ends up flipping, and subsequently stalling. I have built lots of aircraft, and i have had this problem a few times. I have a hunch it has to do with mass, and the wing's surface area. Although i can't be sure. If anyone could help, who's a bit more skilled at aircraft design, that would be great.
  23. So I built this giant spaceplane with huge wing system, about 19 Rapier engines, and 1 NERV nuclear engine. It keeps on flipping out after it lifts from the runway, and it takes the full runway. can anyone help me?
  24. Hey all, I am having problems making a return vehicle that won't flip on re-entry. The closest I've gotten is 28,000 m from a 200,000 m circular orbit. I have a couple of parameters that are important for my return vehicle, and I am hoping I can get some suggestions. I *have* read the entries on flipping rockets (or not flipping them, as the case may be), but I've had little luck getting the vehicle to not flip. The only mods I am using are DRE, RCS Build Aid, SETI Probe Parts, and Station Parts Expansion Redux and their appropriate dependencies (TweakScale, etc). You can find the .craft file here: https://1drv.ms/f/s!AoyHZiRU1jT-yfUB-64QbAPkq90q-w The vehicle is basically a mk 1 capsule on top of a mk 1 crew compartment on top of a PPD Hitchhiker on top of a 2.75 m (tweaked) heatshield. (Note: ignore the decoupler, fuel tank, and engine. They are only present for testing and are not part of the actual vehicle.). The CoL seems to be behind the CoM on entry. I have tried moving the CoL forward and back, using fins. I have added additional weight directly under the shield (my DCoM isn't that different than my CoM, thanks to the relatively heavy Hitchhiker). I have added an additional (small) reaction wheel (which is what got me down below 30,000 m). In my actual career, I *don't* have access to bigger reaction wheels. Steps I take. From a circular 200km orbit, deorbit to a 30,000m PE. Decouple test engine and begin descent. Hold retrograde with SAS until explosion. I have tried RCS on and off, precision and full power modes. I want to avoid rolling the vessel for spin stabilization for roleplay reasons. I do not want to move o a lower orbit first or skip in the atmosphere and lower the AP. Suggestions?
  25. I am landed and stable on minmus, I either send my pilot on EVA, or just turn off SAS and my lander starts spinning and bouncing off toward the horizon. Video here: https://twitter.com/GalbinusCaeli/status/1025975403951742976
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