EmbersArc

[1.3] KRE - Kerbal Reusability Expansion

461 posts in this topic

18 hours ago, Brigadier said:

I'm having a really difficult time using the grid fins to return a booster to KSC.  I'm using FMRS and Stage Recovery mods in sandbox mode to learn how to handle the return of a simple 2-stage, liquid-fuel rocket with the first stage containing extra fuel, 2 grid fins, a probe core and a battery.

Try this guide first to get a rough idea how to build a working first stage: 

Definitely use 3 or more grid fins. You'll profit from the additional degree of freedom and the drag will be useful too. 

 

18 hours ago, Brigadier said:

Everything is fine until I separate the booster.  Getting the two fins to deploy is tough because the stage starts to flip and rotate, especially after I get one fin out.  Should I be using 4 instead of 2 fins?  The fins are positioned with the slightly curved surface facing the ground.  Is this correct?

You shouldn't have to bother with action groups. It automatically adds the deploy action to the braking action group. So in flight you can click the small break symbol at the top of the screen to deploy the fins.
If you are having trouble with oscillations in flight you can move the fuel around to adjust your center of mass or even better adjust the authority limiter on the fins to make them less aggressive. 

 

5 hours ago, Brigadier said:

KER does have suicide time and distance (altitude?) indicators although I'm not entirely sure what they're telling me (height by which I must apply full throttle, perhaps?).

Exactly. But it assumes that you have zero horizontal velocity. Just keep that in mind and maybe start your engines a bit earlier if you're not falling straight down.

 

5 hours ago, Brigadier said:

I sorta get what you're saying.  If that's the case, isn't the action misnamed and completely misleading?

You may be right. The tool tip should probably be changed to Extend Fins instead of Deploy Fins because Deploy is already used for something else.

 

Good luck and let us know how it goes :) 

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19 hours ago, EmbersArc said:

Try this guide first to get a rough idea how to build a working first stage: 

Thanks, I'll give it a look (and thanks for a very nice mod BTW).  With @Skylon's advice, I did successfully return half a dozen small, test rockets to KSC.  I'll work up from there.  It doesn't help that I'm trying to come up to speed on two mods at the same time (this one and FRMS/Stage Recovery).

19 hours ago, EmbersArc said:

Definitely use 3 or more grid fins.

Done!  And the stability is indeed much better.

19 hours ago, EmbersArc said:

You shouldn't have to bother with action groups. It automatically adds the deploy action to the braking action group

Didn't know that, although now that I think about and re-read Skylon's post, he was hinting at it.

21 hours ago, EmbersArc said:

But it assumes that you have zero horizontal velocity. Just keep that in mind and maybe start your engines a bit earlier if you're not falling straight down

Roger.

21 hours ago, EmbersArc said:

You may be right. The tool tip should probably be changed to Extend Fins instead of Deploy Fins because Deploy is already used for something else.

As I mentioned before, in AGX there are three commands that apply to the fins when I select them for a group action - Toggle Fins, Toggle Deploy Fins, and Extend Fins.  The first deploys them (i.e. moves them from/to the stowed position), the second locks them (I haven't quite figured out why you would do this other than simple drag) but I haven't figured out what the third does.  It does not seem to move the fin regardless of its state.  Could be just me, though.

Thanks all!

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I need help. when i try to use this mod it just crashes my game on start up. im using the latest version in ksp 1.3

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21 minutes ago, PixelRunnerXFT said:

I need help. when i try to use this mod it just crashes my game on start up. im using the latest version in ksp 1.3

Are you using Firespitter? If yes, make sure you're using the latest version: https://github.com/snjo/Firespitter/releases

If that wasn't the problem, please send me the KSP.log file in your KerbalSpaceProgram folder and the crash report (the folder with the date of the crash).

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11 hours ago, felipe_o_mito said:

This mod is perfect!!!Do you now a mod that adds the dragon v2?

Tundra Exploration has a Dragon V2:

There are some others that add a realistic version but those are quite old and might not work anymore.

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Anyone in here ever built a Falcon9-like rocket with the KRE parts that does RTLS in RSS??

Edited by Dafni

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2 hours ago, LordOfMinecraft99 said:

Can you make it be compatible with Realism Overhaul?

I've never touched RO, so unfortunately I wouldn't know what to change.

But if someone has the knowledge and time to contribute the patches I'd definitely include them.

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Update 2.5.1

  • Updated Cold Gas Thruster model and texture
  • Small improvements to Falcon Legs texture (mainly fixed dark edge when zoomed out)
  • Renamed "Deploy Fins" to "Extend Fins" in Grid Fin options

(This version is still fully backwards compatible with 1.2.2)

The thrusters are not ugly anymore:

9g11qL9.png

Edited by EmbersArc
5 people like this

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On 6/22/2017 at 5:05 PM, EmbersArc said:

The thrusters are not ugly anymore

I didn't think they were ugly until now that I see the new ones

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