RizzoTheRat

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About RizzoTheRat

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    Spacecraft Engineer

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  1. Air bug aside, surely it would be more sensible to set their flow rate rather than set a time to drain a tank? I know that's also a bit unrealistic as it doesn't take in to account tank pressure, but it would stop them generating massive thrust.
  2. Completely agree but as none of us on here have the power to fix it any suggestion here is going to be workarounds to avoid running in to the issue. Of course if the fix to prevent people clipping parts in the VAB I think most of us would prefer to have the problem back "Should" being the key word there I don't know if there are some parts that always have same vessel interaction turned on, the say way that some parts have autostruts permanently on (which is a pain in the @&$£ is you're trying to fit landing gear too close to something that hinges.
  3. Do you have any parts clipped in to other parts? I believe this can sometimes cause problems on loading physics. Landing gear and wheels have some known issues too. Maybe try fiddling with the spring/damper settings. 1.7 Mun base sat on the ground and I used the friction pads from Breaking Ground to hopefully ensure they don't slide. I didn't have any problems with it sinking in to the ground but I've not built a base in 1.8.1 yet so it might be different, or I might have just got lucky.
  4. You've got a lot of drag at the front even with that faring, and quite a few draggy parts behind it too. Where is the centre of mass compared to the fins? As you burn the fuel in the side boosters your centre of mass will move forwards, which is probably why it's fine for the first 15 seconds or so. The idea with fins is to get the side area behind the centre of mass bigger than in front, and the more drag you have up front the worse it is as well. I would try and enclose more of the front end in faring, everything in front of that central fuel tank if you can, and get some fins, or even wings right at the back to get as much side area back there as you can. ETA: Ninja'd by Hans, agree with what he said, although I'd also add you can also reduce the drag, at the cost of fuel efficiency, by launching at a lower TWR, or throttling back a bit, until you're above 10-15km and the air starts to thin a bit,
  5. Then of course there's the Troy pound, which is traditionally used to measure precious metals and gemstones...and gunpowder so in theory calculating ISP of early SRBs would be even more complicated
  6. How close are you getting before selecting the port? Have you tried getting right up close to the station without selecting anything? The reason I ask is because there are 2 stages to the whole physics range thing, with a Load distance where it puts in on the screen and I think starts calculating the physics for it as one lump, and an Unpack distance where it starts calculating physics on all the parts. The default unpack distance in orbit is 200m, so it's worth seeing if you can get well inside that to ensure the station is unpacked before targeting the port, which will tell you if it's a physics problem when unpacking or an issue with targeting the port, as I think it will let you target a part before it's unpacked, but I don't know if that forces it to unpack. Sometimes clipped parts can cause things to fall apart on unpacking. Agree with AHHans that the Clamoptron Seniors are pretty good. I autostrut the extremities of all my stations and ships, ie the docking ports and engines, to the root part and find everything's stable. As above though I don't manoeuvre my stations and leave SAS turned off.
  7. R.A "Bob" Hoover definitely learnt to fly at the same school as Jeb!
  8. They appear to be a kind of heat pump, relying on being warmer than the night sky so generating some electricity as they transfer heat from the warm earth to the cold sky. To operate in space at night I guess you'd need a big heavy heatsink to absorb heat during the day and then use that heat to generate electricity at night. Probably not the most efficient way of storing energy. However presumably you could use them as radiators to dump excess heat during the day by projecting it out the shaded side.
  9. Very much this. The sense of achievement of my first orbit, first Mun landing, first docking, first trip to Duna, etc using kOS have all been similar to my firsts in the standard game. Next plan is to land on Duna, something I've not done at all for probably a couple of years Realism Overhaul is one I plan to have a go with at some point for something very different too.
  10. Assuming you mean the crewed command modules, EVA the pilot, right click on the experiments, and select Take Data. The pilot can then board with the data and you safely jettison all the experiments.
  11. You should get a navigation marker in your navball, try doing a 360 turn and see it shows up.
  12. I didn't realise KAC could do it as per Hotel26's post above. The only other mod I know can do it is kOS, which allows you to programme your own stuff within the KSP environment. I just started overhauling my inclination script the other night and now measure the angle between the North vector (which is a built in parameter for each planet) and the vector from the ship to the centre of the body. This gives me the exact time of the next ascending or descending node. Once I've worked out the maths for it this should allow me to time my burn so that I end up on the correct longitude of the ascending node as well as the right inclination.
  13. For rendezvous with a craft you want to dock with? It's well worth trying to improve your technique there, with a bit of practice it's easy to get it under 5km and it makes the whole thing a lot quicker and more fuel efficient.