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KerBlam

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Posts posted by KerBlam

  1. If I have more than one reaction wheel setup on my craft, usually some in command pod and another set of reaction wheels near the CoM of my third stage.

    I usually set the larger one to 'SAS only' during launch and that usually gets rid of all the wobble during launch. Once I'm out of atmo I turn it back to 'Normal'.

    It seriously helps.

     

  2. 6 hours ago, CommanderSmith said:

    I know, but Ven's models are just too pretty, and they fit much better with the rest of the pack than a more stock-alike example.

    Exactly this.. I'm actually very fond of the way these *tankbutts* (this is exactly the name I was looking for thankyou) make my rocket look... It would be awesome if this could be fixed.. Even if it was an additional part I would use it.  

  3. Heya!

    Been on KSP Hiatus for ages (since 1.05) but recently decided to get back in.

    Chonking my way through career, but there's one thing bugging me. When I switch to map mode, the Navball is hidden. For the life of me I can't remember it being like that, and I can't find any option to change it so I'm thinking I had a mod that did it.

    tl:dr Is there a mod that reveals the navball when I switch to map, or am I missing a setting somewhere?

  4. 1 hour ago, FrontLineFodder said:

    @KerBlam My install does not have the following parts, this is a science save not career

    1. SmallSpotlight
    2. MK1LFOFuselage
    3. LGLadderUtility
    4. 1x3SPanels
    5. fuelTank1-5
    6. Size2MedEngine
    7. SmallPointLight
    8. SmallStripLight

     

     

    Oh yep... haha I have quite a few mods installed I forget whats stock and what isn't... It definitely is a career save though I don't even have a science save.

  5. 20 minutes ago, Overengineer1 said:

    @KerBlam So, like I said already, your ship is underpowered for the settings you have entered.  I already told you the settings to change.  The sudden shift in angle of attack is actually a shift to zero angle of attack to orbital prograde.  Check it yourself.  The mod is trying to reach 40 seconds Time To AP, because you told it to, and it's trying to get there as soon as possible, because you told it to.  Your ship is not capable of doing that before 1 minute and 30 seconds into launch, which is an extremely slow launch.  Your lifter stage is only 1.4 TWR, and that goes down almost immediately in the next stage, so it's no wonder that the mod is having trouble keeping up with the default settings.

    Your ship has a lot of non-stock parts, so I'm not able to load it.  But I think a Hold AP Time Start of 30 seconds, and a Hold AP Time Finish of 60 seconds is a good place to start.

    Yes you told me what settings to change. McIrish3 asked if I was getting better results than the best guess so I did it that way. You understand what your mod does and why, I don't (but I'm trying to) so Best Guess is where most users will get their start.

    I have checked it, and from what I'm observing the ship does not change to an orbital prograde until about 36km, or are you saying it does this without changing the display of the navball? I guess It must do, because when the navball does change to orbital the prograde marker is already lined up,

    GXLi6oV.png <this is when it changed to orbital on navball. Notice this is with changed settings but it was the same with best guess. 30-60secs as you suggested, plus using the turn start and speed I usually use. I played with the sensitivity but that didn't change much. The end result was this launch being quite efficient but still marginally more expensive than my usual launch, and very accurate to 100km which I like very much.

    KER is telling me that my launch stage atmo.TWR is 1.6 and IMO that is not *underpowered* that is more than enough to get the craft off the ground and as I have demonstrated into orbit reasonably efficiently with a payload. Every piece of advice I have read has said anything around 1.5 is fine and much more than that is a waste and that reentry effects are caused by excessive loss due to atmo drag. I have gotten the best efficiency in my style of ascent from that advice. I don't need to touch the throttle, I barely need to touch the controls at all once I set the turn at 50m/s other than to keep the inclination right.

    I don't know what to say, I'm definitely not trying to nitpick, or enter into a liquiding competition about this, or prove you wrong in any way. I'm just trying to get the best out of what seems to be a very useful mod. I'm hoping you find some use in a different set of data?

      I'll keep tinkering and if I come up with any results I will post them, it may help others.

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