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Ulzgoroth

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Posts posted by Ulzgoroth

  1. This I can confirm.

    Unless it has a pod on it, it doesn't really exist.

    For example, in a recent challenge, i had a ship that deliberately hard-landed, breaking off intact spent "Flea" srb with attached Goo canister. I thought to lose the mass, and still recover the goo?

    Nope.

    Go to KSC, or tracking, and the non-pod bits are *poof*.

    They did exist while kept under eye, but went as soona s point of view left the immediate area.

    The **exact** same vehicle, in the same circumstance but landed on grasslands not KSC grounds, left the expected parts as persistent debris, accessible from the tracking station et al.

    Debris that is really close to a vehicle sometimes seems to disappear regardless of location. Possibly only when you recover the vehicle. I've seen it happen a lot with plane crashes.

  2. I wish they would fix this - I am new to the game and just spent the past couple hours trying to figure out why I was unable to recover these ad anything other than debris despite controls, fins, radial parachute, drogue chutes, etc.

    (Sorry to necro a thread but this is still an issue 1.02, and with newbs like me arriving with the announcement of 1.0, its worth a refresh)

    Recovering them as debris is what you want to be doing. You get credit (and, I think, science from any experiments) when you recover debris just the same as when you recover a ship.

  3. Always i used my chute with no problem. But from the last update what the H... alwys destroyed by drag and heat. drag and heat? WTH? i use heat shield and chute is in the other side why drag? why heat?

    Looking at the picture, it appears that the parachute pod is still attached to the capsule and intact, so what you destroyed was the parachute, not the part that holds it. The parachute part looks like it's safely situated out of the airstream, but obviously the deployed parachute won't be! And since 1.0.1, parachutes don't survive being popped open at hypersonic speeds.

  4. I'd considered making a design like this (in fact, my very first successful spaceplane back in the day was like that, only with 24-77s), but my question is:

    Is that more, less, or equal to the drag of a "hot dog" design?

    If it's less drag, then the Mk55 is definitely filling a niche.

    Is it possible to build a "hot dog" that small? I've got a similar design about to fly, and the purpose as I see it is that it's a small, not very high tech craft that can hit high-altitude objectives for missions.

  5. - I used SRBs for gaining lots of speed in a short time (maybe too much speed?!). Now I have one loong rocket with only LF engines (3 stages). It takes forever to reach 10km and when i reached it I'm only about 300m/s. I wonder how it works, but it works :-)

    Going much above 300 m/s at low altitudes isn't worthwhile. You don't want to hit the sound barrier while the air is dense enough to matter, because transsonic drag is a lot worse than subsonic drag.

    So, why is it this important to get horizontal speed this early?

    In my opinion, I have to gain altitude as fast as possible. Because low altitude means more gravity, more gravity means more trust necessary for not falling back to earth. Less trust for gaining vertical speed and altitue. Thus, I tried to get away from the evil gravity and atmosphere as fast as possible. I didn't bother gaining horizontal speed when still in atmosphere. Short: I didn't do a gravity turn.

    Whats the mistake with my thoughts?

    Gravity doesn't decrease significantly between sea level and Low Kerbin Orbit. When you're in orbit, look at your trajectory on the map, zoomed out far enough that you can see it all the way around the planet. It's only a tiny bit above the ground, relatively speaking.

    The thing that does drop off with altitude enough to matter is air resistance. But that drops off fast, by 30 km you are not going to experience very much decceleration due to drag.

    And, why is the LF-909 this good?

    It reads poor. Nearly no trust...

    The 909 isn't good for thrust, but it is relatively light and has high ISP.

    Being relatively light helps make your top stage have a good fuel fraction. (For thinking with rockets, you should basically ignore how much fuel you have in absolute terms: what matters is what fraction of the initial mass of the rocket is fuel.)

    High ISP means that for a given fuel fraction, it can do more.

    The low thrust doesn't matter so much when used for an upper stage because first of all the stage doesn't mass much, and secondly the stage is mainly accelerating horizontally, not fighting against gravity. Using 909s for a first stage would be a bad idea. (It's an even worse idea than the low thrust alone indicates, because the 909 also has bad ISP and thrust in dense air. It only gets its good performance in near vacuum. Near vacuum includes Kerbin's atmosphere once you're a bit past 10 km up, though.)

  6. IMO, unless you use a mod to automatically recover stages that enter Kerbin's atmosphere, the problem is unmanageable if you actually want to simulate it (since it will most likely require physics bubble much larger than 22.5 km, which could easily break your system).

    Is there some reason the simulated zone has to be a sphere centered on your currently-controlled ship? In most cases, I'd think that replacing the 'automatically delete parts deep in atmosphere' with 'automatically simulate parts deep in atmosphere' would not be a serious processing problem.

    Where it might be a problem is when you want to use non-physical time acceleration because your main vessel is now in space, but you have a bunch of boosters gently drifting to the ground on their parachutes requiring that the game do active physics simulation.

  7. You could try adjusting the opening conditions for the chutes. As I understand it, the min pressure parameter determines how much air is required before the chute will partially open. Setting that to a higher value should mean that, even though the parachutes have already been staged, they don't actually deploy until later in their fall. Set it to the right number and they should pop out after drag has slowed them enough to not destroy the parachute, though I couldn't tell you what the right number would be. You can also have multiple chutes with different settings for this so that they deploy sequentially.

    If you have problems with the parachutes burning off before they deploy, try to make sure that the 'chute pods are tucked out of the airstream on the falling booster.

    EDIT: This is theory, not something I've tested myself.

  8. Not sure I agree. I tested it taking a pod and top mounted Mk16 parachute above 75K, then back down. Parachutes are destroyed. As for recovery, if you have shutes on the booster and it's low enough not to burn up, it will make it to land and using the mod StageRecovery, you will even get some funds back. This all worked in 0.9 of course with FAR and DeadlyReentry instead of the new stock game aero and heat.

    And sure, if you only do a sub-orbital <25k flight you don't need heat shields, but coming back from outer space, orbit, Mun etc. you do. I had Jeb returning from Mun with a pod, fuel tank, engine and tried several times to reenter. I had three shutes, all would burn up during reentry. I tried a shallow entry, no go. Ended up clicking on unlimited fuel and just applied full thrust to burn off orbital speed, then controlled the descent down and popped shutes.

    Your parachutes shouldn't be exposed to atmospheric heating if you fly your reentry right. Capsules are supposed to come down flat side first, not pointy side first. Top-mounted parachutes, or laterally-mounted chutes on the top of the capsule, will be occluded from the airstream by the pod. They could be burned off by heat conduction from the pod, if it gets hot enough, but I've never seen that happen.

    (In most cases if you de-orbit an rocket, rather than just a capsule, the aerodynamic forces will try to get it to flip point-down. That might be okay if you've got a top-mounted heat shield as you propose, but otherwise it's something to be avoided, because it puts the vulnerable top of the capsule and parachute pods in the airstream. Careful handling and careful SAS use are enough to keep some vehicles steady.)

    You can definitely reenter from orbit without needing a heat shield, if you keep your orientation right. I haven't tried a hard reentry from a lunar return transfer, that might be too much for an unshielded pod. You may also have more need for a heat shield if, for instance, you've got an instrument bay underneath your pod that you want to reach the ground uncooked.

  9. I still don't get what chutes have to do with it. The main problem was that you could deploy them at $RIDICULOUSSPEED, the smaller problem was that their semi-deployed drag seemed to be rather high. But I don't understand how fixing one or the other required changes to the atmo as such.

    Is there any reason to think those things are connected in the first place?

    The parachute changes are relevant to the other changes from a play perspective, since both are major factors in reentry, but they don't need to have a common cause.

  10. Ya it's structural wobble due to the length.

    How long is it? My design for a Mun orbiter only runs about six FL400s, plus two BACCs on the sides. Though it does have the benefit of 909s.

    Which building(s) have to be upgraded to do surface samples?

    Definitely the research center. Probably also the astronaut facility, I've never gotten the research center without having the astronaut facility first.

  11. You've got all the tech that I do and a bit more, and my Mun orbit mission has already made its return transfer and is ready for reentry when I get home today.

    Personally, I'd go for Electrics in a hurry, because I don't like having to run things on battery power. And do like probe cores. After that, probably the necessary stuff to start using larger rockets.

    EDIT: Actually, going after Advanced Flight Control might want to be a priority. RCS is very helpful for landers. And while the Mun can be a bit stressful Minmus is pretty easy to land on.

  12. Well I've done the LKO goo sample and science bay experiments as well as the crew and eva reports but I'm not sure what else I can do. I suppose the HKO experiments but I think I'll still be short. I don't have the 909 engine, just the starter (T45?) as well as the gimbal variant. I plan on just flying by the mun/minmus until I unlock more stuff to make it easier. The main issue is that my rocket ends up being so tall that it wobbles like crazy when I try to stack enough fuel to even attempt a mun transfer, and even then I haven't been able to orbit with it due to the wobble messing me up but I'm pretty sure it's not even enough. Going taller isn't an option and without asparagus it seems like going wider isn't feasible either :(

    To counter wobble, if SAS isn't good enough, tail fins can work wonders. Unless it's structural wobble you're getting?

    For width, asparagus is definitely not required. Just sticking either solid or liquid fuel boosters on to the sides of your rocket is perfectly viable, if not as efficient. Preferably with a radial decoupler of course. A pair of radial BACC boosters makes a very useful first stage.

    For science, do you have the upgraded buildings for surface sampling? You can get a good chunk of science out of Kerbin surface samples (along with the obvious landed crew reports and landed+flying EVA reports). And of course the full orbital EVA collection is a big chunk of science.

  13. There is a phrase "easier said than done". I'd seriously appreciate a good description (or a tutorial) about how to accomplish that. Getting to Minmus seems to be an impossibility given the tech tree choices I've made so far.

    Painting oneself into a corner is definitely a thing in KSP 1.0.x.

    I don't think we know what choices you've made so far, or what you are having problems with. Do you, for instance, have Advanced Rocketry? If you do, and you have the first launch pad upgrade, you most definitely can go to the mun.

    (And if you don't it's only 45 science, you can definitely scrape that up without having to go far.)

  14. More moaning, because I feel sorry for myself for no reason...

    I was initially encouraged by being able to get about 120 science by doing the normal science spamming tactics - but that only gets you to the mediocre early rocketry parts and crap aircraft parts and maybe thermometers if you're lucky.

    Now I'm pretty much stuck on Kerbin with 400 tightwad hipster tourists and no decent biomes in range because my unmanned rockets will not fly in a straight line and a grand total of 3.6 science to spend.

    Trapped in purgatory and there is no science here.

    The other option is sandbox. But in sandbox, nothing matters. No fun. :(

    Bah

    If you've spent all the science you can get in the space center and in Kerbin orbit and gotten airplane bits but not good enough rockets to orbit the moon (if you have 909s, you can do that pretty easily), you're probably going to need to go farm up some science by flying the airplanes around Kerbin with instrument packages. Which will take a while.

    I suspect you're overlooking some available sources of science, though. I have left a lot of orbital and even planetary science untapped and had both adequate rockets and thermometers for my moon orbit mission.

  15. 1.0 is kicking my butt. Didn't used to be like this. It's as if my ship design is a secret password - wrong password, NO SPACE FOR YOU!

    Where is it going wrong? If you're having trouble getting launch to space to work, a few 1.0 key notes:

    -Don't go too fast in the lower atmosphere. You will have stability and heating problems. And don't even try to turn more than the tiniest bit at those altitudes.

    -Once you get to 20-25km the air is thin enough that you can tip over to orbital prograde safely.

    -High atmosphere drag is very low. Flying at 60km for a while building up orbital speed won't hurt you much.

    Oh, and if your rocket doesn't look streamlined, there's a good chance it isn't, and that can make things worse in the low atmosphere.

    Why is there so little science reward for such hard early contracts? 1 science point for a mun flyby? Are you kidding me?

    You should be getting science by doing science. A mun flyby gives you opportunities for temperature readings, crew reports, EVA reports, goo and material bay experiments...

    Lots of science, but you won't just get it handed to you.

  16. Orbit is achievable with an early-career three-stage rocket that you can launch from the starter VAB and launchpad. Maybe even with something simpler, but that's my best.

    However, the technique to flying a successful orbital launch well is more involved in 1.0 than it was in the past. You may want to blast upward a bit further than the old 'tilt to 45 degrees at 10km', and you definitely want to drop your nose to orbital prograde at lower altitudes than before, since the upper atmosphere has so little drag.

    I'd recommend designing and flying so that you don't need tail fins rather than using them. They'll increase stability if they're in the right place, but SAS alone is more than sufficient to keep you pointing where you need to without the extra cost, weight, and drag.

  17. 1) Right, you need to upgrade your launch pad ASAP. It's the only way to get beyond LKO in career mode.

    I was able to launch a drone Mun flyby without upgrading the launch pad, and it had enough excess fuel and batteries that it could have easily been used to orbit and radio back temperature readings.

    For manned missions, you probably do need the upgraded launch pad.

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