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Jso

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Posts posted by Jso

  1. 5 hours ago, CAPFlyer said:

    Also, just to clarify - this is all BDB rockets.  I tested it again in a new save on the most current version of 1.11 and *only* the BDB engines have this problem with performance not matching calculations when using MechJeb PVE ascent guidance.  When I use stock, or even like Missing History or other similar "stockalike" addons, PVE is rock steady on its predictions and it does what it says it'll do and I end up where I should be.  With BDB, the dV calculations are not matching performance, meaning I'm consuming fuel at full rate, but what's coming out the back isn't right.  I don't understand enough about how the addons are done and what is involved in performance calculations, so I can't tell you where the problem is, but I know that all the engines are substantially under performing compared to what they were under 1.10.

     

     

  2. Stick a Wally or Sargent motor on a Vanguard 1 probe and it hardly moves. It appears with very light craft there is a discrepancy between expected and actual dv, and the error increases as the vessel mass decreases. I'm not sure if there's a minimum weight cutoff or it just becomes less noticable at heavier weights. :unsure:

    1 hour ago, Pappystein said:

    Does 1.11 hate Thrust curves?  Just curious... because it sounds like that is what is happening (it is going with the Inital TWR and sticking with it.)    I am not currently switching so just throwing Ideas like I am want to do.

    I don't think so. I tried with one of the little monoprop engines and the same effect.

  3. 1 hour ago, OrbitalManeuvers said:

    Verrrrrrrrry interesting. You're not wrong, it's broken. It's the SRM. KSP thinks it has like 2k dv, and my circ maneuver is 1700m/s, but the SRM runs out long before the proper velocity is achieved. It appears to me as though it's producing almost no thrust.

    Yup I'm seeing the same thing. The solid should have 3000+ dv, but it's not getting anywhere near that.

     

    Edit: Weird. The thrust is static, the mass is dropping through the burn, but the g force doesn't increase.

  4. 10 hours ago, BadAstronaut said:

    i'd like to change the ressources i can tweak in the AARDV cargo. there's only ore, h2/o2, water, and material kits available for me to use in this part. i'd like to change them into or add monoprop and basic rocket fuel (oxydizer and liquid fuel). do you guys know how i can do this?

    You can do it but there's a large weight and cost penalty. Using a dedicated fuel tank part will be lighter and cheaper.

    Create a Module Manager patch like this:

    @PART[bluedog*,Bluedog*]:HAS[@MODULE[ModuleB9PartSwitch]:HAS[#moduleID[cargoSwitch]]]:Final
    {
    	@MODULE[ModuleB9PartSwitch]:HAS[#moduleID[cargoSwitch]]
    	{
    		SUBTYPE
    		{
    			name = LF/O
    			tankType = bdbLFOX
    		}
    		SUBTYPE
    		{
    			name = MonoProp
    			tankType = bdbMonoProp
    		}
    	}
    }

     

  5. 1 hour ago, msp307 said:

    I am using the latest version of KSP. I forgot to say that I scaled this. My question was actually whether there are explanations for the individual points?

    The Saturn rescale cfg has an example of how you need to handle stock fairings. Basically, you leave the rescaleFactor at 1, rescale the MODEL, and set the scale in three settings in ModuleProceduralFairing. link

  6. 3 hours ago, CAPFlyer said:

    Thanks for the suggestion.  I will try that as well here shortly and see if that changes anything.

    To kinda help as well, here is a link to a series of images of what happens -

    https://imgur.com/a/MO7fUGS

    Changing the Alpha limit doesn't really help.  It seems like about the time I pass 25000pa Q there is a sudden alpha and pitch command change.  MaxQ is about 28000 - 30000pa.  I'm not finding a way with MechJeb to see what its commanding or why this change.  Again, any help will be appreciated.

    I haven't used FAR since we got rid of the soup-o-sphere so I'm not really prepared to diagnose this, but I threw it in to see what happens and yes, it becomes uncontrollable at max q, which was about 35 kPa at mach 1.4 and 8,400 meters. However, the Juno 1st stage tank is filled at 80% by default. If I fill it to 100% I have no issues, and max q is 27.4 kPa at mach 1.5 and 10,500 meters. This is with classic ascent profile which is what you should be using with a Juno II. Set your top of climb so the apoapsis at first stage burnout is about where you want it (a test flight or two will be required). Then turn off the Ap and coast to apoapsis where you fire the 3 solid stages in sequence.

    With PVG and the settings you're using there it got a little wobbly high up but didn't lose control. But it failed to orbit because PVG doesn't know how to fly a Juno II.

    I'm in KSP 1.8.1 with JNSQ.

  7. 34 minutes ago, Clamp-o-Tron said:

    Nope, it's not. Experienced it without Kerbalism, fixed (I think) by moving to a newer version of RTB's bleeding edge branch.

    Both Kopernicus (a specific older version) and Kerbalism cause this error. We should have a workaround for Kerbalism soon, but it may in the end need to be addressed on their end to retain full functionality of the part.

  8. 40 minutes ago, DaveyJ576 said:

    I do have Dock Rotate installed, along with the 0.625 decoupler, but mine doesn't look like yours. Am I missing some other dependency? As soon as I initiate rotation, no matter at what point during the flight, it immediately decouples the Vicenza stages and the rotation just throws them around.

    I'm in flight, you're in the VAB and it looks like you don't have Advanced Tweakables enabled, so the windows look different.

    I've got no clue what you've got going on. Upload a KSP.log and maybe there's something there.

  9. 3 hours ago, DaveyJ576 said:

    Has anyone had an issue with this? I tried to start the rotation of the Vicenza upper stages and this is what happens. The upper stages decouple and lay there until they fall off. It doesn't seem to matter when I do this. It happens in flight too. I know this must be something simple but I am not getting it.

    Explorer%201%20problem.jpg?psid=1&width=

    I can't see your image, maybe you need to set permission to public?

    It sounds like your just staging the part and it's decoupling. You need the dock rotate mod installed for the spin table to work.

    D6MyiLZ.png

    If you disable staging on the built in decoupler in the nose cone, and use a separate 0.625m decoupler under the 11x stage the whole thing will spin like it should. If you don't do that the 11x shroud wont spin with everything else.

  10. 50 minutes ago, OrbitalManeuvers said:

    Thanks to Cobalt and Zorg for the help getting EngineIgnitor up and running. Adding this into the mix adds a really nice level of difficulty. So far I've had good success with Agena and the ullage motors, and Delta-K which can restart using RCS.

    I'm on the struggle bus with Vanguard and Able, though. For Vanguard, even 4 RSMs turned around isn't enough to get a stable reading. I eventually tried 2 stock sepratrons just to make sure it would work at all (it did). And for Able, I'm utterly clueless without forward RCS or ullage motors. So I'm guessing there's something basic that I haven't learned yet. Hints would be welcomed from anyone :)

    Next question on Vanguard ... scuppers! So I'm seeing the ability to turn them on/off in the VAB, but that seems to be the extent of possible interactions. Have I missed anything? I think I have the 2nd post-release update from 10/19.

    Lastly ... Explorer's spin table. I can get it to rotate once with a step of 360, but only one rotation. Should I be aiming for continuous rotation?

    Thanks!

    Able I/II needs to hot stage. You don't get ullage RCS and restarts until Ablestar. The typical flight profile with Able second stages is to hot stage the Able, then hang on to it after burnout using the Able's RCS for attitude control until apoapsis, then spin up the star 20 third stage for insertion. This profile is a recurring theme on the early rockets.

    Scuppers are eye candy. They fall off shortly after launch.

    I think you need to set the spin table to 0 degree step for continuous rotation. You'll want to "control from here" from the non spinning part of the rocket or autopilot tries to fight the spin. It's cute but can be a little annoying.

  11. 44 minutes ago, CAPFlyer said:

    Atlas V Brown (Bronze)

    Serious question/request -

    I'm running a rescaled Kerbin (as suggested earlier in the thread) and Ferram Aerospace with this addon and working my way through the Historic Missions pack US missions.  I'm now into the Thor-Agena A Discoverer flights and I'm running into a bit of an issue.  The contract for the initial flights wants me at 91km+ orbit, but I'm running into some odd issues with the ascent guidance and getting a good "groove" in staging so I can get into orbit smoothly with the single start Agena.  I don't know if anyone has any suggestions on what adjustments to make for Gravity Turn or MechJeb Ascent Guidance to help.  I have enough Delta V to make it into orbit, but I'm running into problems with not being able to setup the circularization maneuver (either manually or automatically) soon enough to get a good light of the Agena since I'm only ~60 seconds from Apoapsis when the first stage burns out and I have a ~2 minute burn to circularize and the automatic circularization for both modules not triggering until I pass 90km (meaning I'm less than 30 seconds from AP).

    Any suggestions or other addons I might be able to use to help?

    Try coasting a bit before lighting the Agena? There is a small solid motor in the Agena parts you can use to get it going if you're using an ullage mod.

  12. 12 hours ago, biohazard15 said:

    Was Gemini-B retro module fixed? I don't see anything about it on Github.

    The bug is that you can't mount retro motors in 6x symmetry on it - it reverts to 4x.

    Not a bug. 6x was too hard to work with so we changed it to 4x. The official way to build it is to install each engine separately, and then stage as you see fit. Since the nodes are not symmetrical, the engines are installed at the wrong angles when using symmetry. The thrust vectors should all point through the capsule CoM.

    The whole thing is admittedly not ideal, and you can't use sequential fire, but we have no better solution.

  13. 24 minutes ago, Misguided_Kerbal said:

    No, it feels fine. I built it to the exact specifications on the manual. It's just that I can never get it into orbit with the standard gravity turn thing. I tried mechjeb, but mechjeb is just worse.

    "Lofting" means a steeper climb early on giving you a higher than usual apoapsis and longer time to apoapsis when the low TWR upper stages burn. Try a 250 km top of turn in MechJeb. You can also try turning on corrective steering.

  14. 22 hours ago, OrbitalManeuvers said:

    Hello ... I need help figuring out this heating issue with the Staara SRM. The picture shows my problem ... the SRM is heating up the decoupler beyond its limit, and it goes BOOM before we have the necessary velocity to make the moon. This makes us unhappy and is too much like real life.

    All the decouplers at this size have the same stats, and die the same. I've tried the Staara at thrust limits of 70 and 100, same results. I wouldn't be able to do this at 100 anyway ... that's well over 9g's at the end of the burn and leaves me like 0.000002 seconds margin of error for the shutdown, and I'm too old for that. Anyway ...

    So, is it normal for an SRM to transfer so much heat to an adjacent part? Is there something I should do differently?

     

    9 hours ago, biohazard15 said:

    Just tried that build, and can confirm this problem - Aquila does overheat tiny decouplers.

    I think I've got this dealt with so try it again. It would have been the solids with variants that have different fuel loads that had the problem.

    To answer the question, overheating is not normal and it's not you, so please continue to report stuff like this. Thanks!

  15. 31 minutes ago, DaveyJ576 said:

    Please help! I upgraded from 1.9.0.2781 to 1.10.1.2939 so that I could download BDB. I couldn't get it to download using CKAN for either version because one or more add-ons/plug-ins were not compatible. I am a newbie. What am I doing wrong? Do I need to get 1.10.99? If so how do I get it. This stuff is as clear as mud.

    It should work. We don't maintain the CKAN configuration here so try asking in the CKAN thread.

  16. 38 minutes ago, OrbitalManeuvers said:

    How long has the Control Point feature been in the Leo capsule? Is this an expression of Cobalt's hatred for yawing to orbit? Whatever brought it to be, I flippin love this feature.

    Gemini flew with the starboard side pointing to the ground and the port side to space while riding Titan. The control point is so you can build it this way and fly with the navball in the correct attitude during launch.

    For a 100% correct Gemini-Titan, build the Gemini spacecraft and then rotate it 90 degrees so the top is on the VAB door side. Then build the Titan GLV normally under that. During the launch phase use the "Launch" control point, and on reaching orbit switch to the "Flight" control point and roll to heads up or whatever attitude you desire.

    I don't know why they did it this way. My guess is either horizon visibility or a requirement of the ejection seats.

  17. 5 hours ago, DA299 said:

    Hello Everyone,

                            I have a question.

    First some context; I'm playin in RSS without RO, and I use SMURFF for balancing the wet/dry masses of most fuel tanks that I use. Now I did quite some reading and I found out that BDB excludes SMURFF in the directory GameData/BDB/Compatibility/Rescale/BlueSmurff. My question regarding this is that if I set ExcludeSMURFF to false(or remove.. whichever works);will SMURFF be able to act on BDB's parts without any issues or not?

    If anybody has already done this please do tell me. TIA

    That used to work, but with all the part switching we've got going on these days I really don't know what SMURFF might do. You'll probably get a better answer asking in the SMURFF or RSS threads.

    Even with SMURFF, a full size solar system requires full size rockets. BDB is 64% scale so you might not get the results you expect.

  18. 23 hours ago, biohazard15 said:

    KSP 1.10.1, JNSQ, latest KopernicusBE (v19 at the time of this post), latest BDB 1.7.

    I guess this is most likely a JNSQ or stock bug\oversight. Courier and IDCSP's second ModuleDataTransmitter is not affected by JNSQ's rescale patch - but it IS affected by BDB's JNSQ balance patch. This leads to Courier and IDCSP's relays being rescaled to 66% from stock.

    It's a JNSQ bug that will be fixed in the next release. There's a workaround here.

    38 minutes ago, northern said:

    I can post screenshots if needed, but of the top of your heads: how do i solve the glitch were certain parts are the wrong size/ have attach nodes in the wrong place. its appeared in the last day.

     

    all ive added mod wise was tac life support

    Remove TAC life support and see if the problem goes away.

    If this is a craft file, try building from scratch and see if the parts are better. I'd need screenshots and probably a log to say more.

  19. 2 hours ago, CobaltWolf said:

    A small note on the tank, but I don't know how a D-1T is going to be built. I haven't looked into it or spoken with @Jso to determine whether the insulation can merely be switched off - perhaps they can chime in. Otherwise that will need to be a separate part

    The insulation can be toggled off in the VAB for the D-1T. That wasn't working before but it should be ok now.

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