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Everything posted by 100055

  1. Thanks a lot! I could not understand why my Eve lander suddenly started rolling uncontrollably at a certain point during atmospheric entry. I even edited the craft file to make sure that all the identical parts (such as multiple groups of legs and parachutes placed with symmetry) were placed at exactly the same height along the vertical axis, ensuring that the craft had complete cylindrical symmetry. I was at my wit's end until I found your solution. I turned off SAS and it stopped. You made my day. +1
  2. Oh. Looks like the absence of heat shields was the problem. Thanks for your reply!
  3. So my probe finally reached its destination, Jool. It came in on a regular intercept path, and I aimed for a very shallow aerobrake in Jool's atmosphere at around 8500 m/s, with periapsis at 195 km. Around 10 seconds after entering the atmosphere, the entire probe exploded. There were no flames/re-entry effects, and certainly no red overheat bars seen during a regular re-entry (such as from Minmus). Everything (except the MechJeb module) just instantly exploded. I'm suspecting this is what happened. Does this problem still exist? If it does, is there a workaround (other than Tylo gravity assist)? I'm playing on KSP 1.4.3, with only MechJeb and other visual mods.
  4. Nope, craft above solar escape velocity just keep going forever. You can't "leave" Kerbol as it's gravity well is infinite. Only the Kraken knows what will (eventually) happen to them.
  5. The wobbly rocket "feature" is really just a consequence of the fact that there are many joints in the rocket (between stacked fuel tanks) that would be non-existent in the real world. Mods that allow you to construct a single fuel tank of any size (such as Welding or Procedural Parts) will solve the problem. Otherwise, auto strut and rigid attachment are your best friends.
  6. Get all of your Kerbals out of their landers. Switch to one of the landers, and tip it over so that it lies on its side. Start the engines at full thrust and watch it streak across the surface. Repeat the above steps for all remaining landers. Now, select a rover. Disembark any Kerbals still onboard. Flip it over so that its wheels are facing the heavens. Watch them spin uselessly until the battery dies. Repeat the above steps for all remaining rovers. The Mun is their home now.
  7. That's only because you're joining multiple generic parts together in KSP to form what would've been ONE part in real life. How many posts will it take before people realize that (stock) KSP is by no means realistic. Relativistic effects? N-body physics? Limited EVA propellant? No, no and no. It is a game. There's a reason why real-world space agencies don't use KSP to plan their missions. There's always a way to eliminate flexing in your rocket. You just have to find it.
  8. You're probably not using them correctly. For me, auto strut, when used correctly, becomes the fifth fundamental force holding my crafts together. It was probably the best feature that Squad ever added to KSP. Also, fuel tanks in real-life rockets are custom-made for that specific rocket to maximize the mass ratio. No one in real life builds "generic" fuel tanks and join those together like "parts" in KSP. It simply makes no sense to do so. If you want fuel tanks of any size, use Procedural Parts.
  9. What velocity are you coming in at? With the Advanced Grabbing Unit, you should approach the target with around 2 m/s (instead of <1 m/s for docking ports) to have a better chance of success. Try to aim for a flatter surface on the target ship, as perpendicular as possible.
  10. Try this: 1.Open your persistent.sfs file with Notepad. 2. Find this section: KERBAL { name = Jebediah Kerman gender = Male type = Crew trait = Pilot brave = 0.5 dumb = 0.5 badS = True veteran = True tour = False state = Missing inactive = False inactiveTimeEnd = 0 gExperienced = 0 outDueToG = False ToD = 804399.44100609387 idx = 0 extraXP = 0 CAREER_LOG { flight = XX XX = Die } FLIGHT_LOG { flight = 11 11 = Land,Kerbin } } 3. Switch the state to "Available" 4. Remove any line with "Die" under CAREER_LOG and FLIGHT_LOG Jebediah should be back, ready to die again.
  11. Thanks for all the suggestions. One more question: How do I add more Delta-V to a lander? Using taller tanks makes it tip over easily, and making it wider by adding tanks and engines around the main tank will increase air resistance during the initial launch.
  12. It is possible with HyperEdit. You can place a craft so far from the Sun that its orbital period is effectively infinite.
  13. With HyperEdit, you can put your craft into an insane circular Kerbol orbit that is several million exameters with an orbital velocity of 0.1 m/s. Pretty sure that would take quadrillions of years to complete. Of course, in real life, this is not very possible as the SoI of Kerbol is infinite in KSP. Thus, technically, you can be at infinite distance with an infinite orbital period
  14. Re-enter more aggressively instead of less. This will allow less time for the heat to build up. Ideally, the periapsis should be at around 15 km or less. Bring some radiators to dissipate the heat, or use a bigger heat shield
  15. This is perfectly normal. Most of the time, an intercept trajectory will be an escape trajectory unless you're aerobraking. In other words, when you reach the target body's SOI, you'll almost certainly be traveling at escape velocity. The "predicted path" which shows "Mun escape" is provided you do not burn to change your trajectory. Once you're in the Mun's SOI, just burn retrograde at periapsis to bring the craft from escape trajectory into an orbit.
  16. Yes, you can delete unneeded/outdated quicksaves without affecting your progress.
  17. I'm playing a Career mode game with no mods (except MechJeb), and this is the largest rocket I've been able to build. It works well for traveling within the Kerbin system so far, but I want to start going to other planets, but it clearly lacks enough Delta-V to do so (only 7500 m/s). I only have all the 90-Science nodes of the tech tree researched, plus Heavier Rocketry and Command Modules. I would like to increase its Delta-V to (hopefully) 10000 m/s, but am unable to do so. Adding more boosters renders its TWR too small to lift itself. Any ideas? Picture here
  18. Dear NathanKell, Why are the planets in RSS so inclined? Also, Saturn and Pluto's moons are not inclined. According to Wikipedia, their moons should have around the same inclination as the rest. What may be the reason for this inconsistency?
  19. The Mun never had an atmosphere in any version, as far as I know.
  20. I don't think all big rockets are negatively affected by SAS. My Space Shuttle stands at almost 450 tons (475 with maximum payload), with lots of struts connecting the solid boosters, orbiter, and external tank, and does very well with SAS. At first, (when I was very noob), I did not use struts, and the solid boosters wobbled, and the whole thing fell apart. With struts, and SAS, it is very smooth. You've just got to strut it more (and at the right places). By right, SAS is supposed to stabilize by exerting opposite forces to the current direction you're rotating towards. The reason why it does not do so on larger rockets is because they "bend" too much. When a rocket "bends" (oscillates) too much, by the time SAS corrects the pitch/yaw/roll of your rocket, your rocket will have oscillated to the "other" side, making it even more unstable. In other words, your rocket "bends" faster than SAS can correct each oscillation. That is the reason why "bendy" rockets tend to break when using SAS. If you find it hard to control your rocket, try making your rocket less "bendy" (make it more rigid). Also try to add control surfaces or more vectoring engines and see if it helps.
  21. I've tried before, and everything failed horribly. Firstly, you cannot lower the throttle once started, so that means you either have to have low thrust all the way or high thrust and getting ripped apart. Secondly, SRBs are heavy and expensive. I only use a pair of Kickback clusters for my Space Shuttle (which is accompanied by the engines of the orbiter and fuel tank). In my opinion, it isn't feasible to have a stage made entirely out of SRBs.
  22. I get the infinite gravity part, but what I don't understand is why the object will fall through the planet. It is going at a near straight-down path from the solar system. I terminated it already (to prevent any possible lag). P.S. Why does my content need to be "approved by a moderator" when my profile says "no restrictions"?
  23. The easiest way to fix this is just to add a bit of weight below the rocket (opposite the seats) and try again. Yes, Kerbals do have mass. From the wiki,