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Krazy1

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Everything posted by Krazy1

  1. I did some half mission so I'll update later... That's pretty darn fast. I wouldn't say the heat shield is cheating but a fairing could be a bug exploit I think. Rapier thrust drops to zero at Mach 5.75. So you can go faster at lower altitude where the speed of sound is higher. At 22 km I could "only" go about 1710 m/s on KSP 1.12. If they got higher speed at higher altitude, they must be using rockets, or diving, or maybe old KSP versions. Dude what?! How big is your save file? I get bad stutter when it autosaves and I never had close to that many flights. Every scene change must be slow. I never made it to Eeloo and I never had any such real-time rules. I use Fill It Up but RCS Build Aid is also very helpful... it shows you full and empty CoM with different colored balls without actually changing the fuel levels.
  2. Tourists and trainees were brought home from the Mun today. LJP410 brought them to LKO and a reentry bus took them down. Then R&D invented a teleportation device to return a stray tourist that didn't stay with the group... he was landed on Mun again. They put the modified transport capsule on the launch pad and fired it... *shazam* he appeared in the capsule. There were some concerns about "unraveling the fabric of the universe" but so far so good.
  3. My (hopefully) Laythe SSTO lander scouted a part to recover on Mun... a Mk3 nosecone. Not small! Won't be easy with JSNQ reentry heating. Then docked in LMO for the first time in this career... in the dark of course. Completely swapped crews and tourists. Lathe SSTO went to high Mun orbit to test some Sepratrons and LJP410 proceeded to LKO where a reentry ship will take the tourists home. Then I was going to launch a small probe to Mun for a contract but KSP pooped the bed... menus gone. Restarting...
  4. Yes. Intent is to be able to SSTO from Laythe to another moon. Tylo is smaller in JNSQ so Laythe seems to be the big challenge. It's a little different... Laythe stock JNSQ surf press, atm 0.6 0.6 atm height, km 50 75 surf gravity, G 0.8 0.58 escape vel, km/s 2.8 3.5 And I'm sure traveling between Jool moons is harder because Jool is even bigger... but I didn't specifically try to design for a dV in orbit so I just hope it will get there. Outbound to Minmus:
  5. Launched a BFR yesterday. 7.5m Clydesdale for motivation. 1.6 M and 3.8 kt at launch First launch, too vertical. Second time was good:
  6. I use the Place Anywhere 7 thrusters... 2600 K rating. I think that's what you're drawing in green. And put the front (rear-pointing ) one on the front of the nose gear shroud. I've been trying to help troubleshoot cargo bay drag problems... looks like rerooting could cause node problems, which cause parts in cargo bays to have drag.
  7. bug hunting KSP will not help the situation. try water I was boring and just pitched up vertical with reaction wheel after cheating to altitude #catjam Umm. Probably. The original ship I built bottom-up (actually radially attached this 2.5m stack from the bottom and built upward) and I built this test ship top down. So at some point I rerooted to the lab to test the difference in node trees... but then I remembered rerooting can screw things so I rerooted to the copula again... then of course thought it may be double screwed and started building a new ship bottom-up... then came back to this bad ship after many more tests and wasn't sure what I did anymore. I'm using EEX which has the "reroot and drop" function. I'm sure I did reroot the original ship. So if the nodes are screwed as you showed... does that screw the cargo bay to lab connection too? Could that mean lab top and cargo bay bottom have drag? And/ or the cargo bay bottom external node is screwed and it believes the bay is open and even radial parts inside the bay will be unshielded? Welp time for more tests.
  8. Red pill or blue pill Lisias? I offer only the truth (well in my KSP at least) Red:
  9. If we could ignore them, we would not have the problem at first place! Everytime you attach two parts those node's size are different, you get drag. I'm not sure Lisias... I'm just a student here but this Kerbal University video doesn't mention internal node size. External node matching it does mention. What about radially attached internal parts? I did a quick test of the CRG-15 with ideal conditions... external and internal nodes size matched, one internal part node attached... and it does work correctly. Now I need to experiment to see why my actual bay packed full of parts doesn't work. Update: So I did more drop testing and... it's insane. The first couple tests worked. Then it stopped working and could not be fixed. I completely rebuilt the test craft and it still had drag with the doors closed. Same ship, different result. So maybe something on this install is a problem? Some silent exception that breaks only only drag on this part? Maybe reverting to VAB and/or crashing. I don't know. I can't take it... I'm going to bed.
  10. Found a plume issue with the Ram engine from Better SRBs mod. It is set far behind the nozzle. That's the only one I noticed like this. The Lance engine from that mod is good. There's a typo in the config file... line 100, should be 0.37 not 30.37.
  11. Launched a reasonable rocket on an absurd mission to test landing gear and a jumbo nuclear engine on a solar orbit. It would have been nice to USE the 12 ton engine to get to solar orbit but that would invalidate the test. It had some (overly?) complex staging.
  12. Thanks for all the testing. Wow. The sliding door Mk1 bay is great and unique... but this time I want to use the 2.5m CRG-15. So, hopefully that fix is very similar?
  13. Having trouble with cargo bays not occluding drag for parts inside. Tested 2.5m CRG-15 and Mk1 Sliding Door. Stock bays work as expected. KSP log player log Same problem for DaMichel's Cargo Bays. https://forum.kerbalspaceprogram.com/topic/207351-112x-damichels-cargobays-dcb-version-11990-prerelease-27-jul-2022/?do=findComment&comment=4311592
  14. Pics added last page ICYMI. That was a size E... there's an I coming in 40 days. Can't even guess how big that is.
  15. I had a contract to test a Flea in Minmus orbit. There was no reason to stage then so I noticed the burnout is quite long and more importantly the sound never stops. It may seem like an unusual use case but Kerbals have strange contracts and players do weird things. I entered it on github, if you have some time.
  16. I made it to the class E asteroid in JNSQ... and it's freaking huge! The ship has a Terrier and 449 sec of fuel: 2289 m/s dV. After klawing, it has 0 m/s dV and 0.00 m/s acceleration. Guess the mass. Pics later. Pics now:
  17. #1 is intentional. Real SRBs don't instantly stop burning when they're almost out of fuel. RSMP mod is more realistic than stock. Shuttle SRBs: UPDATE: OK I see what you mean now... it never stops burning, ever. And making sound. I'll post on RSMP thread.
  18. The Steam file verification does not work correctly on modded KSP installs. It gives false positives like this. I only use my Steam KSP copy as an unmodded source to make new KSP installs, using CKAN, then mod the new copy. Need more info... what's the lat/ lon on Bop where you saw this? What KSP version? What mods? Kopernicus? Parallax?
  19. Or with a Whiplash and 2 Terriers. Ladders also have huge drag. Add another crew seat for an engineer, put the ladder in storage and weld it on when you land. Other mistake I made was pitching up too high. You only need 5 deg. maybe 10 when you turn on the rocket engines. Let your horizontal speed carry you to orbit 1/4 orbit ahead. I launched a Minmus probe earlier this week for 2 contracts… fire a Flea at some altitude and achieve a certain orbit. Pics: Today I launched a rocket to rendezvous with a class E asteroid approaching Kerbin. It’s at 152 deg inclination. Launching east is hard enough in JNSQ… going southwest, I lost about 350 m/s surface speed. It took about 5-6 trials to get it right. The updated RSMP makes the SRB plumes look great but maybe a bit bright on the ground? I turned on Godrays in Scatterer but I'm not sure if I like the sunflare as much. Prototypes: Final Launch: Center stack: Clydesdale (8-slot), Skiff, Terrier (on orbit only). Boosters: Thouroughbred (10-slot), Skipper I got 3.3 deg. relative inclination to the asteroid… not bad.
  20. Well I just lost a HUGE post trying to add a quote
  21. Wow. Double bird to that planet. It has 6.5 km/s low orbit... same as stock Jool. Will a rover even get up a slight hill or be able to stop downhill? Good luck!
  22. I think the video that covers this is HERE. So weird. That's just makes no physical sense. Well, me too. It seems best to test all the parts to verify the drag like Duke did. Textbook approach to C.Yeager. Kerbal textbook. Not stabilized. Right wheel, then nose wheel, then left wheel. Only need half of a level 2 runway to stop a 250 t hypersonic plane. Then taxi on the grass to the terminal.
  23. Yeah, I found that too. I think each cargo part has to be entirely inside a single cargo bay part to shield drag. KSP does not consider multiple bay parts as a single big bay when occluding drag. Pretty lazy IMO. So any combination of tanks as long as 2x Jumbo-64s will have a middle tank that bridges between cargo bay parts and will have drag. BTW all of the addon bays I've tried (DaMichel's CargoBays and Airplanes Plus) have no drag occlusion at all. But there's still 1 part that has drag right? I suppose you could have 2 sections of satellite that are redocked inside the cargo bay before deploying it in orbit. 2 more docking ports though
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