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Found 12 results

  1. KSP Version: v0.1.1.0.21572 Operating System: Windows 11 CPU and GPU models: AMD 5900X - NVIDIA RTX 3090 Description of the bug: As the title goes, once I've docked two or more ships in orbit, I cannot use any decoupler at all because that invokes the Kracken for an instant ritual destruction of the ship. I've found this after taking this ship to Duna's low orbit (200km): Everything worked well during all the trip. Every decoupler (SRBs and previous stages) worked as intended. But there I want to decouple both auxiliary ships (a lander and a returner) to dock them to the main ship's docking ports. And their TD-25 decouplers work. Once I've decoupled any of those ships and docked with the main ship, any other decoupler from any of the individual ships now combined won't work. Trying to separate the mid-stage (TD-37) or the side stages (AD-25) destroys the ship. With the main vehicle, I can continue activating every single decoupler if no other ship until when any other ship is docked. In another try, I decoupled both ships before docking them to the main one Then I can undock again the ships (via part's manager docking port's "decouple" action) and everything's fine. But every single time I have a "combined ship", if I try to activate any decoupler via staging or via part's manager this happens: And then the ship and the undocked parts start to sink down like lead into the planet, as if they suddenly had zero orbital velocity. But if you look close to the falling wreck, it seems like the decoupling happened. I mean, decouplers work, but they just destroy every single part (coupled or decoupled) after doing their job. Fixes / Workarounds: None (as far as I know) A list of ALL mods: None. Other Notes / Screenshots : Included in the description. Iguess the Kracken wants his toll. But that results in missions that require on-orbit redocking may be unfeasible.
  2. KSP Version: 0.1.1.0 Operating System and version (Windows 10, Windows 11): Windws 10 CPU and GPU models, any other system information which could be relevant: CPU, Intel i7 @3,6Ghz, GPU, Nvidia RTX 4070 Ti, 16 GB RAM Description of the bug. I have the bug that since the patch the radial decouplers no longer hold on the main body of the rocket. I use 6 XL decouplers in the asparagus system. Even with struts the whole thing does not hold and the structure fails. A list of ALL mods. If the list is long, please consider using a spoiler window. I don't use MODS, and the joint strength is on stock.
  3. Hi I have trouble with fuel draining from my upper stage. Fuel crossfeed is off. Also at stage separation remaining methane and/or oxidizer is not calculed properly. Is there a way to make sure my fuel will not drain into the first stage? Here first stage is almost empty : Looking at delta v, we already see there's something wrong and the upper stage leaked. Then stage separation, upper stage is only half full or half empty : My setup in the VAB: If you have any tips or workaround for this bug, it would be appreciated Thanks! Edit: To troubleshoot crossfeed, I made this testbed. Faster iterations and less kerbals stranded around the mun :
  4. Hey there, on the screenshot below: you can see "SM" type decoupler generates a procedural cone to the size of the smaller engine - this is not how it works on rockets - the KSP's decoupler plate is the base for procedural (idealy) cylinder to the part (fuel tank) that is _BEFORE_ an engine (which we hide in interstage for launch) on the stack. So the code should take a part to which an engine is attached and then attempt to cast procedural cylinder (ok, cone) to this part's diameter, and if it produces an error (say engine is attached to small ocagonal strut instead of a tank) either produce an error message or, which is better, attempt to find a "good" part up the stack to cast a cone to ...alternatively, it is possible to display a user-editable (shader-highlit) proposed cone\cylinder which turns red if some stupid combination is there (say, the player attempts to attach decoupler to an engine that is attached sideways to the fuel tank via octagonal strut) - in this case the player is presented with clear picture view why this wouldn't work to create an insterstage and optionally may elect to only use the decoupler plater (say by right clicking once to remove shroud depiction) for his\her radial decoupling needs
  5. So I tried several different variations of this craft configuration and the same thing always happens: In all variations there are at least three stages. They all always attached with stack decouplers (or separators, same thing happens), and when I try to detach the 2nd and 3rd stage, it won't seperate - the two stages remain attached even though the engines fire and the fairings drop. First and second stage don't have an issue. I tried using structural trusses and moving the engines to another part and it still happened: And here's an example of how it looks post non-seperation: Here's a video demonstration: https://i.imgur.com/hUEeOrC.mp4 I did notice however that every once in a while 'jiggling' the craft will set the previous stage loose, but not always. I suspect it's a clipping issue. Anyone else experience this?
  6. i try to launch the boosters but instead it decouples and i dont know how to fix it https://imgur.com/a/iK918Q4
  7. I had this experience before with the making history parts since every tie I try to hot stage, the engine heats up the fuel tank below before I can even decouple the stage below. I have tried with a heat shield and it doesn't work. Maybe make the soyuz-style 1.8 decoupler behave like a powerful heat shield?
  8. I recently reinstalled KSP on my laptop as I had to get Windows reinstalled and it wiped everything. Whenever I try to attach something radially it won't attach perpendicular to the surface and I have to rotate it manually. It's really annoying, and ideas?
  9. I am just asking about the MK2 Series and why there are no specified decouplers that look flush and it would help me very much with specified missions from carrying the plane out of orbit and into a new orbit that is my goal. P.S if i have missed anything please say so
  10. Just for verification to make sure I understand it right, the ejection force, mainly concerning radial decouplers, is what determines how far away from a launch vehicle the separated part is ejected. Right?
  11. Hello everyone I've become quite addicted to this game recently, and although I've never had this much fun with a computer game, sometimes it makes me want to rip my hair out. I have been testing an Eve lander and ascent craft on Kerbin, and finally got to the point in development where I could test its landing ability. Lands like a dream, however, when I was about to jettison all the unnecessary parts for re-ascension (everything is attached to radial decouplers), all that happened was that every single stage that was left on the craft got jumbled together in one stage, and not a single stage goes off. If a try to fire off this last mega stage (which would inevitably end in catastrophe) nothing happens. If I try to redo the stages (a ridiculously painful task with 200 decouplers), everything goes back to its pointless mega stage, not doing anything at all. (Manual decoupling does not work either). As a side note, the resources tab tells me I have 55 as maximum electric charge, as opposed to over 3000 before take off. The batteries are still attached mind you and the decouplers on the batteries have not fired). The only mods I have installed is KER and Mechjeb. Any help would be greatly appreciated! Thanks! EDIT: I think I've found the fault. Seems the landing was a tad too fast and snapped off the final stage with the command pod without actually causing any visible damage. Hupps, apologies.
  12. So I've seen people with similar problems to mine, and I have tried to fix my rocket with the answers that I have seen flying around, but nothing has worked. My problem is that my solid rocket boosters, which are mounted to the sides of my rocket, wont detach whatever I do. I've tried mounting them on radial decouplers, which, when triggered, just fall off the rocket and leave the boosters attached. Next I used separatrons, which just burned out and almost melted my main fuel tanks! And guess what! The boosters were STILL there!!! The launch is going swimmingly, all the stages work fine except for that one! Can someone please help me out!
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