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Found 6 results

  1. hey guys ! i don't if i am posting this thread in the right place The thing for sure is that reaction wheel can cause errors on gyro specially when using on a cube sat my question was first ; How ? then : What to do ? any paper or journal that have covered this issue is appreciated . thanks
  2. Reaction wheels that are turned on use power when in timewarp, right? (e.g. when you have SAS set to "stabilize" or "follow target") After having them drain all my power a few times, I got in the habit a while back of always turning off SAS when I leave a ship (e.g. when I return to Space Center / Tracking Station). I'm wondering, is there a way to hibernate them similar to command modules? Could hibernate capability be added via CFG edits?
  3. Okay, I know people may say this is because of power or antenna on 1.2, but for some reason, every time I get close to another one of my ships (i.e. attempt docking) with it. I can get about 20km away, and all of a sudden everything on the ship stops working.... permanently. These are not large ships, and even the in game tutorial is doing this. When I was in career mode, I put everything in, made sure I had the antennas up, had several battery packs for my probe core and/or command module and the reaction wheels, as well as RCS. Even the RCS didn't work when I asked it to. The whole ship just went dead. It's become very problematic for me to build stuff in space because of this. I've tried three types of control systems (mk1 pod, probodyne, and the mk1 lander pods). I tried looking it up and seeing if I was doing something wrong. I don't know because I'm a new player and got the game just a few days ago on steam.
  4. I'm curious about this. I've tried doing some research and find lots of info about wobble in large builds, but that has to do with the various parts of the ship flexing. This is not related to that, as my craft is only a small handful of parts. So, I've built a small, two-stage, sub-orbital probe using Procedural Parts fuel tanks, with a pair of reaction wheels (one 1.25m on stage one, and one .625m on stage two with the probe core). Stage one is a Swivel engine, stage two is a Terrier. Stage one launches nicely, and it flies quite well. This is actually the first design I've made that I have successfully executed a gravity turn with. I have to play with the throttle all the way up, otherwise it will go unstable and start flipping at around 25,000m. The problem comes in stage 2. For some reason, the SAS causes the craft to wobble endlessly, and I don't know why. It's wasting my electric charge from all the constant control inputs. If I turn off the reaction wheel, the craft just floats wildly out of control because the probe core doesn't have a built-in reaction wheel. I've had this problem before, but it was usually associated with having multiple active reaction wheels or RCS thrusters that were interfering with each other. This time, I have only the one reaction wheel active. Any ideas?
  5. I've seen a lot of people using rotating pieces, like 90 degree angle rotating wing-systems for VTOLs. I've been unable to figure it out so far on my own. How do you make a rotating axle?
  6. Hello, I'm not an expert, but I think that the reaction wheels power are very (too) powerfull... This is a lil bit of cheating isn't it? For example, take the Mk1-2 Command Pod, jettison it on space, and apply full pitch or/and roll... The pod will just rotate close to the light speed and the Kerbals inside will just have a brain attack. This issue have to effect to make useless the RCS for the little ships... Thanks and regards. EDIT: to complete my statement: The RCS is just totally useless in attitude adjustement for a regular sized ship... I think this is a lack in the gameplay, because the reaction wheels are very light (more light than a RCS tank :)). It is more intressting to add a SAS module than an RCS with monoproplent tanks... Please, read the statements in this thread before voting...