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tjsnh

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Everything posted by tjsnh

  1. When are you starting your gravity turn? I usually start mine (with every other rocket) at about 8k Also : Further troubleshooting has found the following observations. Launching in a "full" soyuz configuration, with the upper stage and a soyuz/progress payload, the flight profile on assent is controllable and close to stable. Only minor hiccups, and after 3 tries I got a stable, repeatable, launch profile. Without the second stage , ie : in a "sputnik" configuration , using the exact same lower half as the soyuz test and only a probe core as payload, the rocket is entirely uncontrollable as described in previous posts. This seems counterintuitive to me, as a heavier top should make the rocket more prone to tipping (but then again - it IS ksp after all ..). Anyone have a suggestion on how to get around this behavior for 'sputnik' style launches?
  2. As an illustration : Note the altitude, speed, and aerodynamic overlay. I took this screenshot literally less than a second before the rocket flips out of control. The game client hiccups for a moment when I hit printscreen (like when you autosave), and JUST after the hiccup the rocket flipped. So .. this pic is basically a perfect example of my flight situation. Notice that my direction of flight is just barely outside the lime green circle. I mean ..... it seems like being that close to vertical, at 10k meters, at only 400 m/s , shouldnt put the rocket into an unrecoverable flight state ... the amount of sideways lift generated by the top tank seems WAY too large ..
  3. I've tried reducing the engine weight, seemed to make the problem worse. I'd really rather not have to resort to installing another addon (far) just to get the basic R-7 to work, especially as I don't want to have to add any other dependencies for the career-mode mods I manage that rely on tantares for parts....
  4. Yep... (I'm also on a fresh install - actually JUST got done reformatting my PC yesterday - and with no other mods)
  5. Well I'm pretty close to giving up on the new R-7 parts. I've tried at least 15 different troubleshooting design changes (fins, verniers, increasing engine/tank weights in the config files,etc) and no matter what I do, during assent if the directional pip moves even 2 or 3 pixels out of the lime green circle (direction of flight indicator) on the artificial horizon, the rocket flips. I've had one good launch, out of at least 50 attempts so far, and the launch profile was almost vertical until escaping the atmosphere (was barely 10degrees off vertical @ 50k meters). I can't be the only one having this problem. The basic design (as the craft i linked a few posts up) shoudn't have such a tiny (2 or 3 degrees) directional window before it flips completely out of control and is entirely non-recoverable into normal flight. It's only been a problem since the new release, and as much as I love the new parts if the rocket is completely unflyable there isn't much that can be done to salvage it for regular use. If anyone has a solution for this (design/construction change, modulemanager patch to change the center of gravity, really anything!) please, for the love of Korolev, share it. Otherwise it's back to the previous version of the R-7 parts.
  6. The fins didn't make a lot of difference (I was using them originally), but keeping the AoA within 5 degrees worked .. kindof .. no flip, but after about a dozen tries I can't get into a launch profile with an aps below 100km. Not really a "problem" but it's going to radically alter things for me - 100km is my standard parking orbit. I wish I knew what was so different about the new vs the old .. ah well. I'll be playing around with increasing the tank weights as a nerf (like I did before), maybe that will resolve the issues I'm having.
  7. craft file I'm launching : http://kerbalx.com/tjsnh/R7a-testing (ignore the pic) Super basic R-7. No (other) mods. I've tried 10 different launch profiles. Full throttle, half throttle, tip at 7k, tip at 15k, etc etc. Flips back-end-first every. single. time. I've never had this problem with any R7 based tantares rockets before. What am I doing wrong?
  8. I had a chance to try it out over my lunch break, and sure enough - having flipping issues with the new R-7. I'll post a craft, and maybe a youtube, when I get home. Very basic "sputnik" style R-7 without upper stage, 12 vernier config, one small fin (the small stock static one) on each booster. Climb to 8000 meters, start to very slowly and gently edge the nose east Within seconds, the entire rocket flips and won't recover, flying bottom-first unable to flip back around. I tried a second time and covered the whole rocket with standard canards and RCS, and still had trouble but was able to at least get into orbit without flipping over. Also found that the stock radial decouplers are having trouble ejecting the booster tanks with enough force to eject clear of the center stage/tank to avoid collisions.
  9. To those who get the chance to try it out - any luck with a stable launch profile? The beta was very "flippy" even with fins and verniers.
  10. Oh man ... I see this update post JUST as I sit down to start the day at work ... now I'll be watching the clock all day waiting to get out
  11. Those verniers and the decoupler are looking great! Can't wait for the release, going to use the new R-7 as an excuse to start a fresh career save up.
  12. As soon as the new R-7 is released, I suspect we'll have a flood of updated .craft file libraries.
  13. The X-1 fuselage looks pretty slick! I can see those parts getting quite a bit of use!
  14. Question for the gallery - am I the only one who has this thread bookmarked, and checks it for new Tantares releases almost every time I open my browser?
  15. Gimbaling didn't really exist in the early days of rocketry - early rockets used fins angled into the combustion exhaust to "steer". The vernier engine 2-directional-gimbaling on the R-7 was a generational leap forward for it's time.
  16. Related question about the PPTS, and since this isn't directly related to the Tantares parts I'll throw it out there to the gallery - what does it use for engines? I haven't been able to find any info on the PPTS service module, nor find a picture of it's backside to see what it's engine looks like. It's somewhat relevant, as making one in KSP (once the service module is out with Tantares) is a little difficult without that .. minor .. detail
  17. Where did you find out about this new engine for the upcoming update? I've looked on the forums and seen nothing official about any new parts. What did I miss?
  18. If that tank and decoupler are in 1.875m like I think they are, you're going to make a lot of people very happy once they get released :-)
  19. That X-1 cockpit looks like it'll "fit" pretty well with the rest of the parts, and so long as the texture is grey or white (rather than bright orange like the IRL X-1) and it's 1.25m it'll probably get a LOT of use :-) A thought with the X-1 : combining it with the bulgey V-1 fuel tank, stock wings, and an LOX engine, would make for a very shapely X-1 craft Also - the fregat looks like a good start. It'll be nice not to have to cobble monoprop tanks together anymore for this. Three actual questions : Are you planning for the fregat to be a fuel tank, or have an engine built in to make it a self-contained stage like the "real" fregat? The new R-7/Soyuz , any plans to release a beta? I know I'm not the only one chomping at the bit for it ;-) The PPTS, the beta you had posted a while back looked pretty close to "done" and was basically usable, but little has been said about it since. Is it still on the slate to get into the official release?
  20. Check out the 'soviet space program' mod in my sig. The next update (which will land as soon as the new tantares Soyuz is released) includes N1L3 craft files (that will work even without my career mod) which might serve as a good reference. Consider that it might also be launch profile. It's easy to burn too much fuel getting to orbit - you're "doing it right" in regards to launch if your N1 is still on it's third stage when you've circularized orbit around Kerbin and start to burn towards the Mun. In my experience, stage 3 gets me to Munar orbit pretty easily, with the BlokD attached to the lander providing de-orbit burn and landing deltaV for the lander.
  21. Love how the new Soyuz/R-7 parts are looking. The mesh/strut fairing for the upper stage looks amazing.
  22. Also another quick Q - the beta you posted a while back of the PPTS seemed to be working pretty well. Is it in the works to include it in the next update? Or is that still further down the line?
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