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Everything posted by icedown
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Why does this plane become uncontrollable?
icedown replied to THX1138's topic in KSP1 Gameplay Questions and Tutorials
Yaw is rotation about the vertical axis of an aircraft. Just because you turn the vertical axis horizontal has nothing to do with the inherent instability around the axis. It would just appear to cartwheel instead of spin. -
Why does this plane become uncontrollable?
icedown replied to THX1138's topic in KSP1 Gameplay Questions and Tutorials
There's not really a good way to bring that craft back in safely. The only thing you could try is shutting down the an engine on the outside of the spin to try to stop the spin, but the chances of actually pulling that off and getting it back actually under control are pretty slim. -
Why does this plane become uncontrollable?
icedown replied to THX1138's topic in KSP1 Gameplay Questions and Tutorials
My guess would be a lack of a vertical stabilizer. Without that, there is no way to control yaw on that craft. While flying wings are a nice idea, they are very difficult to fly in reality due to this. -
What did I do wrong in my Duna mission?
icedown replied to Invader Jim's topic in KSP1 Gameplay Questions and Tutorials
Did you make any course corrections enroute? -
I have a station in a low orbit of the mun. Even with all of the engines and torque wheels disabled, it pitches back and forth constantly, as well as constantly changing it's orbit. Is there any way to find out what is causing this? The motion doesn't seem to come from a particular spot, as the changes in rotation don't appear to be uniform. eg it will swing back and forth on the same axis without rotating. KER shows 0 Thrust, 0 accel, but a thrust offset angle of 0.3 and thrust torque of 5.7kNm.
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From my understanding, it would take the same electrical charge, since the packet size and ec per packet are the same. The only thing is the DTS is going to drain your batteries much quicker, so a c16 will be able to be used on a rocket with smaller batteries and power capabilities.
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What does your browser suggest for Ksp related searches?
icedown replied to Owen5595's topic in KSP1 Discussion
ksp calculate orbit ksp gravitiational constant ksp While looking up info on launch trajectories, I did get this rather odd suggestion. -
You Will Not Go To Space Today - Post your fails here!
icedown replied to Mastodon's topic in KSP1 Discussion
I think Jeb has been looking into how to fly better in the new atmosphere and keeps getting distracted... -
I have kOS installed, but have not really tried it out. How well does it play with RT? Still trying to learn the language in my sandbox game. Haven't tested it on RT probes yet. I was simply giving the way I see RT as it is and offering some advice on ways to keep from ending up with an expensive interplanetary rock.
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I've noticed that the stock sas appears to be much more aggressive in 1.0.x. My lighter ships tend to wobble(some even go to the point of basically a vibration) a lot when I'm maneuvering. Try disabling the gimble on the the engine and see if that helps. This is one of the reason's I have mechjeb installed right now as well, its sas control is pretty solid.
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I like RT the way it is personally. I have sent way to many probes up and lost contact with them, but that's part of it. I've got into the habit of using smart parts to deploy/activate my antennas. Been losing a lot less satellites since I've been doing that. I also run KCT so I can run simulations prior to launch to see of there are any problems. The worst one I really watch for is a min/mun shot that ends up completely in the shadow of kerbin. Just slammed one into mun last night for that one. I also try to keep one battery shut off just for this situation but forgot to do so. Batteries will activate even without a connection.
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Is there a good way to accurately build a sequence? Like for a landing without a connection? I know you can set signal delay but it is from when you click the button. While this is doable, its pretty annoying building a long sequence.
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1.0.2 - Rocket ascent profile and orbit delta-V
icedown replied to eviator's topic in KSP1 Discussion
Here's my basic rules for rocket building and ascent profile. I do use mechjeb. I have done a little testing, but not to much. First Stage - Minimum 1.3SLTWR Stages after first 2500Dv - 1.2VTWR Launch to orbit - 3900VDv - I usually use about 3700 of it. MJ Limit acceleration: 18m/s for entire launch MJ Acent Profile: Turn Start: 1k Turn End: 45k Final Flight path Angle: 0 Turn Shape: 70 % This follows the prograde vector fairly closely in the lower atmosphere, but up around 35k starts going below it. This may not be the most efficient, but it produces consistent launches. -
Setup for a landed test of a Kickback SRB and ended up with an interesting display.
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You Will Not Go To Space Today - Post your fails here!
icedown replied to Mastodon's topic in KSP1 Discussion
The SRB decided it was to scared to fall back to Kerbin, so it hitched a ride to Boomland. -
Ok, it triggered again the next time I loaded a tourist. This seems to be limited to loading tourists, as when I loaded normal other types, it works correctly. Happens ever time with tourists though Logs: http://www.icedown.net/KSP.log http://www.icedown.net/output_log.txt Mods: KER 1.0.16.6 Procedural Fairings 3.12 KCT 1.1.6 Vessel Viewer 0.7 ATM RPM 0.19.1 KSP-AVC 1.1.5.0 Kerbal Joint Reinforcement 3.1.3 Kronal Vessel Viewer 0.0.4-1.0 Transfer Window Planner 1.3.0.0 KAC 3.3.0.1 Quick Scroll 1.21 MechJeb2 2.5.0.0 Module Manager 2.6.2
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That was the only error in the log file at the time, and the only thing unusual. I have reopened ksp several times so the original log from the flight where I loaded the tourist, and where I suspect the actual error that caused this situation, is gone. Will try to duplicate it tomorrow night and see what I can get though.
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I launched a pair of rockets, each with a pilot and a tourist on board for the rendezvous mission. The only thing that caught my eye at first was that when I launched the second one, the tourist that was in the first capsule was listed in the "add crew" list. I did put the right tourist in the second one, launched and all of the missions ticked like they were supposed to. Once I got the second one on orbit and pulled up within visual range, I got the reward for the rendezvous mission. I switched to the first ship and landed it. Now when I go into the tracking station, I can't take control of the second ship that's still on orbit. I can't delete any debris, and when I look at the info for that ship, it shows that the pilot is the only one in it, and the info window is blank. The tourist that is supposed to be on that ship is shown in the astronaut complex now. I get this error in the logs. [LOG 00:21:52.384] [Tracking Station]: SetVessel(Tourist Launch Vehicle) [LOG 00:21:52.385] [PlanetariumCamera]: Focus: Tourist Launch Vehicle [EXC 00:21:52.389] ArgumentOutOfRangeException: Argument is out of range. Parameter name: index System.Collections.Generic.List`1[InternalSeat].get_Item (Int32 index) KnowledgeBase.CreateVesselCrewList (.Vessel v) KnowledgeBase.OnMapFocusChange (.MapObject target) EventData`1[MapObject].Fire (.MapObject data) PlanetariumCamera.SetTarget (.MapObject tgt) SpaceTracking.SetVessel (.Vessel v, Boolean keepFocus) SpaceTracking+ .MoveNext () [EXC 00:21:52.448] NullReferenceException: Object reference not set to an instance of an object KnowledgeBase.UpdateVesselInfoList (.Vessel v) KnowledgeBase.FixedUpdate () It repeats that last line about 12 times. I've looked in the save file, the tourist is listed as crew in the appropriate vessel but in the crew section near the bottom she is listed as Available. I've tried changing this to assigned, and with that she dissapears from the astronaut complex, but the ship still will not load. Any ideas? Edit: After playing around with it a little more, the other debris get locked out after I focus on the bugged launch vehicle. I can't focus on it again once it bugs out either. Edit2: Ok, after a little more playing with it, I found that the idx for the tourist was set to -1. I changed it to 0 and everything started working correctly. I think something is not getting set right during the crew assignment in this mod.