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FyunchClick

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Everything posted by FyunchClick

  1. Well that didn't take long. Heaven forbid someone posts a similarly themed docking procedure next.
  2. After several seconde of feverishly willing your rocket off the pad, you realize you tweaked it for a 1.4 TWR while still having Duna selected in KER. After several seconde of feverishly willing your rocket off the pad, you realize those clamps you added release in the next stage. After hearing only the clamp release sound, you realize all the engines ignite in the next stage.
  3. Yeah what's that about. @Kuzzter did you stall us with highly amusing interludes just to have an anti-mimetic moment? If so, bravo sir.
  4. Instead of futzing with the persistence, do it in the save file. See here
  5. Make sure your gear isn't overloaded. It'll start skating around a lot if it is I noticed. Add additional load bearing gear to see if that helps. Also, I notice my planes tend to start losing grip and spinning out when the plane is at or over minimum takeoff speed. I presume it's because the lack of load on the wheels are causing them to lose grip but the simulation is still considers the thing landed and looks too much to the wheels for attitude behavior. Pulling back hard on the stick just before you reach takeoff speed usually takes the load off of front gears entirely and puts a bit back on the rear and that helps me out.
  6. Update wrt the NUK welding: I changed all those numbers I mentioned to the values of a single NUK, and although I've no clue if I now nerfed the heating parameters on that part into irrelevance, it's no longer blowing up which is progress. Wrt the wings, I realized it's probably a lot more complicated than just rotating all parts; their individual offsets and incidence also matter, and then you have body lift for any non-lifting-surface to take into account if those are mixed into a welded assembly. I can see things could become pretty complicated pretty fast.
  7. Firstly, like I said before thanks for keeping this mod out there, I like building big things and this helps keep them playable. I have a question about NUKs. I welded about 9 or so together on a single octostrut, but in game the thing becomes quite volatile when you switch back to it after some time has passed. The nearly radiators start glowing red hot, and about 10 seconds later, the assembly blows up due to overheating according to the flight report. Looking at the part.cfg, I noticed in the ModuleCoreHeat section it'd added up a few numbers that I think it shouldn't have, namely CoreTempGoal, which went from the original single NUK 350 to 3150, which is a lot hotter than the part max temp of 1200. Some other numbers that seem to have to do with warping (and presumably integrating when switching back to the vehicle) include MaxCalculationWarp (according to the in file documentation of the NUK cfg "Based on how dramatic the changes are, this is the max rate of change") which went from 1000 to 9000, and CoreShutdownTemp which went from an already impressive 10000 to 90000. Finally, there's another number in the root config of the part called radiatorMax that's at 1.5 for the regular NUK that didn't make it into the welded .cfg at all, although I don't think that's involved with the catastrophic failure of this part when switching to it. I'm going to muck around with those numbers a bit and see if I can get the assembly a lot less blowy-uppy, but I"m wondering if some of those numbers shouldn't be averaged out instead of added up? Thoughts or corrections most welcome. Another thing I wanted to mention is about welding wing parts. I welded 5 big-s delta's and a few structural parts, with a few parts rotated and mirrored, to end up with a lot bigger delta-ish wing, all in the same plane (eg no parts above or below the horizontal plane of the wing, or rotated relative to that). I then noticed that in the aero forces overlay, the lift from this wing seemed to come a few dozen meters to the left and right of where I was expecting it. Looking at the CoLOffset/CoPOffset offset vectors, I noticed the values were an straight up add for the constituent part values, so I think it's not actually transforming those according to the parts rotation before adding it up, and that resulted in a big lift vector offset to the left and right.
  8. SAS on the ends of noodly structures tend to start oscillating rather than stabilizing. The correctional inputs come from wherever you're controlling from rather than where the unit is located so that also doesn't help in getting stuff under control. In general you want your SAS connected with as little flex as possible to your control module, which usually means just a few connection links away. I'm no 'roid wrangler, but if I got to design this from scratch I'd go with @JustJims suggestions. A rather stubby high impulse high power gimballed pushing engine, and lots of Vernors to augment control. My experience with pulling asteroids is that it's not particularly stable per se (rather the opposite). The idea that once the assembly comes under power it straightens out is false, it's easy to make the analogy with pulling a heavy boulder on a rope but ground drag will always point exactly opposite to the pulling force which naturally stabilizes, but such a force doesn't work on the asteroid and it'll just whiptail all over the place. I particularly like the suggestion of planting RCS clusters around the asteroid as he suggested,
  9. Indeed. Before KER I just brute forced everything, overdesigned like crazy, and still ran out of fuel before running out of maneuver node more often than not. With it, at least I'm pretty sure that I'll be able to get where I want to go and have the TWR to take off again, so if it does end in disaster it's either my piloting or forgetting to bring something trivial like a solar panel or an ore tank to go with that ISRU.
  10. jeepers. With such an expansive ship and so many connections I'm not surprised you got oscillation. Your SASs are also probably fighting each other. If redesigning your mission is not an option, perhaps look at something like KAS to strengthen or reconfigure what you have.
  11. XKCD for me as well, in addition to some funny and/or bewildering gifs and clips. At some point it just wore down my 'no early access' rule (around 0.23ish I guess) and I haven't regretted it since.
  12. Thanks for the tip, that works a charm. May I suggest to @Alewx putting this solution under known issues on the first post? And kudo's to you guys for taking over the mod btw. Edit: this is about wonkey wing assemblies when welding in SPH.
  13. Solid update, but I liked the explanation about the facial hair situation most. Kerbal being Kerbal of course pastry cooking could be potentially lethal as well.
  14. The Starwhal MK3b. This thing was really built around those lovely Planetary Base Systems parts, which feel so homey that I wanted to take them on a long duration mission. Uses Planetary Base Sysems, USI Life Support, KER. Shout-out to RCS Build Aid which helped a great deal in keeping thrust torque to a minimum for any fuel state. I just love those K&K interiors, and the MK2 cockpit is pretty neat too. Comes with a science and exploration bay with a little rover tucked inside: And an engineering bay with ISRU, drill, cooling and power. Regular power needs met by NUKs, no solar power: It'll VTOL onto airless bodies, with a TWR sufficient for even Duna. Rover warranty void if operated in low-g environments. It'll make LKO with about 300 m/s left, but after a resupply it should see you to the Mun or Minmus after which Duna should be little problem, and you may just limp in to Laythe, but for a real Jool mission I intend have a low-g vacuum ISRU lander accompany it that can meet it in low orbit of the moons to top it when it comes back up. Fully fueled and loaded with 6 t. of fertilizer, it has a vacuum dv 3.26 km/s (1.05 km/s at a Kerbin TWR of 1.13-1.59 from rapiers, 2.24 km/s from LV-N at 0.11-0.14 Kerbin TWR). Funnily enough, leaving out most of the oxidizer and relying on LV-Ns to boost the range only adds another about another 250 m/s to the range according to KER. Go figure. With a full load of fertilizer, it should allow a three or four kerbal crew to do about a 10 year mission. Albums: Trials at KSC: Ascending to LKO: Puttering around Minmus with the MK2 (link): http://imgur.com/a/ofa8c Technical details and operating instructions (link): http://imgur.com/a/rG012 Craft file here: https://kerbalx.com/Fyunchclick/Starwhal-MK3b
  15. There's got to be some good stories behind that teaser. Do any involve use of a Haligan bar when responding to a kitty-in-a-tree call?
  16. Now you got me wondering if 'they' are invading from another universe, and if 'they' are, did 'they' cause the instabilities to cross between universes, are 'they' taking advantage of it, or are 'they' on the run from some catastrophe possibly cascading it's way through universes down the line of which the instabilities are a side effect? ('they' emphasized like that to lay on the ominous, not to point out a minor spelling mistake btw)
  17. KPS is already more or less DRM free. Just create a shortcut to the executable to run it without steam.
  18. I've seen some weird fluctuating mouth animations on the males like stuttering very fast from scared to smile and back, which makes em look like they're trying to hide their terror behind behind a very bad fake smile, or perhaps only now coming to terms with the narrow escape they just had. Which sounds about right if I think about it as most of the time mission control just replies to "Is there enough dV/TWR/shielding for that maneuver?" with "good question, let us know what the answer is". I wonder if there isn't a glitch where it's starting up two facial animations at the same time, or perhaps not breaking off the loop for the previous one before starting a new one.
  19. That is only for Kerbulans, as punishment for minor infractions like being late for row call.
  20. Nice. That black suited figure silently watching at the end of the 3rd page was pretty creepy. Has Jeb become some sort of flying Dutchman trapped just beyond reality? I know, no answers.
  21. Planetary base systems has a neat one that'll fit on a 1.25m part. http://mods.curse.com/ksp-mods/kerbal/232217-kerbal-planetary-base-systems
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