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redmonddkgamer

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Posts posted by redmonddkgamer

  1. 4 hours ago, Kurld said:

    This.  If you're trying to build something like the ISS, you will have a much easier time if you turn off the reaction wheels for everything except possibly the part that is closest to the CoM of the station.  RCS needs to be off as well.

    When I was on the Z1 truss mission, I forgot to turn off the wheels on that part in the VAB and it took me a while to realize that that was why my shuttle was beating itself to death.  The kraken usually only shows up when you speak its name....

    You MUST go very slowly.  Especially if you are manipulating something as monstrously heavy as the Z1 assembly.

    You must turn dampening to max. And generally I make docking forces be zero on the end effector and as low as possible on the parts I'm moving.

    I use the KAL controllers to control the arms. There's no way I'd try to do it in real time. Totally pointless without some kind of inverse kinematics control.

     

    I'm about to try S0, which is even heavier.

  2. 8 hours ago, Doc Shaftoe said:

    I'm sorry you're having difficulty with the ht robotic arms. Robotic parts in KSP are inherently wonky, regardless of whether you use the stock robotics or Infernal Robotics. 

    As others have said, the best advice I can give you is to set the movement speed to 1, max out the dampening, and be patient. Building anything with robotic arms is an incredibly complex and tedious process and that only gets magnified when you do it in orbit. The wobbliness is an inherent part of KSP's physics system, so you'll need to accept that you will get some degree of wobble no matter what you do. Without a proper inverse kinematics controller, robotic arms in KSP will always be an enormous pain in the ass. Even with an IK system, you'll still have the wiggle, but controlling the arms themselves will be less of a pain. I have no idea if it's compatible with the latest versions of KSP, but I know there was an inverse kinematics controller mod for one of the Infernal Robotics branches, but I can't remember if it's IR next, IR continued, or just the base IR. 

    You should also avoid having autostruts connected to any moving parts or your payload as they can and will create phantom forces that will tear your craft apart.

    If you're using Kerbal Joint Reinforcement, you'll need to add exceptions to the robotic arm parts as well. You can check ask in the KJR threads for information about how to do that if you need help.

    Lots of phantom forces, even with all autostrut disabled. No KJR. The wobble happens even when not moving, as soon as I decouple the payload it starts flopping around with increasing violence.

  3. Currently trying to install the Z1 truss on ISS using the SOCK Canadarm with IR. After extraction from the payload bay it began wildly flailing around on the end of the arm despite having no control input. Locking the joints stops it, but it resumes on unlock, rendering the arm uncontrollable and unusable. Does anyone have a solution for this? Does it have something to do with my autostrut settings?

  4. 4 minutes ago, AlphaMensae said:

    The Saturn mobile launcher base requires an insert that goes into the large rectangular opening; it has all the extra accessory nodes.  With the current release version, there's a square and rectangular version. The v2 dev version only has one multi-configurable insert.

    I didn't notice there was an option on the insert to toggle the nodes. I figured it out, thanks.

  5. On 7/12/2018 at 2:31 PM, TheShadow1138 said:

    Are you using RealFuels?  If so, it could be possible that the liquid fuel and oxidizer is being replaced with LH2 and LOX which have higher densities, and could be increasing the mass of the vehicle causing the problem since it wouldn't affect the maximum thrust of the engines.  Which engines are you referring to, the RS-25s, RL10s, or SRBs, or all of them?

    No, I'm not using RealFuels. It's all engines.

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