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Posts posted by redmonddkgamer
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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.
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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.
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I CANT BUILD ISS IF CANADARM HAS PARKINSONS
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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?
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Switched to the IR version, seems to control much much better, but I can't get it to latch onto the grapple point, even when perfectly positioned, acquire force all the way up, and same vessel interaction turned on.
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Anyone else have a kraken attack every time they attach the payload to Canadarm and decouple it? The arm starts swinging violently, clipping through the rest of the craft, and bringing the whole shuttle with it.
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When the LRV is deployed from the included J-class LEM it's uncontrollably bouncy, and will shoot itself up in the air for no apparent reason. When I load the included LRV craft file, it's fine. Does anyone know what might be causing this and how to fix it?
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Anyone got any info on the MRV? I'm not sure how to pack it in/deploy it from the MEM, and I can't find any documentation on it.
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When can we expect official functionality for 1.8.x?
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What is the MOCA satellite system based on?
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2 minutes ago, sslaptnhablhat said:
The Delta-P tankage and engine haven't been implemented yet.
Guess I'll be launching it with a K.
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What should the Delta-P look like?
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Could you add some more spacecraft to the craft file download? Especially Juno.
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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.
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These attach nodes aren't here on mine for some reason.
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55 minutes ago, CobaltWolf said:
Whatever part you want to!
(I am not sure I understand the question - it has a B9 Part Switch to enable the Atlas V boat tail, and then attaches to the aft tank of the Atlas V)
I know, I didn't notice that. It's an interesting system, I'd assumed the boat tail was a separate part.
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What part do I attach the RD-180 to?
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Which one of your planes would you say is most like a bush plane? Short landing capabilities, etc.
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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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This is probably a mod conflict, but the engines appear to have insufficient thrust to achieve a 100km equatorial orbit of Kerbin. I don't have any mods that intentionally effect atmosphere or gravity, and the only mod I have that changes engines is Realplume. Is anyone else having this problem? I'm running 1.4.4.2215.
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Which plane has the best STOL capabilities?
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Please stop redoing old craft using the DLC. Not all of us have it. Perhaps you could post both versions?
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How do I make the autopilot fly straight as opposed to circling KSC?
[1.12.x] [BG] HabTech2 | Stockalike ISS Parts | 1.0.0 - The Final Update
in KSP1 Mod Releases
Posted
How is the Mobile Base System intended to attach to S0?