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Clear Air Turbulence

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Posts posted by Clear Air Turbulence

  1. All these are helpful suggestions.

    I am running up against a technical limit at the moment - my 2.5 metre fairing is simply not big enough to cover the whole payload. Is that normal?

    Yes, I guess that most of the problem is related to centre of mass problems related to that long body.Breaking it up into smaller stages seems to have made a big difference. I am also going to have to build a small transfer stage for the journey out to Minmus. Going all the way there with an ion engine is just too tiresome.

  2. here is the log file

    log file

    I run KSP with KER, Mechjeb, Precisenode, EVE, and Near Future. It's been fine. Since this morning it has however been very crashy.

    Only new thing I am doing is a a lot of very long ion engine burns. It seems to crash in the middle of the ion engine burn. Could there be something about very long accelerations?

  3. Thanks. Getting rid of that weak point (I just put in a bigger fairing) improved matters somewhat. But now it just takes longer before we go somersaulting. I get up to 570 m/s at about 25 km

    I wonder whether it could be centre of weight problems, with the rocket becoming more unstable as the fuel in that big stage gets used up?

    - - - Updated - - -

    OK, staging sorted it. I did think that rocket was too big. One stage to get me to 20 km, then a short stubby stage with winglets got me into orbit easily. Now for a 20 minute ion engine burn to get to minmus. Thanks!

  4. I'd appreciate some critique of my rocket

    l5mIGJ2.png

    I haven't had problems with somersaulting rockets for a while. But this one can't decide where to point its pointy end. Now it's the sky, now it is the ground...

    The payload is fairly light (just a scanner probe really, I want to go mining). I put a fairing on like they told me to. I have those RV winglets, and reaction wheel for a bit of attitude control.

    The moment I go above 350 m/s it starts veering all over the show like a shopping trolley with a wonky wheel. I have tried several times, trying with low gimbal limits and with high. What am I doing wrong?

    any help will be appreciated!

  5. I guess I am wondering whether I want to become dependent on them, and what they give me that stock parts don't... I am new to the frame as I said, and I suddenly realized I am Investing in all these mod parts before I have explored stock parts fully.

  6. Hi there

    relatively new player (still doing mun landings) playing sandbox here.

    I am wondering about the pros and cons of the Near Future series of mods.

    i started with the solar panels (mostly because they look cool) but I have now installed the whole suite.

    I like the the idea of having a wider selection of engines, tanks, etc but I also wonder whether I am not painting myself into a corner. I have already had some experiences where non stock parts have exploded on me for no reason...

    I also wonder how how much functionality I am really adding. KER is unmissable, but how much extra capability am I really getting?

    And I realize I may end up in s place where I am deep in a game & can't uninstall mods because I have ships using the parts

    (i have the same question about KAS & KIS which I have not installed yet)

  7. Below is a picture of a docking port assembly that I am lifting up to High Orbit Hab, a simple refueling and space station about 1000 km above kerbin.

    I am flying it up with a set of orange boosters and a small transfer stage consisting of spark, a non-stock liquid fuel and monoprop tank, some rcs thrusters, etc. Very simple

    All goes well until I am in final approach, gently coasting in to space station for docking. Then the docking port assembly suddenly explodes due to overheating.

    Another time it exploded while I was doing my ascent, just as I was in LKO

    Why? We are not in the atmosphere, the only heat source is the sun... What could be causing this?

    bdYJGyt.png
  8. The CKAN mod manager is useful for installing, un-installing, and especially because it gives you a list of (the majority of) mods that are up-to-date for your KSP version.

    I am interested to hear this... but I really struggle to install and run CKAN. I play on a MacBook Pro. I am told to install something called mono, which is this HUGE-ass piece of software that I don't know the purpose of. But even then it won't run. Is it worth the trouble?

  9. Yes, I understand it is intensely personal. But it's good to know why people like some mods and not others :)

    PreciseNode looks good.

    For me, Planetshine just does not work. My Module manager says my version is out of date, and that's it. And I have the latest version downloaded :|

  10. Hi there

    Noob, sandbox, playing on a recentish MBP (Mavericks OS), 8 MB of Ram)

    I am sure this has been done to death on this forum, but I haven't found a really clear answer in my various searches. I want to know what people think are the most essential and basic mods to add enjoyment and fun to game play. Also: what are the performance / stability implications of running lots of mods?

    My experience so far:

    I have tried some of the 'cosmetic' mods (texture replacer, planetshine, etc) but they seemed to create many issues. I suspect that they slow down gameplay a lot. And once I am far away from Kerbin, they don't seem to make much difference.

    KER, DPAI and MapView Plus seem really useful. I would not be able to play the game at all without KER. RCS BuildAid seems good. They help me get my craft optimised and help with simple task

    M*chj*b - I gather this is a heated issue. I find there are some things (landing, launching, rendezvous and docking) that I can do without MJ. At the moment I am using it like an extended version of an alarm clock: I create a maneuver node and then ask MJ to implement it. Beats time warping or waiting for hours.

    Now: parts & other add-ons. Which are recommended? I have tried the Near Future series & they look cool. KIS & KAS - they seem enormously popular. Can't really figure out why. Is it a colonization thing? Will I need it when I am setting up bases on planets? At the moment I am still just building space stations and flying missions around Kerbin. Most important: will adding a lot of parts impede game performance?"

  11. Hi there

    Noob, sandbox mode.

    I want to design a modular spacecraft a la our own moon landing. A transfer vehicle that can take me places, and a dockable lander that can land and come back up.

    How strong are docking ports as structural components? I don't want to fly to some far off planet and find my spacecraft breaks in half in the middle because the port could not stand the strain.

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