SlithyTove
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Recovering "hulks" from Mun
SlithyTove replied to Waxing_Kibbous's topic in KSP1 Gameplay Questions and Tutorials
I tried a skycrane on my first of these. Problem was, the thing I was asked to grab was too big for all my rockets to get around so I couldn't fly straight. I guess if you build a big enough skycrane that could do it, but you have to think large to manage all contingencies. My much easier solution was to put some wheels on a rocket with an over-abundance of reaction wheels and a couple stragically placed vernors. Then I can just drive up to the debris, raise the front end as I latch to grab it in the center. Then unlock the claws movement, and lift the back end off the ground to get things centered vs the COM and re-lock the claw. Then the excess of reaction wheels + strategic vernors kick in to flip vertical and voila. -
My very first Mun landing. I was feeling pretty proud, standing there on the moon looking around. First moon landing in Kerbal is such a cool experience. Had a big grin on my face. Then my wife comes in and says "You should go to sleep" and walks out. I'm sitting there going... do you SEE me ON THE MOON? I mean... THE MOON. I'm ON IT. Who wants sleep? Sigh. She'll never understand. So then I walk my kerbal back over to the lander and realize that with the lander legs out he isn't tall enough by any stretch to get to the ladder. Hrm. I didn't know about the whole jet pack thing at this point in time. I scratched my head, then tried a jump. Hey, some height there. So I jump him to the base ladder and start climbing up. But.... the lower ladder and the upper ladder don't quite connect so he can't get back up to the pod. Hrm again. It's a rather tall skinny rocket. Not the easiest thing to land on this slight hill side, but it got the job done. I notice that if I jump from the side with the taller ground, the apex of the jump is right above the point where the ladder is disjointed... So if I can make that I should be able to crawl up. So I start getting running jumps and shooting for that. Takes a couple tries, but then I nail it. I breath a sigh of relief.... And then I notice that a kerbal hitting a tall rocket on a hill on the mun at running speed is juuuust enough to knock it off balance. And it is now beginning to plummet to the ground. I frantically crawl up the short ladder between my kerbal and the pod mashing B the whole way, then mashing z the moment my kerbal is in. At about 5 degrees from perpendicular with the mun the rocket, and salvation kicks in, though I do have some more panic trying to avoid the hill that I was then hurtling to. But, in the end, I prevailed and all was well. I build very squat landers now and test the ladder on the launchpad before every mission.
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Yeah, didn't seem to matter much. I could have full everything with more than enough energy coming in through the panels for battery levels not to drop, full tanks fuel tanks etc. Tried some combinations, but nothing worked. It was intermittent and unpredictable though. Might work for a little bit and then 2.5 minutes into the burn it starts dropping thrust and then I'm into panic mode again. Until that fix that sucker I'll just run them seperately or only run them on a single engine craft.
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Very nice. I just did a similar training run with my XP Bus. Yours looks to be much less expensive though....... As far as the name goes.... Foil for sure. Since a foil is in fact, a training implement to use to learn a rapier.
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Sure thing! http://kerbalx.com/SlithyTove/Sisyphus-Wide-II That's the most tested design so far. Though I have some newer one's in flight testing that will likely replace it. My main issue with it is part count. Each probe is a mini-spaceship with just RCS thrusters, a claw, and some reaction wheels. Sometimes I add other things to try and pull weight off the main craft which is what is happening with the mining equipment on this one. The probes serve a few purposes: First, they spread the torque of turning the craft out over multiple claws. In this case 7. Less torque on each one results in less wobble and less crash inducing instability or kraken attacks. Second, they pull some weight off the main craft. The lighter the main craft is, the better from a stability standpoint. It ends up being more like the asteroid turns the mothership rather than the other way around. Third, they help keep it pointed in the right direction. No matter how hard you try to find the center of mass, you are always slightly off which causes sideways torque under thrust. If you just have one ship trying to compensate it will put pressure on the claw which will bend, then more compensation, then escalating oscillation then doom. But many competing sources of torque seem to do the trick. There is some wobble, but if I can keep it under a 15 degree cone of where I am pointing at, I call it pretty good. To keep part count lower, the mothership relies on the docked probes for RCS and most of it's reaction torque. When an asteroid is spent the probes just re-dock and the ship flies off to find the next roid. Flying unladen is a bit tricky, it is very large and can roll in one direction much, much faster than the other. When laden just tell SAS to find your maneuver node and wait, it will settle out eventually. Also, the arms are only built up to handle the mild torque of the nukes, so they can flap a bit during maneuvers. They settle out under load pretty quickly and easing on and off throttle helps. It is fragile on kerbin and a drag factory. To achieve orbit go straight up until you almost completely clear the atmosphere. If you try a gravity turn in atmosphere you will not go to space today. Also, as mentioned before, you cannot run the ISRUs at the same time as the engines due to a fuel flow bug in Kerbal code. It will throttle down one of the eight engines which will cause catastrophic instability if not caught quickly enough.
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Here. Has Bill and Bob to keep him company. That lander leg is stuck in the ice cream but good. Going to have to send a rescue.
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Physicsless Parts vs. Lag
SlithyTove replied to SlithyTove's topic in KSP1 Gameplay Questions and Tutorials
Thanks Claw! Every post I have seen from you has been impressively informative and helpful, and this is no different. Appreciate all the other input, going to drop this one to answered. -
Lifter designs database for newbs
SlithyTove replied to Thunder_86's topic in KSP1 The Spacecraft Exchange
Oh, ok. I get the idea. How about this thing? I use a similar design on a lot of things because it basically removes the whole wobble problem. The rocket stacks work to reinforce each other. Payload is either completely in the middle, or, in this case, the payload is a combination of the middle and the top of each stack which then makes a nice, broad lander and a nice squarish spacecraft for maneuverability. This one is pretty simple, flies nicely and is easy to see what is going on. It's called the XP Bus because I slapped it together to take 9 fresh kerbal recruits and get them to level 3 in one flight. -
Lifter designs database for newbs
SlithyTove replied to Thunder_86's topic in KSP1 The Spacecraft Exchange
One thing I can recommend: If you haven't read up on asparagus staging, do that now. Well, like a lot of other people mentioned, I don't have a "stock lifter". Most things I build are so specialized that they require highly specialized lifters. Like this thing which needs the lifters underneath spread out to support the length inside the gravity and atmosphere of kerbin. It has to go pretty slow and burn straight up until it clears the atmosphere. And, while still a WIP, here is my current 9-kerbal research base SSTO for juxtaposition. It's pretty much the opposite of the above craft for launches. Huge thrust and goes straight out at about a 45 degree angle off the launch pad. Design is pretty simple with the four radial mammoth stacks around the central payload. -
THE single most aggravating thing in KSP for me is...
SlithyTove replied to wossname's topic in KSP1 Discussion
Lag with high part count ships for sure. Time-warp kraken. No docking alignment indicator on the nav-ball. -
Jakalth finally works on a functional Jool mission...
SlithyTove replied to Jakalth's topic in KSP1 The Spacecraft Exchange
Fun story, you have some great screenshots there. I'm looking into doing my very first mission to Jool in similarly epic hit-everything style, nice to see others having fun with it. -
Physicsless Parts vs. Lag
SlithyTove replied to SlithyTove's topic in KSP1 Gameplay Questions and Tutorials
Well, I just did a trial run with a simple rocket stack with 1000 of the smallest batteries attached and compared that to the same rocket stack with 1000 of the small structural panels attached. If there is a difference in performance between the two ships it's subtle. Both were running about 8 fps with 3.5-4s of real time elapsed per game second. That is with all graphical settings turned down to the minimum. That's a bit surprising to me, as I can see in the aero overlay that each one of those structural panels has it's own aeroforce indicator, but the battery stack only had aero indicators for the main stack. In that case at least, a part is a part is a part more or less. -
Physicsless Parts vs. Lag
SlithyTove replied to SlithyTove's topic in KSP1 Gameplay Questions and Tutorials
Thanks for some of the clarifications! Still, seems like under the new model the physicsless parts would still require less overall computation to keep running since they can't move themselves independent of their attached body and doing on calculation with added drag and mass on the main part is still quicker than a calculation on two independent parts. Or am I missing something? -
Trying to get a better understanding of part counts and lag specifically as it relates to physicsless parts. It seems like physicsless parts would have vastly less lag added than a physicsful part and that seems validated from other forum posts I have seen. But I'm not sure how to quantify that when I am building spacecraft. Can I slap them on mostly "free"? Also, it seems like struts would be a special case for lag since they meaningfully affect the physics of the parents? IE a strut would add more lag than, say, a battery, but less lag than a physicsful part? Appreciate any input/experience.
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3000 tons. The class E's go from 800 to 3600 tons. It requires a big learning curve to build ships that handle them well and the burn times are long, but my favorite class e hauler so far has something like 70k delta v when it hitches up to a midsized e. Could easily handle a grand tour picking up new roids as needed. Could tow a lander back there that could return from anywhere but eve too. Assuming you didn't die of boredom from the burn times of course.
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What is your favorite stock engine?
SlithyTove replied to Mad Rocket Scientist's topic in KSP1 Discussion
Sure, but the Rhino's do 99.999% of the burn time. The mammoths are just to get the thing into orbit. -
Whoah!
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What is your favorite stock engine?
SlithyTove replied to Mad Rocket Scientist's topic in KSP1 Discussion
Has got to be the Rhino. Because usually, if I am using that it means I am about to build something massive, absurd, impractical, and a boatload of fun. Ahem... -
One of the weirdest rovers I ever built: Slartibartfast
SlithyTove replied to Azimech's topic in KSP1 The Spacecraft Exchange
That is one weird looking rover. How do you launch it to Mun? -
Amount of fuel from Class E Asteroid
SlithyTove replied to Montag's topic in KSP1 Gameplay Questions and Tutorials
Absolutely practical. To put it in perspective, here is my latest class E hauler completing a contract to throw a class E out of the solar system. The "craft" with the asteroid attached weighed 3300 tons and it needed around 3000 delta V to get it out of the system. I had mined less than 1/3 of the ore available when the contract completed. You could supply a lot of missions with normal sized craft with that kind of fuel reserve. If it hadn't suffered a kraken attack after mission completion it could have then visited Eeloo, retuned to Kerbin, and still supplied a few big Jool missions. -
Hi Arugela, It can be frustrating when things don't work out the way you want or expect in the game, but the rant against squad is misplaced. They have done a better job than anyone else to date at this. It is definetly possible to build some wild contraptions that fly just fine in this game. I have a class e asteroid hauler miner which is about as large a thing as can be built in the vab but still has very little wobble. One thing to keep in mind is that kerbal parts are representative of a grab bag of modern technology. So building Sci fi looking ships stock with it is tricky and usually results in comprised function. You can probably get your ship to fly by reinforcing the joints not just with struts, but with a beam and strut truss system. That compromises the looks you are after and part count though. If you want to maintain the look of the thing you will need mods to help.
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Sisyphus - Industrial Class E Hauling
SlithyTove replied to SlithyTove's topic in KSP1 The Spacecraft Exchange
Hehe, Minmus does seem to be a bit much to handle. Now Gilly on the other hand.... if KSP physics didn't classify it as a planet/moon we could probably come up with something that could drop Gilly directly on the KSC... -
See, this is what I love about KSP. People are always up to some crazy thing I never though possible or would even have even thought to try. Great work!