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felcas

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Everything posted by felcas

  1. LOL that one looks like my 1st tourism rocket! Have a look! Have in mind this is early on career, soo no 2.5m tanks and rockets available at that time, only those smal 1.25. I loved the design. I wonder...maybe I can make this one better too with everything I learned and the new techonology.
  2. Ok guys I tested all the theories you threw at me and I have to say the problem was really those parachutes. It happens that there was still 4 other parachutes mounted on non radial standards and they was hiden between the small SRBs. Those stand-up guys are really heavy around 200kg each, soo 4 of them is almost 1 ton, I had 8 on a total of 1.6t pointed due north. There was also a remote control that weighted 50kg and yes it does make a diference, I tested! So I remade my rocket with all the parachutes pointing east now. I also incorporated a lot of new suggestions all of you sent to me. Placing fins and SRBs on the botton. Exchanging the 8 small SRBs to 4 Thumper SRBs - this actually saved me $5.600 - this also downgraded the TWR from 2.28 to 1.66 another suggestion. I learned about fuel flow and I defined the botton tank to consume first. I rotated the chutes to face east, it still pull the nose down but at least it is in the right direction, it is now working for me and not fighting with me. Initiating the gravity turn at 1Km also resulted in great economy, I am ending up there with 50% more fuel then before, it gives me a feeling of more professionalism I need to know what I am going to do now, use a smaller tank to make my rocket even more efficient and cheaper or just have fun using the surplus to speed break on re-entry. Fins aligned with cardinal points (E/W/S/N) Also, some suggestions did not solve the problem I brought to you (I tested all of them individually), but I thank you anyway because even not solving my problem this made me experiment and understand lots of configurations and I learned a LOT, plus, as I wrote above, after solving the problem the suggestions helped me build a better rocket. Initiating the gravity turn after 30km with less denser atmosphere - didn't solve problem and consumed much more fuel, couldn't get in orbit at all. Using speed between 100 to 200m/s, actually helped tip over the rocket. Nullify wheels Use more wheels - aleviated the problem but did not solve Use bigger SRBs instead of smaller ones. Placing fins at bottom - made the problem worst but made the rocket more maneuverable. Thanks a lot for everyone!
  3. Whats about you guys? LOL loved your answer it is nice to have some humor with soo much te3chnical comments around.
  4. While testing a tourism orbital rocket a question came to my mind: does the programming take into account the weight of the passengers? This does not change much for a rocket taking a few kerbals but what if I take 13 of them? If they weight the same as humans + special astronaut uniforms and equipment that can be more then 100kg for each and much more then 1ton for a rocket of 13 pax.
  5. I want to thanks EVERYONE for your very rich input and thoughts on this. I really didn't expected soo much effort to help me. I learned a lot with all the comment, be it directly or just pointing me to look for more info. And there are TONS of new things I can try to understand the root of the problem and who knows make my designs and flying even better. Soo I ask a bit of patience on all of you, because I need to make a list of all the points you made and try them (this is going to be my homework for today) before coming back here with my results. Again thanks everyone! And if anyone have more ideas please let me know, I am not closing the subject, with this message.
  6. Thanks for the reply. I always use Quad Sym. I also had a older rocket for the same purpose and I pilot in the same circunstances and it fly actually better then this one and it is a TRI-SYM and TRI-Rocket design. Go figure Posted a few picts, have a look Thanks Thanks for the tip I will check it for sure!
  7. Thanks for all the info. 1-How do I know if my rocket is aerodynamic stable? Are there guidelines? Can you send me one or 2 links? 2-Early on my adventures in KSP I tried to learn as much as I could from the basic and I read a lot people saying the best was to start between 8000 to 11000km but somepeople startin as early as 5000 to make the turn smoother and more professional, soo I am trying this way, that why I start at 7000 and I am actually getting good results despite the deviation. 3-The 3rd part of your commentary I couldn't understand much, sorry too technical for me 4-Perhaps you are right about the SAS but I feel like the rocket is clearly rotating in such a way that it always end with a specific point of the rocket at the same heading (90), I mean lets say we draw a compass over the nose and look from top of the nose, the specific number (which I dont know) always end locked with heading 90. I posted a few shots, tomorrow I plan to install FRAPS and make a video for you guys. As I explained I made tests removing the non radial parts and the problem aleviated but didn't go away. Thanks for the reply with lots of info. As I told to other member I do that because I read a lot of people doing that as well, but I can try diferent, will do tomorrow. However I had other rockets with diferent designs even tri rockets for the same task (12pax tourism to orbit), using same conditions and I don't get this kind of problem (I get other problems but not this one ) I will try your suggestiong tomorrow! Chutes are installed in the direction of the turn yes, can't install them in the bottom or I will not achieve what I want (land main stage on belly) I placed a few pics, pls have a look, also I will try to make a movie tomorrow. Thanks
  8. First of all thanks everyone for the prompt reply and help, and sorry to take some time to answer all you. For those who asked, here is a few pictures of my rocket. I will try to make the video tomorrow One of them show in red the only components that are NON-RADIAL. With the exception of a remote control (the little orange box that extend airbrakes 10 seconds after staging) are the 4 parachute modules preciselly installed to make the rocket land on its belly (because if it lands standing it always roll, drop and explode). I tried to take them off and make mroe tests but this seems to only aleviate the problem and not eliminating it. Forgot this one with the center of things I posted a few pictures. I am not using 3-way symetrical only quad sym. thanks
  9. Ok guys and girls I looked on google for this noob question, there are tons of the question made with the same words I describe but all of them seems to describe a tip over and not really a rotation on its own axis. Soo I ended up asking here. Here is the situatio: I launch, then I stage my boosters, then at around 350m/s and 7000m I start gravity turn toward EAST very gentle. As the prograde mark starts to follow the nose at just around 10 degrees, the nose have a tendency to point toward to NORTH, then I compensate to SOUTH and keep turning to EAST. There is a force that keep throwing the nose north and I compensate bringing nose south all this while it still incline to east as it should. Then the whole rocket start rotating in its own axis while I do this compensation. At first I was compensating with manual counter rotation, but made the piloting much more difficult, then I experimented just keeping compensating to south, when I did this after a few tension seconds the rotation stabilizes and I manage to point it directly east and achieve orbit. Why is this happening? Some people will say, if it is working why bother? Because I want to learn and make better rockets that is why. Soo what you think? Is there a mod that show me any deviation of center of mass/thrust/aerodinamics from the center of the rocket? Thanks UPDATE: No autopilot, center of mass way ahead of center of thrust. However I do have just 4 chutes on just one side (because I want my main stage land on its side). UPDATE 2: I made a test eliminating all non radial parts, the rocket keep behaving the same way.
  10. I am trying to use a Mk2 Cargo Bay CRG-04 with a Mk2 Cockpit. I placed some scientific instruments on it but then when I tried to EVA I can only exit from the side hatch and not the back hatch, as much as I try there is no option to go out from the back hatch. Then I had the idea to transfer crew but I get a message saying the module is locked!!!??? Soo how do I choose the back hatch to access the cargo bay? Thanks UPDATE: After a few tests, I discovered only the Mk1 Inline Cockpit and the Mk1 Crew Cabin have a functional hatches, as you mousehover over the hatch design it provides a pop up option HATCH when clicking on it EVA option show up. But why? The hatches are visually designed on the Mk2 Cockpit! Bad design?
  11. Everything starts from ideas. At this point it is just brainstorm.
  12. Hy Politas, Again on the problem of distinguish new mods from old ones. What if devs just add a tick colum entitle VIEWED and this information writen to a local file (on users computer)? Is it too difficult? Nothing on server side. For example: lets say I just upgraded from KSP 1.2 to 1.3 and I see there is 487 mods for it today. I go thru all of them, one by one and ticked everything I checked, independently if I liked it or not. As soon as I tick a file is writen with the title of the mod or a reference number. Next time I open Ckan, it reads this file and tick every mod present in the file. Next day there is 502 mods available, I just need to order by checked and I can see those that are not, I go thru them and tick those that I verify if it is of my interest or not. I would love to contribute, if I knew anything about programing, but I don't, not my speciallity. Thanks!
  13. I will give an example of what I want to do: Scene: Dr. Floyd travel on a lunar transporter with 2 other scientists Ingame: you are the chauffeur of the lunar transport, your mission is to transport 3 VIP from moon base to the escavation site. What happen: you start at the hangar, you see the VIPs board, someone say they are ready, you start the transporter and take route to escavation site. Midway route, a cutscene appear with the kerbalized version of this original 2001 scene and I mean not only the audio but the whole thing. Then, the next scene, you are in the skin of Dr. Floyd himself, or maybe, the photographer, while you go down the escavation site, observe the monolith while the sun slowly rises and then baaam that loud beacon start of. And soo on. not only need to make missions, but parts, scripts and reproduce the scenes in detail with kerbals. It is a huge project but I think it is a very very cool one. hoo my God, I just need to watch this movie again and read the books.
  14. I heard about Trajectories, but I didn't had the chance to test it yet. already out for KSP 1.3
  15. I understand there are lots of ways to play this game, for example, there are people who thinks ridiculous contraptions are totally valid, it is indeed a way to explore the game mechanics and have lots of funs, other people play the game as it not as a simulator of reality and try to get most efficiency out of game mechanics (maybe you are in this category?) and some other like myself likes to play the game as a simulation of reality, I know there is a LOT missing, but I love the feeling of space exploration and I try to imerse and imagine I am really doing it, because of this I like to use fairings a lot, I actually find satisfaction on deploying them in space, it even brings me some space movies scenes. Thats it...if you don't like fairings or don't see a good reason to use them, don't use, but most important, HAVE FUN
  16. I asked in other topic about the possibility to do it and some people told me I cn't do it the way I want with the actual tools, but perhaps (and then they pointed me to this topic) I may be able with the next expantion.
  17. I would love to make the movie 2001 Space Odyssei for Kerbal, with all the passages and events and lots of hilarious kerbal style cutscenes.
  18. Hy, is it possible to create a storyline, with missions (can be linear contracts), and cutscenes? I have this idea of creating the 2001 Space Odyssei storyline, the discovery of a signal coming from underground moon, the scavation, subsequent triggering the beacon, the signal from saturn, the mission to follow the signal, the malfunction of HAL and soo forth
  19. I love this game for soo many reasons, but two of them, how much interesting things I learned in the process of evolving my game play. Not only Kerbal teach and show us how many concepts work in practice but it also instigate us to research and learn from outside sources to play better and better. And also, how Kerbal will spark the interest on many young people to follow a real career in space exploration. Soo much that I believe companies involved in space exploration should finance Kerbal to avoid the pits of comercial games industry.
  20. Hy! first of all, thanks for the great mod. Not only they are very usefull but they look soo cool. However, it is not available in CKAN. (I made some confusion, sorry) Thanks
  21. Guess I need to wait a bit. they are not available for 1.3 yet ;(
  22. I am just discovering the Truss Structures and Interstage Nodes. They are delicious! However I noticed that if I build a too tall fairing I end up with 5 nodes only and they are very tight to each other and there is a huge space left without any nodes between the front of the fairing and the 1st node. In other words, the nodes are clutered in the botton and they are not evenly distributed in the entire space of the fairing. 1-Is that a way to edit the nodes positions? To make them evenly distributed or better yet to place each one of them exactly where I want? Lets say I have 4 objects with diferent sizes that I want to put in orbit. 2-The Truss Structure is just to display the structure? No other practical reason? Thanks
  23. Thanks for this mod! Enlight me on PCtrl option. What it does? thanks.
  24. This is the situation: I have this boosters, they have speedbreakers on them to slow down and let the chutes open, however I can only send the order to deploy BEFORE I stage and this is kind of a problem because I would loose speed as soon as they start deploying. This is not really a problem because I can send the command and stage immediatelly and since I am high on atmosphere I will not lose much speed. But I want to know if there is a way to do this for the sake of knowledge and because it sound more "professional" to deploy the speedbreakers at the right time and not on the rush of a limitation. I was thinking: 1-A command sent while booster is still attached, but with a countdown, this way they will only deploy after some time. 2-A command sent remotelly after the stage separation, but I don't want to use Probodobodines. Is there a mod that allow me one of those or something else? Thanks
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