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Nazamroth

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Everything posted by Nazamroth

  1. Hey there. I love the mod and was my first pick for my new reinstall, but I encountered a slight and very annoying issue: When subjected to high forces, the rover becomes... twisted... Basically, it goes all janky, veering to one side, you can see the seams as adjecent parts rotate from each other, etc. I loved how it was always able to compensate for....uhm.... adventurous driving, but it seems to have lost that ability. Even worse, this also happens when the grabber in the cargo hold...well... grabs it to hold it on the cargo hold. Is this a 1.9 issue, or has anyone encountered it before? Ps.: maybe add an alignment rectifier module? Flipping is the only weakness, but the unflipper tools are much more flimsy during a crash than the rover itself.
  2. .................As much as I am thankful for the insight, especially after testing it and optimizing engine rotations and thrusts......... I feel like bashing my head into a wall repeatedly now..... I have been working hard "increasing the torque" and now it turns out that I have been increasing the problem instead.... I feel like there is something poetic hiding in there... I need to commission Jeb to write something about this....
  3. Actually, I already solved the engines torquing issue. Just needed to rotate them a few degrees to make the COT go through the COM. (also added probe cores to control from there for precision). Might be a pain to deal with it later, but I will probably redesign this at some point anyway. The sweet spot thing seem to work well, but for some obscure reason, it is way above the craft(could not even reach it with just moving the part). The higher up I put the mass or control wheel, the more torque I get out of it. Thanks for the advice. Gotta go to the dentist now or there will be an endless line later. Bye Ps.: It is not nice to call someone's (brain)child a monstrosity... you mean person. Pps.: What are those engines? Seem to be OPT E series but in my OPT mod, OPT J is the smallest I have.(J, H, K)
  4. I suspected as much, although I thought that the seemingly decreasing toque would be a glitch in Kerbal Engineer like the delta V sometimes glitches. I can't seem to find a pattern. Putting a control on one pair of engine housings increases torque greatly, but putting it on the one right next to it, pretty much the same distance from the COM and the same alignment, decreases it. Slapping a pair on the wingtips decreases it, but putting one on the top of the fusealge increases it. Putting it on the bottom in the same cross section decreases it again. Am I really not getting how this works for some reason? (Added an ilustration where green increases, red decreases toque) https://s15.postimg.cc/avr3n2wtn/K_pkiv_g_s.png
  5. Ah, you see, I considered the issues you mentioned as well. As inefficeint as it is, the thing(built mostly from OPT K parts) has 24 tons of extra thrusters for slowing and VTOL. It has a TWR of only 0,7 when fully fuelled if you only use the VTOL engines, on Kerbin, but it should work well enough on moons, and planets tend to have atmospheres to use for a conventional landing. For these cases, I have added a giant retrothruster to the front and airbrakes to the back. So If i am coming down too fast, I fire the VTOL and it will slow my descent down even if I cant hover on the current planet, and if I am rolling towards a chasm at mach speed, fire the brakes. The COM moving issue is solved by the Fuel Balancer mod, so all tanks drain equally under normal operation. I use stage recovery to check descent speed with chutes per stage. I will install RCS control though. Thanks for the suggestion. (Kerbal Engineer is a must, so I had it already.) PS.: Any idea why Kerbal Engineer keeps saying that when I add more reaction control wheels, my torque is going down? Does it matter where I place them or something?
  6. Greetings, Some background: I built myself a thing recently. Unfortunately, dou to the aforementioned "'thing" being a 370 ton spaceplane, I had to get somewhat creative with the design...also, to make it look nice... Taking off with a building sized sheet of metal on the runway may work, but landing it on a rather unregulated "landing field" on another body under less than ideal circumstances, would be kind of bothersome... especially if I want to take off again. Due to this, the engines ended up out of line with the main but and eventually, the thrust vector is somewhat off from the center of mass. This has obvious ramifications which I temporarily solved by stuffing the cargo bay full of SAS units. However, I would prefer to have things properly set up without having to do a 5 minute test after every minor adjustment. Real question: Is there some sort of mod that would allow me to extend the thrust vector in the designer? Preferably even have some indicator as to how close I actually am to the COM with it? I failed to find it so far. Yours sincerely, Nazamroth Nazamroth Industries - The havoc of tomorrow, today!
  7. Dear Kerbonauts I have finished the tech tree with science spamming and now I wanted to make use of it. Using thermal turbojets seemed like a decent option for an SSTO meant to go to and from anywhere since it can use the atmosphere with no fuel consumption for good-ish thrust, and provde extra boost in space with different fuels. However, it drives me insane. When I attach it to some random node, it works just fine. But when I put it anywhere useful, like a bicoupler in the back, it totally breaks. It only allows me to select from about 5 fuels, when I launch it it goes down to just hydrogen, and then it accepts neither liquid, nor gas hydogen when I try to at least test that. If I take the working jet, set it to atmospheric, then place it in the back, it will switch to hydrogen as soon as i launch, and then stay like that when i revert to the SPH. Has anyone encountered something similar or at least knows what may be causing the issue? Thanks in advance. Ps.: A fine spaceplane prototype was turned into a mess of a test bed due to this. Do it for her.
  8. So steam places the 32 bit launcher as an icon by default? Oh joy... I excluded the possibility, thinking that I just installed a steam version on a 64 bit system... Thanks for the info, but now I feel kinda dumb...
  9. Dear Kerbonauts I have reinstalled KSP after a long time, installed some mods, some just to fill up the CTT more, and started playing. However, the game just keeps crashing and I do not know why. It mostly happens when entering the VAB, or returning to KSC from flight, from what I observed. Below is the latest crashlog, and attached is my current mod list. At the time of the crashes my computer and KSP runs smoothly, then it just suddenly closes as if I pressed ALT + F4. What I could find, is that it is possibly caused by memory shortage, due to many parts installed, maybe? Although my computer was nowhere near top memory usage at the time. If more info is needed for a brave soul to find out what the cause and solution is, say so, and possibly explain how to get it if it is not obvious, and I shall endeavour to accomodate. Consider this: Should the problem remain unresolved, Jeb and co. will be forever damned to a safe and steady life back on Kerbin and will never plunge into Jool at 0.1C...Truly a dreadful fate... Thanks in advance, Kerbonaut #MANY
  10. Ah. It must have gotten installed as part of one of my mods while I wasn't looking. I was afraid that I would miss parts or break the game if I proceeded like this, but it is alright, it seems. Thanks I would quote that Manliest of men and say "Fly safe" as a goodbye, but a Sr. Spacecraft Engineer probably does not fly that much anymore. Sooo.... May the Kraken spare you, i guess?
  11. Hey there, fellow Kerbonauts. I might be asking in the wrong place, but I am out of ideas so... yeah... Is it intentional that the Tech Tree this mod enacts is filled with Cogwheel nodes that are just plain empty? At first I assumed they were just fillers to make you use more science to get to other nodes, but there are even some such nodes in dead-end branches so I am having doubts about that theory of mine. Perhaps a mod conflict is causing it?
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