-
Posts
1,841 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by VoidSquid
-
I tried to rebuild your rocket That thingy flies perfect into orbit, your construction is good, as I said Changes I made: First stage 2 Swivels, TWR (atmo)1.3 Second stage 1 Swivel, TWR (vac) 1.4 Third stage 1 Terrier (doesn't matter in this context, you said you have issues with flipping during ascend) Added more fins (now 4 on center, 2 on each booster, symmetrical), changed placement Added reaction wheel dV is 6000, you can easily go for a Mun orbit, or visit Duna or Eve P.S.: I used Swivel engines here due to their gimbaling, the basic fins can't steer, and this way you have more control. P.P.S.: Tried my little replica without the reaction wheel, works fine too.
-
That I'd call a hamster wheel EC generator, not a fuel cell
-
That rocket looks perfectly fine to me. Some questions/points: Your active probe core is the Octo, yes? Reaction wheels? The rocket has a quite high TWR, try reducing it to about 1.3 (atmospheric) for the launch, the next stage to say 1.5 (vacuum), a high TWR makes the rocket difficult to steer and often causes flipping. Do you already have access to the AV-R8 Winglet? If yes, replace the basic fins with these. And you can use the fuel priorities to empty the bottom tanks before the upper ones, this also increases stability.
-
I'd like to have those fuel cells please Mind to create some radially attached ones as well? But a question: why Monoprop based? The electrochemistry behind a LfOx fuel cell is well known (https://en.wikipedia.org/wiki/Fuel_cell), but what's 's your idea here how the electricity will be created?
-
I also painfully have learned that additionally increasing the fairing ejection force helps a lot, still counterintuitive to me, but it works. As for orientation, flipping, etc., my little "Unirover" here has two probe cores, as you can see, one on top of the tank just below one of the solar panels, the other on its rear. The first one is for landing the rover, the other one for driving around.
-
Mod to remove a vessel in flight?
VoidSquid replied to jeancallisti's topic in KSP1 Gameplay Questions and Tutorials
This mod saves you the hassle to always go to the tracking station, it also allows removal of any vessel in flight. As for your questions: 1. I find autostrut very useful for smaller vessels as well to prevent any oscillations. 2. I don't use any mod for that, but there is this one 3. Don't know what exactly you mean by this question, sorry. -
Basically you want to setup a comm network like this: https://wiki.kerbalspaceprogram.com/wiki/Tutorial:Setting_up_a_CommNet_system Be aware that you'll need Relay capable antennas: https://wiki.kerbalspaceprogram.com/wiki/Parts#Communications Tutorial - How to Create a Satellite Network with Evenly Spaced Satellites: Resonant Orbit Calculator: https://meyerweb.com/eric/ksp/resonant-orbits/ ...or in-game as a mod: As for your rocket, I suggest you build something with an payload like this, i.e. 3 satellites, each having a probe core, battery, reaction wheel, solar panels, fuel, small maneuver engine with a decoupler below:
-
Afaik, this one has ground based cameras. Ah, silly me, LGG already mentioned this mod, double post then.
-
Actually it says the rocket has 50 parts, and the maximal allowed number would be 255, VAB expansion level 2. I often had similar odd behaviour too when not using a single center engine but a symmetric three or more fold arrangement you have with that tricoupler, I'd check that. Everything else I could add has already been said by @5thHorseman and @Aegolius13
-
Thanks, not exactly what I'm looking for, but definitely something I'd like to check out when you're ready with the mod
-
Hi fellow Kerbalists, The longer I play the more I like to build small rockets, 0.625m. And while several mods, namely RLA Reborn, do provide a lot of parts for that size, I'm still wondering, is there any mod that provides small parachutes, small batteries, small foldable solar panels? Yes, I'm aware of TweakScale and similar mods, but I do not like the idea of "artificially" resizing parts.
-
Oh, I see... I thought it was obvious that Blizzy's was meant (the mod is about that toolbar), not stock. Does this mod also affect stock the toolbar then? Anyway, that was easy to clarify, you asked and could answer this More often than not, when my customers do complain, the main job is to get useful information from them to understand the core of the issue, I can very much follow you here Need to catch some sleep, work awaits only too soon. Talk to you soon, and have a good night as well.
-
That's quite interesting, the quirks and quarks of writing code which depends on what other folks thought is the way to go. Sounds familiar, though I'm just doing some minor scripting at work. That sounds odd, why would one do that (pretty sure there are reasons, lol)? Not easy to deal with this, I'd say, and hard to get around this, I think. Glad you found it, definitely a tricky one, yes. I do remember having spent hours finding out about odd ways stuff has been made, and that's only talking stupid Powershell/Exchange/AD scripting stuff (back tick, anyone?) Thanks a lot for the explanation and the fix!
-
How to properly use interstage nodes?
VoidSquid replied to Arch3rAc3's topic in KSP1 Gameplay Questions and Tutorials
My bad, I confused it with another design I made, here the decoupler of course has the normal orientation, i.e. it stays with the fairing truss structure, beg your pardon.