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ItsSky

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Posts posted by ItsSky

  1. 15 minutes ago, Stone Blue said:

    Hard to tell... idk if its just your video recording software that glitches, or KSP itself...
    but if you're talking about when you hit 6500~8500m, it might be drag on the MJ part, pulling the nose that direction, when you're hitting MaxQ... vOv
    Try doing a 90° roll (so the MJ part is facing Kerbin during the turn), @ around 400-500m right after launch... (or rotate the whole craft in the VAB before launch).

    Alright, i'll try it out.  Though when I use the center of mass overlay, its in the middle of this ship.  I don't think that the MJ part would have any affect.  But i'll still go for it.  Thanks, the navball isn't exactly going up now.  Instead, its hard to circulate.  Guess I need to start watching orbit tutorials again.  But yeah, thanks for the help.  That pretty much answered my question, at the most.

  2. 4 hours ago, 5thHorseman said:

    If possible I'd like to see a video of your problem. There are about 100 definitions of a "proper gravity turn" so there are too many ways yours could be acting normally but unexpectedly, to even make a guess right now.

    Yeah!  Sure thing, i'll record it.  Though, like you said.  There are a ton of other ways a gravity turn could be done, so mine might look different or wrong without me knowing that it is wrong.  Also, like I said I use stock vessels since I'm really not creative.  I'll be using the kerbal 1

    https://drive.google.com/file/d/1X1V5smpN2-XPOeX35-J9jFApklRXyIpu/view?usp=sharing

  3. So, when I'm doing a gravity turn.  I always have SAS on, I know how to get into orbit and do a gravity turn.  Though, recently when I've been doing a gravity turn.  My pro grade pitches slightly up, note that i'm not giving any input for it to be doing that.  Not sure why, and like I said.  I've done this so many times before, and i've done it really good.  Though now that I do a gravity turn, I have this problem.  I usually use stock KSP rockets as I'm not very creative.  And if its built by the KSP team, its impossible to be a design flaw.  The only thing I add onto the stock ksp rockets is the mechjeb case which I usually place at the command pod.  I'm not quite sure as to why this might be happening.  I'll be sure to answer any questions you guys have!

  4. On 12/2/2019 at 6:49 PM, Zeiss Ikon said:

    To expand on @Signo's answer, hot staging is something you do because of ullage.  It's manifestly unnecessary in the stock game -- stock engines and tanks don't care about ullage in any way.  If you're playing Realism Overhaul, or pretty much anything using RealFuels and real world engine parts packs, you'll need to pay attention to ullage.

    "What's ullage?"

    Glad you asked.  Ullage is the "empty space" in a propellant tank.  There's always some; usually filled with some kind of pressurant (even pump-fed engines need pressure in the tanks, just not as much as pressure-fed engines).  This can be bad if the pressurant winds up near the rear/bottom of the tank, where there should be propellant, when your engine needs fuel (or oxidizer).

    Let's say you launch a basic sounding rocket, like a WAC Corporal (1948 technology here, hang onto your hat).  This is a primitive two-stage rocket, with a high thrust Tiny Tim booster (originally an air-to-ground unguided rocket from WWII).  Your basic WAC Corporal stack will pull something like 30 G off the launch pad with this booster -- but the booster burns out after about 0.6 seconds, leaving you falling upward at roundly 200 m/s.

    If you now want to stage and ignite your (pressure fed, hypergolic liquids) upper stage sustainer, you'll find it doesn't work.  EVER.  Because the air drag at 200 m/s results in enough deceleration to immediately slosh all the propellants to the nose cone end of the tanks, and the nitrogen that's supposed to push the aniline/furfuryl fuel and red fuming nitric acid oxidizer into the thrust chamber instead runs straight out through the injectors.  This is why ullage has to be managed.  The WAC Corporal method, as of 1948, was to ignite the upper stage at the same time as the Tiny Tim, and time the staging decoupler to fire at the exact same time the Tiny Tim burned out.  That gave the sustainer engine most of a second to come up to thrust, and ensured the booster wasn't hanging on creating drag that could (even with the sustainer fully ignited) lead to pressurant in the feed lines instead of propellants.  Done this way, the WAC Corporal worked about 95% of the time, and would fly as high as about 120 km (less if it was carrying a payload, of course).

    And that's hot staging.  As Signo noted, the Soviet space program used hot staging a lot -- it's the reason you see many of their rockets with open strutwork interstage structures, so that the next stage exhaust has an exit to prevent either choking the engine before it's fully ignited, or blowing out the interstage fairing with potential to lead to a structural collapse as maximum G load.  By contrast, the American space program almost never used it (can't say for certain they never did, but I think that's true).  Look at a Saturn V -- specifically at the base of the S-II second stage.  It has (relatively) small solid propellant "ullage rockets" -- there to ensure there's a (small) positive acceleration after the staging event, so the ignition of the next stage can take place successfully.  And there are no ullage rockets on the Service Module, because it was intended to fly in vacuum and needed RCS to point before a burn anyway, and RCS works just fine for ullage management.  I think there are even Apollo recordings where the crew mentions the ullage burn start, several seconds before the burn to return from Lunar orbit to Earth.

    Ullage can be managed other ways, of course.  One way (used often for things like attitude jets/RCS and long-term station keeping thrusters) is a bladder tank.  This stores the fuel (usually a monopropellant, most commonly hydrazine or a derivative these days) inside a bladder, much like a water balloon inside the rigid tank structure; pressure is applied to the outside of the bladder, and the inside is carefully debubbled before launch, so that every time you open the valve, the propellant flows into the catalyst pack and turns into thrust.  In the case of Voyager 2, even if the last time was thirty years ago.

    If you're launching from the ground (even if that "ground" is Lunar regolith), gravity (even if it's a fraction of a G) does an admirable job of managing your ullage.  I don't know that it's actually been done in a rocket, but another possibility would be an aerospace version of what I learned to call a "clunk tank" when I was flying radio control models (before they were electric).  This had the fuel pickup in a weight on the end of a flexible tube which would always find its way (with an audible "clunk" if you checked it on the ground with the engine stopped) to the current "bottom" of the tank.  Works great when (as with an aerobatic model) you aren't sure where you local gravity will be any given moment; won't work any better than a fixed pickup in microgravity (so probably not very useful in actual rockets).

    Ah thanks a ton for clearing that up!  I use mechjeb a ton, saw the option "hotstaging" in the ascent guidance, and didn't know what that meant.  The only thing I still don't know from this is how would this benefit you or your rocket?  Whats its use?  Is it better then normal decoupling/staging?  Otherwise thanks for taking the time to clarify that!

  5. 1 minute ago, bewing said:

    When a Kerbal dies, there are two possibilities. KIA and MIA. If they are KIA, they never respawn. If you have the setting for "no respawn", and then they die, they get marked KIA. If you then turn on respawn -- they stay KIAMIA is always supposed to happen if they die when respawn is active.

     

    Quote

    MIA is always supposed to happen if they die when respawn is active.

    Yeah, I have respawn on and its always on.  Yet they're not respawning.  

     

  6. So recently, I noticed Jebediah and Valentina weren't in my inventory.  And if they were missing, they should have been back by now.  I checked the astro complex and it said both were"K.I.A".  Fyi, they're not missing as i checked everything in my tracking station and the astro complex doesn't say that they are missing.HQnoCu7.png

    Edit: I found out that K.I.A means killed in action, but they should've re spawned.  I set the re spawn timer to 1 hour and I'm sure I've been playing for more then 1 hour.  Any of you know how to respawn them?

  7. 17 minutes ago, Geonovast said:

    Is there something specific that you need HyperEdit for this?  If you're just doing basic orbits, you can use the stock functionality to put stuff into orbit, using the debug/cheat menu.  That's accessed by (On Windows, which I'm assuming you're using) holding Alt and pressing F12.  There's a "Set Orbit" option under Cheats on the left side.

    Yeah, I just want to TP stations into Kerbin's orbit.  And thats it!

  8. 18 minutes ago, Geonovast said:

    Is there something specific that you need HyperEdit for this?  If you're just doing basic orbits, you can use the stock functionality to put stuff into orbit, using the debug/cheat menu.  That's accessed by (On Windows, which I'm assuming you're using) holding Alt and pressing F12.  There's a "Set Orbit" option under Cheats on the left side.

    Oh yeah!  Totally forgot about that!  I'll just use that, but is there a way to adjust your orbit altitude as the only literal thing I understand in that tab is inclination.

  9. So I like testing custom space stations in KSP Sandbox but a challenge is making a big enough rocket to get it to orbit perfectly.  I want to take a next step into making stations and by that I mean start to make big ones.  Yet I cant bring them into orbit, which I hate.  After lurking around on the internet, I saw some comments on posts saying that you can TP stations into orbit using hyperedit.  I went onto the HyperEdit website but the latest release is for 1.7.  I'm not sure if it will be compatible with 1.8.  Please link me to a continued version of HyperEdit or a updated version for 1.8.  I also heard that the BETA version of it is for 1.8 but I don't know how to download it.  Thanks if you read this far.  I'll appreciate all of the help you guys give me.  Anyways, yeah.. can I get some help?

  10. 13 hours ago, Gargamel said:

    Try this thread:

    Which is the thread you posted in.   Download links to the 1.8.x version can be found in the OP.

     

    @jrodriguez Thanks for continuing this mod!   We'll need a License and a link to the source code provided in the OP.  Thanks. 

    Thanks!  I downloaded it and its been a very big help!  It said my version was 1.8.1 and the mod said its for 1.8 and I got confused.  Thanks for clearing up my misunderstanding.  I usually use/download mods that say they support 1.8.x.  But yeah, thanks a ton!

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