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FlyingGeeze

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Everything posted by FlyingGeeze

  1. Pressing "F11" opens drag vectors (red lines) to showcase drag. The part drag multiplier activated from the debug menu as suggested only shows the amount of drag per part, which, can be any. Try to accelerate to top speed of 350m/s and see if red vector lines appear. If a center red line amounts to a increased length that seems to be quite long there is a serious drag effect from the center stack. F5 "quick save" put "pitch authority" on control surfaces to max and do a pull up. One of the great red vector lines would be visible coming of a clipped part inside a fuel tank, or as I might expect coming from the cargo bay. If you pull up at speed one of the lines would cross sect the area it's coming from. If it comes from the center cargo bay something is badly attached. The drag shielded unto a part inside a cargo bay has certain attachment rules. Center or cross center of shielded part should not be situated outside the exterior walls. Everything placed directly surface attached on or in the cargo bay is protected while not sticking out. A stacked attached part should be node attached to the cargo bay itself. You could have it attached to the fwt or aft fuel tank or capsule by mistake, just disconnect the cargo and reattach unto the cargo bay node. Everything surface attached to a center stack inside a cargo bay (correctly attached) is protected from drag also if not sticking out. What i.e. doesn't work is attaching cargo to any other part besides the cargo bay and then dragging it inside. If only one part is badly attached as such like a non fair-ed fuel tank inside the cargo bay it's similar to riding a spaceplane to orbit without a nosecone.
  2. Pictures of current craft should help. I believe you suffer from uneven drag effects stock ksp doesn't teach you and stock KSP lacks editor readouts to go about. Do the following to test drag distribution on a BFS design.... BFS has larger fins at the bottom then at the top, reason being that the bottom is heavier where the engines and fuel systems are. The top carries the compartment which is heavy to but somewhat less. In ksp you should mimic that with the fuel tanks in between. Use the MOD RCSBuild-aid, activate in the VAB with CoM indicator activated. Make sure the compartment and engine weight distribution is distributed that the yellow and red (RCSbuild) orbs are aligned, that ensures even fuel burn. Take off the fins and use (cheat menu:lander) or (hyperedit mod) to do a drop down from several Km altitude using reaction wheels. If you can freely rotate the vessel during a drop down test while achieving high speeds drag is stable. If not then either top or bottom has more drag. Many people will use custom fairings at the top to resemble a nosecone compartment, and, fairings have more surface drag then fuel tanks or engines. If engines want to sway to the bottom you need a similar mockup fairing at the bottom to counteract this or a few smaller wing pieces near the engines. Keep trying to play changing this setup while doing the drop down tests until you calibrated this setup. If successfull add the fins top and bottom and retest to make sure. If all went well it should work.
  3. @adm-frbDoes it work without Bluedog design bureau? Stupid question but desperate requirement as I'm maxed out on RAM and don't want to switch mods, otherwise I will create a seperate save for this.
  4. @Galileo I'm playing career without Kerbnet as of yet. I know there is a biome map but it only has color differentials. There are biomes Like southern mountains, badlands but also some lakes and various seas have biomes. Is there some map or chart which I can go by to know which biome is where? I really have no idea where to fly to if I were to find southern mountains.
  5. Spring/Damp settings are arbitrary. The great rule of thumb is that the spring/damp settings accomodate their range based upon the type of wheel, the amount of any such type of wheels based on the total weight of the vessel. Not any vehicle behaves the same using the same spring/dampening settings on any other celestial body then the one you tested the settings on. As for stuttering and sliding, it seems slight changes of 0.1 to the spring or dampening can completely kill any bouncing effect. So within the range of 0.1 to 5 on the spring/damp settings a 0.1 change can mean a good ride or a bad one. To my experience, setting "friction" to 5.0 on your wheels makes sure your vessel doesn't slide, 'if' the spring/dampening settings were calibrated first of to make sure nothing would bounce. My experience is to setup my rover in that particular order. Making sure that nothing bounces by doing a "cheat menu" lander test on the target planet/moon to make sure the settings are properly calibrated, and then use 5.0 friction settings on the fly to make sure the vessels are properly anchored.
  6. WoW! That's probably a heavily modded game? Your using very large motherships in need to be refueled using larger modded fuel tanks? For you I wish there was something like this. Many people try to build small to medium ships in stock especially due to the reason of lower framerates using more parts, that includes myself. For that reason I hope there is a mod. You can also use mods like *real heat* (radiators) *Near future solar* for super large solar panels or *near future electrics* for very large reactors. This way you can use several of the 2.5m ISRU's with 1 or 2 large radiator and solar panel parts. This incredibly lowers the part count necessary to build a larger mining and processing rig.
  7. 1. Years? For a 14% ore deposit one or two large drills will do fine. If it's much less then 14% you need more drills, like 6 of them. You will also need more radiators and solar panels for the drills. If it takes years you either got a small drill with a ISRU. You may also run out of efficiency by not having enough radiator or EC generation so the process stops overnight as the sun goes down, and, your not using a high level engineer to boost the drilling rate. Bottom line, if it takes years your ISRU setup is wrong and you can mend it. 2. You probably only need one. Many S4-1400 fuel tanks can be refueled in days on most deposits using enough drills, a engineer and good EC generation and thermal protection. 3. KSP isn't realistic in all scales. ISRU's are real world analogues for real scale prototypes intended to be used in the future. The real life ISRU's tend to refuel a orbiter over the course of years not days or weeks. Futhermore, real life is no comparison. Massive fuel refineries work on continuous production cycles to make money to sell synthetic hydro carbon fluids for cosmetics, grease oils, plastics, byproducts for chemistry, and benzine/diesel fuels whatnot. These are complex complexes where 50-200 people are working continuous hours to make worlds litter, while a rocket fuel ISRU's is intended to do a simple thing, create a local fuel from surface or atmospheric deposits. A ISRU is a distiller, intended to distill a local fuel. In real life that could be methane and oxygen for methalox. In industrial refineries you have multiple fuel distillers in the same building while having 10 of them each for mass production with a great chimney and large containers to get the production going each day for cars, trains, boats, rockets and personal products while being a actual building with walls. On another planet you don't need a building with walls because it's useless and you got a spacesuit. If you want the actual ISRU to be larger I expect you can use the tweakscale mod to scale them. I believe that mod itself doesn't change the parameters of the ISRU itself so it should only be heavier and larger.
  8. @Nertea I think the exhaust color is altered by the effect of the SRB's light overcast and the background sky. Fact of the matter is, the SR-25 is predominantly blue colored in engine tests. In the last 4 real close up shuttle pictures the top left and the bottom 2 all have the yellow/reddish exhaust flames. The Top right seems to show distinguishable blue flames, however the photoshoot angle on the top right picture is from the rear side while the other's are directly to the side or pictured from the front sides. Also, besides the top right picture the others have the SR-25 exhaust flame pictured with clouds or fog in the background. While the RS-25 is transparently blue the background clouds will render the color differently, also perhaps because the overcast by the yellow white bright SRB exhaust matches more to the skies background color. Because the RS-25 is blue it should be blue. If you used white bright SRB's like the real shuttle then it's a color scheme to make it yellowish red. And not everyone needs the Vector on spaceshuttle replicas because many use only clustered ones as i.e. a first stage in the game. Also there aren't cloud overcasts in the game unless it's modded. So there's nothing in the game that should make such color illusions.
  9. @SQUAD adds these bugs on purpose to create new edition jokes and then waits till people complain expectedly IMO.
  10. Here... https://www.dropbox.com/home?preview=001.craft Thanks! I'll test this out. edit: Changing relative root part didn't work....
  11. @esmenard The early airstrip has holes in them. So any spring/damp settings will be magnified as you ride over the bumps. When it does you may alter the Dampening settings, somewhat lower I imagine looking at the vessel. Flipping happens when sideways force happens because wheels anchor into the ground. You have friction override (contröle de friction) F1 Cars have little friction but wider tires, off road cars have a lot of friction. If your vessel is very tiny like yours is then default friction settings will have a lot of effect. Try to lower them below 1.0 and see what happens. In any case, it's good to have more friction on the rear wheels so that the back wheels stay backwards. You may also use a small inline reaction wheel for more control to mitigate effects of stability.
  12. I used to play ksp 1.7 versions which has already been a while ago. Now I'm playing version 1.8. Since then fairings seem to not protect my contents from drag. I only got the Squad and Squad expansion folders but also module manager 4.1.2 Test rocket... High in the atmosphere the Jumbo tanks context menu reads high buildup of drag high in the atmosphere. Dipping below 20km there's a insane amount of it and the contents appear to visualize aero effects on the inside. Ultimately the rocket reaches ground level under 700m/s. In previous KSP versions a heavy weight projectile using a fairing could reach 1700-1800m/s when dropped down from orbit if heating damage is turned off. This states that none of the drag is taken away and using no fairing would give better results. Is there a method to attach the fairing so that the content is shielded? For gameplay purposes I try to build a cargo rocket and or spaceplane requiring a wider cargo bay then Mk3. But if contents aren't shielded like they're supposed to then any construciton option to build such vessel designs is off the table? Unless there's a fix, a technical problem that's possible of solving.
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