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IncompetentSpacer

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Everything posted by IncompetentSpacer

  1. Just SRB flying right up. Dont remember the part (it was many,many years ago) but I remember being exited of reaching 7000 meters.
  2. Well, this time there was not many reloads or stuff that triggered it. I saved and then retested reloading and could not load the latest save. https://imgur.com/RrAN1Xo
  3. Heh, I never tried that specifically before now. But I just started a game, made new quicksave and then launched an airplane and took it up to 1000 meters above sea level and tryed to reload. It loaded the wrong save (not the one I made in space center just after I started the game) but it loaded alright. Could be, because I was experimenting in all circumstances (launching several versions of same rocket or trying to get perfect atmospheric breaking) which involves lot of loading and reloading. Now the save file...I have not idea if it large or small, but persistance SFS file size is 3.8 MB. Judging by stuff happening in my game (55 objects including flags and asteroids are being tracked), I don't think it should be counted as "large".
  4. I have figured that one out couple of years ago, so that is not the problem. In situation I describe you can hold the F9 for minutes and nothing will happen.
  5. Last few weeks I experience more and more often that quickload doesn't work sometimes. I wanted to test atmospheric breaking today in Kerbal and just as I realized that I have started burn too early - Quickload and test something else? - no cant do. Try to load the game through load menu selection. Nope.. Force exit the program and load again? - no problem, I load at the place in game where I saved before being barred from reloading. This happen so often lately that I am really getting annoyed and thinking about shelving the KSP for good and wait for KSP 2 (provided they dont inherit the tech debt through reuse of code). I have tried to see if anyone else have experienced this but google search shows nothing except few comments that they have changed how quickload works and that under some circumstance you cant go back to earlier save (but FFFFF if I know which...) KER, Kerbal Alarm Clock and Transfer Planner are the mods I have installed but these are recent installations - the above mentioned problem is older than these. PS: I have over 400 hours in KSP so far but not all of that has been in one go, rather spread out over the years ever since the game was launched. I have even used Kerbal to spice up the physics class when I was being part time teacher. I have to say that unfortunately KSP these days seems to have more bugs than earlier in development cycle (more than I would expect).
  6. While for "some reason" nobody thought about buzzing Christopher C. Kraft Jr. Mission Control Center with a Saturn rocket raging 50 meters over ground I assure you that would be a sight to see. That said, I was speaking figuratively, I haven't really tried to do that (but now I thinking about making variant B just to see it done...) - I just turned rocket here and there to see if it would vibrate too much (follow the line on NAV ball) or flip over just because I turned too quickly or too much. I kept 4 verniers for when outside the atmosphere but wasn't really needed so I deleted those. Also winglets at the bottom are gone now.
  7. I did wrote the longer response with test results but it all went away. Basically doing as you suggested but replacing RCS with dialed down vernor gave best result with 80 MS left in fuel tanks even in crap orbit because I messed up in final burn. I think I had 79+ KN of total drag at 10 KM but I am not sure. Same weight reductions but without airstream fairings left me 20 MS of dv in fuel tanks in a standard circular orbit at 78 KM. All test did not use perfect flight path but rather stright up to 10 km and then turn to east at 45 degree climb (so I could recreate same situation every time. So the take here is - weight distribution through fuel use gives stability, airstream shell is fine but in my case only had an effect when itss effect could be offset by reduction in weight elsewhere.
  8. What did the trick was to to prioritize the flow of fuel as Streetwind suggested. I tried that suggestion first because I am very skeptical that drag is an issue at 20 000 meters and makes rocket flip over (but see how that may be an issue looking at fuel consumption and maneuverability in thicker atmosphere below 14 000 m). Now the rocket can do Split S if needed at any height - figuratively speaking, she is no nimble beast below 7000 but rather maneuverable outside atmosphere. I did test the drag with shielded docking port and it improved the drag by 30-40 KN at 10 000 meters (worth mentioning, thanks for the tip). Improving the fairing for Nerv engine had minimal effect what so ever (that is what you are seeing on the middle of rocket - default fairing is even worse). The rocket has no shaking what so ever, so I am leaving that one be. Removing antenna removed another drag factor but difference is 20 m/s gained at 10 000 meter. Total drag at 10 000 meters stands now 351 kn*. *Using shell to encase entire upper stage reduces drag to 127 KN but increases weight and fuel consumption leaving me with less fuel at 10 000 km. So drag is not everything in this game...
  9. I returned to this game after many, many years of hiatus. Last time I played was right after careers were added. So coming back to the game after this long time, it is like playing new game all over again. I have managed to land on Mun and Minmus several times and so on but some elementary stuff eludes me. I am trying to simplify my design and the R-7 version is 42 tons lighter and can achieve pretty much same as previous iterations at same cost (I am playing career mode). This is also my first design with Nerv motors in upper stage. The problem is not to get this in orbit... The problem is that due to the flight path I end up using first stage before reaching orbit and have to use upper stage for that final push. Simply put the rocket starts to flip whenever I try to angle it over 2-4 % towards the east before I reach 20000 meters. Which means that I am flying stright up too long and have too low horizontal speed before I make the sharp turn. I want to understand why this happens. See below for the design: https://imgur.com/a/aTrZbKF
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