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Everything posted by Jubo_KSP

  1. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD Ryzen 7 5800X | GPU: NVIDIA GeForce RTX 3080 | RAM: 31,93 GB Severity: med Frequency: low (happend just once, so far) Description: The capsule clipped through Kerbin surface without being destroyed. It just kept falling. Was the standard initial capsule, according size parachute plus science jr and a heat shield below it. After clipping through the surface, the vehicle kept falling indefinitley. Had to reset the mission. Retrieving the vehicle was not possible, cause it was still in motion. After some testing, even though I wasn't able to reproduce it, it seems the quite heavy vehicle for the chute size combinded with entering the ocean surface at fast-forward, can lead to this. At higher fast-forward speeds, the vehicle pentrates the ocean deeper. Maybe this can lead to the vehicle going on indfinitley into the planet. Included Attachments: .ipsImage { width: 900px !important; }
  2. Thanks for the detailed explanation, very insightful. I didn't think about the gravity difference... Will consider this for future missions.
  3. Thank you. I'm using a controller (since I'm one of those weird console players). After I first encountered the rolling issue. I tested the same Aircraft on Kerbin and no issue. This made me think, "ok, seems to be bugged". However, the interesting part was that the effect was in fact inconsistent. It is the biggest with greater angles of attack (of rotor blades) and decreases with altitude. With greater angle of attack, the rev. speed of the rotors is forcefully lowered, for both but more so in the front. The issue didn't make the craft unusable though , it flys stable at around 12500 m (over sea level) with blade authority at 57% , front/clockwise rotor at 437rpm and rear/CCW ROTOR at 326rpm with a speed of ~110m/s. I did quite some tweaking and testing... After all, this craft, despite or because of the issue, provided me quite some fun hours. I just wanted to check here in the forum, if it's typical for EVE, since it's my first prop-plane or if it's bug or potential damage on the plane. I have to admit, the additional time I spent to design the plane, was saved during the creation of my decent "vehicle". But normally, if a plane is stable and flys on Kerbin, it should also (more easily) on Eve, because of it's much denser atmosphere? I also think, it has something to to do with the coaxial rotor design. So will test with a second craft with differently arranged rotors.
  4. https://imgur.io/gallery/ydnspZM Made pictures from different angles.
  5. Hi everyone, Build a prop-plane (coaxial) for Eve. Tested in flight at Kerbin, everything worked smoothly and stable there. After landing on Eve, the plane seems to have torque along the longitudinal axis, like from the rotors. But no parts were destroyed during entry and landing. I can cancel the torque by having different rpm for my two rotors. While testing on Kerbin, there was no torque. Edit: I found that, with lower torque(33%), the rpm of one of the rotors is not at maximum and is decreasing with higher blade angle. So I can fly stable, when I limit the rpm and have the rpm of the rotors at a certain ratio while also limiting the blade angle... but all that was not present at Kerbin. I'm certain it has something to do with altitude or atmospheric pressure, since stability varies at certain altitudes. Can anybody make sense of this or is it just bugged?
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