HoY
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Posts posted by HoY
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Toppling usually happens if your in the atmosphere and don't have a high enough TWR for your altitude. Generally below 50,000m you want to stay above 1.5, higher than that you can go lower but the higher you can keep it without compromising your craft the better.
Do you have mechjeb or kerbal engineer installed to keep track of your dV and TWR? Or do you know the math to do it yourself(I don't but someone else could point you in the right direction on that)
Edit: looking closer at your screenshot, you are firing all 5 mainsail engines, and burning them all out at once without using any sort of advanced staging. I believe if you add an extra half tank to each of the 5 orange tanks and configure it for asparagus staging it will get you into orbit a little bit easier. I'm just eyeballing it and guesstimating the mass of the cube to be around 30t
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On another note, it would fly perfectly well with infinite fuel turned on
Yeah the problem is the CoM shifting as you burn up the fuel.
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One more trick: if you accidentally end a flight and realize it right away quickly alt+f4 out of the game. It won't update the persistence file then. I've had to do that a couple times while docking large structures together then having them crazily explode and then realizing I didn't press f5 :s
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I know it's been said before but it can't hurt to have it said more clearly lol.
Throw a stack decoupler in between your docking ports while you are building the ship, then make sure it's in the proper place in your staging. Once your stages are all configured how you want them you can see your dV correctly in mechjeb. Before you launch simply remove the stack decouplers from between the docking ports. As soon as you get into the launch pad right click on all of your docking ports and disable cross feed, otherwise All of your fuel will get burned out of the core of your primary ascent stage as soon as all of its asparagus tanks are dropped.
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Too big?? I don't consider 0.000005 tonnes to be big.. Didn't know we had parts that small to be honest.
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Does it burn any of the orange tank on ascent? Or is the fuel part of the payload?
Will it re enter and land with the orange tank empty?
In any case, well done
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Can't edit my post again. Yay iOS chrome...
Anyway, about your slight angle problem. The problem is the wing pieces themselves unfortunately. They aren't Exactly flat or completely 90/90/90/90 rectangles. That's one of the reasons my newer rings don't use wing pieces, but structural girders instead. They are measured precisely and have a more industrial look, but don't have the problem of being overly massive when you use too many of them like the flat steel plates do.
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When I built my ring for my spaceplane I actually started with the plane in the SPH, then built outwards from the docking ports. That way I know that while my plane is docked the thrust line is centered on the CoM, and I can fire all of the engines at once rather than just the ones on the ring (used 2 docking ports instead of 1 to ensure proper alignment)
When it came to building the launcher I loaded up the craft with the ring on the plane, took nearly all the parts off the plane except the 3 fuel tanks the docking ports were attached to, and stuck an orange tank on the back of them then moved that whole thing to the VaB to build the lifter under it.
Using quantum struts the only parts that touched between the ring and the lifter was the pair of docking ports.
I don't use this ring anymore as I built it when I didn't know all the tricks, but the plane is still my favorite creation!
And here's the long boring launch video of the ring And the plane, because I don't have any other pictures of the ring on its launcher lol
Hope that helps inspire your launch platform development
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Assault if your trying the Dragunov that I uploaded and its having fuel balance problems then theres something wrong with you install!
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I think he is talking (IN COMIC SANS OH GOD) about making new planets, not just moving around old ones.
It was in response to Dr.Muttonstache, not the OP
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Ohm, look at the video. I was able to get the exact same thing up without flameouts. He's not getting flameouts.
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Easily done with hyper edit. Put them where you want them too!
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That's going to be interesting when my 400 part ship gets close to it :/
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The guy that made subassembly loader made another mod that changes the size of the vab and sph, also adds more symmetry options than the default 8 and more click to angles.
Unfortunately the spaceport link isn't showing up right now but it's floating around somewhere. I can't even remember the name honestly
Found it
http://forum.kerbalspaceprogram.com/showthread.php/26233-Editor-Tools?highlight=Deadbeef
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He's asking for a part count. That would be nice to know for everyone
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You also have 2 ASAS modules onboard. You can remove the lower one and save a little weight.
You want the center engine or engines firing the whole time as well, not just after the outer engines run out of fuel.
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There was one of these challenges up before the crash, but it was before I was any good at the game.. I think I might take this one up when I get home
Omg I have such a good idea lol
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Does it bring anything up with it? Just some kerbals? Interesting concept
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Probably too young to get the reference
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There will be in a future update.
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Or you can install this mod. It will let you self destruct each piece after you drop it
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In an update coming soon the auto stage won't be global for mechjeb ascent helper. There Will be a global autostage but not that one. So we will be able to leave ascent autostage on but after its done circularizing it won't autostage any longer unless you have the global toggle on. I didn't check to see if that was added in a dev release but I believe The_Duck said it was on the list of things for a "soon" update
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Depending on the mass of each piece you know your going to leave in orbit but don't want there, add retrograde firing sepratrons that fire at the same time as the stage is released. With the right number of them the part will end up on a sub orbital trajectory, right where you want it! Could hurt your part count a fair bit for heavier stages, but things that you drop in orbit won't be too heavy any usually.
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Not sure what to tell you lol. Possibly try on another clean install of the game? Maybe something went wonky and your aerodynamics are off? Have you had any luck getting anything else into orbit lately?
Also, all 3 jet engines firing? Remember I changed their hotkeys from all 3 on 1 to center on 1 outer on 2
Outsourcing my troubleshooting
in KSP1 The Spacecraft Exchange
Posted
That's one reason I switched away from using inline docking ports. You can't make a blended body aircraft with them unless they are stuck out like a goose neck. The twin jr ports dont look as good but try do the job. Could probably do a little but better by using a cubic strut in their place but clipped into the yanks then have the ports on the inner node of the cube... Maybe in the next revision!