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Everything posted by DeathSabre
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Stable Radial Decouplers
DeathSabre replied to hyperbolicj's topic in KSP1 Gameplay Questions and Tutorials
You can't attach something by two different points. (except when docking a craft with multiple docking ports but that's another story. Can't be done in VAB/SPH) The placement of your Decoupler is probably at fault. but it'll be its position relative to the ejected piece, not relative to the main craft. although moving the whole radial assembly down can sometimes help so that you can get out of the way before it hits your main craft. the two easiest solutions are to A: Use sepatrons to get your ejected assemblies out of the way of your rocket. or B: attach your radial assemblies so their COM is bellow the Decoupler so that when you eject them their noses will fall out and their tails fall in. for smaller craft I use method B. for bigger ones with 2.5m parts or bigger attached radially I generally use Solution A. fly safe -
I've had problems with cargo ssto's using fuel from their cargo in the past. the best solution I had was to clip your camera through the cargobay/ or open it on the runway/launchpad. and disable the fuel in them so nothing can use that fuel. just be careful if you disable electricity on your probe. that you re-enable it before undocking/decoupling your probe from the SSTO or you will have an unusable piece of junk in orbit.
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X-Axis swapped by Default? (Spaceplane)
DeathSabre replied to Th3F3aR's topic in KSP1 Gameplay Questions and Tutorials
Your problem might have to do with not enough lift for your weight. More often I've found that landing gear are at fault with not being able to lift off. Your rear landing gear should ideally be in front of your rear Elevons/control surfaces. that way your rear elevons can 'lever' the front up. if they are behind your rear gear they actually wind up pushing your nose down. Assuming you are using stock aerodynamics(not sure about near or far haven't played enough with them), you can think of your Elevons as pushing straight down/up depending on their position relative to center of mass and the direction arrows you are pressing. as stated above they should automatically switch direction based on their relationship to center of mass. Control surfaces can also help at the front to Pick your nose up. another trick would be to use part tweaking to empty all your tanks in your SSTO that way you can see where your COM and COL are expected to be when you re-enter after burning all your fuel. Building an SSTO that can carry any significant weight into Orbit is difficult. if you are running out of fuel you need to look at ways to make it more efficient. e.g.(Carry less RCS feul if you don't need it, tweak your fuel balance so you don't end up with excess Oxidizer or Excess Liquid Fuel, or add more Intakes so you can get higher and faster before engaging your rockets) Scott Manley has a lot of videos with SSTO's and he explains a lot of the techniques I've discussed here. if you have the time maybe check out some of his video's. Fly Safe. -
SAS not working properly
DeathSabre replied to montyben101's topic in KSP1 Gameplay Questions and Tutorials
I'm pretty sure its your joystick. I've had this sometimes if i launch KSP while my Xbox controller is plugged in. sometimes it picks up some kind of 'trim'/'phantom input' from the controller and even perfectly ballanced rockets won't go up straight. close KSP, unplug my Xbox controller, relaunch and it works fine. I'd suggest running KSP with your Joystick unplugged and see if you still have a problem. They did change SAS a little while back to make it less 'absolute' this helped a lot with spaceplane flapping that used to happen. that was about the same time they let normal command pods use SAS. (can't remember the exact update sorry) -
Does anybody MANUALLY recover their crew pods?
DeathSabre replied to TeeGee's topic in KSP1 Gameplay Questions and Tutorials
That seems a bit tedious to me. I just try and land close as i can to the KSC -
Hi guys. Thanks for the replys That's Genius, why didn't i think of that. I Usually just go straight there. but i want to do a mun slingshot partly for efficiency and partly coz i think it would be cool to do. Wow ok. that pic tells me there is a lot more leeway than i thought there was. allthough travelling all they way out past minmus like that strikes me as a tad inefficient. So far what I've worked out is that a Mun minmus transfer minmus needs to be about 90 degrees ahead. so if i launch with minmus a little more than 90 degrees ahead, and adjust my encounter with the mun so my plane change is done by the muns gravity. I should be able to get pretty close to the mun. I'm going to leave this as unanswered for a while longer to see if anyone has the actual calc's done with exact windows. But i'm going to give this approach a go when i get home. Thanks again for the help everyone. fly safe.
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Ok. so I've done some googleing and i can't seem to find an answer for this anywhere. I want to Maximize efficiency in going to Minmus. my Idea, is to launch at the correct time to burn to the mun, (slingshot around the mun) probably make a correction burn when in mun's SOI in order to bring my Apoapsis up to Minmus so i intersect Minmus's orbit at its ascending or decending node, as minmus gets there. Thereby giving me an encounter without plane corrections and more efficiently than burning straight for it.(without the mun slingshot.) What i need to know is: what phase angle Minmus needs to be at reletive to the mun, when i Do my burn from LKO (75km ish). I'm assuming the phase angle will change depending one how close you get to the mun on your slingshot. unless i'm totally understanding this incorrectly and that's not the most efficient way to get there. (fuel efficient not time efficient) Thanks in advance for the feedback. Fly Safe.
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Protractor - Rendezvous Plugin - Under New Management!
DeathSabre replied to mrenigma03's topic in KSP1 Mod Releases
I've tried to put the protractor on the new lander command pod and I can't see the instrumentation. its my first time using this mod. is there something I'm missing? -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
DeathSabre replied to ferram4's topic in KSP1 Mod Releases
Hey Ferram. Thanks for a great mod. makes flying planes so much harder. but I'm sure it'll get easier once i figure out all the settings and stuff for control surfaces and the like. made a plane that achieved Mach I before the end of the runway which was funny. couldn't land it tho. I'm Having this Problem as well. My plane is much smaller. and the problem seems to occur more often with the long plane wings(can't remember what they called. i'm at work). I also have the B9 pack installed. but my plane isn't using any of those parts(only Stock Parts at present). i find that removing the offending (if you can locate which one)wing and re-adding it will usually solve the problem. but it can go off-center again by adding a fuel line or something totally irrelevant in the SPH. I've only encountered this glitch when i have wings touching or overlapping each other. but i only installed this mod 2 days ago. I'll post my craft file when i get home for you. another thing if noticed with this glitch. in the SPH it looks like COL is off to the left. but when i fly the plane it pulls left and rolls left indicating the COL being offset too the right...- 14,073 replies
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HOCgaming's THAT'S NO MOON! Base - Craft Submission Thread
DeathSabre replied to HOC's topic in KSP1 The Spacecraft Exchange
Name of Entry: Sabre Industries LOES (Low Orbit Easy Stay) Sabre Industries would like to introduce their first creation in their range of Low Orbital Short Term Habitation Units. The LOES. Equipped with 16 Thermoelectric Generators for all your Power needs, and sporting accommodation for 10 Kerbals (crew included) and large ladders for easy rendezvous, Should be your first choice in Low Orbital Home or Workplace Stations. Screenshots: http://imgur.com/OYaHj3I http://imgur.com/y0GE2fQ Mass & Specs: 12.02 mass units 33 Parts Craft Files: https://www.dropbox.com/s/wffduzugabbpbin/LOES%20MK%20I.craft Action Groups: 1) Toggle Ladders Station Features: 2x Clamp-o-tron Docking Ports 8x large ladders for easier grabbing. 4x Lights to see what you're aiming for if you're on the dark side. 800 electric Units for all the power you'll ever need. *Notice* The LOES is built using no clip to hide The generators (placed between the command pods and the HSC. the batteries are in part to balance the ladders. Avoided using solar panels to avoid injury to Flying Kerbals . Credit to JonoRig, who I first got the idea for ladders from, and jshap70 for the overall feel. thought I could combine Ideas for the best of both worlds. (and remove Hazardous Solar Panels.)