-
Posts
5,595 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by stupid_chris
-
Oh my god I'm so happy to see an official thread for this I'm just gonna try something I noticed while testing: The 2.5m Griffon engine has a slight gimbal under balance, in my opinion. It can hardly turn at all when it has some extra boosters on the sides when above 25km. Although it seems reasonable than it should, and changing the gimbal to .75 gave it performances I would've expected from the engine. Now you guys are free to leave it like this if you wish, but I just thought it feels more balanced this way ^^
-
Change ship save from VAB to SPH?
stupid_chris replied to Spades_Neil's topic in KSP1 Gameplay Questions and Tutorials
If you use Subassembly loader, you can build something in theSPH, save it as a subassembly, go to the VAB and open it there. It doesn't cause any bug. Best way to do it honestly, else it's a nightmare :l -
It'S broken for .20 And a lot of parts are command pods/lander parts, like the gemini parts or Thor landers, etc. When I had the mod on .19, I only kept the fuel tanks, engines, large SAS/ASAS, structural and the parachutes. That together is about 100 parts. The whole mod has about 160ish.
-
The thing that is putting your jet off track is the sudden loss of weight, your CoM probably switches to a much further position from your CoL than it was, your plane becomes unbalanced, wants to get its nose down or up, it's too much for the ASAS to handle and it goes tumbling. Its frankly quite normal than this happens.
-
If you want to stack them it would work with the NovaPunch parachute, else you can just use a droqgue and three radial parachutes to do the job. NovaPunch isn't compatible with .20 at this moment though :l
-
Well you can already do this by using a normal drogue chute and two side attaching normal chutes, but yes, you could stack them this way on the top instead of using side mounted chutes. Also, if you need a drogue chute to slow down, better not cut it.
-
I doubt this, I think it sends two chutes to balance because the one chute would make your thing tilt on a side.
-
It works for me, I updated from .20.1 to .20.2 with it!
-
The nova punch mod has one! And @Splode, Nova Punch solved this problem by making the parachutes go off from the sides. The small side panels just pop off and I think one or two parachutes come out and slow your craft, leaving your top panel and your attachment nodes untouched.
-
He's right. The first problem is the dockingport. If you disable the fuel crossfeed on it, everything drains fine with your current fuel lines. Then its the gimbaling nuclear engines that set it off course because the CoM goes under the CoT. It's a known bug. There's really nothing else you can do but disable the gimbal and go with torque or change your design. I tested it with MechJeb and it went off course. Nothing goes off course with MechJeb excepted for CoT above CoM
-
Most rockets expel water though lol
-
Skycranes are really simple. Just put a decoupler on the top of your module, a fuel tank, radial engines, and you got a basic skycrane. And why isn't the module part working? IF the problem is the height, just adjust the wheels in the VAB so they are all on the same level and the docking should be fine. Just find a way to make everything standardized and you should be fine. And else if you want extensions with the first idea, you could simply land separate modules next to the first one.
-
Exactly. Things like this keep the attention off the serious stuff and just lowers the general credibility of the petitions posted.
-
I understand the funny part of this, but things like this shouldn't be messed around with. This website is needed for serious things, issues that need to be fixed. Doing this just kills the credibility of everything else. By abusing and using tools at your disposition for the fun of it, they're just going to be removed of your disposition, and when you really need them, you won't have access to them. This isn't even headdesk, this is headSRB.
-
You have two choices: 1. You sent your whole base in one go. You design your base in the VAB, then you create a skycrane above it that can land it on the moon and finally you make a launcher capable of getting it into orbit. this is doable, I sent 100t bases to the Mun and Minmus this way. 2. You build a modular base. Start by building your whole base in the VAB, connecting the different pieces with dockingports and you all put them on wheels. Then you save your whole thing, and ditch out everything excepted for the part you want to send. This will probably kill your current root part, so take a probe core and build a skycrane from it and attach the module you want to send under it. Build a launcher under, send your thing to the moon. Once you got it landed, go back to the VAB, take your whole base again and keep another part that was attached to the first part and repeat the process. Then you send it to the moon and roll it all the way to your first module and connect them together. Then you just repeat until you have your whole base on the moon. Subassembly load can be extremely useful here for the launcher/skycrane. Now boths have their stenghts and weaknesses. The first method requires to build a very strong launcher, which can be hard. Landing a large base can also be tricky. The second is very very long, but requires less trouble with the launcher and landings. Those are the most commonly used ways I guessed, idk if anyone does it eitherway but it's how I usually operate. Good luck! ^^
-
SAS / ASAS vs Manned/Unmanned
stupid_chris replied to Kaiz0r's topic in KSP1 Gameplay Questions and Tutorials
This is true to the exception of interplanetary crafts. They all use torque wheels. All the satellites sent around other planet or on solar orbits use torque wheels. Or Hubble, for example, uses torque wheels. Basically anything that is supposed to stay in space for extended periods of time. -
Help me refine my munar rocket/lander
stupid_chris replied to jpem's topic in KSP1 The Spacecraft Exchange
You're going way too overkill. I went to the moon and back with this: The lander can be as simple as this. Now I have mods installed and I won't show you my launcher because you won't recognize the parts. But I set this on an intercept with the Mun and it did the capture burn, the landing, the liftoff and the return burn. And it still had some extra fuel. Keep it simple ^^ -
The problem is that your CoT is above your CoM. It's a known bug that causes the gimbal on the engines to throw everything off course. ASAS makes it worse by trying to correct a left with another left, making it worse every second. Disable the engines's gimbal and you'll be alright! 95% chances that this is the problem.
-
SAS / ASAS vs Manned/Unmanned
stupid_chris replied to Kaiz0r's topic in KSP1 Gameplay Questions and Tutorials
SAS are sadly not torque wheels, which I really don't understand. I just made the proposition in the development page to add torque wheels since they are really needed. -
Didn't know that! the more you know ^^
-
Reusable spacecraft launch
stupid_chris replied to paulthebob's topic in KSP1 Gameplay Questions and Tutorials
More than 5 degrees. That way you can counter balance the 5 degree initial orientation. 10 degrees like the actual space shuttles used to makes it possible to keep a heading. No engine in the game has 5 degree of gimbal. Having five in a direction and fifteen in the other will make the controls very precise. That way you get 15 degrees on liftoff to control the weight under balance. -
Moho Landing
stupid_chris replied to xXRandomUserXx's topic in KSP1 Gameplay Questions and Tutorials
Once in LKO, for the transfer burn, the orbit adjustment burn, the capture burn, then the orbital adjustments (inclination, etc.) you need about 7000 delta V. To land, its around 1000 delta V (not 100% sure, would need a double check). Then you add the Launcher to LKO, which is roughly 4500m/s of Delta V. And if you want to get back from Moho, an additional 2500/3000m/s would be necessary. Overall, for a trip to Moho with return, you'd need pretty much 15500m/s of delta V on the launchpad. What's hard with Moho is that it's eccentricity and inclination makes it extremely expansive on the transfer and correction burn. Then the capture burn is expansive because it's gravity is so weak the escape velocity is pretty low and you gain so much speed from the Sun's gravity you have to cancel it out once you enter Moho's SOI. It's really expansive. At least you can aerobreak on your way back. It's really easy to undershoot your delta V for Moho. Good luck on your mission! ^^