SRV Ron
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Everything posted by SRV Ron
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My ship just explodes at 6100m.
SRV Ron replied to Xephirious's topic in KSP1 Gameplay Questions and Tutorials
Copied the file by avoiding the line numbers. Note, it flew although there is a spin issue that can be fixed with bracing. I did throttle down due to overheating issues with the mainsail. RCS is not needed for launch. -
My ship just explodes at 6100m.
SRV Ron replied to Xephirious's topic in KSP1 Gameplay Questions and Tutorials
I don't care for websites that open up extra windows, then wants me to install stuff before downloading. Mediafire displayed the text of the craft file, then contaminated it with line numbers rendering it totally useless. Hard to tell but you may be getting the failure at the probe storage section when G forces hit a certain value. -
To be safe, make a copy of KSP from the Steam folder and run that. Then, when the update does comes out, you can test your current projects on the updated Steam copy for compatability.
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My ship just explodes at 6100m.
SRV Ron replied to Xephirious's topic in KSP1 Gameplay Questions and Tutorials
I believed it gave a failure of a decoupler in the three picture example. It was a mod decoupler. Not sure what it gave for the Stayputnik. Another poster had tried that design and couldn't figure out why it exploded at a certain altitude, so I tested it to find out why. -
My ship just explodes at 6100m.
SRV Ron replied to Xephirious's topic in KSP1 Gameplay Questions and Tutorials
You may be getting compression failure to the G forces near the burnout of your boosters. Without the staging ring, this design will fail from compression of the Stayputnik into the SRB. Such failure is hard to detect. Braces will usually correct the issue. Here are some examples of compression failures in the test flights using SRB staging. This example shows a compression failure in progress The fix, the braces added to the two boosters. -
Compiling a database of engines and fuel cans to make it easier to select engines and fuel cans from the Squid, Nova Punch, and KW Rocketry selections.
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How do I install mods on the steam version?
SRV Ron replied to Linnes's topic in KSP1 Gameplay Questions and Tutorials
To be real safe, copy the entire game to a different location, install your mods to it, and run that version of the game from its own icon. Then, if something goes wrong, you always have the original game as a backup. In addition, it will be a lot easier to install mods and recover screenshots from a path such as D:Games\ KSP\Screenshots then to go through the long tree from the C folder that Windows with Steam forces you through. -
I set up a pair of engines and fuel tanks with bracing. Then, I use the Alt mouse click to copy and paste that pair to the next position and rearrange the fuel line. I then copy and paste once or twice more depending on the design. It is a lot easier to then set up the staging on the decouplers individually. (Note, stage six is used to drop engines when near orbit so the LV-N can use the remaining fuel in the asparagus as drop tanks more efficiently.) You also need to run fuel lines near the base of the fuel can. There is a bug that can cause them to disconnect during the reload when they are attached to the top of the fuel can. A standard asparagus from career Mode and the staging setup. Staging is the same setup as in the video but using the pair build, then the Alt mouse click to copy and pastethe other two pair in the design.
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Poll: Transferring to fly to another planet
SRV Ron replied to zapman987's topic in KSP1 Gameplay Questions and Tutorials
Often, I launch several missions to solar orbit to then get the best window for interplanetary transfer staggering the intercept a few hours or days apart. After doing one that went from Kerbal orbit to a direct interplanetary intercept, I will be testing that some more due to the much shorter burn time needed and fuel saved using the LV-N for the transfer. -
So far looking through the Craft file, there is Mechjeb, that leaves me out checking it. Radical couplers are quite strong but will easily break upon twisting. Bracing asparagus stages gets complex since if you just ringe brace them, you have problems with the last two pair causing unwanted spin and possible failure. This pattern works well for my designs. Engines were dropped prior to orbiting. All SRB force went on the radical decouplers. There are no braces to the inner ring, just a ring of braces around the boosters only. Without that pattern of braces, the boosters would tear off near burnout. As you can plainly see, only one SAS controller is needed to help out the one in the Stayputnik. This design is very stable in flight.
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You Will Not Go To Space Today - Post your fails here!
SRV Ron replied to Mastodon's topic in KSP1 Discussion
There is insufficient thrust to launch in that position. Facts are, this rocket will get stuck in the pad if the engines are resting on it. A staggered set of clamps fixed this problem. Then, it made orbit. -
You Will Not Go To Space Today - Post your fails here!
SRV Ron replied to Mastodon's topic in KSP1 Discussion
Gigantic rocket of 552 tons breaks the launch clamps before liftoff; After staggering the launch clamps, 107 tons was placed into a 100x150k orbit. -
With SRBs, the G force can reach 15+ on some designs at burnout. That will cause parts to disassemble as well as compression failure. It takes creative bracing to prevent such failures. Asparagus staging has its own challenge in bracing especially when adding a SRB ring. Note, radical decouplers are strong enough for the boosters, but will fail if subjected to twisting forces. This design eliminates those forces, yet has no struts going from the SRB to the liquid fuel cans. For bracing of the asparagus, You have to be aware of the forces to brace against twisting which will cause handling issues during flight. This bracing design works well for this four pair design of above. The less efficient, but more powerful, liquid fuel engines were staged just prior to orbit.
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You can get past the 225 limit by getting a subscription to Imgur. It is really quite inexpensive. One year subscription is $24 US.
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One goes to mods such as Nova Punch or KW Rocketry if they want an efficient way to place huge payloads in orbit. Otherwise, you build the stock monstrosities just to see if they will fly. The Orange monsta!!!! appears to already be arcing over to to a major expensive fireworks display.
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More experimenting with KW Rocketry. The 21 ton payload Service Module; The 4 ton single capsule design; The suborbital Launcher; The small SRBs add an extra push during the first 30 seconds to aid the low thrust engines in use. The orbital launch vehicle. It will put the Service Module into a 150K+ orbit. Launch weight 230 tons The orbital launch vehicle for the single Kerbal design. Also, has fuel left in the second stage for orbit. Weight 63 tons One note with KW Rocketry, engines cannot be stitched to the fuel tanks. Like the Nova Punch ones, big designs will fall apart on the launch pad unless stitched together. Like Mainsail Engines, a small fuel can is needed under some engines to prevent overheating.
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Added the KW Rocketry mod. Lots to select from with stronger connections then the big Nova Punch parts. However, the rockets are quite tippy. It is easy to cause some designs to swap ends if you turn too fast during the first stage burn. The service module design balanced out even with a proper 3 man capsule. The RCS packs are in perfect balance for lateral thrusting with no SAS active.
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Help with decouplers and Liquid Fuel Engines
SRV Ron replied to Beadon's topic in KSP1 Gameplay Questions and Tutorials
Here is an example of a SRB under a liquid engine. -
Putting parts inside other parts.
SRV Ron replied to SSSPutnik's topic in KSP1 Gameplay Questions and Tutorials
Clipped parts make for some interesting effects when staging. An accidental clipping of one SRB inside another of a booster ring makes for an instant arc over and crash during launch. -
First Real Attempt at Interplanetary: Help
SRV Ron replied to Tank Buddy's topic in KSP1 Gameplay Questions and Tutorials
Am keeping a log of arrival times as currently in the Career Sandbox using Nova Punch mods designs, there are three flights heading to Jool, two to Duna, and two waiting for an Eve intercept window. The Duna and Eve ones are using smaller launch vehicles. -
First Real Attempt at Interplanetary: Help
SRV Ron replied to Tank Buddy's topic in KSP1 Gameplay Questions and Tutorials
For long burns, about 5 minutes for the LV-N on my interplanetary ship to escape velocity, you split the burn time as usual. However, line your ship up prograde for the start of that burn and keep it pointed prograde during the burn as that marker changes. Keep an eye on the apogee in map mode during the long burn as the Delta V of the burn is going to be altered by your using the prograde marker instead of the maneuver mode one. I also noticed an interesting greater efficiency in a intercept to Jool that was less then efficient when I made that burn while still under Kerban's SOI. Far less fuel was used then for insertion to solar orbit, then a burn to a more efficient Jool capture 42 days later. Will do some testing on those scenarios to confirm the results. Original launch of two probes will arrive at Jool SOI in 271 and 251 days. The third one that didn't go to solar orbit but was late for an ideal intercept window as it goes way past the Jool orbital plane before an intercept, is going to take one year and 178 days. The rocket used; The drop tanks use standard engines that are jettisoned prior to achieving orbit. The LV-N is not used for launch. -
Do I Need landing legs for Ike?
SRV Ron replied to epicbuilder333's topic in KSP1 Gameplay Questions and Tutorials
You can land without them as long as you come down on something flat and don't hit the ground too hard. -
Trickery With Delta V
SRV Ron replied to Tank Buddy's topic in KSP1 Gameplay Questions and Tutorials
If you are pushing less mass in orbit, or with the mass equal, have a more efficient engine in vacuum, the Delta V will be higher. -
How to get to Eeloo
SRV Ron replied to willwolvescry's topic in KSP1 Gameplay Questions and Tutorials
Plan an intercept when Eeloo intercepts Jool's orbit. Then, you won't have to make a major plane change in your orbit. Be advised that Eeloo SOI is very small making intercept very difficult.