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Everything posted by egreSS
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Also, yes as jrandom mentioned - this mod makes the FAR-Rocket handicap a total misconception. My heavy 3.75 vehicles and payloads are totally flyable in FAR with your latest version - Thank you!
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Maybe I'm missing something but can't you just lock the bottom fairing? Also, thanks for the video, was looking for ways to build on top of shielded dock ports.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
egreSS replied to ferram4's topic in KSP1 Mod Releases
Well, I got it working, and flawlessly too but the fix was so simple i'm almost ashamed to admit it. It just needed payload fairings =P I guess I should feel good though since it's a large, sophisticated rocket powerful enough to put a small moon into orbit. This makes it painfully obvious after Tormintors explanation: Test payload Production payload Production payload w/ fairings Actual rocket w/ specs- 14,073 replies
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Kerbal Engine "Strength" & Efficiency Comparison Chart
egreSS replied to Dispatcher's topic in KSP1 Mods Discussions
I was searching to see if anyone has done it yet and this is the closest to what I found. I was thinking of creating a simple in-game mod that will plot selectable metrics for 2 or more parts, e.g. TWR - "Mainsail" vs "Skipper" Then graph them, could be done fairly easily even by me and of course support any applicable part including all of a user's installed mod parts. Not aware of anything like it so far, but I just started looking. -
Curious - The real N-1 was a notorious failure in the history of rocketry.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
egreSS replied to ferram4's topic in KSP1 Mod Releases
Thanks I have a much better understanding of what to do. After compiling everything I'm fairly certain the problem is, at least in part related to the rapid angle change during the ascent, the other being the altitude. NathanKell was the one with the possible attachNode issue. The only thing I'm still fuzzy on are the metrics in the stability analysis screen to check if the other points are met. It may not be needed as I stated above as I'm sure it's my ascent profile - both angle and possibly altitude. I was planning on setting the speed between 60-200m/s and paying close attention to Cl and Cd in the analysis screen along with adjusting my ascent as you mentioned. Interesting note - The issue happens during the first stage (right before separation of some insignificantly small SRB's) but also before any massive change in CoM occurs due to fuel loss. Once the AoA nears a 90° difference to prograde a truly spectacular display occurs of hundreds of parts both small and large flying around, colliding with each other. I've actually managed to get the payload into orbit once after a spin and subsequent loss of a bunch of different parts, and except for 1 of the 2 oversized, seeming important but apparently not, SRB's, the greater silhouette remained largely intact - Wish I recorded it. The greatest difficulties were ~200m/s and ~4-7km. - I'll post pictures after I get a chance to test things out, and hopefully one with the solution.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
egreSS replied to ferram4's topic in KSP1 Mod Releases
Thanks Dux, I'll try that out as soon as I get a chance. As a side note, I just had an amazing idea - Using part highlighting to color a part with dynamically updateable values for user defined variables. e.g. a tail fin that turns from blue to red depending on it's Cl or other specified value. Would make troubleshooting designs across dynamic environments a lot easier.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
egreSS replied to ferram4's topic in KSP1 Mod Releases
On Rockets; What are the current thoughts on, and common solution(loaded question, I know) to uncontrollable spin issues about the lateral axis(pitch & yaw) of large >= 3.75m rockets during the gravity turn ascent phase? While building the rocket I used a very heavy but perfectly symmetrical(x1) test payload which worked fine, I've only been getting issue's after changing the payload. • Exactly which metrics should I be looking at to troubleshoot loss of attitude control (pitch & yaw) during initial ascent turn? • Is there a recommended ascent profile for FAR rockets? Or what have you had success with on your larger rockets? • Are lift-producing components(B9 winglets) an absolute no-no on the bottom of the first stage? • Also, do proc. fairings, etc. al. negate drag effects of the contained payload? I realize a picture would help but I'm asking in a general sense, looking ahead and want to try to fix it myself - for didactic purposes. My theory is the problem is caused by the payload producing too much drag or the bottom stage winglets producing too much lift(or too little drag). How can I prove which one?- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
egreSS replied to ferram4's topic in KSP1 Mod Releases
Okay wtf, if this is a double post... I just upgraded from 9.5.5 to the latest version and ran into an issue only appearing in the VAB/SPH in which the game ran extremely choppy. specifically - not a normal video/FPS lag but alternating smooth FPS and short pause. like if someone was pressing pause and unpause key really fast or a background application that used alot of harddisk IO(I checked, only KSP). I re installed 9.5.5 and the issue went away also, I loaded multiple crafts(SPH & VAB) and removed previous version first(just gamedata/far) - Wondering if I just missed something?- 14,073 replies
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[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
egreSS replied to Tiberion's topic in KSP1 Mod Releases
Yeah and it's becoming clearer now. Who still runs 32bit OS only? Or a single core CPU for that matter? It's 2013 FFS. =/ -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
egreSS replied to Tiberion's topic in KSP1 Mod Releases
For some reason this mod caused crashes every so often (access violation mono.dll). I'm not sure if it was the mod exactly or just the number of parts because the crash behaved just like a memory leak in other programs. i.e. It would run fine idle for ~2-4 hours and loading a new ship or reverting/launching from the VAB/SPH would drastically reduce the amount of time before a crash and usually coincided with one. I had to uninstall but I've been able to manually unpack parts I was using and my game is stable now. Mod List: KAS 0.3.1 KSPX 0.2.2 SelectRoot 0.21.1 HyperEdit 1.2.2 MechJeb 2.0.9.0 ActionOnTheFly 1.1 DeepSpaceMod 182 HOME 1.0.31 B9 Aerospace KW Rocketry 2.4 Kerbal Alarm Clock 2.5.0.0 ProcFairing 2.0 ProcWings .5 LazorDockingCam v29 SubassemblyManager 0.1.3 -
SPACE STATIONS! Post your pictures here
egreSS replied to tsunam1's topic in KSP1 The Spacecraft Exchange
Spherical Tank's (Can be launched empty) 4LOF 6Mono configuration with explosive decouplers on each section, should the kraken strike during a botched docking procedure. (For ****s and giggles - F9 is your friend) I have the same configuration around Mun and Duna. The one in Laythe is still under construction. This was my previous attempt at a fuel depot but proved too prone to space seisures -
Vrrroom 2A-DSC: A heavy, reinforced rover that can hold 7(1 IVA/6 EVA). Vrrroom 1A-B: An older and lighter design that proved to fragile for "taking it on any sweet jumps"