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Zander
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Everything posted by Zander
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Is there any way I can make a procedural interstage fairing that detatches in one ring shaped piece instead of 2 seperate pieces?
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Rocket spinning (spinning not flipping)
Zander replied to Zander's topic in KSP1 Gameplay Questions and Tutorials
Once again no radial parts. The rocket is composed of a single stack. on the second stage i have 5 KW LR88s with a thrust of about 1000 kN each giving me a TWR initially of around 0.6 g which later increases to almost 2 g as fuel depletes. -
Rocket spinning (spinning not flipping)
Zander replied to Zander's topic in KSP1 Gameplay Questions and Tutorials
This is not happening in the atmosphere, it is happening in space. and no radial parts. I have 5 engines in quincunx on the first stage and 1 engine on the second stage so when the first stage is in space it spins but once I change to the second stage with only one engine the spinning stops so I am pretty sure its something to do with the engines. -
Rocket spinning (spinning not flipping)
Zander replied to Zander's topic in KSP1 Gameplay Questions and Tutorials
center of mass is centered and aligned with thrust SAS is enabled No reaction wheels on my pod yes quite a few no radial parts at all except for the engines but they are on the bottom of the fuel tank and symmetry was used to attach them. nothing weird i tried to put the engines on in a quincunx and used the symetry option so they should be pretty straight. -
Hey, I have seen some people make a threat asking about this but every time people think they mean flipping. I mean spinning around its axis like a top. as soon as I get out of the atmosphere my rocket starts spinning around whenever I use the engines. I have 5 engines in a quincunx and no finns. Anybody know what causes this?
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How to stop this beast from spinning out?
Zander replied to Hammer Tech's topic in KSP1 Gameplay Questions and Tutorials
You should be ashamed of yourself that rocket is completely unrealistic and in any realistic simulation those arms would rip off long before you get to orbit. that said The problem is not that your COM is too high., its too low. The center of mass needs to be farther forward on the rocket because the heaviest part wants to be in the front. If your heaviest part is in the bottom it will turn upside down. -
Cant make accurate Geostationary orbit.
Zander replied to Razorforce7's topic in KSP1 Gameplay Questions and Tutorials
real satellites have RCS and use it to make periodic adjustments to maintain their orbit. Why not add RCS to your satelites and use remotetech's KOS integration to create a program you can run every so often to make them readjust their orbits . -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Zander replied to ferram4's topic in KSP1 Mod Releases
Thanks, I tried it, its getting a little wobbly but not too bad. But the main problem is other stuff (like my launch tower starts wobbling when I decouple from it) will it be possible to fix this problem?- 2,647 replies
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- kerbal joint reinforcement
- kjr
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Zander replied to ferram4's topic in KSP1 Mod Releases
Wow.. I don't believe it. I just tried removing the launch clamps to humor you so I could say I tried it but I was 100% sure nothing would change. The difference is astounding.. it flies completely straight with no struts at all now. before it wobbled like crazy with over 60 struts. Thank you you have just saved me hours and hours and intense frustration. So if I remove it from the config file will that make it so I can use launch clamps and it will fly straight like it did just now? I'm a little hesitant to touch anything for fear of it going back to being wobbly useless crap. what exactly do I change in the config file? Once again thanks for your help.- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Zander replied to ferram4's topic in KSP1 Mod Releases
Ohh great thank you for updating the tanks Nathan Kell! @jrandom for procedural fairings with kjr are you sure that the adjustable size Interstage fairing base is scaling the attachment strength? because I don't think it is. :S it wobbles with even very minor turns.- 2,647 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Zander replied to ferram4's topic in KSP1 Mod Releases
Hey ferram any idea when we can get a fix for this mod not working with procedural fairings and nathan kells stretchy srb/tanks. The adjustable size fairing base is not scaling connection strength when you make it bigger so it wobbles like crazy for the bigger diameter fuel tanks its attached to.- 2,647 replies
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Zander replied to stupid_chris's topic in KSP1 Mod Releases
hey is there any way to make the parachutes not go inside eachother? my parachutes keep going inside eachother and it looks weird. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
Zander replied to NathanKell's topic in KSP1 Mod Releases
After installing the realism overhaul There are no more flames on reentering space craft. But the heat shields are working properly and stuff seems to be burning up. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
Zander replied to NathanKell's topic in KSP1 Mod Releases
Hey I just got this mod and it is great really really awesome. Only one question, I haven't had time to read the entire thread so sorry if this has been covered. Why do the pods have any reaction wheel torque at all? No manned spacecraft except for the International space station includes them because the amount of time needed to change orientation is far too much for active space missions. Why include them at all then? Its unrealistic to have reaction wheels present AND it clutters up the craft menu when you right click it. Edit: small bug The B9 Atlas L2 engine has lost all its fuel selection options for modular fuels. -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Zander replied to Starwaster's topic in KSP1 Mod Releases
Nathan my heat shields are overheating before reaching the end of their ablative material. They are just exploding which should not happen especially not at a 7000m/s reentry from low earth orbit. Im using the default settings for RSS with DRE- 5,919 replies
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- reentry
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[0.20] Ioncross Crew Support Plugin ([0.22] dev build)
Zander replied to yongedevil's topic in KSP1 Mod Releases
my astronauts are dying long before i switch back to the ship. -
[0.20] Ioncross Crew Support Plugin ([0.22] dev build)
Zander replied to yongedevil's topic in KSP1 Mod Releases
Can somone tell me how to fix the scrubber turning off on switching vessel problem? it makes this mod completely useless. -
[0.24.2] Wolf Aerospace - Perfectrons / L.E.S. Pack [11.08.2014]
Zander replied to PDCWolf's topic in KSP1 Mod Releases
Even a small amount of weight will cause it. try putting a single radial parachute and battery on one side of the command module and you will see it. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Zander replied to stupid_chris's topic in KSP1 Mod Releases
Yes i have 2 sets of 1.25 and 2 sets of .625 as well as 2 sets of radial chutes. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Zander replied to stupid_chris's topic in KSP1 Mod Releases
I have 2 of each chute in my part menu. they appear to be completely identical -
[0.24.2] Wolf Aerospace - Perfectrons / L.E.S. Pack [11.08.2014]
Zander replied to PDCWolf's topic in KSP1 Mod Releases
There has to be a way to make the launch tower not flip around uncontrollably for both evenly weighted and unevenly weighted capsules.. what if you added gimbaling to the launch escape rockets? -
[0.23]asmi's ECLSS Mod (current version - 1.0.15) - Life Support Mod
Zander replied to asmi's topic in KSP1 Mod Releases
Well wasnt clooney wearing an MMU not a SAFER? so a little over 20m/s but yes quite right!. -
[0.23]asmi's ECLSS Mod (current version - 1.0.15) - Life Support Mod
Zander replied to asmi's topic in KSP1 Mod Releases
RCS systems for space craft use small rocket engines not pressurized gas release. And it doesn't matter if its toxic or not. No space program would ever allow a situation where leaked rocket fuel is floating around in the crew cabin. And not infinite RCS. But taking EVA pressurized thruster gas from your crafts air supply would be more realistic. Cause thats how it works in real life.