JoCRaM
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KSP2 Release Notes
Everything posted by JoCRaM
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page 10: http://www.reactionengines.co.uk/tech_docs/JBIS_v56_108-117.pdf The thrust on a SABRE is low at mach 1, so the ascent profile needs to take that into account.
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Where possible don't throttle, in my head it adds weight and complexity. The only rocket I built in 1.0.2 has about 3x TWR on launch, to get it moving, then stages off the boosters to drop down to around 1-1.5. As it's ascent is entirely airodynamically contolled, it needs that kick to get prograde ahead of it before the aerodynamics start moving it to prograde....
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Make your own engine
JoCRaM replied to Xannari Ferrows's topic in KSP1 Suggestions & Development Discussion
I would like some engine tweakables - Throttle: "no" or "min% max%" weight increases for a throttle, more so if it allows control below ~10% or above ~70% Start: once, twice, up to 10, unlimited - increases in weight. Bell: atmospheric/vacuum/unoptimised: affects ISP Vector: none, 0.5, 1, 2, 5 and 10%, affects weight and ISP -
Put a "mammoth" under a probe core - thrust vector is down. Put an ant on top of the the core, pointing down, and it overpowers the mammoth... However, remove the mammoth and replace it... and thrust is upwards again. Prettu much completely useless for balancing thrust - although with thrust varying with ISP and velocity balancing thrust is no longer as trivial as it was.
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INtakes not toggling?
JoCRaM replied to CactusLynx's topic in KSP1 Technical Support (PC, unmodded installs)
confirmed - with two intakes either side of a craft, closing just one no longer causes a torque -
Steam KSP 1.0.2, running under 64 bit windows 8.1 This craft was behaving strangely, not rotating smoothly. When swapping to another craft it would sometimes refuse with something like "Can't switch vehicles while moving across the terrain" and then suddenly it stopped dead: no response to pitch/yaw/roll/throttle controls
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Are fairings useless?
JoCRaM replied to zarincos's topic in KSP1 Suggestions & Development Discussion
my usage has also been small payloads. Has anyone checked the maths to make sure the weight is actually based on area not volume? -
[1.1.0] Flight Manager for Reusable Stages (FMRS x1.1.0 [Experimental])
JoCRaM replied to SIT89's topic in KSP1 Mod Releases
Does this still require a parachute or pod? Can it be configured to look for a "magic" part, and only save those? are there any "parachutes for ants" that can be used to `fool` the mod into triggering to watch aerodynamically stable probes land? -
Proper Fairings ASAP
JoCRaM replied to GusTurbo's topic in KSP1 Suggestions & Development Discussion
Sorry, I failed to use the correct term. A "backshell" needs to separate in atmosphere. -
Are fairings useless?
JoCRaM replied to zarincos's topic in KSP1 Suggestions & Development Discussion
I had a play with your craft. I had to edit it to remove the engineer part, which is not stock. Your craft is aerodynamically unstable before the fairing is taken into account - but this was probably within the ability of the control surfaces to cope. however, because the fairing diameter is wider than the parts it covers, it generated more body lift (not shown in the VAB/SPH, but shows as light blue lines in the F12 aerodynamic overlay). Attaching a delta wing (the 0.5 tonne one) to the bottom of each of the four boosters is sufficient to move the centre of pressure back below the centre of mass, and get the ship to orbit. However it's too big for my computer to handle, so I made a 10% cheaper and much fewer parts one. I don't know what your required orbital deltaV budget is. I also forgot to release the fairing while the craft was suborbital. I'm pretty sure "normal" size control surfaces would have worked. -
Are fairings useless?
JoCRaM replied to zarincos's topic in KSP1 Suggestions & Development Discussion
. Yup, that's a really bad fairing design. A bulge out (shoulder) gives extra lift. you can't really help having one of those at the top of the rocket. The kicker is a bulge in ("boat tail") gives negative lift. your design has a boattail below your centre of mass. So, as soon as you go slightly off the angle of attack the front is pushed further out, and the back is pulled further in. shorten your fairing so the bulge is in front of the centre of mass (allowing for tanks emptying) - ideally more than half way in front. -
Are fairings useless?
JoCRaM replied to zarincos's topic in KSP1 Suggestions & Development Discussion
On the test I did I gained - but I'd estimate the fairing you have has roughly twice to thrice the cross-sectional area as the rover - it being round, to match the maximum diagonal of the rover, but the rover itself. Of course, they've tweaked things several times over the last few days, so I don't know if my test is still valid. -
Proper Fairings ASAP
JoCRaM replied to GusTurbo's topic in KSP1 Suggestions & Development Discussion
The separation has to be capable of high force so they separate reasonably in thick atmosphere (think atmospheric entry). Hopefully - as they have with the decouplers - they'll let one adjust the separation force in later releases. -
Asymetrical Fuel usage
JoCRaM replied to MKI's topic in KSP1 Technical Support (PC, unmodded installs)
When building Shuttle like craft, I often move the root node around (to the shuttle/maintank decoupler usually). Have you moved it back to the cockpit? -
KSP version: 1.0.2 Stream under MSWindows 8.1 64bit This could, in a certain light, be considered a user interface bug? I like the service modules, however, they can be difficult to fill. I've spent seven hours tweaking my Mun lander to fit it inside the larger one - whilst everything seems fine, part clipping causes phantom forces. As a work around opening and closing the module will allow the physics to resolve - but you cant open a module that's inside a fairing. Surface attaching things to the inside is difficult. Using the offset widget to move surface attached objects behaves most unexpectedly - I worked around this by attaching a cubic octagonal strut, then attached things to this, instead of the container directly. The top and bottom should also become transparent to aid positioning. zooming in really close and spinning the part to see how close you are to the wall gets old real quick. The interior of the model should match the collision mesh, (actually make it appear a little smaller inside than it really is to visually compensate for the approximate collision meshes of the other parts) Appease your 3D modellers by telling them the service module is to have a layer of flight case foam the Kerbal workers can carve as necessary.
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It makes simple designs easier, but it makes it much harder to be creative. I recognise it is probably an overall improvement, however I have the following suggestions: As an interim fix make enable/disable/toggle fuel flow from a tank an action group item. Docking ports and launch clamps should (but don't currently) count as decouplers for the calculation. If you're going to allow "no fuel crossfeed" parts to cross feed fuel, make them count as a decoupler. - alternately add radial and stack parts that count as a decoupler for the calculation. Most importantly, In the old system you could compensate with fuel lines, in the current system you can't. Please add jet fuel line logic. Possibly add a new "jet fuel line" part. At a rough guess the logic should be: - any part fed by a fuel line is treated as a decoupler for the stage calculation, but is considered to be "after" the decoupler. - any part feeding a fuel line is considered to be in the stage the fuel line is connected to iff that stage is "before" the current stage here the root node is "after" everything else, and in most cases the engines are before everything else
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
JoCRaM replied to erendrake's topic in KSP1 Mod Releases
I'm glad it's easy. Forgive me if I seem dense, but I've not fiddled about with vector maths for 14 months, I'd just like to get my existing scripts working in KSP 0.90. what do I replace my lock with in this fragment SET yaw TO 90. SET pitch TO 90. SET roll TO -90. LOCK STEERING TO HEADING(pitch,yaw,roll) given yaw pitch and roll will be fiddled with by other bits of the code, e.g. WHEN ALT:RADAR > 40 +MASS then { SET mark TO TIME:SECONDS. LOCK roll TO (TIME:SECONDS - mark)*7-90. IF MASS < 50 { LOCK roll TO -90-((ALT:RADAR-50)*.7). }. RUN att("reorientation start",missT). WHEN ABS(roll)<1 then { RUN att("reorientation end",missT). LOCK roll TO 45 - (pitch/2). }. }. WHEN VERTICALSPEED>100 THEN { LOCK pitch TO 90 - [...]. PRINT "fakity turn started". } Unless I'm missing something "LOCK STEERING TO HEADING(0,0)*R(yaw,0-pitch,roll)." is going to be simpler? -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
JoCRaM replied to erendrake's topic in KSP1 Mod Releases
Any chance of a HEADING3, or ROLLHEADING, or something similar in the interim? I'd do it myself but, while this is trivial change, working out how to use Windows as a build environment (or, in fact, anything other than a games launcher) is beyond me.