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Found 7 results

  1. I see a design decision has been made to handle ladders differently, essentially you need to grab each section of ladder to continue climbing. I'm not against this, and I see in the UI the Grab (F) UI action pops up when reaching a new ladder piece. But my honest feedback was that this was not attention grabbing (no pun intended) at all, and I had zero idea this was how it was now functioning. I would have loved the Grab button to start flashing at me or... something. Anything. Understandably I missed the F button showing up on the UI, and taking a step back from what I was doing, I can see it popuping up, I get that, but in the end as someone who has played a fair bit of KSP I flet stumped, I resulted in google, and found a reddit thread which instantly had the answer for me. But still, was a frustration for a while as to why I couldn't get it to work. The camera shake in the reddit vid is perfect to show the frustration you feel when something seemingly 'should' work, but doesn't. Why is it that a series of ladders in a 'row' as in the vid, should stop you continuing down the ladder?
  2. Do you put access ladders on your craft as required[1], or do you omit them due to scalaphobia[2]? Here's the poll you've been waiting for. [1] you know, "by passengers" [2] "fear of ladders"
  3. video: https://filebin.net/wet1duiw5aovlm0a et my channle: https://kerbalx.com/johnny20061234
  4. For 2019's update, skip to this post. This thread documents the development of a space capable ladder-force engine. For a while it was known as Attempting to voyage through space- the Kerbal-ladder engine. An experiment/adventure. It's time for another edition of attempting to go to space! Where my bored rocket scientists try unconventional, yet maybe-possibly useful ways to put kerbals into space. Kraken drives are all well and good, but today I tested a potentially unlimited source of delta-V. A Kerbal, and a humble ladder. A while back, I attempted a the "Kerbal powered aircraft" challenge, where the only source of thrust your plane could have was a kerbal, pushing against something while climbing on a ladder. Apparently Newton's third law has some limitations. Though a plane is nice and stable, with wings and all that, all that extra weight is using up precious thrust. To get to space, I decided to go smaller. There, that aught to do it. Now, just got to get a kerbal up there, and away we go. . Excellent, we are gaining altitude. And it's such a nice day at the space centre Hang on, that trajectory is not ideal. Oh dear. Clearly, this design had some problems. The most obvious was the imbalanced thrust from the kerbal. Adding more control systems would just weigh it down. Instead, a more refined design was necessary. To counter the unbalanced COM, some changes were necessary. I first tried moving the RTG. However, this was not enough. Extending the structure using cubic struts tended to leave some imprecision, and this thing needs to be precise. My next test used the rockomax micronode- a part I don't think I've used before. While testing on the pad, everything looked good. Halzor's head seemed to be pushing more or less where the COM was. However, there was just one small problem. Balance. Without thrust from a kerbal, this structure tipped over at the moment of release. Not intended functioning. Perhaps if I didn't have the delay between firing the decoupler, and switching to the kerbal, things would work out. I tried using KAS plugin's grab function to pull out one one the struts, so there would be no need to switch back to the ship. But this did not work well either. Perhaps a different approach is needed. If the structure keeps tipping over, why not make some launch stabilisers? Added one. Did not have desired effect. Added three. Vessel and kerbal were trapped. So, supports aren't the way to go either. I contemplated using the proper stability enhancers, or mounting the structure on a radial decoupler, but as it is so light, these would probably send it flying. A third solution came to me later, at dinner. Stabilising legs! However, this tended to explode after decoupling. Having not had much luck with vertical take off, I went back to my plane. The problem that prevented it from going to space had been a lack of control authority when in the upper atmosphere, so I added a few extra probe cores to give me more control. I also gave it the ability to drop its wings when they become dead weight, rather than giving me useful lift. Landing can be thought about later. Unfortunately, it soon became clear that this version of the "One Kerbaglider" was not going anywhere fast. It was too heavy and slow, and kept pitching down when I switched to Halzor to provide thrust. When wingless, it was even worse. You will not go to space today. However, these experiments showed me enough to come up with a much better design. That's for next time.
  5. which mod added several really LONG extending ladders? was it Ven's?
  6. So, I'm not sure if anyone else has noticed this, but ladders have a ridiculous amount of drag. I've had them create as much drag as a Big-S Shuttle Wing on some occasions. Now, is there any nice way to make drag cubes check for other drag cubes existing in the same space, or would this be an absolute nightmare for anyone to code? I don't know a thing about modding on KSP, so I am posting this as a request, but if anyone knows some of the basics on how to do this, I'd be willing to try my hand at it.
  7. Read thread reply. Behold, my creation for eve. Album Pictures not in the right order, sorry. Now pay attention to this picture. I put the old opening posts content into code. It's content are no longer of importance because I found a workaround and I nailed down the issues at hand in specific in the reply to my own thread. But just in case you want to read the original thread, it's still visible. My constructive criticism still stands, so please read the reply to the thread. All the ladders leading up to the top where the capsule is work and the Kerbal can get up, except for the one nearest to the ground. My estimation is that it required about 90 minutes of using the "Move : Tool" in the VAB just to get the ladders right. "Right" meaning as far as I could get them right. And with 90 minutes I mean extensive testing under eves gravity and hyperediting. It's quite a bit more time then I needed to build the rocket itself (excluding landing system etc) That says something, don't you think? In the picture the Kerbal is actually falling (visible by the surface speed reading 5.3m/s on the altimeter). It got up 2 more steps. As far as the top of his helmet touching the height of the ladders casing and then falls down. "Move Tooling" the ladder forward, backward, or rotating it in the VAB does not work. You might think it's because the lander is on a slope. I already rotated the ladder in several directions, and it's leaning forward against gravity despite the slope, because as you can see the ladder itself is angled. Now, this thread is a little bit of a ask for help kind off thing. Anybody knows about a way to deal with this? Before you make suggestions about reworking the whole landing design. It must land on Extra large landing gears. In the full picture album you see theres a small glider attached to the underside. Only the length of the extra large landing gear allows it to fit underneath. I can't lower the landing gear after releasing the glider from the underside, because in KSP when you retract the gear the wheel brake and friction just cease and the rocket starts to move over the slope. This thread is about a ladder bug, the other one is why friction and brake effects cease when you retract your gear. Does the rubber of the gear wheels just turn into yelly or something? The result is that the lander picks up speed as the gear retracts and then tumbles over when it is fully retracted and anchors itself to the ground. Gear turns into yelly when your press to retract them, no matter your gear friction or brake power settings. So the gear must remain extended. Meaning there is some height to be gained from the ground and a ladder is needed to get there. The lander is intended to land on some kind of slope, because it's supposed to land on eves 7500m peak. So I can't retract them, meaning I need a ladder system. I can't make a ladder to the fairing base where the gear is attached to, because that would get in the way of the fairing, causing alot of explosions when I jettison the lower fairing that houses the glider, so that to is not a option. This is not the main fairing but the lower one, you see it being jetissoned on the 7th (7/8) picture in the album (see link above) I can't remove the fairing, it's not just for aesthetics, because it is supplying actual construction strength necessary to fit a rocket underneath without the whole shebang flexing into pieces. The only option I can think off is the ladder to and from one of the landing gears, but no matter how I position it, the kerbal falls off it 3/4 way to the top. I hope Squad sees importance in fixing landing gears that become banana peels when retracting and ladders you fall off and must be placed with pixel accuracy especially under greater gravity. I hope Squad does this and further ensures their game is actually working in perfect order. Programming is not my profession, I have no idea how difficult it is to fix bugs. Also I'm sure alot of bugs have been fixed already, it just seems that the ladder bug is a very old one and never got really fixed. But in contrast to adding a new Unity 5 engine, adding a heating and aerodynamic system makes fixing a ladder bug look like peanuts. I hope I made myself clear. I put hours into this lander "HOURS", and I'm optimistic about finding a workaround in the time being, I just wished I didn't had to. If anyone is willing to advice me on getting to make my ladder workaround I'd be really glad to hear him/her out. EDIT: You could suggest landing legs instead of gears. They're not tall enough to hold the glider underneath. And I would need 16 of them because less means they would brake on landing impact. And then there would be no room for the glider to manoeuvre from it's jettison position. I could launch the glider seperately to that location, but that defeats my wish of landing them both together. I already tried attaching the glider to the sides with some intuitive collection of girders and beams, but that also leads to instable aerodynamic disasters. I'm not saying there is no alternative to attaching the ladder to the landing gear. I'm just explaining the critical challenge, summing up what I already thought about and tried to implement, so you may be better able to look for the right thing to suggest. If I can't get help with this design because nothing may eventually allow a solution then this thread is basically a big RANT. It's kinda imbecilic to play a game that fails so that you lose not just hours but I'd guess a full day of your life building and testing to find out you can throw your creation into the trash because the game suffers from a bug that has never been fixed since V0.21 or lower. Sorry for using the word "failed" I'm just angry. KSP is the best thing that happened for wnthusiasts like you and me. But these are things that remind me how punishing this game can be, and it shouldn't be. The glitchyness of ladders is as old as their introduction. Possibly because of the few places you'll need them. Enough is enough squad! This deserves priority attention.
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