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Found 5 results

  1. Just press the spacebar. No SAS, no gyrodynes, no control, just SRBs. Drink tea, enter orbit. I've done something similar in stock before - it really did manage to launch crew, satellites, and a bunch of other things - and even make all this beauty returnable. FAR brazenly takes away 100 m/s of delta V, complicating the situation. It would seem that this is a simple craft of five boosters, and such attention to it. But everything is in the details. 1. The angle of the small booster and the amount of fuel affect the starting pitch angle, and its location relative to the center - the final pitch angle. The further it is from the center, the faster the craft spins in the thin atmosphere. 2. The wings at the end of the booster, looking like a dart, reduce the tilt and increase stabilization. The further they are from the center, the slower the craft spins in the thin atmosphere. Outside the atmosphere, they have no effect at all - only point 1 works. 3. At first glance, it seems that the optimal formula is to maintain TWR 1.0 after acceleration and not increase the time to the apocenter. Everything is almost true, but reducing TWR reduces the delta V and the height of the apocenter, which requires changing the amount of fuel in the small booster and the distance of the wings to the center (points 1, 2). 4. Intuitively, burning down is like burning the delta V in vain, but this is moving the apocenter closer to the craft and setting the pericenter directly below it on the other side of the planet. At the moment the burn is completed, the apocenter and pericenter change places, and the craft remains in a stable orbit of 73.8/76.2 km, which I consider a good result for SRBs. 5. The Kerbonaut in the chair greatly affects the symmetry of the craft, and therefore it has to be placed very precisely and clearly, because in a vacuum, every kilogram of weight in one direction or another without SAS and gyrodynes gives a turn of several degrees, which completely changes the geometry of the orbit. To summarize: FAR forces us to invent more complex centering schemes, but the hypothesis is confirmed - it is POSSIBLE. Video with proof of concept: Craft download link: https://steamcommunity.com/sharedfiles/filedetails/?id=3347523570
  2. I have just launch a test rocket into a really oval oval orbit around kerbin. After a few days, I came back and tried to fire the engine at the ap to reenter earth. But my ship just won't do anything and it wouldn't allow me to turn off sas! What is going on?
  3. I am a new player, so I have not got into orbit yet. I was doing a test launch with the liquid fuel engine and some tourists. I had solid rocket boosters to lift off. Then I decoupled and started the second stage liquid fuel engine. it was ok until I started to press d so it can go into orbit. But When i stopped pressing d to make it stop tilting, it kept going! So i tried to press a to correct for it. But it just didn't listen and started to spin in a circle. I tired to use other keys, but it just went crazy. Then I tried to decouple the stage. The stage decoupled, but then exploded. then everything froze. Like one minute later it finally started again. I still had a third stage liquid fuel engine, So I tried to fire it. But it didn't fire no matter how much times I hit z. I r-clicked on it and it said that it was on and at 100%. But it didn't have thrust or smoke/fire. So I decided to just decouple that thing as well. But the decouple didn't decouple. So tried the parachute since I was already falling. But the parachute wouldn't deploy either. One second later, the thing froze again. When it unfroze, the engine went off and the decoupler decoupled and the parachute deployed. It was weird and I just want to know if this is a bug/lag or a normally behavior of the liquid fuel engine.
  4. I remember this being the reason I gave up playing KSP on my iMac a year or so ago, and it seems the bug hasn't been fixed yet. In the VAB or SPH (but also sometimes while flying an active craft as well), the buttons are rarely clickable (they highlight, but clicking has no effect, sometimes it helps to hold the mouse button down for a few seconds, sometimes it doesn't), the scroll bar on the parts panel seems to get stuck to the pointer and not be able to click off it, the camera randomly spins and changes angles without warning, it's basically impossible to build anything. As soon as you line a part up (after managing to get it clicked and created in the first place) the camera starts spinning on its own. If it spins to the right, sometimes holding down the right arrow button for 3-5 seconds will stop it, but it'll start spinning again after a few seconds. And if you somehow manage to be lucky enough for the camera to stay still for a moment, then you can't place a part because clicking on the attachment point has no effect and it just drags around with the pointer. Posted this on the Modded Installs section since I have a couple of addons, but this problem persists with a clean install, with every update, doesn't seem to have anything to do with mods. Has anyone else encountered this problem? OS Sierra 10.12.16 Late 2015 27" iMac 3.2GHz i5 8GB RAM AMD R9 M390 2GB KSP version 1.3.1.1891 (OSXPlayer)
  5. I'm having this major issue that affects me a lot. I do have a 'lot' of mods installed in my KSP. When ever I would decouple from a ship while finishing an orbital burn. If I disable SAS my craft would start spinning like crazy. I don't know why but the only way to make this stop is do disable all the torque but would result in having almost no control to move the vessel. Mods: -- Listing off by names in GameData - [x] Science! - Chatterer - DistantObject - DMagicOrbitalScience - DMagicUtilities - FP_DPSoundFX - FuelTanksPlus - Impact - IndicatorLights - InterstellarFuelSwitch - MechJeb2 - NavBallAdjustor - PlanetShine - SETIprobeParts - SpaceY-Lifters - TextureReplacer - TriggerTech - UnmannedBeforeManned - VanguardTechnologies - ModuleManager.2.7.4.dll
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