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How do you handle radial decoupling?


Duckytrask

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I also put sepratrons on the core rather than on what's being jettisoned. That way you don't have to take into account where the COM of detached part will be (also in the past I've had problems with sepratrons on the detached part causing damage to the main craft as they pass it). I also adjust the amount of solid fuel in the sepratrons so they just give a very short burst.

edit

and these days with the gizmos; placing them is much easier, plus you can recess them inside the tank which looks nicer.

Edited by katateochi
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With sepatrons I find the best setup is the decouplers high up, bottom of the booster just below the core, sepatrons just above the decoupler and burning a bit upward so the boosters slowly fall away from the core instead of being shot all over the place. This setup never gave me any problems.

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Spin the rocket! For funsies and it actually throws the radial parts away.

That's one solution. The other, don't stage too early. I find that a lot of the torque that makes boosters collide with the main stack is from the sudden release of tension when the boosters burn out. Give it a second or two to settle, that won't ruin your dV.

Third, what maltesh said: see to it that the boosters are mounted at a distance to begin with. TT-70s help a lot, or use some other structural piece. Strutting also becomes easier if you have a sizeable gap to work in.

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And here I was thinking I was the only one with this problem :o

I just installed the stock bug fixes and got the SpaceY decouplers with built in separatrons (this sounds like the best idea in the world, why isn't it standard?) and will try both out tonight :D

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That's one solution. The other, don't stage too early. I find that a lot of the torque that makes boosters collide with the main stack is from the sudden release of tension when the boosters burn out. Give it a second or two to settle, that won't ruin your dV.

Third, what maltesh said: see to it that the boosters are mounted at a distance to begin with. TT-70s help a lot, or use some other structural piece. Strutting also becomes easier if you have a sizeable gap to work in.

Good advice, if you use mechjeb you can always add an fraction of a second as delay. For serial stages you want no delay but for boosters it makes sense.

Bosters will bend some, the push will be bottom out and top inn. After burned out they will be neutral or even push top out a bit if you have a fin on them.

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I build custom radial decouplers out of surface mount plate and a stack decoupler. This has a benefit of being able to surface attach multiple boosters to the same decoupler and no strong ejection force so it just falls away. I use the girder in early careers to supply this benefit. have to make sure the decoupler is attached correctly or it doesn't decouple.

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For small rockets, I rely on the ejection force of the decoupler, plus consideration of the CoM's approximate location (we need better tools for that - like something that can tell you the CoM/DCoM of the currently held group of parts or somesuch), and Claw's fixes. For larger units, I employ seps or snubs.

I also happen to have a simple fix of my own that resolves the decoupler issue that requires sep use~

I use Claw's fix for the decouplers, so they actually work correctly, but I also use seps to push then away for safety's sake. I still find it ridiculous that the decoupler bug has been left in the last 3 version of KSP, even when there is a community made mod that fixes it (which shouldn't even have to exist), and it still hasn't been fixed by the devs. Apparently it's about 20 lines of code to fix it. *facepalm*

It's worse than that - Claw is a moderator, not just any old community member. The forum moderation team is ahead of the development team in terms of squishing bugs >.>

If that bug isn't fixed in stock in 1.0, I will be very angry with Squad, and I will write them a letter telling them how angry I am.

The little ones called Snubrutrons are from Ven's Stock Part Revamp; cute little things :P

I adore the snub-o-trons. Not only are they cute, but also give you a lot more flexibility in terms of placement.

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Guys, there is a known issue with radial decouplers that's been present for a few versions now. It makes whatever it is attached to them rotate inwards at the top and hit the rocket nose-first. Unsure how Randazzo manages to dodge it, but it's a thing that happens. Separatrons do help, but it's annoying nonetheless, and very much not working as intended.

In fact, not only is it officially acknowledged to be a bug, but there's even a community fix available for download. Look up Claw's Stock Bugfix Modules. Even if you run no other mods at all, those are absolutely worth having precisely because they fix annoyances such as this, and others :)

AAAaaahh, such a relief!

I recently started a new career mode and my basic little launcher worked the first couple of times but then the solid boosters started taking out my center stage. I tried moving the decouplers up (silly me thinking about physics) but my eventual solution was to hang the solid's all the way off the main stage so there was only a decoupler's height worth of overlap! Ugly as heck but it solved the problem. I'm so glad this is a bug, it was very frustrating! (Stream of consciousness - I haven't seen any "random failure" threads in a while)

Edited by nholzric
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Stock Bug Fix fixes the problem, but it also fixes the "feature", where the decoupler applies no force, if the booster is strutted to the rocket in a certain way. For me, the fix is worse than the bug, because radial decouplers without any ejection force are almost always a better choice.

I fixed your quotation mark placement bug ;)

If you liked that old "feature", you can use my version of the radial decoupler fix (it's below, in my sig), as it just nullifies EjectionForce for those parts entirely. It's a simple MM patch fix with two versions: a blanket one that hits all AnchoredDecoupler decouplers, and a second one that's specific to most of the radial decouplers in stock. The first always catches everything, but it can also break certain parts in mods.

Normally I'd consider my fix inferior to Claw's, but it seems to actually fit your requirements better.

(I'm gonna go and add that missing part to the specific-parts version now....)

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That is very interesting putting the SRBs on the main ship, nice

I usually put 4 SRBs per item, on the outside angled slightly inwards so as to thrust it away from the ship without damaging other stages.

Also parachutes deploy I am playing with stage recovery mod.

Im such a cheapskate my 2nd, 3rd etc stages have retro SRBs so as most everything will fall back down.

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SpaceY's combo sepratron/decouplers are a nice brute-force solution to this problem, as are the big beefy sepratrons that also come with the mod. I've personally never been terribly happy with decoupler forces - I don't have time for boosters that are just going to sort of slide off the edge of my ship, I generally need them gone now when I press the staging button. Stock sepratrons are okay, but I'm a much bigger fan of MRS Flingatrons or all the nifty things SpaceY has to offer.

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Specifically, when you have boosters connected on the sides of the rocket, do you ever run into a problem where they crash into the next/middle stage?

If so, how did you deal with this?

I personally put one of those Separatrons at the top and have them fire.

If there are 3 or more boosters I strut connect the bottom of the boosters. This helps a little. You can use the offset radial decouplers (TT70).

I have had mixed success with sepratrons sometimes the middle section explodes the second the sepratrons fire. so . . . . .

Oh and probably the most important, the center of gravity of the booster should not be above the decoupler, if the CoG is above the push out is on the bottom and pushes in at the top.

If the bottom of the boosters extend past the main engines, attach the booster CoG a little bit below the decoupler and when it fires it will push the top a little out.

Also you might want to cut mains down to 50-75% during the booster eject, this decreases the collision velocity.

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