Jump to content

Kerbal space problems


carneyvich

Recommended Posts

Post a one of your problems with the solution you had (if you have one) to fix it. so the thread will be a place to vent your problems playing kerbal space program / get advice for your problem.

P.S i dont know if this should be in forum games

heres mine:

i was getting science in space but everytime i came back down i blew up, i used many different solutions but none of them worked, so i tryed one last thing. i used the top stage of the rocket while coming back down so that it slowed me down so that the reentry wasnt so harsh. AND IT WORKED! i slowed myself down and then the reentry was very calm afterwords and then i gently landed with a small thud.

Post your problems and solutions down below! :D

Link to comment
Share on other sites

i was getting science in space but everytime i came back down i blew up, i used many different solutions but none of them worked, so i tryed one last thing. i used the top stage of the rocket while coming back down so that it slowed me down so that the reentry wasnt so harsh. AND IT WORKED! i slowed myself down and then the reentry was very calm afterwords and then i gently landed with a small thud.

I figured out how to land safely in v. 1.2. I was hesitant to download 1.4 because of all the stories I heard about how the atmosphere had changed and everything was blowing up for people.

Well, a week ago I finally decided to just go ahead and upgrade, as there are supposed changes coming in the future, and I have to upgrade or be left behind.

I got the latest version and my crafts have been fine coming back to Kerbin. I don't naturally set a steep decline of return, so I was not negatively affected by the change in atmostphere. In real life, ships use a shallow angle, so that's what I try to emulate.

Last night I returned a capsule from the Mun. It consisted of a pod, reaction wheel, science jr., and service bay filled with stuff. I set Kerbin orbit Pe to 39K with Ap of 72K. Came down without any temp gauges popping up.

Here's a problem I had: how do you get into a clockwise orbit of the Mun (anti-rotation).

Solution: approach the Mun from the left side (in front of it). Took me a few times to figure this out.

Link to comment
Share on other sites

I figured out how to land safely in v. 1.2. I was hesitant to download 1.4 because of all the stories I heard about how the atmosphere had changed and everything was blowing up for people.

Well, a week ago I finally decided to just go ahead and upgrade, as there are supposed changes coming in the future, and I have to upgrade or be left behind.

I got the latest version and my crafts have been fine coming back to Kerbin. I don't naturally set a steep decline of return, so I was not negatively affected by the change in atmostphere. In real life, ships use a shallow angle, so that's what I try to emulate.

Last night I returned a capsule from the Mun. It consisted of a pod, reaction wheel, science jr., and service bay filled with stuff. I set Kerbin orbit Pe to 39K with Ap of 72K. Came down without any temp gauges popping up.

Here's a problem I had: how do you get into a clockwise orbit of the Mun (anti-rotation).

Solution: approach the Mun from the left side (in front of it). Took me a few times to figure this out.

Also, the 'anti-rotation' orbit is called retrograde, and 'rotation' is called prograde. Just to let you know :)

Link to comment
Share on other sites

A problem with huge part count craft is graphics lag. My solution was opening the settings.cfg in the install directory, setting the max physics delta time to something really low.

If you're like me, you'd rather have the game graphics lag-free at the expense of not playing real-time.

Link to comment
Share on other sites

I had an issue trying to make efficient, cost-effective rockets that would not flip uncontrollably on ascent. I could add more drag and control surfaces at the bottom, but that was just putting a band aid on a problem that only got worse the bigger the rocket had to be. I finally discovered that stacking fuel tanks is bad news, as it shifts the center of mass as I drain the upper tanks into the lower ones, affecting its stability as it goes and causing something that flies fine for a while after takeoff to go into a crazy spin once getting up there. So to get the same amount of fuel with approximately the same mass, I add the fuel tanks in radial symmetry, draining them into the central tank that feeds the main engine. This has the added advantage that I can mount them on decouplers, and shed the mass of the empty tanks during ascent, while keeping the center of mass in approximately the same place. So long as the radial tanks have appropriate nose cones (at either end) the drag is pretty negligible since they are dropped by the time the speed gets high enough that they would matter.

Link to comment
Share on other sites

I had an issue trying to make efficient, cost-effective rockets that would not flip uncontrollably on ascent. I could add more drag and control surfaces at the bottom, but that was just putting a band aid on a problem that only got worse the bigger the rocket had to be. I finally discovered that stacking fuel tanks is bad news, as it shifts the center of mass as I drain the upper tanks into the lower ones, affecting its stability as it goes and causing something that flies fine for a while after takeoff to go into a crazy spin once getting up there. So to get the same amount of fuel with approximately the same mass, I add the fuel tanks in radial symmetry, draining them into the central tank that feeds the main engine. This has the added advantage that I can mount them on decouplers, and shed the mass of the empty tanks during ascent, while keeping the center of mass in approximately the same place. So long as the radial tanks have appropriate nose cones (at either end) the drag is pretty negligible since they are dropped by the time the speed gets high enough that they would matter.

You just discovered onion staging :). Next up is asparagus which gives you so much DeltaV even Jeb can't run out of fuel:cool:

Link to comment
Share on other sites

Problem: Batteries at the corners of an MK2 cargo bay overheat and explode.

Solution: attach something to the node at the end of the bay (e.g. a reaction wheel) and stick your batteries on that. Turns out the MK2 bay doesn't protect its corners properly.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...