kodemunkey Posted August 18, 2012 Share Posted August 18, 2012 I was wondering if someone could share with me a basic design to escape the main planet's atmosphere? I'm rehashing all my old designs at the moment with predictable results. Link to comment Share on other sites More sharing options...
BillWiskins Posted August 18, 2012 Share Posted August 18, 2012 There are many, many ways to to pretty much everything in this game. Keep throwing parts together and eventually you'll come up with something that works. The experimentation is the best part of KSP!However, if you're having a specific problem, there are lots of 'How To...' guides on this forum (and on YouTube). Or let us know what is going wrong with your designs specifically, and you'll soon get some relevant advice. Link to comment Share on other sites More sharing options...
kodemunkey Posted August 18, 2012 Author Share Posted August 18, 2012 My general problem is i can't get parachutes to deploy on my rockets if they're a single stage, and sometimes if they're a two stage rocket, the spent stage will release and the parachute will deploy. Link to comment Share on other sites More sharing options...
MrPwner Posted August 18, 2012 Share Posted August 18, 2012 Make sure that the parachutes aren't activated in the same stage as an engine. The staging sequence on the right of the screen in editing and on the left of the screen in flightscene allow you to drag parts and stages around (only in edit can you add/remove stages) and are thus VERY important. Link to comment Share on other sites More sharing options...
kodemunkey Posted August 18, 2012 Author Share Posted August 18, 2012 My parachutes are usually atop the command module, and in one design i had them atop boosters so they could fall away. In a single stage rocket, i sometimes click the parachute icon before pressing the space bar. Am i turning the parachute 'off' by doing this? Link to comment Share on other sites More sharing options...
coolsnap Posted August 18, 2012 Share Posted August 18, 2012 (edited) just use mine it should get you atleast to the mun p.s. you need mechjeb. (sry for spelling.) Edited August 18, 2012 by coolsnap Link to comment Share on other sites More sharing options...
MrPwner Posted August 18, 2012 Share Posted August 18, 2012 No, you're not turning it off. Parachutes can only be activated (once). They'll fully deploy at 500m from the ground.They'll be activated once the stage they're in is activated. Link to comment Share on other sites More sharing options...
kodemunkey Posted August 18, 2012 Author Share Posted August 18, 2012 Ah, im not sure if that will be much good to me then, i'm currently using the demo till i can afford the main game. Link to comment Share on other sites More sharing options...
sal_vager Posted August 18, 2012 Share Posted August 18, 2012 Hi kodemunky, you can add stages by clicking the little + in the stage bar when in the VAB, try adding an empty stage and drag it to the top of the stage list, then move your chute from wherever it is in that list to the new empty stage.This will ensure that the chute cannot be activated early, and it will be the last part to be activated on your ship, you may have to pless space a few times to get to that last stage but that's no big deal Link to comment Share on other sites More sharing options...
Vanamonde Posted August 18, 2012 Share Posted August 18, 2012 I tried using parachutes to draw discarded boosters away so they wouldn't smack into my rockets, but they seemed to just instantly rip off as soon as they deployed. In fact, on suborbital flights parachutes seemed to rip off any time they were deployed while the ship was ascending, even if it was going much slower than speeds at which the chutes stayed on while descending. Can that be made to work? Link to comment Share on other sites More sharing options...
kodemunkey Posted August 18, 2012 Author Share Posted August 18, 2012 Ah! Thanks. I do rather like the idea of the third stage having parachutes on the fuel tank though, i'll have to experiment. Link to comment Share on other sites More sharing options...
BillWiskins Posted August 18, 2012 Share Posted August 18, 2012 I tried using parachutes to draw discarded boosters away so they wouldn't smack into my rockets, but they seemed to just instantly rip off as soon as they deployed. In fact, on suborbital flights parachutes seemed to rip off any time they were deployed while the ship was ascending, even if it was going much slower than speeds at which the chutes stayed on while descending. Can that be made to work?Well, I did some tests (science!) using a ship comprised of a three-man pod, two large liquid fuel tanks, one large LFE and three of the updated SRBs - so far, decoupling them with parachutes works fine at just under 350m/s (the point at which they burned out), 450m/s and 550m/s. What sort of speeds were you decouplachuting at?0 Link to comment Share on other sites More sharing options...
kodemunkey Posted August 18, 2012 Author Share Posted August 18, 2012 I'm not sure, still finding my way around the interface Link to comment Share on other sites More sharing options...
air805ronin Posted August 18, 2012 Share Posted August 18, 2012 I tried using parachutes to draw discarded boosters away so they wouldn't smack into my rockets, but they seemed to just instantly rip off as soon as they deployed. In fact, on suborbital flights parachutes seemed to rip off any time they were deployed while the ship was ascending, even if it was going much slower than speeds at which the chutes stayed on while descending. Can that be made to work?I've been working on this myself....it tends to come down to having too much mass per parachute. If you have too much mass the attachment of the parachute won't last so you need to have multiple chutes per booster to divide the gravitational downforce and parachute upforce. Link to comment Share on other sites More sharing options...
Vanamonde Posted August 18, 2012 Share Posted August 18, 2012 What sort of speeds were you decouplachuting at? I don't recall. First-stage burnout: maybe 300m/s? too much mass per parachute If it's too much for the 'chute, instead of having a lesser effect, it just rips off? I suppose that's reasonable. The booster stages would be much heavier than the capsules the chutes were designed for. Anyway, I haven't tried it for a while because I got around the problem by changing the layout of my lower stages so that they naturally spread outward as they break apart. Link to comment Share on other sites More sharing options...
vexx32 Posted August 18, 2012 Share Posted August 18, 2012 It depends on the momentum. If you've got too much mass and it isn't moving all that fast, the chute will not rip off, but it will obviously be less effective. If there's too much speed involved, the momentum just causes it to be ripped off. It's usually a good idea to be parachuting down with just the CM, where possible. Link to comment Share on other sites More sharing options...
Seret Posted August 19, 2012 Share Posted August 19, 2012 It's usually a good idea to be parachuting down with just the CM, where possible.I found that with a 3-man pod that had some gubbins on the nose (RCS fuel, etc). It cratered if I tried to bring it down with all that attached. You can put multiple parachutes on one pod though, the animation doesn't look nice (the parachutes intersect) but it works fine. Link to comment Share on other sites More sharing options...
bsalis Posted August 19, 2012 Share Posted August 19, 2012 Someone should write a nice little guide. There will probably be one in the game next drop anyhow though. Guide should cover things like...* Delta-V* Thrust to weight* Specific impulse* Center of mass* Center of thrust* Gravity loss* Drag loss* Max-Q* G forces* Gravity turns* Staging, both horizontal and vertical* Using struts* Actually how to use the VAB UI to build a rocket from a specI'd do one myself, but i'm kinda lazy, and if it's less then perfect the resident forum rocket scientists will be all over it like seagulls on a chip (you know who you are). Link to comment Share on other sites More sharing options...
Endeavour Posted August 19, 2012 Share Posted August 19, 2012 Someone should write a nice little guide. There will probably be one in the game next drop anyhow though. Guide should cover things like...* Delta-V* Thrust to weight* Specific impulse* Center of mass* Center of thrust* Gravity loss* Drag loss* Max-Q* G forces* Gravity turns* Staging, both horizontal and vertical* Using struts* Actually how to use the VAB UI to build a rocket from a specI'd do one myself, but i'm kinda lazy, and if it's less then perfect the resident forum rocket scientists will be all over it like seagulls on a chip (you know who you are).Excluding the KSP specific parts, this is a great resource: http://www.braeunig.us/space/index.htm Link to comment Share on other sites More sharing options...
pebble_garden Posted August 19, 2012 Share Posted August 19, 2012 I was wondering if someone could share with me a basic design to escape the main planet's atmosphere? I'm rehashing all my old designs at the moment with predictable results.Your request inspired me to make a tutorial called First Orbit and EVA. I hope it helps! I've added this to the list of my other tutorials.http://kerbalspaceprogram.com/forum/showthread.php/15652-Orbital-Mechanics-101-A-Kerbal-Space-Program-Tutorial Link to comment Share on other sites More sharing options...
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