jrandom Posted December 1, 2013 Share Posted December 1, 2013 When ever i launch rocket in space// about after 100km it starts to spin like crazy.. and i cant stop it.. even with sas and rcs it spins out of control... any ideas what is causing the problem?My first guess is you've got parts clipping in a weird way that's causing a malfunction in the physics system, but again this is just a guess. Have an image of your vessel we could study? (And you're not running out of electricity, are you?) Link to comment Share on other sites More sharing options...
NathanKell Posted December 1, 2013 Author Share Posted December 1, 2013 Yay! Less work for me! I love less work for me! Yeah, well, it means more work for _me_, so screw you Link to comment Share on other sites More sharing options...
jrandom Posted December 1, 2013 Share Posted December 1, 2013 Yeah, but you're all mathy 'n stuff, which I am jealous of, so it all balances out! Link to comment Share on other sites More sharing options...
Kimaera026 Posted December 1, 2013 Share Posted December 1, 2013 (edited) Yay! Less work for me! I love less work for me! yes!! less work! woo!Yeah, well, it means more work for _me_, so screw you you're a legend. Edited December 1, 2013 by Kimaera026 Link to comment Share on other sites More sharing options...
MAKC Posted December 1, 2013 Share Posted December 1, 2013 (edited) I'm considering "extending" the atmosphere to roughly ~200km ASL as currently atmospheric drag magically disappears above 104km.How would I go about doing this in a "realistic" enough fashion? I won't bother with the entire thermosphere, nevermind the exosphere.maxAtmosphereAltitude is obvious, but what does atmosphereScaleHeight do? I'm guessing it's related to density?Is it possible to do this without screwing up stuff like FAR? Edited December 1, 2013 by MAKC Link to comment Share on other sites More sharing options...
ferram4 Posted December 1, 2013 Share Posted December 1, 2013 (edited) Atmosphere scale height is how quickly density falls off with altitude, using the formula:density = SL_density * e-alt / scaleHeightWhere:SL_density is 1.225 kg / m3and scaleHeight is 7.5km for Earth.Unfortunately, the game cuts everything off when the ship is above maxAtmosphereAltitude or when e-alt / scaleHeight is less than 10-6.If you try increasing scale height, you'll just increase the altitudes that you hit the same atmospheric densities at. Edited December 2, 2013 by ferram4 Edit: original scale height value was for Kerbin; changed it to Earth's Link to comment Share on other sites More sharing options...
MAKC Posted December 1, 2013 Share Posted December 1, 2013 Atmosphere scale height is how quickly density falls off with altitude, using the formula:density = SL_density * e-alt / scaleHeightWhere:SL_density is 1.225 kg / m3and scaleHeight is 5km for Earth.Unfortunately, the game cuts everything off when the ship is above maxAtmosphereAltitude or when e-alt / scaleHeight is less than 10-6.If you try increasing scale height, you'll just increase the altitudes that you hit the same atmospheric densities at.So if I'm not completely daft, going by what you said, all I really have to do is increase the maxAtmosphereAltitude and the atmospheric density will continue to scale where it "left off"? Link to comment Share on other sites More sharing options...
Starwaster Posted December 1, 2013 Share Posted December 1, 2013 When ever i launch rocket in space// about after 100km it starts to spin like crazy.. and i cant stop it.. even with sas and rcs it spins out of control... any ideas what is causing the problem?Is this during launch? And do you have FAR? If so it sounds like a problem with your ascent profile or rocket design. Or is this after you reach and stabilize orbit?If the latter does it just continue to spin randomly or does it have a particular orientation it tries to reach? Link to comment Share on other sites More sharing options...
NathanKell Posted December 1, 2013 Author Share Posted December 1, 2013 KSP has two atmosphere models: legacy and pressure curve. Pressure curve uses the same floatcurve mechanic that solar panels, engine specific impulse, velocity curve, etc., use; legacy uses an exponential equation that appears to work like this:base pressure multiplier := (e * staticPressureASL) ^ (-altitude_in_km / scaleHeight)if base pressure multiplier < 0.000001, base pressure multiplier = 0return base pressure multiplier * atmosphereMultiplierThis means that when the formula yields < 0.00001, even before the final multiplier is applied, the pressure function will return 0. That's why there's a cutoff. Note that maxAtmosphereAltitude does precisely zip; it's only for reference in the encyclopedia.The scale height for Earth is about right; when I get a chance I want to switch to pressureCurve, though. For now, you can try increasing the scale height, but note that your pressure (and density, because KSP annoyingly has density in linear relationship with pressure) will then be greater at lower altitudes than it should be. Link to comment Share on other sites More sharing options...
MAKC Posted December 1, 2013 Share Posted December 1, 2013 (edited) Just noticed something. According to http://nssdc.gsfc.nasa.gov/planetary/factsheet/earthfact.html, Earth's scale height is 8.5km, yet RSS sets Kerbin's to 7.5km. Is this intentional?Ninja'd.Thanks you guys for answering and for your work in the modding scene. Edited December 1, 2013 by MAKC Link to comment Share on other sites More sharing options...
NathanKell Posted December 1, 2013 Author Share Posted December 1, 2013 So if I'm not completely daft, going by what you said, all I really have to do is increase the maxAtmosphereAltitude and the atmospheric density will continue to scale where it "left off"?No, it's the exact opposite. Ferram just said if you increase scale height, you've just scaled everything, so the pressure that once was at 20km will now be at 25km, and so forth.Re: your latest: yes, intentional. It's a closer fit to Earth's actual pressure curve. Link to comment Share on other sites More sharing options...
MAKC Posted December 1, 2013 Share Posted December 1, 2013 No, it's the exact opposite. Ferram just said if you increase scale height, you've just scaled everything, so the pressure that once was at 20km will now be at 25km, and so forth.Re: your latest: yes, intentional. It's a closer fit to Earth's actual pressure curve.Nah. I wasn't talking about scale height. I was talking about maxAtmosphereAltitude under the assumption that it actually mattered. Link to comment Share on other sites More sharing options...
Captain_Party Posted December 1, 2013 Share Posted December 1, 2013 How much delta-v does it cost to land on the Moon? Link to comment Share on other sites More sharing options...
jrandom Posted December 1, 2013 Share Posted December 1, 2013 (edited) How much delta-v does it cost to land on the Moon?My current chart says 7300m/s from an orbit of 100km. I have not yet tried this as I'm still trying to get these darned satellites into geosynchronous orbit.Edit: From 100km Munar orbit, not Kerbin's. Again, I just have this one chart and cannot entirely vouch for its accuracy. Edited December 1, 2013 by jrandom Link to comment Share on other sites More sharing options...
NathanKell Posted December 1, 2013 Author Share Posted December 1, 2013 9300 Earth ascent. ~3200 TLI. ~900 LOI. ~2000 DOI and landing. ~1800 ascent. ~800 TEI. Link to comment Share on other sites More sharing options...
Starwaster Posted December 2, 2013 Share Posted December 2, 2013 Nah. I wasn't talking about scale height. I was talking about maxAtmosphereAltitude under the assumption that it actually mattered.If I'm understanding Ferram correctly and if my math is correct, you could increase it to 110336 (meters). That's about the point that it would reach the other limit Ferram was talking about. (it's when either condition is reached that it stops calculating) Link to comment Share on other sites More sharing options...
Ralathon Posted December 2, 2013 Share Posted December 2, 2013 How much delta-v does it cost to land on the Moon?When landing probes on the moon I tend to aim for about 16km/s. That gives me enough of an error margin to be a bit sloppy and launching the ship in a 23 degree orbit so I don't have to wait for a moon launch window. Link to comment Share on other sites More sharing options...
tomrigus Posted December 2, 2013 Share Posted December 2, 2013 Is this during launch? And do you have FAR? If so it sounds like a problem with your ascent profile or rocket design. Or is this after you reach and stabilize orbit?If the latter does it just continue to spin randomly or does it have a particular orientation it tries to reach?My first guess is you've got parts clipping in a weird way that's causing a malfunction in the physics system, but again this is just a guess. Have an image of your vessel we could study? (And you're not running out of electricity, are you?)I dont have electricity problems.. and my rocket builds are pretty sturdy... i have far installed.. it starts to spin out of control during ascent but when i'm out of the atmosphere. plus, FAR doesnt let me to do an early gravity turn with that vessel because it's some what big.. but the parts are very few so i dont think it's a building issue. a lot of my other vessels had that problem too. when it starts to spin.. it is trying to match the deorbit vector in the Sphere.. but it can stay stable at it , becuase it is spining way too fast.. then the G force becomes high and the whole rocket breaks apart.. i've tried to stage it to see if the problem persisted , and it does ... i think it drives the physics crazy Link to comment Share on other sites More sharing options...
Dante80 Posted December 2, 2013 Share Posted December 2, 2013 Can you post a picture in the VAB with the center of mass and center of lift showing? Link to comment Share on other sites More sharing options...
p3asant Posted December 2, 2013 Share Posted December 2, 2013 I dont have electricity problems.. and my rocket builds are pretty sturdy... i have far installed.. it starts to spin out of control during ascent but when i'm out of the atmosphere. plus, FAR doesnt let me to do an early gravity turn with that vessel because it's some what big.. but the parts are very few so i dont think it's a building issue. a lot of my other vessels had that problem too. when it starts to spin.. it is trying to match the deorbit vector in the Sphere.. but it can stay stable at it , becuase it is spining way too fast.. then the G force becomes high and the whole rocket breaks apart.. i've tried to stage it to see if the problem persisted , and it does ... i think it drives the physics crazyI found out that if the engines aren't perfectly symmetrical and in line with center of mass, this happens.My solution was to put engines ( i was using four) one with the bottom node and then three in symmetry around the centre one instead of four in symmetry with nothing in centre.Or then lock the gimbals with all but the centre engine. Link to comment Share on other sites More sharing options...
NathanKell Posted December 2, 2013 Author Share Posted December 2, 2013 FAR doesnt let me to do an early gravity turn with that vessel because it's some what bigWhen are you starting the turn? That's usually a symptom of starting it way too late. Start it when you're at less than 100m/s, which is usually 0.5-1.5km. Link to comment Share on other sites More sharing options...
regex Posted December 2, 2013 Share Posted December 2, 2013 Quick question: Is Kerbin in the stock game essentially where Earth would be if the system were scaled down? As in, are the relevant Kerbin values simply multiplied by 10.03 (or whatever)? I'm interested in scaling up the Kerbin system instead of playing in our solar system and, rather than bug you for all the maths, just thought I could extrapolate what would need to be done from Kerbin.Thanks. Link to comment Share on other sites More sharing options...
Ralathon Posted December 2, 2013 Share Posted December 2, 2013 Quick question: Is Kerbin in the stock game essentially where Earth would be if the system were scaled down? As in, are the relevant Kerbin values simply multiplied by 10.03 (or whatever)? I'm interested in scaling up the Kerbin system instead of playing in our solar system and, rather than bug you for all the maths, just thought I could extrapolate what would need to be done from Kerbin.Thanks.Its not exactly in the right spot, but it is pretty close.SMA for earth is about 150Gm while Kerbin is 13.5 Gm (unmodded). So if you multiply that by a factor of 10.5 (Or 10 if you're a lazy ******* like me) you get within 10% or so.I´ve been playing with a system scaled by a factor 10 for some time now. It works fine, the only issue is that figuring out launch windows is a bit tricky. Link to comment Share on other sites More sharing options...
regex Posted December 2, 2013 Share Posted December 2, 2013 Its not exactly in the right spot, but it is pretty close.SMA for earth is about 150Gm while Kerbin is 13.5 Gm (unmodded). So if you multiply that by a factor of 10.5 (Or 10 if you're a lazy ******* like me) you get within 10% or so.Awesome, thank you. Is that config file available for us other lazy ****s? I´ve been playing with a system scaled by a factor 10 for some time now. It works fine, the only issue is that figuring out launch windows is a bit tricky.If I know what to change the new values are I can edit alexmun's planner. Link to comment Share on other sites More sharing options...
Ralathon Posted December 2, 2013 Share Posted December 2, 2013 Awesome, thank you. Is that config file available for us other lazy ****s? PMed it to you. (Can't distribute it online because it adjusts PlanetFactory orbits, Don't want to get in trouble with the license police. Shhhh) Link to comment Share on other sites More sharing options...
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