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Any tips on strapping my rover to my rocket?


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So I've been messing around with trying to make rovers to explore the planets at a faster pace than walking kerbals with the added bonus of not worrying about having them get too far or stuck away from their pod. However I'm having a bunch of issues.

Firstly: My rocket keeps wrecking itself during staging (It does stage properly)

Secondly: I have no clue how to attach my rover to the rocket! If I put it under it gets sat upon, if I put it on top it seems to unbalance my rockets.

Here are a few angles on my rover and a picture of it's delivery rocket

Rover

2cz3fao.jpg

Rover on Rocket

2mra9et.jpg

Underside of the Rover

iz6w47.jpg

(direct links)

http://i39.tinypic.com/2cz3fao.jpg

http://i40.tinypic.com/2mra9et.jpg

http://i43.tinypic.com/iz6w47.jpg

Edited by TehUndeadMerc
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Ah, well, hum, good luck... :blush:

I build most of my rovers symmetrical on longitudinal axis and stage them horizontally to avoid these sorts of problem.

Or maybe, you could add TWO of them to your lander/stage, attaching them to the side (and come up with a reliable way to decouple them) in 2x symmetry, making the craft symmetrical again ?

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When I build a rover, I tend to carry it horizontally instead of vertically. I then build my lander "above", wider, and deeper than the rover, so that when the lander touches down, the rover is wheels-down and dangling just above the surface:

  Lander
/ | \
/ Rover \
/ \

Maybe try redesigning your rover to be carried that way? If you don't want a full lander, you could also go with a kind of skycrane route, and have a "landing thruster pack" that brings the rover down to a landing on its wheels, then gets detached and flown away. Bear in mind the "wider" part; if your thrusters fire into the rover, they won't generate any actual thrust as their exhaust bounces off the rover.

Turning on the "Center of Mass" and "Center of Thrust" indicators in the VAB (the three green buttons in the lower-left corner) can help to make sure you've got the rocket balanced correctly when you add the rover.

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My last rover had a small docking port on top to connect it to the 'skycrane' descent stage.

However, to get all that into orbit I ended up flipping it upside-down, so the rover ended up flying wheels first into orbit. It looked weird, but it worked in the end.

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I know, especially if you have to drop them at the same location to keep the craft symetrical... :D

[TABLE=width: 800]

[TR]

[TD]

Actually.... symmetry really only comes into play during the course of GETTING there. Once you're in orbit, it ceases to be a concern, really. For example, LRCV-101 Bruin delivered FOUR rovers to Duna orbit. They are deployed as-needed from there, as the ship can orbit stably and indefinitely, even if the payload is imbalanced, and as long as it's not going to be burning the main engines.

screenshot312.png

screenshot381.png

screenshot389.png

Why more than one rover? Because I'm not going to attempt to drive around the entire planet to get a closer look at land features/anomalies. The dropships can deploy them to points of interest from orbit, then either retrieve them or shuttle them back to the ground station they're assigned to.

screenshot406.png

This is an extreme example, I think, but it makes my point. You only have to worry about load balancing for the outbound journey. Once you're there, develop a means of delivering from orbit, and suddenly you're able to deliver as many probes/rovers as you see fit, instead of one at a time. :)[/TD]

[/TR]

[/TABLE]

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Well that could work I just don't see the use to sending 2 rovers to the same planet.

What if you have 2 kerbals in your command pod? You don't want them fighting over who gets to go on a ride now do you?

Here's some of my attempts at rover delivery down the KSP years, maybe somewhere in this pile of drivel you may find some inspiration.

Number 1: Stick it on the top

6C8EB51A8ECDE9AE02780E4E71696BDB31BA8A1E

First attempt:

DA8B348AFC5B5C8A5000ACA374AB807A36072997

Second attempt:

B8A9FF9B8EA5CC6D19813F5D6A452D187E265ADF

Number 2: Make your lander become your rover:

3D6FE31CC8755B815EC9727DAD66CC83CCDC0E19

BE108EC14DE8D8871AABAE0E5918E95D88765799

67B9646B06C42F51FE295459A1003EB8D0F42B25

1398257EB0A9D8D4968458726A9BD0C7FC6C078A

05D6731ED17D6F60E89D657B842221C405077548

Number 3: Stick it on top again...but this time with parachutes!

65C224F6F2748C062B1A4BD5D5B7D41D49DD736E

22D52CB4612478B2D931916EFCB850FD51145066

8B3AB57AF542F8019FC7FB80DC0BBDE7A4D79B7B

Number 4: Symmetrical radial attachment

C3B462EB4D1C7BB1098885DDFB04F69E0FE5C9FD

D72D727C49096769F4A26738B1C8E98D23DC08C1

42733D2CF8D09AFBDD473C193A7BA2DBDF088D60

Number 5: In-line and measured to re-dock with lander

BAA19E7349826D8564795852588F1001AE913A2A

74E3134A7A071867F52C8EDB2AE2E0A39ADD0F35

E371508886C3CD95DE86EE2114B39CB292AE87D1

It actually failed to re-dock on the Mun due to lower gravity not pulling the lander down far enough. Damn it.

637343F5AEC5654F716DD0BCCBC8025E97A3D9B8

Number 6: Symmetrical radial attachment with parachute

CD935AE129D56A37159C2160DD4CB019A5F5B940

2A46288593D9A58B84249D91FA91ABD8935F3AF5

B003AAF48FA2D6D9DDE02EA6C9A601A0A1568DD2

Number 7: Inside a cargo bay and then dropped with a parachute

You can see that one in some detail here in my blog post.

That is, of course, far too many screenshots for one post. I'm such an idiot. Hope somewhere in there you find something that helps, good luck :D

Edited by Monkeh
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Well currently I'm only able to get rockets to mun and minmus. I always get lost around the sun when I try going to other planets and can't figure out how to get to the planets. Even mechjeb is horrible as I tend to have low-ish orbits and it makes me wait 365 years or so

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Well currently I'm only able to get rockets to mun and minmus. I always get lost around the sun when I try going to other planets and can't figure out how to get to the planets. Even mechjeb is horrible as I tend to have low-ish orbits and it makes me wait 365 years or so

Two things are most important when getting to the other planets:

  1. The angle of the target planet in its orbit from Kerbin (Duna for example needs to be around +45 degrees ahead of Kerbin at the start)
  2. The angle from which you begin your transfer burn in Kerbin orbit (again to Duna, start from about 100km altitude at 90 degrees prograde, and just past the night side terminator)

I use Protractor and PreciseNode mods to determine when to launch, when to start transfer burn, and for how long. It's done wonders for my ability to do these transfers, when I never used to leave the Kerbin system all that often previously. :)

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I learned to get to the other planets without MechJeb and if I can, by lord above, anyone can.

Get to orbit.

Burn out of Kebin SOI. (important- trying to do interplanetary transfer from Kerbin's SOI sounds like a recipe for disaster)

Once orbiting the sun, click on target planet and set as target.

Play with maneuver nodes, (normally around the ascending or descending nodes), until you see the little grey markers on your projected orbit path and then get them to intercept by either moving the position of the node or changing the amount of delta v you're adding.

Welcome your interception node.

Hold a right click on the periapsis of the body your looking at and it will stay on the screen when you move your mouse away.

Fine tune the delta v whilst watching the periapsis marker and stop when it's where you want it.

Start the burn half way in front of your node with respect to your estimated burn time, so a burn time of 5 minutes should be started at t-2:30 assuming you can full throttle it and your craft doesn't lose weight as it burns... :D

Coast up to your destination and then burn retrograde at periapsis blah...blah...blah if you got to the Mun and Minmus the you know this bit.

Profit.

Good luck, you got dis!

Edit: The post above mine is the sensible and efficient way of doing things, mine has worked fine for me but requires some over engineering of fuel and delta v.

Edited by Monkeh
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I slapped my rover on top of my lander bound for Duna. I set it up so it would be ejected via separatrons and simultaenous undocking (set up an action to do both), and pop a chute on the rover, since Duna has an atmosphere. Unfortunately, one wheel broke (I was using the crappy first set of wheels), so it wouldn't drive very well.

I know what you mean about getting to other planets. I just landed my first survivors onto Duna. I don't use MechJeb, and it seems to only give single optimal periods. Instead I used KSP Launch Window Planner, on the web to let me know when your closest launch window is. With that, you just set your manouver node at sunset to go to an outer planet, or sunrise to go to an inner planet, fiddle with the delta-V on the maneouver node until you get capture.

Edit: I just watched the Scott Manely video. Wish I knew I could repair the tire. D'oh!

Edited by Soda Popinski
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It actually failed to re-dock on the Mun due to lower gravity not pulling the lander down far enough. Damn it.

I was thinking about such design - You should have tried pulling up the legs of the lander for the moment making it sit on the rover.

Separating vehicles in the air is dangerous. Don't get apart more than 2km (2.25 to be more precise).

Actually I didn't have much trouble landing with ~1t rover on a side without counter-mass (don't have pictures now) but that's not a good design. For the next mission I found the way to put it under the lander (my solution was "Rockomax 48-7S" engines). What I wanted to say is that center of mass is not so much trouble as you might think if you use correct tools to resist it.

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I learned to get to the other planets without MechJeb and if I can, by lord above, anyone can.

Get to orbit.

Burn out of Kebin SOI. (important- trying to do interplanetary transfer from Kerbin's SOI sounds like a recipe for disaster)

Once orbiting the sun, click on target planet and set as target.

Play with maneuver nodes, (normally around the ascending or descending nodes), until you see the little grey markers on your projected orbit path and then get them to intercept by either moving the position of the node or changing the amount of delta v you're adding.

Welcome your interception node.

Hold a right click on the periapsis of the body your looking at and it will stay on the screen when you move your mouse away.

Fine tune the delta v whilst watching the periapsis marker and stop when it's where you want it.

Start the burn half way in front of your node with respect to your estimated burn time, so a burn time of 5 minutes should be started at t-2:30 assuming you can full throttle it and your craft doesn't lose weight as it burns... :D

Coast up to your destination and then burn retrograde at periapsis blah...blah...blah if you got to the Mun and Minmus the you know this bit.

Profit.

Good luck, you got dis!

Edit: The post above mine is the sensible and efficient way of doing things, mine has worked fine for me but requires some over engineering of fuel and delta v.

Not to mention a metric crap-ton of wait/warp time if you're aiming for Duna or beyond, but whatever works. :D

There's also a handy KSP planetary transfers app for iPhone or Android, if you just need a quick angles reference, which after a few runs really does get easy to use alone.

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I was thinking about such design - You should have tried pulling up the legs of the lander for the moment making it sit on the rover.

I hate you because I'm too stupid to have thought of that...

Not to mention a metric crap-ton of wait/warp time if you're aiming for Duna or beyond, but whatever works. :D

Waiting for window / waiting in the sun's SOI = same thing?

I don't know, but I hear people say they were waiting for a window, I just wait in the sun's SOI. Does it turn out to be the same amount of time give or take?

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Well if I knew what angles to burn from based on a specific orbit then I'd do that (I don't have a cell though)

Angle isn't as important as knowing when to leave. As far as the angle goes, just known if you want to go to an outer planet, like Duna, you need to set your maneuver node at sunset (assuming counter-clockwise orbit as viewed from the North). This gives you the additional speed from to add to your heliocentric orbit. The opposite is true to go to an inner planet, leave at sunrise, to help bleed off speed to drop you to a lower heliocentric orbit.

You don't need a cell phone to use the web version of KSP Launch Window: http://alexmoon.github.io/ksp/

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Waiting for window / waiting in the sun's SOI = same thing?

I don't know, but I hear people say they were waiting for a window, I just wait in the sun's SOI. Does it turn out to be the same amount of time give or take?

It's not, because when you're in flight and outside Kerbin's SoI, you're now moving in your own solar orbit, and will often have to wait longer to get the window (the period of time when your target is at the right angle, and it's optimal to launch). At least if you wait to launch, you can more easily predict where you need to be when you burn, instead of guessing and hoping that you'll eventually get the intercept you want. :)

Well if I knew what angles to burn from based on a specific orbit then I'd do that (I don't have a cell though)

In that case, there are also a few different web apps out there that will help you figure those out too!

My personal favorite before I discovered the phone app is this, which does the exact same thing, with visuals and everything!

http://ksp.olex.biz/

It's almost a facepalm moment when the little lightbulb goes off over your head, and you suddenly realize how planetary transfers work. :)

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