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Wobbly rockets - Now 1.09 - 2 metre parts, verniers, payload fairings, MUCH more


Sunday Punch

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I don't seem to get the parts or I might miss some.

In this situation for example, where would I have to or would I have the possibility to connect those two parts on the side down there?

ksp2011091104351648.png

I can only spot cones which have joints on the side. But that isn't helping in my situation.

Also, in the video it seems that the parts are connected at the bottom to the fuel booster (or whatever that big thing is).

I'm just trying to figure out of the rocket in the video works. Or atleast where the joints are.

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I don't seem to get the parts or I might miss some.

In this situation for example, where would I have to or would I have the possibility to connect those two parts on the side down there?

I can only spot cones which have joints on the side. But that isn't helping in my situation.

Also, in the video it seems that the parts are connected at the bottom to the fuel booster (or whatever that big thing is).

I'm just trying to figure out of the rocket in the video works. Or atleast where the joints are.

Those parts are from CaptainSlug's Assorted Hardware, I think, although they're designed to work with 1.75m, 2m and 3m parts from other packs, like the Wobbly Rockets pack.

There are, as I understand it, two approaches to using the fairings:

You can mount the fairings under an attached nosecone. I think this is what you're doing, but I'm not quite sure how it works.

or

You can use explosive bolts. This is what I do. Here's an example of how:

* Build a top stage or two of 1m parts; for example: Parachute + Cmd MkI + decoupler + fuel tank + liquid engine + decoupler + SAS

* Attach a 3m (or whatever - I usually go 3m) fuel tank directly below the SAS. Finish out the stage with some engines or something.

* Now you have an odd-looking rocket with a sharp diameter change.

* Switch to 2x symmetry

* Choose the 'explosive bolt' part from structural. Attach them at the top edge of the 3m tank, on the left and right sides (assuming your default unrotated VAB view is the front) The position and symmetry are important, because the fairing themselves have an orientation.

* Choose the 3m (or whatever) fairing sides, still in 2x symmetry. Hold these above the bolts until they snap in green. If the orientation is off, go back and adjust the bolts to the correct position.

* Add more sides and the nose halves.

* Move the fairing and bolt parts to an appropriate stage, typically after you leave the atmosphere, and before you separate the 1m stage.

* Launch!

If you have questions, and if these are indeed CaptainSlug's fairings, the thread is here.

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I've been getting an interesting bug lately. If I have a RCS2000 module in the build, soon as the module is destroyed, the crew dies. I've has the capsule on the ground safely and still swinging from a chute, soon as the rcs module hits the ground the crew is dead.

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  • 2 weeks later...

That\'s the reason I gave the RCS modules massive crash resistance. They can survive falling from orbital speed into the ground, I think you\'d pretty much have to be deliberately auguring your rocket into the ground to destroy it (even that may not do the trick). You can blow them up with rocket exhaust though, stage carefully! It certainly shouldn\'t be damaged by touching the ground under parachute descent.

Sorry I haven\'t updated in a while guys, I\'ve been in the field getting sunburned and trying not to get bitten by snakes. I still have many plans for more KSP parts! And I\'ll fix all these bugs too at some point, I promise. Keep the reports coming, it\'s very helpful! Also feel free to post pics of your wobbly rockets in here, it would be cool to have some example rockets in here. I like looking at pictures.

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Something is going on with you pack, at least for me. I\'ll be able to use it without problems for awhile, then suddenly the game has errors loading the Lateral Couplers and Tricouplers. I didn\'t mod any of the parts they just suddenly decide not to work. It\'s having problems with the texture files for some reason.

EDIT: Removing the files did nothing. Something called the GPLP can\'t resolve the texture pathfile. I don\'t understand any of this nor do I know if this is something due to your pack or just an issue with KSP.

Never mind it was moach\'s part.

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I have a problem using the 3m adapters and decouplers. When I build a rocket as seen in the image it is perfectly stable on the launchpad, but when I attach the 3m decoupler to cover this upper stage the rocket will instantly blow up. I really want to build a rocket as shown in the first example for this pack.

mx1zsi.jpg

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I have a problem using the 3m adapters and decouplers. When I build a rocket as seen in the image it is perfectly stable on the launchpad, but when I attach the 3m decoupler to cover this upper stage the rocket will instantly blow up. I really want to build a rocket as shown in the first example for this pack.

mx1zsi.jpg

I\'ve had this problem previously.

Solution: Bulkheads from Assorted Hardware. :D

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Not wanting to thumb down this pack (I love it !) but I suggest using the assorted hardware bulkheads. There are many sizes & types, and can be applied easier in some occasions (especially when carrying satellites)

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I have encountered a curious phenomenon using your parts: a rocket I made, which admittedly is quite heavily stressed during launch, will shake itself apart half the times or worse when I try for a polar orbit, while launches due east and due west fail much more rarely (and show less spikes on the G meter). The rocket is shown in this post, I\'m using two of your flared decouplers, 1m-to-2m and reverse (also, two lightweight decouplers, two mini SAS and your mini solid inside the fairing, but that always survives.) Disregard, it was just my piloting probably.

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Would it be possibel to make the 3m engine cluster a bit more powerful in the next update? Currently its a bit weedy compared to the alternative of seven of the big 1m engines mounted in a cluster. 650 Thrust is a bit small for such a huge part.

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Would it be possibel to make the 3m engine cluster a bit more powerful in the next update? Currently its a bit weedy compared to the alternative of seven of the big 1m engines mounted in a cluster. 650 Thrust is a bit small for such a huge part.

But doesn\'t overheat as easily; the M-50\'s specific impulse being 3 seconds higher isn\'t enough to compensate for the added weight needed for thermal control. Not to mention that you can only fit five M-50s into a decoupler shroud.

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THE STRUTS DO NOTHING

I agree with that. Since I don\'t know any other pack with so many decouplers of different sizes I use them quite often but there are clear limits in its usability.

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I went through and fixed them all with MSPaint.. it was rather tedious.

Also, hopefully we might see a yawmaster 2.0 as an actual RCS unit?

If you\'ve fixed all the textures, would you mind reuploading the entire set? ;D

Given Sunday Punch\'s permission, of course.

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