AlphaBeta Posted March 26, 2014 Share Posted March 26, 2014 If you dock two ships with an asteroid, do those two ships operate as one? Link to comment Share on other sites More sharing options...
Rakaydos Posted March 26, 2014 Share Posted March 26, 2014 Hmm... can a science lab reset a canister that had it's science stored in a command pod?If so, it seems like the best "science stack" would be a Lab with Antenna, a 3 man pod, and a material science bay. Every biome, you check the science, process it in the lab, transmit and reset, re-expose, take the leftover science into the command pod, and reset again. And take an EVA report while you're collecting the science.It's massive and has to come home, but it will generate about 10% more science than a 100% science return, and might even be more mass efficent if you have the deltav and science for, say, a grand jool tour. Link to comment Share on other sites More sharing options...
TranquilTempest Posted March 26, 2014 Share Posted March 26, 2014 What do you think of this? I've noticed a lot of streamers leaving SAS on when they are trying to push a large asteroid around with a big engine, only to have the astroid spin out of control despite it starting out with their rocket aligned with the center of mass.While SAS tries to keep the ship pointed toward in the same direction, the flexibility of the joint between the ship and the asteroid will cause the force from the main engines to torque the asteroid in the opposite direction of the control input, dragging the ship along with it. The stronger the control input, the more the joint flexes, and the more severely the asteroid spins out of control. tl;dr: If the asteroid and thrust is large enough, SAS is harmful and pitch and yaw inputs get inverted by the flexibility of the joint.What's a way to solve this problem? After attaching, disable gimbaling/rcs/reaction wheels on the ship doing the pushing, and attach a second ship with a bunch of reaction wheels or RCS to provide enough attitude control to overcome the small initial inaccuracy. Obviously you should still try to point your pusher rocket as close to the center of mass as you can.There are certainly more ways to solve the problem, perhaps designing a more rigid method of attaching to the asteroid, but that would require experimentation and I don't yet have the asteroid mission update.source: http://www.reddit.com/r/KerbalSpaceProgram/comments/21efaz/psa_asteroids_and_attitude_control/ Link to comment Share on other sites More sharing options...
FlexGunship Posted March 26, 2014 Share Posted March 26, 2014 Be patient, it will probably be out sooner than you think.I can imagine a very soon time. Link to comment Share on other sites More sharing options...
Rakaydos Posted March 26, 2014 Share Posted March 26, 2014 (edited) What do you think of this? source: http://www.reddit.com/r/KerbalSpaceProgram/comments/21efaz/psa_asteroids_and_attitude_control/You can probably manage that in a single launch, with a set of docked "wheelman" probes- Claw, Probecore, call it 3 reaction wheels (12 overall, with 4x symetry- should hopefully be enough for an E class asteroid), enough RTGs to power them and RCS to maneuver into position attached to the sides, and a docking port to attack to the "main" craft during the trip out. Edited March 26, 2014 by Rakaydos Link to comment Share on other sites More sharing options...
KvickFlygarn87 Posted March 26, 2014 Author Share Posted March 26, 2014 Be patient, it will probably be out sooner than you think.I think now!*checks*Damn. Link to comment Share on other sites More sharing options...
Kasuha Posted March 26, 2014 Share Posted March 26, 2014 What do you think of this? source: http://www.reddit.com/r/KerbalSpaceProgram/comments/21efaz/psa_asteroids_and_attitude_control/That's definitely true.Well, since the joint appears to be flexible, I guess pulling would be the right answer. You'll just need to disable engine gimbal (because docking with asteroid at the ship bottom will move them ahead of CoM) but you can still rely on Torque and SAS.And you need to either use angled engines or keep sufficient distance from the asteroid (about three long I-beams) Link to comment Share on other sites More sharing options...
Sandworm Posted March 26, 2014 Share Posted March 26, 2014 So you are going direct you engine exhaust towards the asteroid you are towing? I hope it doesn't melt.I think the answer is to dock multiple ships (3) then use thrust limits to balance them in line with the com. Remember also that as you burn fuel you will change the com, mandating regular corrections. Link to comment Share on other sites More sharing options...
KvickFlygarn87 Posted March 26, 2014 Author Share Posted March 26, 2014 So you are going direct you engine exhaust towards the asteroid you are towing? I hope it doesn't melt.I think the answer is to dock multiple ships (3) then use thrust limits to balance them in line with the com. Remember also that as you burn fuel you will change the com, mandating regular corrections.Two ships + TAC fuel balancer is enough. Besides, doesn't need corrections. Link to comment Share on other sites More sharing options...
FlexGunship Posted March 26, 2014 Share Posted March 26, 2014 *refresh refresh refresh*Waiting for someone to announce "it's live!" Link to comment Share on other sites More sharing options...
Wayfare Posted March 26, 2014 Share Posted March 26, 2014 Well, since the joint appears to be flexible, I guess pulling would be the right answer. You'll just need to disable engine gimbal (because docking with asteroid at the ship bottom will move them ahead of CoM) but you can still rely on Torque and SAS.And you need to either use angled engines or keep sufficient distance from the asteroid (about three long I-beams)My thoughts exactly. And putting the claw on the end of a boom like that has the added advantage of more leverage for your puller probe's RCS and/or reaction wheels for attitude control. Link to comment Share on other sites More sharing options...
Cmdr. Arn1e Posted March 26, 2014 Share Posted March 26, 2014 Reading these latest posts is giving me the idea for a plan... might try it out quick in stock 0.23 to see if it will work when the patch is released! fun times ahead ^.^oh, and nearly forgot the obligatory "is it here yet? how about now? refresh again... how about now?" hehe... Link to comment Share on other sites More sharing options...
Deathsoul097 Posted March 26, 2014 Share Posted March 26, 2014 I must've missed that, but that would be good. However, even within the NASA parts there is inconsistency. The 3.75m thrusters have yellow/orange plumes and the 2.5m clusters have pale blue/purple plumes. I'm going to have to look into modding those, it seems...Well, not all engines in real life have the same exhausts, and the LFO boosters are based on the F-1B powered Pyrios Boosters, which would have a different exhaust to the core stage, as they use a different fuel. I really don't think it matters though, as it was good enough for NASA. Link to comment Share on other sites More sharing options...
MKI Posted March 26, 2014 Share Posted March 26, 2014 I am checking every now and then, but don't the devs release an animation before the patches? Till we see the animation the patch isn't going to get released :'( Link to comment Share on other sites More sharing options...
HafCoJoe Posted March 26, 2014 Share Posted March 26, 2014 You all should pause and post something in the thank you squad thread :3But also, What are you all planning to do after install? Start a career? Get straight to the parts? Link to comment Share on other sites More sharing options...
Bomoo Posted March 26, 2014 Share Posted March 26, 2014 Well, not all engines in real life have the same exhausts, and the LFO boosters are based on the F-1B powered Pyrios Boosters, which would have a different exhaust to the core stage, as they use a different fuel. I really don't think it matters though, as it was good enough for NASA.Something to put on my business cards, then: "Pickier than NASA" Link to comment Share on other sites More sharing options...
RuBisCO Posted March 26, 2014 Share Posted March 26, 2014 (edited) Well real-ish fuels have not been implemented for KSP, but if an engine is burning Kerosene and LOX its flame should be brilliant yellow from all the white hot glowing carbon. If the engines are burning LH2 and LO2 it should be clear blue. Perhaps this is a prelude to that.I remember the old asteriod mods, I would grabed small asteriod with KAS hooks, adjusted position with robotic arms at the end of each hook and moved the little buggers around. This Claw sounds like its going to make it way too easy. I might just want to see if I could do what I did before again with my own KAS+robotic parts ad hoc solution. Edited March 26, 2014 by RuBisCO Link to comment Share on other sites More sharing options...
Nikolai Posted March 26, 2014 Share Posted March 26, 2014 Stupid questions no one may know the answers to: * Do asteroids in the coming ARM pack have an initial spin rate? If so, can they have more than one axis of rotation, and different rates around different axes? * Is there a way to force the software to recalculate burn time at a maneuver node when the indicator can't figure it out? * Do near-Kerbin asteroids continually spawn and disappear, or is it just a handful at the beginning and that's it? Link to comment Share on other sites More sharing options...
ZodiaK Posted March 26, 2014 Share Posted March 26, 2014 1. dunno2. dunno3. they continually spawn/unspawn is what I've heard Link to comment Share on other sites More sharing options...
sal_vager Posted March 26, 2014 Share Posted March 26, 2014 It's best to wait till the pack is released or there's another dev blog before asking stuff like this to be honest, no one can really answer these except the devs themselves. Link to comment Share on other sites More sharing options...
bigdad84 Posted March 26, 2014 Share Posted March 26, 2014 I don't know about the first two, but I do know from what I've heard is that they will continually spawn/unspawn unless you actively "track" them from the Tracking Station. Link to comment Share on other sites More sharing options...
Nikolai Posted March 26, 2014 Share Posted March 26, 2014 It's best to wait till the pack is released or there's another dev blog before asking stuff like this to be honest, no one can really answer these except the devs themselves.D'okay. Just wondering if someone with better observational skills than mine might have seen something displayed that hints at answers. If no one has answers yet, that's no big deal; I'll find out when I get to play with it. Link to comment Share on other sites More sharing options...
Kasuha Posted March 26, 2014 Share Posted March 26, 2014 * Do asteroids in the coming ARM pack have an initial spin rate? If so, can they have more than one axis of rotation, and different rates around different axes?No, they behave exactly like any other ships, i.e. they enter physics mode with zero rotation. * Is there a way to force the software to recalculate burn time at a maneuver node when the indicator can't figure it out?Not sure what you mean but if you activate your engines for a moment, it will adjust the burn time estimate accordingly. In any case, it's always only an estimate. * Do near-Kerbin asteroids continually spawn and disappear, or is it just a handful at the beginning and that's it?They constantly appear and if you don't start tracking them they will disappear again. Therefore number of untracked asteroids never exceeds certain value. Number of tracked asteroids can be as big as your PC can handle. Link to comment Share on other sites More sharing options...
Rune Posted March 26, 2014 Share Posted March 26, 2014 That's definitely true.Well, since the joint appears to be flexible, I guess pulling would be the right answer. You'll just need to disable engine gimbal (because docking with asteroid at the ship bottom will move them ahead of CoM) but you can still rely on Torque and SAS.And you need to either use angled engines or keep sufficient distance from the asteroid (about three long I-beams)Or you could rely on torque sources, even with a bit of flexing you should get over the point where the connection reaches its flexibility limit and starts transferring angular momentum the right way. Or you could use independent RCS probes scattered across the surface evenly. Or you could build a tall tower with ion engines pointing radially outwards and fancy action group triggering if you are after extreme efficiency. Or install KAS and play with tethers to secure your ship. Or resurrect multi-docking techniques for use with the claw. Or build stock tethers using the natural flexibility of parts (that's an interesting idea, I wonder if it is actually possible). Or... And someone, somewhere, will figure out some other way involving a hilarious game glitch in no time, I'm sure.Rune. That's why I love this game, it's got more possibilities than Lego! (and increasing) Link to comment Share on other sites More sharing options...
Cmdr. Arn1e Posted March 26, 2014 Share Posted March 26, 2014 And someone, somewhere, will figure out some other way involving a hilarious game glitch in no time, I'm sure.Now taking bets on how long before someone tries to attach a K-drive... or multiple K-drives... to an asteroid recovery ship >.< Link to comment Share on other sites More sharing options...
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