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Infinitly fueld ship


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Ok so I'm using renewable biofuel to try and make a infinity ship, one that can run for near infinity, however the ship keeps snapping in half.

screenshot1.png

G

My current redesign is to move the 3 green houses to a hub something like this, G.G, G being a green house . the hub and O for open space

O

However I don't have enough time to do it tonight.

Edited by locustgate
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Upon failure if you hit F3 to bring up the log it will tell you where the failure is, I suggest putting struts in that location. You should also strut your side boosters high up on your payload so that the force they provide is applied more evenly to said payload to prevent one single joint from carrying all the load.

Another option (And I am unsure how well this would work) is to place one of each type of production facility symmetrically around your engine.

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Upon failure if you hit F3 to bring up the log it will tell you where the failure is, I suggest putting struts in that location. You should also strut your side boosters high up on your payload so that the force they provide is applied more evenly to said payload to prevent one single joint from carrying all the load.

Another option (And I am unsure how well this would work) is to place one of each type of production facility symmetrically around your engine.

I tried strutting but it only helped delay the problem and I tried putting them around the engine but it caused the green houses to be shadowed most of the time and it also seems the green houses have to be all connected, fuel hoses don't work.

Current design untested, will remain so till I get off work,

screenshot0.png

Note: Center of mass is forward towards left wall.

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You are fixing the staging before launch, right? Since your screenshots show the engine ignition and chute deployment in the same stage.

Also, you'll really want to make sure the thrust axis points through the centre of mass. Easiest way is to duplicate that part on the left and put one on the right too.

One other thing is the cupola can be troublesome, it's heavy and extra-draggy. Try swapping it for a different command pod.

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You are fixing the staging before launch, right? Since your screenshots show the engine ignition and chute deployment in the same stage.

Also, you'll really want to make sure the thrust axis points through the centre of mass. Easiest way is to duplicate that part on the left and put one on the right too.

One other thing is the cupola can be troublesome, it's heavy and extra-draggy. Try swapping it for a different command pod.

True words. With the uneven arrangement your problem is only going to get worse. I concur with the swapping of command modules, especially since (Unless I am horribly mistaken) the Cupola only holds one Kerbal anyway. Might as well save some weight and bring along some friends too (With the Mark 1-2 Command pod)

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Yes the cupola only holds 1 crew and, yes, I've always had trouble with it at the top of a launch. If you really want it then try putting the payload upside-down on the launch vehicle so the cupola is lower down.

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True words. With the uneven arrangement your problem is only going to get worse. I concur with the swapping of command modules, especially since (Unless I am horribly mistaken) the Cupola only holds one Kerbal anyway. Might as well save some weight and bring along some friends too (With the Mark 1-2 Command pod)
Yes the cupola only holds 1 crew and, yes, I've always had trouble with it at the top of a launch. If you really want it then try putting the payload upside-down on the launch vehicle so the cupola is lower down.

The Cupola is purely aesthetic it's more fun to pilot the ship from it and it looks cooler, there is a secondary command down near the base of the stack.

I'll have to remember that, however in this case that would put the largest/heaviest end first.

I think I fixed it, it doesn't noticeably move, at least during launch and reentry tests.

screenshot3.png

On a side note is it possible to set the main command pod, other than the 1st one near the ground?

Edited by locustgate
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When in flight, you can right-click on any manned or unmanned command module, docking port, or claw, and choose "control from here". That's important when you've got bits in different orientations. It's also where SAS takes its heading from, so it's useful if your ship is wobbly, you can control from a part that's nice and rigidly connected to your engines and the SAS keep the engines burning where you want and not be mislead by other parts flexing around.

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