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vessel didnt start, unable to launch


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1st question

situation:

i build a new craft to get to Duna, probe on top, payload science lab, launcher

there is no error message going to launchpad, and there i cant activate SAS or even throttle up and hit space nothing happens

next try same setup + stabilty enhancer for liftoff, these external look like a crane

no error message, i can activate SAS and throttle up, hit space the stab enhancer firing and it looks like the engines firing too for a half of a second, to turn off and throttle is shutdown, nothing happens

i'd like to add the craft as a subassemblie data but where? is it possible at all?

;) oookay, lets watch tutorials how to use remotetech :P

but still there are two more questions and still i leave everything like it is, maybe i get some hinds about my crap design setup?? hehe

2nd question, now during startup the game, while launching der is written "modulemanager" 51 patches applied, 8 hidden.. first time i see that.. what does that mean? i mean any actions required? is this mod related? i use mechjeb, biome, remotetech, a lot of science mods, scansat, astronomer visuals

3rd question, i use the very well working struts to stableize a vessel, question: is there a need to put two or more struts instead of only one between mainengine and booster for example? just for prevent against wobbling?

thx for help

Edited by diggzakk
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1. have you tried right clicking the probe and selected 'control from here', although thats not normally an issue. You might have issues fighting gravity on the way up with that design because of the low TWR, I believe the optimum to be between 1.8 and 2.2, you can then just set mechjeb to stay at terminal velocity.

2. I genuinely don't have an answer since mine never says I have any hidden so I don't know if that is related to the previous issue.

3. In theory you should only need the ones at the top of your LFO boosters, that's all I use mostly and seems more than stable enough.

Solution; save the stuff from the underneath the lab as a sub assembly and then rebuild the payload portion over starting from the probe down. That should fix any hidden issues you may have with the design. Just my 0.02 cents.

Tweety

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Your battery is probably dead.

It looks like he has plenty of batteries on there unless they have been disabled. 4 big'uns on the lab module and at least 2 I can see on the top probe part.

Thinking about it are you timewarping on the pad with no solar panels exposed to sunlight?!

Tweety

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thx guys.

but in the meantime i figured out the launch problem is related to the remotetech mod, which needs an additional part for unmanned craft to "connect" the probe to the KSC to have control about it, later for sure it is possible to drop this part with the initial stage because it has 500km max range, by this time you need to have at least one comunication part active which is provided with stable electricity support and also an working satelite network already established to leave planet Kerbin far away above 500km (only for unmanned) :)

@all, espacially to Sirine ;) >> this mod is very nice, like most of the mods which dont change the physics behavior or manipulate the basic gameplay at all

@tweety, i am very noob with mechjeb, i play classic career science mode, so i havent all mechjeb features yet, and not much knowledge about that tool anyway, i hope a friend can answer my questions about it in my mother tongue :P but seriously, for now i liked to know what is this TWR, what stands it for and how it influence my vessel.. one more thing which i dont understand is, if i would put those nose from the aerial section on top of my LFO boosters, it decrease my Atmo delta V in this mechjeb deltastats window, but should it not increase this??

and the second question shouldnt have any relations to the initial issue i guess too

and about the struts, okay this is exactly what i thought, one is enough, i mean in the tut vids they build always two on each side of one LFO to connect it to the main engine for example, surely symmetrie psychos hehe :) but i give it a try to connect only one on top (it will probably save x<1% of mass hehe), but definately it is better to make a strut between 2 LFO booster in my experience, but this is a question of design the whole rocket anyway

Edited by diggzakk
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2nd question, now during startup the game, while launching der is written "modulemanager" 51 patches applied, 8 hidden.. first time i see that.. what does that mean? i mean any actions required? is this mod related? i use mechjeb, biome, remotetech, a lot of science mods, scansat, astronomer visuals

3rd question, i use the very well working struts to stableize a vessel, question: is there a need to put two or more struts instead of only one between mainengine and booster for example? just for prevent against wobbling?

thx for help

Question 2: This means that Module Manager has loaded some patches, and that you don't have the mods needed for others. You don't need to do anything, this just tells you that Module Manager is doing it's job. Module Manager is a mod for modifying parts so that they work with other mods.

Question 3: If you put a single strut on one side of the boosters when you decouple there is a possibility that it will induce a rotation in the booster causing rapid unplanned disassembly. It is best to keep struts on boosters symmetrical, or centered. Also, more struts means more strength.

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To prolong the game experience, please start playing game without any mod.

Jump directly to mod only give you bugs and odds game behavior.

Please don't try to mingle 'stock play better than modded play' or vice versa into this discussion. There are players that like mods, and there are players that don't like mods. Personally, whenever I start a new game I always look to see if there are good mods

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Please don't try to mingle 'stock play better than modded play' or vice versa into this discussion. There are players that like mods, and there are players that don't like mods. Personally, whenever I start a new game I always look to see if there are good mods

Thanks for your opinion.

@Moderator : is the above thread act a as back seat moderator? Not replying to op. But 'attack' other reply thread?

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Question 3: If you put a single strut on one side of the boosters when you decouple there is a possibility that it will induce a rotation in the booster causing rapid unplanned disassembly. It is best to keep struts on boosters symmetrical, or centered. Also, more struts means more strength.

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