SiliconPyro Posted March 25, 2012 Share Posted March 25, 2012 I\'m having trouble with boosters on radial couplers hitting my rocket and knocking it to pieces, or worse blowing it all to bits. Any advice? I\'m playing with Nova Punch, but using predominantly vanilla components. Link to comment Share on other sites More sharing options...
OtherDalfite Posted March 25, 2012 Share Posted March 25, 2012 Try using struts to secure all the boosters to each other. Link to comment Share on other sites More sharing options...
Kosmo-not Posted March 25, 2012 Share Posted March 25, 2012 Are you staging the boosters before they run out of fuel?Are you placing them above another part that sticks out below it? Link to comment Share on other sites More sharing options...
SiliconPyro Posted March 25, 2012 Author Share Posted March 25, 2012 Try using struts to secure all the boosters to each other.I have tried that. Perhaps I shouldn\'t have so much stage overlap.Are you staging the boosters before they run out of fuel?Are you placing them above another part that sticks out below it?No, I don\'t stage them until they\'re dry.No, a single fuel tank stack with an engine at the bottom. They\'ve been hitting the last tank and the engine. Link to comment Share on other sites More sharing options...
Kosmo-not Posted March 25, 2012 Share Posted March 25, 2012 How long are the boosters? If they are long, and you put the radial decoupler on the very end of it, the other end will rotate into your rocket upon staging. Link to comment Share on other sites More sharing options...
Nibb31 Posted March 25, 2012 Share Posted March 25, 2012 I\'ve noticed an issue since 0.14 where radial decouplers all seem to have 0 ejection force, which causes spent radial stages to collide with the central stage when jettisonned. Has anyone else noticed this ? Link to comment Share on other sites More sharing options...
samstarman5 Posted March 25, 2012 Share Posted March 25, 2012 I\'ve noticed an issue since 0.14 where radial decouplers all seem to have 0 ejection force, which causes spent radial stages to collide with the central stage when jettisonned. Has anyone else noticed this ?That is on purpose as preparation for forthcoming docking maneuvers. It can be a tad frustrating to set up an ideal position for a module you want to link up with later, only to have all that hard work get thrown out the window because your OP decoupler threw your module into the atmosphere.Rockets can go bump in the night, and only through the kerbal science of try, try again and paying attention to how rockets and modules behave when they are detached can we figure out how to cut down on the bumping. If you are detaching radially mounted stages that are a tad bit long, where the decoupler is makes a big difference. I have had ideal progress with putting the decoupler on the upper end, and then bracing the lower end with a strut or two. That way if there is a tad bit of thrust going on for whatever reason, there are better odds of the stage overshooting the remaining stages instead of being directed into them.I wouldn\'t recommend multiple radial decouplers per stage, as one hiccup in your staging can make things real kerbal real fast. Unless that is your intention, in which case I say, 'Go for it!' Link to comment Share on other sites More sharing options...
Nibb31 Posted March 25, 2012 Share Posted March 25, 2012 That is on purpose as preparation for forthcoming docking maneuvers. Really? Do you have a source for that? Hummm... I don\'t get it... What do radial decouplers have to do with docking? Radial decouplers are typically used in first and second stages, in the atmosphere, well before getting involved in any rendez-vous or docking. It would be stupid to plan staging during a precise rendez-vous manoeuver. Also, if you want a 0 force decoupler, just use a 0 force decoupler. Sometimes a 50 force decoupler is what you need, especially on radial rockets. That\'s why where there is a FORCE parameter in the first place. Link to comment Share on other sites More sharing options...
Ferrit Posted March 25, 2012 Share Posted March 25, 2012 One thing to remember is that decouplers now obey Newton\'s laws so they feel weaker than before (then all the ejection force went to the thing being ejected). Thus a heavy booster will be thrown less distance and might not clear the rest of the rocket stack. Link to comment Share on other sites More sharing options...
Millitron Posted March 25, 2012 Share Posted March 25, 2012 You could CFG-edit the radial decouplers to be more powerful, so the separated engines get pushed further away. Link to comment Share on other sites More sharing options...
SiliconPyro Posted March 25, 2012 Author Share Posted March 25, 2012 You could CFG-edit the radial decouplers to be more powerful, so the separated engines get pushed further away.If I want to copy the radial decouplers then edit version two, how much would I have to change so there are no conflicts in game? Link to comment Share on other sites More sharing options...
Kryten Posted March 25, 2012 Share Posted March 25, 2012 To prevent conflicts, you only have to change the \'name\' parameter-you\'ll probably need to change the \'title\' as well, so you can actually tell them apart. Link to comment Share on other sites More sharing options...
cardgame Posted March 26, 2012 Share Posted March 26, 2012 I built a sort of single-file tower of SRBs earlier; to prevent the jiggling, secure each booster (with struts) to the decouplers that bind them. Link to comment Share on other sites More sharing options...
Recommended Posts