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More separatrons


Axelord FTW

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I use FAR and I've learned how to keep things as sleek as possible and I'm having a blast (off) of a time and I think the lack of aerodynamic and otherwise low signature separatrons is a damn shame.

One of the issues a lot of FAR/NEAR users have to deal with is that using radial decouplers (any) will impart the ejected part with some off-center torque which will make the part catch air and flip either right back into your own rocket or into each other if you are lucky. The fix for that is to lower the ejection force to near zero with Tweakable Everything but then the parts just fall straight down which can sort of mean they will snag against the lower part of your rocket or into each others some seconds after having cleared your craft.

Separatrons would be the answer in stock KSP but they are about as pretty as they are aerodynamic. I'm looking for stock-alike aerodynamic separatrons in a variety of configurations. I've looked about and the few other separation helpers I've seen are either part of huge part packs (usually themed so they clash visually with stock parts) and/or not aerodynamic.

I've been mulling over this for a little while and I thought this could be a good occasion of learning how to make my own parts from A to Z but I'm short on time so I'm asking here if someone would like to give it a go in my stead. I've doodled a few designs and I'm presenting them to you here.

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One of the issues a lot of FAR/NEAR users have to deal with is that using radial decouplers (any) will impart the ejected part with some off-center torque which will make the part catch air and flip either right back into your own rocket or into each other if you are lucky.

I guess the main issue is that there's still the old bug that make the decouplers lose any ejection force until you reach 750,1m/s. The force is not exactly zero but enough to make the ejectet parts spin around.

And I always used the ullage motors from KW as sleek aerodynamic seperatrons.

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I guess the main issue is that there's still the old bug that make the decouplers lose any ejection force until you reach 750,1m/s. The force is not exactly zero but enough to make the ejectet parts spin around.

With exactly zero ejection force (thanks to Tweakable Everything) the SRBs will fall down straight. I've tried different decoupling forces and anything over 10% will make them flip inward with enough force to kill whatever they impact.

Part of the problem stems from the dry mass of SRBs being too low and how they work in KSP. In real life, SRB won't stop burning at once but their thrust will start declining instead. The point where the TWR of the boosters reach 1 is when they are ejected. They usually just drift slowly outward and away from the main vehicle thanks to slight aerodynamic asymmetry. It would work wonders if someone could make realistic SRBs but in the meantime you have to play with some work around.

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I rather like this idea. Stockalike separatron expansion.

Just as a suggestion, with FAR, I usually just hold down "e" to get the rocket spinning rather quickly shortly before decoupling; the worst damage I get is occasional winglet clipping.

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I rather like this idea. Stockalike separatron expansion.

Just as a suggestion, with FAR, I usually just hold down "e" to get the rocket spinning rather quickly shortly before decoupling; the worst damage I get is occasional winglet clipping.

I started doing it too. Not all that great because you sometime incur a wobble. Even then, the SRBs still hit each other half the time which kills my refunds (I use debrefunds). It's still not ideal.

For those interested, here's how SRBs do (2:05 for separation):

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  • 2 weeks later...

I would love to see flush separatrons, that way you could surface-mount them like the vernier engine. Would be nice to have ones that one on different propellant - for use in different situations. Maybe have different direction thrust vectoring too, like RCS ports.

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