RoverDude Posted December 11, 2014 Author Share Posted December 11, 2014 The sticks are surface attached. The nodes are there to attach sticks to eachother.And you do not fix them to the floor - use a couple of them and make a rocket tripod with two sticks and the tail of your rocket. Quote Link to comment Share on other sites More sharing options...
thorfinn Posted December 11, 2014 Share Posted December 11, 2014 (edited) The sticks are slightly frustrating (even if terminally cute): with no control at all, this will easily get to escape (in FAR) but there is no way to put it in orbit (am I mistaken? without turning around, there is no way to circularize...)By the way, slightly canting the winglets (as I did on the 3rd stage here) will spin the rocket and make them go straighter than arrows And I can see some use well further in the tech tree for these things, the TWRs are excellent - so much that if you don't use the limiters burning up isn't hard at all when you play with tiny payloads.Two things I'd like to point out: three out of four canisters are named "meteorological package", even if the textures say otherwise, and Engineer is thoroughly confused by these rockets (I suppose it doesn't "see" the integrated decouplers) Edited December 11, 2014 by thorfinn Quote Link to comment Share on other sites More sharing options...
NathanKell Posted December 11, 2014 Share Posted December 11, 2014 You're quite wrong. Angle it right, pause the right length of time between staging, and aerodynamic forces should have you aligned correctly. You *don't* want to spin-stabilize in that case. You might, however, want to add a few separatrons to the first stage to get it kicked up to speed fast enough (as was done with, say, Little Joe). Quote Link to comment Share on other sites More sharing options...
LitaAlto Posted December 11, 2014 Share Posted December 11, 2014 About the reports, I'm sure I'm using 0.0.3, but I can't get them with right-click. Am I doing anything wrong?I only get the crossfeed option when I right click. Quote Link to comment Share on other sites More sharing options...
NoMrBond Posted December 11, 2014 Share Posted December 11, 2014 I apologise if this has already been asked, but dtobi's (now depreciated) SmartParts used to let you set up triggers like what seems (superficially at least) to be happening with these stages (trigger part [say decoupler] when fuel is expended)So I guess the question is, does the plugin support this sort of functionality? (i.e. can I add your module{} to another part (if it's even a module) and utilise the functionality) or do all the controlled modules need to be self-contained in a single part?You know, I should really just download the mod and have a look when I get home Quote Link to comment Share on other sites More sharing options...
thorfinn Posted December 11, 2014 Share Posted December 11, 2014 @Nathankell: I tried, but you would need need a veeery low trajectory that stays in atmosphere very long: getting almost horizontal with still enough air to catch wings. And at apoapsis you will be pointing up anyway (granted, I suppose you could be flat enough to still get into an orbit) Quote Link to comment Share on other sites More sharing options...
RoverDude Posted December 11, 2014 Author Share Posted December 11, 2014 The sticks are slightly frustrating (even if terminally cute): with no control at all, this will easily get to escape (in FAR) but there is no way to put it in orbit (am I mistaken? without turning around, there is no way to circularize...)Sounding Rockets are really not meant for orbital operations. Given these are included at the very start of the tech tree, it kinda makes sense. That being said, you can always add a much smarter probe core down the line. I may even get punchy and create one that fits the same form factor, but appears with the Stayputnik for balance reasons. And yes, for starting technology it's supposed to be hard But hopefully folks have as much fun learning about good rocket design as I did when testing these.I only get the crossfeed option when I right click. For the science bits? Do you still have StoredCharge? Show me a screenie of your rocket with the resource screen up.I apologise if this has already been asked, but dtobi's (now depreciated) SmartParts used to let you set up triggers like what seems (superficially at least) to be happening with these stages (trigger part [say decoupler] when fuel is expended)So I guess the question is, does the plugin support this sort of functionality? (i.e. can I add your module{} to another part (if it's even a module) and utilise the functionality) or do all the controlled modules need to be self-contained in a single part?You know, I should really just download the mod and have a look when I get home It's a part module, so feel free to reuse it. Quote Link to comment Share on other sites More sharing options...
thorfinn Posted December 11, 2014 Share Posted December 11, 2014 (edited) No, no, I don't want you to make probe cores or whatever: I just wanted someone to prove me wrong (And I had too much fun with your minirockets not to post something about it in the forum)I think I will spend some more time trying to get one in orbit just for the hell of it (where the thermal battery will die in 10 minutes without accomplishing anything, of course, but who cares)Edit: done it It wasn't so hard after all (and I learned something: spin stabilization is more powerful than I expected) Edited December 11, 2014 by thorfinn Quote Link to comment Share on other sites More sharing options...
jlcarneiro Posted December 11, 2014 Share Posted December 11, 2014 (edited) The sticks are surface attached. The nodes are there to attach sticks to eachother.And you do not fix them to the floor - use a couple of them and make a rocket tripod with two sticks and the tail of your rocket.Duh! Sorry, sometimes I forget to turn my brain on in the morning! EDIT: I've just tried this way and the sticks did not drop off on launch, though... Edited December 11, 2014 by jlcarneiro Test result... Quote Link to comment Share on other sites More sharing options...
xXIndestructibleEVAXx Posted December 12, 2014 Share Posted December 12, 2014 Hey, does this support deadly reentry? On a suborbit, would the experiment and probe survive entry? Quote Link to comment Share on other sites More sharing options...
LitaAlto Posted December 12, 2014 Share Posted December 12, 2014 For the science bits? Do you still have StoredCharge? Show me a screenie of your rocket with the resource screen up.Here you are: Quote Link to comment Share on other sites More sharing options...
NathanKell Posted December 12, 2014 Share Posted December 12, 2014 thorfinn: congrats! And yep, if you're trying for orbit, you do *not* want to spin-stabilize at all, except the final stage (but you'd need IR to spin it up only then). Quote Link to comment Share on other sites More sharing options...
klgraham1013 Posted December 12, 2014 Share Posted December 12, 2014 RoverDude is actually a conglomeration of modders, right? One person can not do this much!Thanks for more awesome! Quote Link to comment Share on other sites More sharing options...
funk Posted December 12, 2014 Share Posted December 12, 2014 (edited) I join klgraham... TXL! I won't be surprised if RoverDude has created some RoverMinions for doing some stuff for him. I could recommend this mod everyone who isn't familiar with ballistic rockets or gravity turn for easy and funny testing. Even if you think you know its secrets. BTW the Rockets are OP but thats part of the game I think. Next time I`ll try to hit Eve or Duna. Javascript is disabled. View full albumPerhaps anybody knows why MJ isn't showing drag losses with FAR? Plugin installed... Edited December 12, 2014 by funk Quote Link to comment Share on other sites More sharing options...
RoverDude Posted December 12, 2014 Author Share Posted December 12, 2014 Funny thing... I would not consider these OP. They are mass and fuel appropriate for their size, but then FAR absolutely loves them for some reason (likely because they are... you know... aerodynamic and such).What does surprise me is they have not broken because of atmospheric pressure, etc. - I may chat with Ferram4 and figure out what I did wrong/right Quote Link to comment Share on other sites More sharing options...
hakan Posted December 12, 2014 Share Posted December 12, 2014 Yeah that page is missing a few Please please please add a github repo and releases. Or even better, upload them to kerbalstuff...You are making me want to break my self-promise of playing only ckan'ified mods Quote Link to comment Share on other sites More sharing options...
RoverDude Posted December 12, 2014 Author Share Posted December 12, 2014 No worries, there will be a github repo. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 12, 2014 Share Posted December 12, 2014 Funny thing... I would not consider these OP. They are mass and fuel appropriate for their size, but then FAR absolutely loves them for some reason (likely because they are... you know... aerodynamic and such).What does surprise me is they have not broken because of atmospheric pressure, etc. - I may chat with Ferram4 and figure out what I did wrong/right I tried this mod, and while it looks nice, had a problem. The first rocket I made was a simple nose cone, payload, booster & fins. It went straight up, and was so fast that it exploded due to atmosphere friction. Yes, I am using FAR. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted December 12, 2014 Author Share Posted December 12, 2014 I tried this mod, and while it looks nice, had a problem. The first rocket I made was a simple nose cone, payload, booster & fins. It went straight up, and was so fast that it exploded due to atmosphere friction. Yes, I am using FAR.Thrust limiter is your friend. FYI in stock you can't even make it to space with one of each stage FAR just loves these tho. Quote Link to comment Share on other sites More sharing options...
jlcarneiro Posted December 12, 2014 Share Posted December 12, 2014 RoverDude, I don't want to annoy you but, do you have any news on getting science reports and dropping sticks? Quote Link to comment Share on other sites More sharing options...
funk Posted December 12, 2014 Share Posted December 12, 2014 Funny thing... I would not consider these OP. They are mass and fuel appropriate for their size, but then FAR absolutely loves them for some reason (likely because they are... you know... aerodynamic and such).What does surprise me is they have not broken because of atmospheric pressure, etc. - I may chat with Ferram4 and figure out what I did wrong/right The only thing I recognized in Debug-Mode is, that there is no FAR drag coefficient for the nose cone... I'm sure that the thing is, that there is no or less aerodynamic pressure, because there is no or less AoA. Steering=Pitch. All the pressure is longitudinal to the rocket. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted December 12, 2014 Author Share Posted December 12, 2014 Oh - that's likely because of the presence of a parachute.- - - Updated - - -RoverDude, I don't want to annoy you but, do you have any news on getting science reports and dropping sticks?Show me a screenshot of the contents of your 000_USITools folder. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 12, 2014 Share Posted December 12, 2014 I apologise if this has already been asked, but dtobi's (now depreciated) SmartParts used to let you set up triggers like what seems (superficially at least) to be happening with these stages (trigger part [say decoupler] when fuel is expended)So I guess the question is, does the plugin support this sort of functionality? (i.e. can I add your module{} to another part (if it's even a module) and utilise the functionality) or do all the controlled modules need to be self-contained in a single part?You know, I should really just download the mod and have a look when I get home Smartparts is still available:http://forum.kerbalspaceprogram.com/threads/64227-0-23-07-Feb-Smart-Parts-V0-4-NEW-V0-4-Improved-fuel-sensor-valve-and-altimeter Quote Link to comment Share on other sites More sharing options...
Kitworks Posted December 12, 2014 Share Posted December 12, 2014 Cool pack of parts. Nice early-game addition. Quote Link to comment Share on other sites More sharing options...
asdfCYBER Posted December 12, 2014 Share Posted December 12, 2014 StoredCharge is used by NearFuture capacitors, can I extend its juice-range with attaching some small capacitors?Also, how many mods are you currently maintaining? Quote Link to comment Share on other sites More sharing options...
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