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[Kerbal Space Program] Shiny new thread! Desperately seeking pictures of rockets

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  • SatsumomoSatsumomo Rated PG! Registered User regular
    You don't have to actually activate it. You click on it, and you will get an option that says "Run test" or something like that, so it works even if you've already activated it. But it doesn't work if you don't have fuel!

  • MuddBuddMuddBudd Registered User regular
    Satsumomo wrote: »
    You don't have to actually activate it. You click on it, and you will get an option that says "Run test" or something like that, so it works even if you've already activated it. But it doesn't work if you don't have fuel!

    I've done testing on engines without fuel.... wait... maybe I just had the throttle off.

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • TerrendosTerrendos Decorative Monocle Registered User regular
    edited January 2016
    Can anyone offer some advice on SSTOs? I've never built one that didn't feel horrifically overengineered or didn't use the Rapier.

    For example, this one:
    a6DBSfp.jpg

    After several tries, the highest Ap I could reach was a mere 50 km, and I didn't have nearly enough horizontal speed to hope to make it into orbit. I should mention that a lot of those tanks are only half full to start to try and cut down on weight.

    I dunno, maybe I'm doing something wrong with my ascent? I've been climbing to ~10 km and trying to build up as much horizontal speed as I can as I slowly climb to 20 km, and then I sort of pull upward right when I'm running low on air, which tends to be around 1100 m/s and ~20 km. I noticed that increasing my speed even at lower altitudes reduces the input air after a certain speed, probably around Mach 3 I guess? I could try using a different engine than the LV-N I guess, but it's just so much more efficient that I'm inclined to think it's my best bet, otherwise I just have to carry so much extra fuel and oxidizer.

    Any advice?

    Terrendos on
  • DhalphirDhalphir don't you open that trapdoor you're a fool if you dareRegistered User regular
    Are you using LFO tanks only or a mix?

  • TerrendosTerrendos Decorative Monocle Registered User regular
    That plane there is only running LiquidFuel. The pre-nose tank is technically LOX but I have the Oxidizer drained entirely.

  • DhalphirDhalphir don't you open that trapdoor you're a fool if you dareRegistered User regular
    Oh right, the LVN doesn't use oxidiser anymore. Nevermind.

  • InfamyDeferredInfamyDeferred Registered User regular
    edited January 2016
    The LV-N is really, really heavy. So heavy that you need an absolutely enormous amount of fuel (for a spaceplane, anyway) to make it more efficient than a terrier (which has the same thrust). Really, the only reason to haul it into orbit would be if you were going to refuel in orbit and fly the plane somewhere like Laythe. Try doing a terrier variant with LFO.

    InfamyDeferred on
  • InfamyDeferredInfamyDeferred Registered User regular
    Here's Scott Manley's analysis:

    https://www.youtube.com/watch?v=s90tSM0oowo

  • SynthesisSynthesis Honda Today! Registered User regular
    Returning to my framerate issues--I've found the culprit in KRC are the Environmental Visual Enhancements that really butcher my FPS. Has anyone else run into this issue? Seems like one of the layers of effects just kills the framerate (or maybe they all do combined)--the original versions of EVE for clouds/light weren't as nice, of course, but they were also easier on the frames.

  • zagdrobzagdrob Registered User regular
    The contract details should tell you if you need to 'Haul' the item, activate it through staging, or run a test on it.

    I've found that components that you can activate through staging (engines, decouplers, chutes, etc) all ask you to use the staging method, while items that you can't stage (heat shields for example) you need to right click and 'Run Test'. I don't know if this is always the case, but I don't think I've seen exceptions.

    I'll always grab missions that have a test at the launchpad (even if it's only for a few grand) and most that require a splashdown. Super quick cash for throwing a few items together. Splashdowns you can usually do with a chute or two and a flea / hammer. Usually you don't even need batteries for the probe core, and you're close enough you recover everything at full value.

    Hauling missions - unless they are something super-heavy or have some funky speed requirements are usually pretty easy too - get the ones that already fit your ascent profile and it's basically free money. Forget missions like testing an SRB in Munar orbit though unless it's paying huge bucks.

    As for my mission yesterday that left Jeb in a terminal descent...I edited my persistent save to an altitude of zero and landed = true. The game blew up my pod once or twice for some reason, but I reloaded and was able to recover it - saving the science and Jeb. I'm not a huge fan of cheating to make it work, but I think it was fair to give myself a pass and not waste that whole mission.

    Now I've built and next time I play will launch a serious Munar mission. Got a pair of good unmanned landing craft to complete the 'land and return science' and a few 'test on moon' contracts, two crew pods so I can carry ferry four tourists to Munar orbit, and some basic science stuff to 100% my orbital goo, material, and temperature studies. I think I've got enough DV for those unmanned landing craft to make it back to orbit, so I can get the full science value of their surface tests on Mun. I'm pretty excited to see this one go - if this one works I'll probably use another one to hit Minmus.

    Then, onto manned missions to collect science on the Mun / Minmus, interplanetary probing, and space stations. Yay!

  • MuddBuddMuddBudd Registered User regular
    I have seen exceptions. But usually that involved testing an engine at splashdown or something where you wouldn't normally use it.

    Once it was for an engine I hadn't unlocked yet, that was only available for the test, basically.

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • InfamyDeferredInfamyDeferred Registered User regular
    What they don't know won't hurt 'em... *straps loaned prototype to several unrelated missions before testing it*

  • hatedinamericahatedinamerica Registered User regular
    So, with this new aerodynamics model...do things like nosecones and fairings actually have use now? Or are they still just for looking nice and weighing you down?

    I did a contract to test that stock fairing (which now has multiple parts, and is way more customizable. Cool!) and I really liked it's new look so I kind of want to start using it...but not if it's totally useless or would actively hinder my progress.

  • MuddBuddMuddBudd Registered User regular
    Aerodynamics matters, you should use the fairings. Nosecones too, probably.

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • hatedinamericahatedinamerica Registered User regular
    Yay, that's awesome! I used to use them anyway just because they looked better, but I'm glad they actually work now.

  • SynthesisSynthesis Honda Today! Registered User regular
    The ultimate solution, of course, is nosecones that house parachutes and/or separation motors.

  • FiendishrabbitFiendishrabbit Registered User regular
    MuddBudd wrote: »
    Aerodynamics matters, you should use the fairings. Nosecones too, probably.

    Definitely nosecones. Testing has shown that they improve fuel efficiency through the atmosphere, easily earning their own weight.

    "The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
    -Antje Jackelén, Archbishop of the Church of Sweden
  • lowlylowlycooklowlylowlycook Registered User regular
    Messing around with trying to get a semi efficient shuttle to get fuel and kerbals up to orbit.

    Here is the current design. The fuel sitting on top of the boosters lasts just a second or so longer than the boosters do.
    krohxaq7iekr.png
    It's got a lot of control and is pretty stable. You really have to keep pushing it over to get horizontal though.

    While doing some flight tests of the shuttle itself, I found out that this is possible without parachutes. Seems like it would be easier than finding a suitable place on land and then not screwing up the landing.
    vi48c2pf74ar.png

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    (Please do not gift. My game bank is already full.)
  • MuddBuddMuddBudd Registered User regular
    Those are some weird fueltanks.

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • VeeveeVeevee WisconsinRegistered User regular
    The fuel sitting on top of the boosters lasts just a second or so longer than the boosters do.

    Right click the boosters and adjust their thrust to ~95%* to make the booster and fuel tanks end at the same time for maximum efficiency

    *Use Mechjeb/Engineer to find the right percentage. If the stage burntime gets longer the percentage is too low and the booster will keep going after the fuel ends, and if it doesn't move it's still too high and the booster will die before all the fuel is used

  • DhalphirDhalphir don't you open that trapdoor you're a fool if you dareRegistered User regular
    Are those LFO tanks on top of boosters? have you got them set up to drain at the same time the boosters empty?

  • lowlylowlycooklowlylowlycook Registered User regular
    The boosters are set at 2/3 at which point they last roughly as long as it takes the Mainsail (at 100%) to drain the tanks. I'm not sure how to adjust things on a really fine scale.

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    (Please do not gift. My game bank is already full.)
  • VeeveeVeevee WisconsinRegistered User regular
    edited January 2016
    The boosters are set at 2/3 at which point they last roughly as long as it takes the Mainsail (at 100%) to drain the tanks. I'm not sure how to adjust things on a really fine scale.

    Adjusting the mainsail's percentage down to 99 could get you that extra second of difference and make the boosters end at the same time as the tanks empty, but there really isn't a finer scale than the slider's provide. There may be a mod that let's you set the percentage with a keyboard instead of the rather inaccurate slider

    However, my advice was really meant for a rocket that hadn't adjusted anything yet, and if it's already as synced as you can get it then a second won't really mean anything.

    Veevee on
  • DivideByZeroDivideByZero Social Justice Blackguard Registered User regular
    Also @terrendos that plane has way too many intakes, airhogging isn't a thing anymore in the new atmo and they all add a ton of drag.

    First they came for the Muslims, and we said NOT TODAY, MOTHERFUCKERS
  • MuddBuddMuddBudd Registered User regular
    Also @terrendos that plane has way too many intakes, airhogging isn't a thing anymore in the new atmo and they all add a ton of drag.

    Looks cool as hell though.

    I should probably learn how the plane mechanics in this game work. I've always been more interested in the rockets.

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • Nova_CNova_C I have the need The need for speedRegistered User regular
    I've been digging back in. Got myself to a tech level that lets me try a few different things.

    To be honest, ever since funds were added to the campaign, I haven't played it a lot (I know there's a science only mode in addition to sandbox).

    Did the Munar flyby and suddenly had to dig through my brain for the old way of flying to the mun - no patched conics means eyeballing it again. My trajectory would have been a surface impact if I'd let it just go, so I guess I eyeballed it all right. :p

    Built my first experimental SSO. Knew it wouldn't make orbit, but it was to complete a survey that I couldn't reach enough altitude using air breathing engines. Got the survey done, but ended up in a flat spin as soon as I throttled down the rocket engine and couldn't recover. However, I managed to slow my descent enough that when I crashed, Jeb survived.

  • lowlylowlycooklowlylowlycook Registered User regular
    Also @terrendos that plane has way too many intakes, airhogging isn't a thing anymore in the new atmo and they all add a ton of drag.

    I'm glad you mentioned this. Compared to what I normally do that's hardly any intakes at all. haha.

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    (Please do not gift. My game bank is already full.)
  • VeeveeVeevee WisconsinRegistered User regular
    information about big changes to rover wheels were included in today's devnote
    A wide range of issues was fixed this week: from initialization issues that were caused by oversights from six months ago to more bizarre bugs such as the one that caused parked wheels to start drifting. We never quite discovered the root cause of the issue, but Felipe devised a plan (a very cunning plan) and simply corrected the phantom torque with an equal and opposite torque. Newton would be proud. The wheels now stay in place, which means that vehicles continue to not move as they should.

    Another wheel related issue we ran into was that the wheel friction seemed far too low in low-gravity environments. As it turns out, this wasn’t a bug but rather an accurate display of physics: in low-gravity environments the load that is exerted on the vehicle by the mass that is placed on the wheels decreases, as the parts weigh less in their current state. The perceived problem existed because the wheels never compensated for the amount of gravity they were experiencing, and the wheels would spin out at the slightest touch of the controls. The solution is of course traction control. This system will now automatically adjust the amount of torque the wheels produce based on the gravity of the planet or moon you’re located at. Best of all perhaps, Felipe wants to let players override this system, which could lead to a lot of fun.

    The last change related to wheels we want to discuss here should be welcome to a lot of you, as this has been a source of much grief: the ‘old’ wheels had an impossibly high lateral friction value, which caused takeoffs to be jittery if the wheels were ever so slightly misaligned, and caused rovers to flip end over end at the slightest provocation. With the new wheel system it’s much more likely that the rover will spin out and perhaps enter a roll if the forces are great enough. This could, of course, lead to even more fun.

    1.1 can not get here fast enough. Come on, I just want to finally enjoy this

    https://www.youtube.com/watch?v=5cKpzp358F4

    And in 1.1 I might finally be able to

  • MuddBuddMuddBudd Registered User regular
    Rovers Rovers Rovers Rovers Rovers Rovers Rovers Rovers Rovers Rovers Rovers Rovers Rovers Rovers Rovers Rovers

    I dunno why I enjoy them so much but the idea of making a science rover to drive around to check off several biomes per Mun landing is so appealing to me.

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • VeeveeVeevee WisconsinRegistered User regular
    edited January 2016
    So 64bit kept crashing on me. Every time I tried to launch anything from the VAB or SPH the game crashed to desktop, but if I saved the ship, backed out to KSC, and loaded the ship through the launchpad or runway the game loaded fine. It's not much, really, but I decided to scrub the 64bit install. Using -force-d3d11 to force KSP to use DirectX11 and the dynamic texture mod, I've managed to get most of the mods I want installed (list at end), using about 2.5GBs of memory. This includes Outer Planets and Trans-Keptunian for Kopernicus bringing my Kerbol system from this
    shir0nw59nht.jpg

    To this (that little green orbit is Jool)
    rveuw6qorqo7.jpg

    Doing a sandbox game right now so I won't feel too bad about ditching it when 1.1 drops and I don't have to worry about science or funds. So far I've gotten my Kerbin CommSat network up, the Orbital Tug, and the command section of a space station. No screenshot of the commsat network, but here is a description in the spoiler
    It's 5 satellites equally spaced in a 3000Km orbit with 5Mm antennas. Launched in a single multi-satellite launch vehicle then positioned using this Visual RemoteTech Planner site. It gave me a secondary periapsis of 2,004.772Km (or an apoapsis of 3,930.551Km) to release the satellites, and then they'd self-circularize at the 3000Km orbit, one satellite per orbit which left them evenly spaced apart.

    2 satellites in a 450km orbit with inclinations of 60 and -60, respectively. They each have 1 5Mm antenna, and 2 50Mm dishes, one aimed at PDCS (Polar Deep CommSat) I and the other at PDCS II. They also are mapping Kerbin using the SCANSat mod.

    PDCS I and II have just 2 50Mm dishes, each pointed at either of the mapping satellites, and 1 400Gm dish (the largest) that is set to point at the active vessel. PDCS I and II are in orbits with a ~90degree inclination, periapsides on the poles (I North, II South) at 150Km and apoapsides of 45Mm. This should leave me with near-zero downtime in communications up to Urlum's (OPM's Uranus analog) orbit. Past that I'll need to figure something else out.

    First up after the network was put in place was the station's Central Command. The lifter pictured has a ~7000∆v on it's own, and ~5000∆v with the 30ton Central Command. Mun is is also peeking out over the VAB in the after sunset light, and Jool burns bright above. This was also the only part of the station that will be launched directly into it's orbit. Everything else gets launched to 2000Km, and then moved to the 4000Km orbit by the Orbital Tug.
    x5f0x16eeqvq.jpg

    And in it's 4000Km orbit. Now it just needs it's Habitat, Docking, and Extension sections which are all going up separately. After that will be the Communications and the Power extensions which may be included in the same launch together, depending on weight/size. Still not sure on that one, so another 4 or 5 launches for the station to be complete, as it was designed in the VAB.
    r9a88b87noe4.jpg

    But first, there needs to be an Orbital Tug, right? Well, here it is in it's 2000Km parking orbit.
    66z3oeqwmrz5.jpg

    Here's the mod list (from memory, might be forgetting a few and not at home to check at the moment); *'d are the mods I generally consider required for any install.
    Kopernicus + Expansion*
    Outer Planets Mod*
    Trans-Keptunian*
    Filter Extensions*
    Alarm Clock*
    Transfer Window Planner*
    Chatterer*
    Tweakscale*
    Final Frontier*
    Crew Manifest*
    Joint Reinforcement
    Automate Vertical Velocity
    Better Crew Assignment
    Physical Time Ratio Viewer
    Auto Balancing Landing Legs
    Editor Time* (Did you know time is paused in Stock when in the VAB or SPH?)
    Sensible Screenshots
    Dynamic Texture Loader*
    Distant Objects*
    Planetshine*
    Trajectories*
    Smokescreen
    Realplume
    Portrait Stats
    MechJeb*
    RemoteTech*
    SCANsat*
    Fuel Tanks Plus
    Color Coded Canisters
    Stockalike Station Parts
    SpaceY
    VX Series Engine Pack
    Near Future Tech
    USI Core Reactors

    Well, that's what I've been working on.

    Veevee on
  • MuddBuddMuddBudd Registered User regular
    Got my Mun flyby done. I figured out my problem is one of a few things.

    -My old chart of transition costs is now (or always was) extremely inaccurate that to takes 4500dv to escape Kerbin
    -I am possibly reading the Kerbal Engineer data incorrectly somehow
    -Kerbal Engineer Redux is giving me lower numbers than I actually have

    Because I had less than 4000dv according to KER and made it into orbit just fine, and did a quick flyby of the Mun, did a round of science, then flew home.

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • DhalphirDhalphir don't you open that trapdoor you're a fool if you dareRegistered User regular
    edited January 2016
    It definitely does not take 4500 DV to make Kerbin orbit anymore.

    That rocket I designed up above had over 6000dv, nearly 2500 of that being in the final stage, and almost all of that was remaining AFTER the mun flyby.

    Dhalphir on
  • MuddBuddMuddBudd Registered User regular
    edited January 2016
    Dhalphir wrote: »
    It definitely does not take 4500 DV to make Kerbin orbit anymore.

    Hmm... checking the wiki.

    http://wiki.kerbalspaceprogram.com/wiki/Kerbin

    Looks like its 2740 now. No wonder I was confused. That's much more in line with what I had. Looks like KER was accurate.

    I need to track down a better transition costs sheet.

    Unrelated, the 'warp to' feature is the best freaking thing.

    MuddBudd on
    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • DhalphirDhalphir don't you open that trapdoor you're a fool if you dareRegistered User regular
    The dv charts for Kerbin orbit are a little less useful these days, as piloting can make a much bigger difference with the aero.

  • MuddBuddMuddBudd Registered User regular
    Well, at least I have a range to shoot for. I can always check the wiki.

    I had about 3600dv total, still had a little gas in the tank when I got back, even with a fairly sloppy Mun intercept.

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • quarthinosquarthinos Registered User regular
    Nova_C wrote: »
    I've been digging back in. Got myself to a tech level that lets me try a few different things.

    To be honest, ever since funds were added to the campaign, I haven't played it a lot (I know there's a science only mode in addition to sandbox).

    Did the Munar flyby and suddenly had to dig through my brain for the old way of flying to the mun - no patched conics means eyeballing it again. My trajectory would have been a surface impact if I'd let it just go, so I guess I eyeballed it all right. :p


    Built my first experimental SSO. Knew it wouldn't make orbit, but it was to complete a survey that I couldn't reach enough altitude using air breathing engines. Got the survey done, but ended up in a flat spin as soon as I throttled down the rocket engine and couldn't recover. However, I managed to slow my descent enough that when I crashed, Jeb survived.

    Do your injection burn just as Mun comes above the horizon. I've never figured out how do to Minmus (there's also that pesky plane change for Minmus.)

  • Nova_CNova_C I have the need The need for speedRegistered User regular
    quarthinos wrote: »
    Nova_C wrote: »
    I've been digging back in. Got myself to a tech level that lets me try a few different things.

    To be honest, ever since funds were added to the campaign, I haven't played it a lot (I know there's a science only mode in addition to sandbox).

    Did the Munar flyby and suddenly had to dig through my brain for the old way of flying to the mun - no patched conics means eyeballing it again. My trajectory would have been a surface impact if I'd let it just go, so I guess I eyeballed it all right. :p


    Built my first experimental SSO. Knew it wouldn't make orbit, but it was to complete a survey that I couldn't reach enough altitude using air breathing engines. Got the survey done, but ended up in a flat spin as soon as I throttled down the rocket engine and couldn't recover. However, I managed to slow my descent enough that when I crashed, Jeb survived.

    Do your injection burn just as Mun comes above the horizon. I've never figured out how do to Minmus (there's also that pesky plane change for Minmus.)

    The way I figured it out way back in 0.12 was eyeballing the Mun's position relative to the where the Apoapsis would end up. Basically, I go into map view, go to a certain zoom level (Obviously this isn't exact) and put the Mun on the right hand edge of the screen. The point I want to start my burn is now centered on the screen, close side of Kerbin.

    Because that's how I did it on my countless Munar trips back before we had anything like patched conics or persistence, I got pretty good at estimating a good position to start my burn.

  • MuddBuddMuddBudd Registered User regular
    I was never able to do it without maneuver nodes. Which is frustrating that they have to be unlocked now, btw.

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • crimsoncoyotecrimsoncoyote Registered User regular
    MuddBudd wrote: »
    I was never able to do it without maneuver nodes. Which is frustrating that they have to be unlocked now, btw.

    It's like the first upgrade, isn't it?

  • MuddBuddMuddBudd Registered User regular
    MuddBudd wrote: »
    I was never able to do it without maneuver nodes. Which is frustrating that they have to be unlocked now, btw.

    It's like the first upgrade, isn't it?

    Yeah it just startled me that I couldn't do it from the beginning.

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
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