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Kerbal Space Program - Page 40

Forum Index > General Games
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felisconcolori
Profile Blog Joined October 2011
United States6168 Posts
July 10 2015 03:57 GMT
#781
And if you ever want to see the lengths to which the stock game can be pushed with regards to shuttles, check out EJ_sa's twitch stream. He builds and flies shuttles completely stock, and has for a couple years now. His latest what did he do moment has been in building a "Canadarm" style KrakenArm, utilizing stock "hinges" made out of cubic octagonal struts, plates, and various other things.

Also, rendezvous are a royal pain unless you get into the right orbit to start with.
Yes, I email sponsors... to thank them. Don't post drunk, kids. My king, what has become of you?
Simberto
Profile Blog Joined July 2010
Germany11723 Posts
July 10 2015 09:36 GMT
#782
I always found that getting to ~10m distance of the docking target takes me at most 5-10 minutes (From any orbit around the same body), and from that 10m to docking takes me half an hour at least. One of the big problems is that i constantly forget which direction which buttom RCSs towards, and due to constantly having to change the PoV that never stays the same and is always trial and arrow.

Docking indicator addons make that process A LOT easier though.
stenole
Profile Blog Joined April 2004
Norway869 Posts
July 10 2015 11:58 GMT
#783
On July 10 2015 18:36 Simberto wrote:
I always found that getting to ~10m distance of the docking target takes me at most 5-10 minutes (From any orbit around the same body), and from that 10m to docking takes me half an hour at least. One of the big problems is that i constantly forget which direction which buttom RCSs towards, and due to constantly having to change the PoV that never stays the same and is always trial and arrow.

Docking indicator addons make that process A LOT easier though.


There are a few tricks you can use to help with docking.

If both bodies are turnable, you can have them both face each other using the convenient target circle that pops up when you activate SAS if you have an experienced enough pilot or an advanced probe. Manually aiming will also work pretty well, but may require you to stop your approach and re-aim a couple times. This works well if you forgot to bring an RCS system.

Another way is to always have all your docking ports either face north or south since those are easy to find on the navball and will not change during orbit. That way you can perform docking only using translation and not have to worry about rotation.

If you use your navball instead of looking at the docking bodies, you won't ever get confused about direction.

What complicates docking is if your docking bodies have their RCS thrusters poorly placed so that rotation causes translation and translation causes rotation. If one body lacks stability control and has some unwanted rotation, that also complicates the process. You can use timewarp to stop all rotation, but that is cheating.
Cyro
Profile Blog Joined June 2011
United Kingdom20323 Posts
Last Edited: 2015-07-10 12:35:50
July 10 2015 12:35 GMT
#784
you could always practice Interstellar style docking with a target which is rotating more than once per second
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Cyro
Profile Blog Joined June 2011
United Kingdom20323 Posts
Last Edited: 2015-07-22 03:22:31
July 22 2015 03:18 GMT
#785
I have just somewhat randomly exceeded my dreams for stock completely single-stage delta-v

[image loading]

[image loading]

The extra boost from using oxidizer tanks for the rapiers (a middle-stage burn between air breathing and relying entirely on nuke) let me use some extra fuel tanks while still flying up on a single nuclear engine - it also got to orbit much easier than the other craft, where i actually failed to reproduce achieving orbit on the second and third flight.

The fuel tank on the nose lets you put center of mass pretty much wherever you could want it and it's pretty reasonably balanced, it's hard to get much better control than that.

LKO with ~3.7km/s DV using mk.1 parts. Wow.

The 1.0.3 rapier buffs (goes higher before cutting out) really worked their magic :D
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Jetaap
Profile Blog Joined November 2010
France4814 Posts
July 22 2015 07:30 GMT
#786
NIce design!
Cyro
Profile Blog Joined June 2011
United Kingdom20323 Posts
Last Edited: 2015-07-22 15:59:41
July 22 2015 15:52 GMT
#787
I like it :D

It's actually slower than i originally wanted (i think it was ~1050m/s@22km) but speeding it up with more engines would probably increase the weight enough to lose even more delta-v from the oxidizer+nukes. It gets up with that speed and that's what matters :D
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
stenole
Profile Blog Joined April 2004
Norway869 Posts
July 22 2015 16:33 GMT
#788
On July 22 2015 12:18 Cyro wrote:
LKO with ~3.7km/s DV using mk.1 parts. Wow.


That's pretty impressive. I can't say I've pushed the limits of SSTO design myself, but it is nice to see that it is possible to go interplanetary without dropping parts.
Cyro
Profile Blog Joined June 2011
United Kingdom20323 Posts
Last Edited: 2015-07-22 16:40:31
July 22 2015 16:37 GMT
#789
On July 23 2015 01:33 stenole wrote:
Show nested quote +
On July 22 2015 12:18 Cyro wrote:
LKO with ~3.7km/s DV using mk.1 parts. Wow.


That's pretty impressive. I can't say I've pushed the limits of SSTO design myself, but it is nice to see that it is possible to go interplanetary without dropping parts.


I already went to laythe, but i hit it completely wrong and was going way too fast for entry. I think the previous design could (with excellent route planning) land on laythe safely with zero staging but this one might have as much as 1km/s more usable delta-v

With gravity assists, it might even be laythe-return capable (but i don't know hard it would be to get to laythe orbit, how much delta-v the transfer back would take or how fast you'd come into kerbin, heat is a real problem on both ends of the journey)


My mk.1 craft with a similar design to this seem to be somewhat unstable on the roll axis, they sometimes tilt and i have to manually correct, they also oscillate back and forth some especially at high throttles or when trying to move the prograde vector. I'm not really sure exactly why but it might be harder to make them stable with mk.1 (unlike mk.2 and mk.3) body parts not providing any lift
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Cyro
Profile Blog Joined June 2011
United Kingdom20323 Posts
Last Edited: 2015-07-25 07:41:06
July 25 2015 07:23 GMT
#790
https://www.reddit.com/r/KerbalSpaceProgram/comments/3eiet1/my_mkiv_spaceplane_pack_just_got_a_huge_update_so/ctfdo0j?context=3

woo gonna check it out :D

[image loading]

ehehehehehe
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Cyro
Profile Blog Joined June 2011
United Kingdom20323 Posts
Last Edited: 2015-07-31 13:34:25
July 30 2015 11:48 GMT
#791
[image loading]

(:

b9 procedural wings are a lifesaver for performance and physics, i think they need improved joint strength though :D

stuff acts weird when you have a lot of lift:

2:30+
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Cyro
Profile Blog Joined June 2011
United Kingdom20323 Posts
Last Edited: 2015-08-16 05:25:44
August 16 2015 03:17 GMT
#792
Quad post but thread is very slow moving so i guess it's ok to bump

just did my first rendezvous and docking! I've tried both things before but neither succeeded. I took the orange tank+enginepods from the previous post, adjusted its orbit to 100km circular and launched another module to attach to it. This one has more fuel, some of the biggest stock solar panels and that cute observatory pod thing~

+ Show Spoiler +

[image loading]
chasing!

[image loading]
same apoapsis, lowered periapsis allowed me to catch up gradually and then make the orbits more similar as the distances got closer to get a close pass. The pic is slightly wrong and i actually got within ~200m with no further adjustment that orbit

[image loading]

[image loading]
alligning and closing!

[image loading]
docked! RCS controls are still a bit of a nightmare but magnetic docking ports ftw

[image loading]
you can even see the KSC from up here~


ok did my third rendezvous and docking, rcs translation controls are starting to make sense but it's confusing as fuck sometimes without letters marked on keyboard~ *push button* NO THAT WAS THE WRONG BUTTON *push 5 more buttons trying to find reverse button but actually messing up a bunch more things*
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
felisconcolori
Profile Blog Joined October 2011
United States6168 Posts
August 16 2015 06:41 GMT
#793
Rendezvous and docking can be troublesome. I've done some crazy docking maneuvers in the past (see my twitch channel highlights) but it's something you need to figure out if you ever want to build large modular space stations or even ground bases.

There's also the "docking" mode to consider, as opposed to "staging" mode (which is the normal way of controlling things) - although I don't use it. What kills me is that I know the RCS controls pretty decently, but I'm not always in the right orientation for them to be what I think they are. But if you're going slowly and don't over-correct, you can get in there decently well.
Yes, I email sponsors... to thank them. Don't post drunk, kids. My king, what has become of you?
stenole
Profile Blog Joined April 2004
Norway869 Posts
August 16 2015 09:37 GMT
#794
I am sure you are the only one to send SSTOs to Laythe before trying to rendezvous and dock.

I am currently in the midst of a career mission, where I sent two vessels on the same transfer vehicle to Duna. My problem is that I forgot to put probe cores on both of them. So I have to figure out if I have enough deltaV and TWR to do everything I wanted with both probes glued together.
Cyro
Profile Blog Joined June 2011
United Kingdom20323 Posts
Last Edited: 2015-08-16 18:18:10
August 16 2015 17:52 GMT
#795
I am sure you are the only one to send SSTOs to Laythe before trying to rendezvous and dock


I never landed successfully

can you claw another probe core onto one or isn't that unlocked until later in career?

you could also put them in orbit somewhere and then undock one, do a bunch of things with it, come back, dock and then do some of the rest
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
stenole
Profile Blog Joined April 2004
Norway869 Posts
August 16 2015 21:52 GMT
#796
On August 17 2015 02:52 Cyro wrote:
can you claw another probe core onto one or isn't that unlocked until later in career?

you could also put them in orbit somewhere and then undock one, do a bunch of things with it, come back, dock and then do some of the rest


I will probably end up sending a probe core. It has a docking port, so I won't need a claw. The reason this all happened is that the part that is missing a probe core had two uncrewed pods to satisfy mission requirements, so it was not obvious that it was a dead module before I was going to separate. Your idea about detaching, doing stuff, reattaching and doing the rest probably would have worked, but the functioning module does not have a docking port so they can't be reattached once they have been separated.
Cyro
Profile Blog Joined June 2011
United Kingdom20323 Posts
August 17 2015 01:51 GMT
#797
I need some fun stuff to do. Maybe a Tylo return? Station stuff is fun but i don't really have the imagination to build them
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
felisconcolori
Profile Blog Joined October 2011
United States6168 Posts
August 17 2015 02:20 GMT
#798
On August 17 2015 10:51 Cyro wrote:
I need some fun stuff to do. Maybe a Tylo return? Station stuff is fun but i don't really have the imagination to build them


Those kind of missions are a little easier these days, I think, if you take along an ISRU, an Ore tank, and some drills.

I just remember building landers for all of the different bodies and having to develop a "super heavy lander" that was able to safely land, and take off, from Tylo. These days, you don't need to drag ALL the fuel with you, which may make it easier. I haven't tried it since 1.0.

I do remember though that the lander in question was easily SSTO from Kerbin.
Yes, I email sponsors... to thank them. Don't post drunk, kids. My king, what has become of you?
Cyro
Profile Blog Joined June 2011
United Kingdom20323 Posts
Last Edited: 2015-08-17 04:47:42
August 17 2015 04:22 GMT
#799
On August 17 2015 11:20 felisconcolori wrote:
Show nested quote +
On August 17 2015 10:51 Cyro wrote:
I need some fun stuff to do. Maybe a Tylo return? Station stuff is fun but i don't really have the imagination to build them


Those kind of missions are a little easier these days, I think, if you take along an ISRU, an Ore tank, and some drills.

I just remember building landers for all of the different bodies and having to develop a "super heavy lander" that was able to safely land, and take off, from Tylo. These days, you don't need to drag ALL the fuel with you, which may make it easier. I haven't tried it since 1.0.

I do remember though that the lander in question was easily SSTO from Kerbin.


Kerbin launch requires ~3.2km/s of delta-v

going from a 100k x 100k orbit of tylo (which takes energy to get to) to land and then get back to orbit probably takes like 5k, not sure exactly. There's no atmosphere to mess up your ISP or waste delta-v fighting on the way up, but you have to do a huge burn on the way down so that you don't hit the ground at near-orbital velocity because of no air

i actually delivered the second half of my satellite to a 100k x 100k kerbin orbit with a single stage, maybe the SpaceY parts are a bit overpowered. Hard to say exactly because more smaller parts of comparable mass might be just as good? I don't have that much problem getting quite a lot of delta-v out of rockets with no budget. Maybe i should do an eve return
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
felisconcolori
Profile Blog Joined October 2011
United States6168 Posts
August 17 2015 07:11 GMT
#800
On August 17 2015 13:22 Cyro wrote:
Show nested quote +
On August 17 2015 11:20 felisconcolori wrote:
On August 17 2015 10:51 Cyro wrote:
I need some fun stuff to do. Maybe a Tylo return? Station stuff is fun but i don't really have the imagination to build them


Those kind of missions are a little easier these days, I think, if you take along an ISRU, an Ore tank, and some drills.

I just remember building landers for all of the different bodies and having to develop a "super heavy lander" that was able to safely land, and take off, from Tylo. These days, you don't need to drag ALL the fuel with you, which may make it easier. I haven't tried it since 1.0.

I do remember though that the lander in question was easily SSTO from Kerbin.


Kerbin launch requires ~3.2km/s of delta-v

going from a 100k x 100k orbit of tylo (which takes energy to get to) to land and then get back to orbit probably takes like 5k, not sure exactly. There's no atmosphere to mess up your ISP or waste delta-v fighting on the way up, but you have to do a huge burn on the way down so that you don't hit the ground at near-orbital velocity because of no air

i actually delivered the second half of my satellite to a 100k x 100k kerbin orbit with a single stage, maybe the SpaceY parts are a bit overpowered. Hard to say exactly because more smaller parts of comparable mass might be just as good? I don't have that much problem getting quite a lot of delta-v out of rockets with no budget. Maybe i should do an eve return


Have you considered going for the full grand tour of the Jool system? Hit all the moons and return.
Yes, I email sponsors... to thank them. Don't post drunk, kids. My king, what has become of you?
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