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Kerbal Space Program - Page 43

Forum Index > General Games
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Cyro
Profile Blog Joined June 2011
United Kingdom20345 Posts
Last Edited: 2015-12-11 12:08:04
December 11 2015 12:07 GMT
#841
New water physics seem a little wonky

I just crashed a plane into another plane that was stationary on water. Most of the shattered plane ended up ~500m underwater, i was moving the camera around between them and some were getting nudged randomly by invisible forces. One of them suddenly accelerated to 1.7 million meters per second and went from underwater to out of the atmosphere in 1 physics tick :D

109182 g's registered by kerbal engineer

default stock craft too
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
stenole
Profile Blog Joined April 2004
Norway870 Posts
December 11 2015 18:04 GMT
#842
The question is if this is a new bug caused by the water or if this is an older quirk in the game engine. I've noticed the game is very liberal in its simulation of things you are not controlling. Some of them will just spontaneously explode when they get into physics range.
Antisocialmunky
Profile Blog Joined March 2010
United States5913 Posts
Last Edited: 2015-12-11 19:18:46
December 11 2015 19:18 GMT
#843
The Kraken is still a sea monster. :D
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
Cyro
Profile Blog Joined June 2011
United Kingdom20345 Posts
Last Edited: 2015-12-12 03:16:12
December 12 2015 03:15 GMT
#844
I was actually controlling it (well, watching that part in particular) when it was accelerated

[image loading]
"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 States6169 Posts
December 12 2015 05:18 GMT
#845
Oh, well, it's an aerodynamic part. It may have been bonked by spooky forces.

I've also noticed that some of my craft will randomly shimmy themselves apart, usually upon load or on exiting timewarp. These are all craft which seemed fine previously. I'm told that it may be an issue with too much clipping with gizmos, and some things (the Kraken bay) are more affected by others.

Of course, if you make a game that lets players do things in interesting and unorthodox ways, it does get tough to lock down all the possible permutations of "They did WHAT?" from tender loving Kraken tentacles.
Yes, I email sponsors... to thank them. Don't post drunk, kids. My king, what has become of you?
Ljas
Profile Joined July 2012
Finland725 Posts
December 12 2015 06:41 GMT
#846
Never had much trouble with timewarp exit disassembly, so I always wondered why Kerbal Joint Reinforcement makes it such a big selling point. Now I know, and have no intention of removing it
Cyro
Profile Blog Joined June 2011
United Kingdom20345 Posts
December 12 2015 08:12 GMT
#847
My save bugged out when looking at one of those pieces outside of the solar system and all of my craft (stations, fuel depots etc) disappeared, had to revert to earlier version
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Broetchenholer
Profile Joined March 2011
Germany1970 Posts
December 19 2015 10:51 GMT
#848
Can anyone tell me what to do with chutes and the reentry physics? I played last time before reentry heat and all that stuff was in and i can't figure out when to deploy my chutes. You are too fast for them to not malfunction until the very end when it's too late and when you open them in low orbit they just burn on reentry. How is that supposed to work?
Ljas
Profile Joined July 2012
Finland725 Posts
December 19 2015 11:54 GMT
#849
Try a less aggressive re-entry. I usually go for something like a 100km ap 30km pe. Apply a drogue chute if you're deorbiting something heavy and aerodynamic that punches through the atmosphere regardless.
stenole
Profile Blog Joined April 2004
Norway870 Posts
December 19 2015 15:15 GMT
#850
On December 19 2015 19:51 Broetchenholer wrote:
Can anyone tell me what to do with chutes and the reentry physics? I played last time before reentry heat and all that stuff was in and i can't figure out when to deploy my chutes. You are too fast for them to not malfunction until the very end when it's too late and when you open them in low orbit they just burn on reentry. How is that supposed to work?


Parachute icons in the staging will tell you when it is unsafe, risky and safe to open them colorcoded red, yellow, grey. Drogue chutes can be opened at higher speeds than the normal ones and you can use some of those to slow you down to use the regular chutes. Air brakes can be even better since you can safely deploy them already at 1000ish m/s.

You should always choose a shallow entry into the atmosphere. Apo does not necessarily need to be low depending on what you are trying to get to the ground. Heavier, sleek craft will have a harder time slowing down. Some may be so heavy that they need some thrust to not burn up. In my experience, you will want one or more heat shields if you plan to get anything bigger than a pod to the ground. An alternative is to have enough wings to make the reentry very shallow and therefore very safe. This implies a high angle of attack.

It can be hard to determine what you need without trying and failing a few times.
Broetchenholer
Profile Joined March 2011
Germany1970 Posts
Last Edited: 2015-12-19 19:21:59
December 19 2015 19:05 GMT
#851
Hm, i am in my first attempts at career mode and just wanted something to reach the upper atmosphere, so, the second ship basically. It flies up to 110km and then comes down and there is no way to open the chutes. This is really irritating. Is it really physically problematic to free fall from that distance and open a parachute?

Edit: I reach safe speeds at around 300-500m. I don't have air brakes or special chutes. Do i have to do low orbit missions until i can research better chutes?
nimbim
Profile Blog Joined June 2009
Germany986 Posts
December 19 2015 19:45 GMT
#852
You can improve your reentry so you don't just fall straight down, although I don't think that should be an issue with your mission profile. You can open the parachutes as soon as the reentry effects stop, that should be well above 500m. Are you turning your cockpit retrograde? If the pointy end points at your velocity vector, you will of course have less friction and slow down less.
stenole
Profile Blog Joined April 2004
Norway870 Posts
December 19 2015 21:02 GMT
#853
On December 20 2015 04:05 Broetchenholer wrote:
Hm, i am in my first attempts at career mode and just wanted something to reach the upper atmosphere, so, the second ship basically. It flies up to 110km and then comes down and there is no way to open the chutes. This is really irritating. Is it really physically problematic to free fall from that distance and open a parachute?


If you go straight up and down like that, you end up being supersonic until you get very (too) low. So unless you have some retro thrust, it's a suicide trajectory only suitable for probes. Manned missions should mostly have a very horizontal decent which you manage by making a gravity turn during ascent. It won't get you as high though.

Early career is the trickiest part of the game. You're restricted to few resources and have difficult ship constraints. You also don't get to use manouver nodes.
m4ini
Profile Joined February 2014
4215 Posts
Last Edited: 2015-12-19 22:52:03
December 19 2015 22:39 GMT
#854
It still should work though.

Dumb question: what exactly comes down for you, just the capsule or a whole rocket? Because even if you go straight up, and then straight down, the capsule itself should easily be able to apply enough drag to be at safe speeds around 2500m.

I'm guessing now, but a capsule from 110k straight down reaches around 1700-1800ms, that should easily be stopped by drag (if you keep the capsule retrograde, or "nose pointing up").

edit: actually gonna try now, to make sure i don't say something wrong.

edit2: yup, capsule itself slows down to safe speeds (280ish ms) at 2400m. Shot a Mk1 straight up to 111000m, decoupled and let it fall straight down. Only 1x Mk16 on top of the Mk1.
On track to MA1950A.
Ljas
Profile Joined July 2012
Finland725 Posts
December 19 2015 22:50 GMT
#855
I'm going to guess from experience before you get results that it's not enough to slow the capsule down. You really need more of an arc with your trajectory.
m4ini
Profile Joined February 2014
4215 Posts
Last Edited: 2015-12-19 22:55:35
December 19 2015 22:51 GMT
#856
It is though. For a single capsule, that is. Don't exactly know what he's trying to bring down, with an attached science bay, it might not be.

edit: but yeah, of course - usually you'd like a flat trajectory to have more time for drag to do your braking.
On track to MA1950A.
Ljas
Profile Joined July 2012
Finland725 Posts
December 19 2015 23:01 GMT
#857
I swear I've killed a kerbal like that by bringing just a capsule down from a suborbital flight.
m4ini
Profile Joined February 2014
4215 Posts
December 19 2015 23:02 GMT
#858
On December 20 2015 08:01 Ljas wrote:
I swear I've killed a kerbal like that by bringing just a capsule down from a suborbital flight.


Maybe with FAR?

Gonna upload brief video (mainly because i wanna check quality of recording software).
On track to MA1950A.
Ljas
Profile Joined July 2012
Finland725 Posts
December 19 2015 23:03 GMT
#859
Nope, stock 1.0.5 KSP. One of the first flights of my career mode.
m4ini
Profile Joined February 2014
4215 Posts
Last Edited: 2015-12-19 23:08:33
December 19 2015 23:04 GMT
#860
On December 20 2015 08:03 Ljas wrote:
Nope, stock 1.0.5 KSP. One of the first flights of my career mode.


Hum. I had quite a few problems to get used to the new stock flight model (and even longer to get used to voxel based FAR), but that never happened to me.

Is there a difficulty setting that fiddles with drag other than the F12 menu?

edit



edit2: takes a while for YT to pick up quality.
On track to MA1950A.
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