• Kerbal Space Program Jebruary Edition
    10,003 replies, posted
[QUOTE=blazingfly;36977719]It's more like, I paid for this game, why are they not testing anything and releasing with fuckloads of bugs?[/QUOTE] First off all, it's still a beta, which means there's most likely going to be bugs. Second of all, it seems that there's only one person here who has these fuckloads of bugs, even through different versions of the game! And it's not me! So how about you quit whining, and try to explain in a better way what's happening so that maybe we could help you fix it?
[QUOTE=blazingfly;36977765]Last I checked 0.16 was a public release, not an experimental. [img]http://i.imgur.com/2hM7k.png[/img] This is the only rocket that has enough thrust to get me anywhere near the moon, those boosters are taller than the launch tower. I even switched to some mod RCS's, only now, not only are they weak, they drain my RCS fuel much faster too. So no more mun RCS landings then?[/QUOTE] Of course you need a huge rocket, you're still going upwards at almost 30km. Didn't Orbiter teach you anything about gravity turns? [editline]28th July 2012[/editline] Why did my posts not automerge?
yeah .16 is a public release THAT HAD HAD PRIVATE EXPERIMENTALS
[QUOTE=LarparNar;36977795]Of course you need a huge rocket, you're still going upwards at almost 30km. Didn't Orbiter teach you anything about gravity turns? [editline]28th July 2012[/editline] Why did my posts not automerge?[/QUOTE] The way all the Orbiter autopilots and guides, from when I learned way, way back, used the straight up then prograde method of getting to orbit. It's the quickest way up, and worked fine in all versions up til 0.16, where you suddenly need a much larger rocket to do it.
[QUOTE=Gen. Crumpets;36977774]As i don't know most of the terms, could you specify what eccentricity is?[/QUOTE] how circular your orbit is. 0 means a perfect circle, 1 means an escape trajectory rest of numbers are decimal between 0 and 1
[QUOTE=LordCrypto;36977833]how circular your orbit is. 0 means a perfect circle, 1 means an escape trajectory rest of numbers are decimal between 0 and 1[/QUOTE] Weird. I used mechjeb to help circularise it, I'll try using it again.
[QUOTE=Gen. Crumpets;36977842]Weird. I used mechjeb to help circularise it, I'll try using it again.[/QUOTE] yeah, are the ap and pe values changing, or do they just shake on the map?
[QUOTE=blazingfly;36977830]The way all the Orbiter autopilots and guides, from when I learned way, way back, used the straight up then prograde method of getting to orbit. It's the quickest way up, and worked fine in all versions up til 0.16, where you suddenly need a much larger rocket to do it.[/QUOTE] Yeah, it's the quickest way up, but because you need sideways speed to get into orbit, you can use the gravity to slowly change your direction of movement towards the horizon while constantly gaining orbital velocity. I usually start turning around 3000-5000m up. (Usually when my rocket gets to 100-120m/s, depending on design). That's also how every real rocket does it, and the autopilots I've flown in Orbiter (Space Shuttle and Apollo 7 mod) [editline]28th July 2012[/editline] Rating me dumb isn't going to make me want to help you.
Additionally, the boosters cannot separate unless the rocket is pointed straight up, and even then they risk taking the engine of the next stage off.
[QUOTE=blazingfly;36977873]Additionally, the boosters cannot separate unless the rocket is pointed straight up, and even then they risk taking the engine of the next stage off.[/QUOTE] This I know about and it's a valid complaint that should be fixed. Though it's most likely caused by the mod boosters being too heavy for the vanilla decouplers. Fix it by increasing the force for the decouplers (in the CFG-file), or slow down during separation.
[QUOTE=LarparNar;36977862]Yeah, it's the quickest way up, but because you need sideways speed to get into orbit, you can use the gravity to slowly change your direction of movement towards the horizon while constantly gaining orbital velocity. I usually start turning around 3000-5000m up. (Usually when my rocket gets to 100-120m/s, depending on design). That's also how every real rocket does it, and the autopilots I've flown in Orbiter (Space Shuttle and Apollo 7 mod) [editline]28th July 2012[/editline] Rating me dumb isn't going to make me want to help you.[/QUOTE] That is going to use more fuel than I've got, but I'll try tilting after the boosters separate.
[QUOTE=LordCrypto;36977856]yeah, are the ap and pe values changing, or do they just shake on the map?[/QUOTE] They're changing quickly, but they move so fast it's hard to tell if they're gaining or falling. [img_thumb]http://i1174.photobucket.com/albums/r607/Exnymo/screenshot57.png[/img_thumb]
[QUOTE=LarparNar;36977895]This I know about and it's a valid complaint that should be fixed. Though it's most likely caused by the mod boosters being too heavy for the vanilla decouplers. Fix it by increasing the force for the decouplers (in the CFG-file), or slow down during separation.[/QUOTE] Okay, I tried it, and can separate the boosters by spinning the rocket, making them get flung away from the ship, but yeah, this method ended up using more fuel than the way I was doing it originally.
[QUOTE=Gen. Crumpets;36977903]They're changing quickly, but they move so fast it's hard to tell if they're gaining or falling. [img_thumb]http://i1174.photobucket.com/albums/r607/Exnymo/screenshot57.png[/img_thumb][/QUOTE] Happens when you circularize using MechJeb, it makes the orbit so perfect that it basically makes AP and PE almost non-existent. Do a tiny burn to put one of the sides slightly higher than the other and the jitters disappear.
yeah, its the one annoying thing of mechjeb would be nice if you could say ap/pe higher by 10km or something
Well, poo. I didn't anticipate having to edit my orbit after I'd got to the ideal orbit area, so i didnt put on any fuel tanks. No worries, I'll re-launch.
[QUOTE=blazingfly;36977765]Last I checked 0.16 was a public release, not an experimental. [img]http://i.imgur.com/2hM7k.png[/img] [/QUOTE] Damn that's huge. My moon rocket is like 45% of yours.
Finally landed on the moon. It's so much harder when the RCS's no longer can be used to get rid of vertical momentum. After testing, it seems they don't do anything against vertical momentum, at all. [img]http://i.imgur.com/T0cCv.png[/img]
[QUOTE=blazingfly;36978136]Finally landed on the moon. It's so much harder when the RCS's no longer can be used to get rid of vertical momentum. After testing, it seems they don't do anything against vertical momentum, at all.[/QUOTE] How big is your last stage? RCS thrusters should do [I]something.[/I] Have you tried a clean install yet?
[QUOTE=NanoSquid;36978142]How big is your last stage? RCS thrusters should do [I]something.[/I] Have you tried a clean install yet?[/QUOTE] I haven't tried a clean install yet. Lander stage is in picture above.
I think part of your problem is that you're using so many mod parts. Try again with vanilla and see if it's any easier.
[QUOTE=NanoSquid;36978174]I think part of your problem is that you're using so many mod parts. Try again with vanilla and see if it's any easier.[/QUOTE] It took a stage with a power of over 2000 to power me out to the moon, no vanilla parts have that much thrust, and everyone's rockets with vanilla seem to be packed with tons and tons of boosters. It just seems super-complicated.
Yeah, unless you are using a clean install, you can't really bitch about things not working.
Orbit's much more stable now. Thanks for the help, guys. [img_thumb]http://i1174.photobucket.com/albums/r607/Exnymo/screenshot58.png[/img_thumb]
[QUOTE=Swebonny;36978109]Damn that's huge. My moon rocket is like 45% of yours.[/QUOTE] Mine's prolly a bit too long. [img]http://horobox.co.uk/u/Orkel_1343585191.png[/img]
[QUOTE=Orkel;36978228]Mine's prolly a bit too long. [img]http://horobox.co.uk/u/Orkel_1343585191.png[/img][/QUOTE] Why are there landing legs on the second stage? And what stops the first stage snapping off from the second, that looks like a very thin connection, and no struts. :v:
[QUOTE=blazingfly;36978292]Why are there landing legs on the second stage? And what stops the first stage snapping off from the second, that looks like a very thin connection, and no struts. :v:[/QUOTE] I'd assume the second stage is the actual lander, which will then get left behind as the first stage (ascent module) returns home.
[QUOTE=LarparNar;36977862]Yeah, it's the quickest way up, but because you need sideways speed to get into orbit, you can use the gravity to slowly change your direction of movement towards the horizon while constantly gaining orbital velocity. I usually start turning around 3000-5000m up. (Usually when my rocket gets to 100-120m/s, depending on design). That's also how every real rocket does it, and the autopilots I've flown in Orbiter (Space Shuttle and Apollo 7 mod) [editline]28th July 2012[/editline] Rating me dumb isn't going to make me want to help you.[/QUOTE] I turn when the launch pad strut things can't hit your ship anymore :v:
This is all I need to get to the mun: [IMG]http://i.imgur.com/RyM9k.png[/IMG]
This is my Mun rocket: [img]https://dl.dropbox.com/u/2668640/screenshot59.png[/img]
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