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Author Topic: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission  (Read 1505394 times)

Mini

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #12375 on: September 19, 2015, 10:22:04 pm »

Post a screenshot.
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BFEL

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #12376 on: September 19, 2015, 11:33:45 pm »

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Culise

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #12377 on: September 20, 2015, 12:27:43 am »

Yellow is your control surface lift force.  I'd suggest turning those right-side up.

For reference, copied from the KSP forums:
Blue: Lifting force, wing surfaces
Cyan: Lifting force, body lift
Yellow: Lifting force, control surface
Red: Drag forces

EDIT: "Control surface lift force," not "control force lift."  It's far, far too late for me to be up, apparently. >_<
« Last Edit: September 20, 2015, 12:30:20 am by Culise »
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Graknorke

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #12378 on: September 20, 2015, 03:17:10 am »

Nah he's pitching up look, that should be right.
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BFEL

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #12379 on: September 20, 2015, 07:17:12 am »

Right after posting I tried flipping the surfaces upside down, did nothing.
Right after THAT I doubled the size of my wings and controls and then it worked. So...I'm gonna go with "too much weight in that small package"
Also it was really squirrely and the fuel ran out really fast because rocket engine instead of jet engine.

Never quite realized how hard it could be to get to the island runway.
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jhxmt

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #12380 on: September 21, 2015, 05:45:20 pm »

So...I'm gonna go with "too much weight in that small package"

You've basically got an engine with wings.  I can't see how you could build anything lighter that's got more thrust-to-weight ratio and still qualifies as a plane.  Where's your centre of mass on that craft?  I can't recall offhand how heavy the probe core is.  Shouldn't outbalance an engine though, I'd guess.

Do any of your mods change the aerodynamics?  FAR etc?  Not that that should make too much difference either.

Only other suggestion would be larger wings (as you tried), and maybe try slightly angling them upwards at the tips (for stability) and upwards on the leading edge (to pull you up off the runway despite the fixed landing gear).  My last nine attempts crashed and burned horrifically, so I may not be the best person to advise...but hey, my tenth one made it to the island runway and back!  :D
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BFEL

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #12381 on: September 21, 2015, 06:02:13 pm »

Well its more an engine with communications equipment (remotetech), gun & ammo, large batteries, and wings but point taken. While it might not look all that heavy, its pretty clear its too heavy to lift with the wings I gave it, so mostly I'm giving up on Murderbots till I have better wings and don't have to cram everything into a square meter.
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TheBronzePickle

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #12382 on: September 21, 2015, 06:21:18 pm »

If you can make really wide wings, they'll help with stability and will decrease your stall speed. They'll have a lot of drag, though, so you won't be able to get very fast.

It's not that big of a deal given how hard it is to get very fast anyway.
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QuakeIV

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #12383 on: September 21, 2015, 06:32:06 pm »

You aren't going to have a whole lot of pitch control if your control surfaces are that close to your center of mass.  No torque.

e: Huh, I read altitude control as attitude control.  One of those days, I see.
« Last Edit: September 22, 2015, 12:00:56 am by QuakeIV »
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LoSboccacc

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #12384 on: September 22, 2015, 01:54:34 am »

aaand to complicate matter further, if you put too much control surface, they wing under load of the control surface will bend negating their effects

...struts your wing, yo
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nogoodnames

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #12385 on: September 23, 2015, 11:44:25 pm »

Ugh, I give up. This reentry problem just refuses to be resolved. Even with three heat shields layered on top of each other, the capsule still randomly overheats. I'm going to have to make a new design from scratch with a different crew pod. FASA has a 6-man extended Gemini passenger compartment with a built-in heat shield which looks promising.

So much for the Ramses II. It was great at every function it was designed to perform, except the one absolutely crucial to the mission.

Spoiler (click to show/hide)
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forsaken1111

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #12386 on: September 24, 2015, 04:39:44 am »

What other mods are you using? Are you playing with FAR?

IIRC FAR models the aero more precisely so that if you're even a bit off the correct angle, reentry plasma will slide around the heatshield and heat the command pod as well. I had some problems with it burning off my external stuff.
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BFEL

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #12387 on: September 24, 2015, 06:26:03 am »

Radiatorspam?
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nogoodnames

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #12388 on: September 24, 2015, 10:49:01 am »

I am using FAR (and all the RO mods), but I'm pretty sure it's not the problem. I can put the capsule at some pretty extreme angles and it will be fine for the most part. Those small cylindrical tanks at the side of it are actually ballast tanks that I can use to shift the CoM and cause a lifting-body effect. Everything will be going fine, but then the pod's temperature will suddenly shoot up, regardless of its orientation. It's like the game briefly stops recognizing that the heat shield is protecting it. I doubt radiators would do much with such a sudden change.

The only other thing I can think of that would cause this behaviour would be a bug in the way tweakscale and procedural parts handle resizing things, which randomly causes the game to think the heat shields have reverted to their default sizes. I may try to mod in a 6m heat shield to test this.
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BigFatStupidHead

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #12389 on: September 24, 2015, 02:01:19 pm »

There are bugs in FAR and Tweakscale that cause overheating. There are also stock bugs in the teeny-tiny physicsless parts that cause them to spontaneously overheat as well. There was a mod in the werks for a while that might help you out... lessee... Realheat might fix this up for you. Good luck!
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