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Author Topic: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission  (Read 1508427 times)

puke

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I HAVE lots of struts.

But not in the right place.  Maybe it is the resolution of the image, but it looks like everything is connected through that docking clamp.  and that docking clamp is not reinforced.

I'd take those lateral fuel bulbs that are above and below the docking clamps, and run some struts between them.  That would create a rigid large-diameter reinforcement, and probably stop the bending.  Then you would not need to remove the top SAS -- though it may still be a cause for spinning.

I think the best SAS is kept near your center of mass, though this is tricky when you have a lot of staging going on.  SAS at the top probably has more leverage, but can be a stability issue sometimes.
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miauw62

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I gave up on that design of payload, instead opting for half an orange tank. It still happens, even though I've strutted basically everything on that neck.

Anyway, it's not really the problem. The problem is the spinning in the first place. However, if I turn off the roll on the flaps the rocket slowly topples over to the left, which is the wrong direction. I will now try to turn the entire rocket around so it topples in the right direction.

E: Fuck it, I'm building a new lifter.

E2:
UUUUHH
UUUUUUUUUUHHHHHHHH
« Last Edit: August 06, 2014, 01:50:33 pm by miauw62 »
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Quote from: NW_Kohaku
they wouldn't be able to tell the difference between the raving confessions of a mass murdering cannibal from a recipe to bake a pie.
Knowing Belgium, everyone will vote for themselves out of mistrust for anyone else, and some kind of weird direct democracy coalition will need to be formed from 11 million or so individuals.

BigD145

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Too top heavy. Try to switch things around even if you need a rebuild.
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QuakeIV

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Wait, so where is the control part?
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miauw62

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I'm being a little cheaty and using MechJeb as the control part (hence the fucked up navball in the picture, I put it on the bottom of the rockomax adapter). It's surprisingly stable, but the LV-909 just isn't enough to get it into orbit.
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Quote from: NW_Kohaku
they wouldn't be able to tell the difference between the raving confessions of a mass murdering cannibal from a recipe to bake a pie.
Knowing Belgium, everyone will vote for themselves out of mistrust for anyone else, and some kind of weird direct democracy coalition will need to be formed from 11 million or so individuals.

puke

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are you using asparagus fuel flow?  slap on an additional stage of solids, and/or some radial solids?

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Sean Mirrsen

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I'm being a little cheaty and using MechJeb as the control part (hence the fucked up navball in the picture, I put it on the bottom of the rockomax adapter). It's surprisingly stable, but the LV-909 just isn't enough to get it into orbit.
I'd say that that's the problem, or a part of it. SAS is less likely to work properly if it's not controlling the right axes. (what's the plural of "axis", anyway? I've been using "axes" since that seems to make grammatic sense, but what's the actual plural form?)
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

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Aseaheru

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Axies?
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jhxmt

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(what's the plural of "axis", anyway? I've been using "axes" since that seems to make grammatic sense, but what's the actual plural form?)

Yup.  Axes.  ("Aks-ease" as opposed to "aks-iss").
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puke

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There is a dwarf joke in there somewhere, I know it.
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tahujdt

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There is a dwarf joke in there somewhere, I know it.

Lewis Carroll did it first.
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Girlinhat

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There is a dwarf joke in there somewhere, I know it.
If you're piloting a proper dwarven spacecraft, your axes should be flying around everywhere, once you hit about 10km.

nogoodnames

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My new set of mods for the latest version seems to be causing issues. They can range from minor annoyances like the UI spazzing out whenever I deploy a new comsat, to potential disasters like things staging out of sequence. I've lost several kerbals to these bugs in my career game.

The major culprits seem to be B9 and remote tech. I think remote tech is causing the aforementioned UI and staging issues. On the other hand, B9 parts randomly cause craft to get their cost set to NaN and lose their CoM marker. I think they also have some glitch aerodynamics since my attempts at making an early SSTO for deploying satellites have resulted in planes unable to take off even when their CoL is in front of their CoM. I guess I shouldn't just pile on compatibility patches from random people and expect them to work.
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puke

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I've got no problems with RemoteTech2.  Running Build 32.  Staging is fine, even if I drag thing around to rearrange my stages mid-flight.

I've got it combined with TAC Life Support and ScanSat.

Build 47 was just released and is a release candidate for 1.4.1... so maybe I should update.
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BigD145

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B9 has at least two dll's that haven't been updated in months.
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