Deddly changed the topic of #KSPOfficial to: Kerbal Space Program official channel | KSP2 current version: 0.2.1.0 | Rules: http://tinyurl.com/KSP-Rules | Δv maps: https://i.imgur.com/CHVnEeE.png https://i.imgur.com/gBoLsSt.png | If Esper collapses, plan B is ##KSPOfficial on Libera.chat (note the double hashtag)
<darsie> I flew/landed a glider on Duna.
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<Eddi|zuHause> i was talking about a rocket, though.
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<Eddi|zuHause> if i make the winglets at the end of the rocket any bigger, this would actually be a plane
<XXCoder> honestly flipping sounds like top heavy
<Eddi|zuHause> this is my initial rocket https://ibin.co/80TG31nK4E4d.png
<Eddi|zuHause> and this when the booster stage is empty https://ibin.co/80TGQRbmjdyx.png
<Eddi|zuHause> which is when it becomes unstable, i think
<Althego> hehe a bit fat
<Eddi|zuHause> that's because the rover wheels don't fold in
<XXCoder> interesting
<XXCoder> dont latest allow kerbals assembly skills?
<Eddi|zuHause> engineers, yes. but they don't have symmetry, which is kinda necessary with wheels
<XXCoder> hmm I wonder if can just have 2 sides wheel assembles to attach
<Eddi|zuHause> i should maybe look into these actuators and hinges. i've been shying away from those so far
<Eddi|zuHause> new sleeker rocket with hinged wheels folded in https://ibin.co/80Ta9iMoumoV.png
<XXCoder> nice
<Eddi|zuHause> (i already corrected the winglet size to adjust CoL)
<Eddi|zuHause> i've no clue how the wheels now fold out...
<XXCoder> you should be able to right click it and set state
<XXCoder> so can see where it goes
<Eddi|zuHause> yes, i already did that, now trying to figure out the KAK-1000 interface
<Eddi|zuHause> KAL
<XXCoder> cool :)
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<Eddi|zuHause> the hinges are somewhat fragile when testing on the launchpad
<Althego> and always
<Althego> i think they have a lock and then they are mostly ok
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<Eddi|zuHause> the lock seems to have problems engaging
<Eddi|zuHause> i'm always getting the error "lock cannot engage, part is moving" even though it's already at 90°
<Althego> probably something is slightly shaking in the simulation
<Althego> can you lock it in time warp?
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<Eddi|zuHause> i can lock it sometimes. i can lock it sometimes if i reduce the angle to 89° or 88°
<Eddi|zuHause> but nothing reliable
<Eddi|zuHause> what this rover cannot do is upright itself when it flipped over
<Althego> you can do that with severl things
<Althego> even with a hinge
<Althego> it opens and flips it over
<Pinkbeast> http://www.chiark.greenend.org.uk/~damerell/games/ksp/toeeloo-5-mkviii.png - the anti-roll arm makes it _hard_ to roll, but the side arms rotate and can be used to get the rover unflipped if it does happen.
<Eddi|zuHause> i'll not worry about that for now
<Pinkbeast> (it was important to turn off the brakes on the landing gear on the anti-roll arm)
<Althego> although i think i add airplane wheels tilted on the side
<Althego> and gear opening can keep the rover from tilting, or even upright it
<Eddi|zuHause> that's all very theoretical problems if i can't get it launched
<Althego> hehe
<Eddi|zuHause> i'll try to launch this narrower rocket now. and not worry about the hinge locks
<Eddi|zuHause> still flipped over, but much later now...
<Eddi|zuHause> dunno what i can do there... bigger control surfaces, but higher up?
<Eddi|zuHause> so they have more impact when the CoM moves further away?
<Pinkbeast> Lower down in atmosphere
<Pinkbeast> A rocket wants to be heavy at the front and draggy at the back
<Pinkbeast> (inasmuch as it has to be heavy or draggy at all)
<Pinkbeast> Show us a picture?
<Pinkbeast> Ideally of the whole rocket
<Eddi|zuHause> this is earlier version with bulkier head https://ibin.co/80TG31nK4E4d.png https://ibin.co/80TGQRbmjdyx.png
<Pinkbeast> (but er wtf is that asymmetrical booster?)
<Eddi|zuHause> that's two LF tanks and two SF boosters
<Eddi|zuHause> the two earlier pictures is CoM at launch and with booster stage depleted
<Pinkbeast> What's in the rest of the huge fairing?
<Eddi|zuHause> there's a habitat for my mun base, the rover, and a sample return rocket
<Pinkbeast> I've got to go outside but what's it look like when it flips?
<Eddi|zuHause> what do you mean?
<Eddi|zuHause> near when the booster stage is depleted, i lose control, and then it breaks apart
<Mat2ch> You should use a longer first stage. Then you will be higher up in the atmosphere, when you stage
<Eddi|zuHause> this all happens before the first staging would occur
<Eddi|zuHause> i don't really understand the effects of fairing shape on CoL
<Eddi|zuHause> do i want it pointier? blunter?
<Mat2ch> You can look at the changes by enabling CoL and then tilting the rocket in the VAB
<Mat2ch> the editor assumes that the rocket is flying up all the time (in the SPH it's from the left)
<Eddi|zuHause> that's a thing i didn't know
<Eddi|zuHause> so the CoL is widely off-center then
<Eddi|zuHause> anyway, my idea with the asymmetric boosters was, while the two SF boosters do their job, the main engine draws from the added LF tanks on the side. they both take roughly the same time to deplete, and then staging happens, with the center tank being still mostly full
<Eddi|zuHause> also, which winglet should i use?
<Eddi|zuHause> i now use a way oversized AV-R8
<Eddi|zuHause> that didn't help at all
<Eddi|zuHause> should i maybe try just going steeper, instead of turning?
<Althego> i would just swap to 4 or 6 solid boosters and go up until 50 km
<Althego> there shouldnt be a flip then
<Mat2ch> I'd really go with a long first stage, maybe boosters to increase the TWR to 1.25 at launch
<Mat2ch> then do a launch where you stay prograde all the time and only stage above 20-25 km
<Mat2ch> make only very soft turns on your gravity turn
<darsie> Eddi|zuHause: If your rocket flips during ascent due to atmospheric drag you can use fins at the bottom to stabilize it.
<darsie> Ascent is most efficient if you fly shallow, but that conflicts with atmospheric drag. There's a sweet spot.
<darsie> If your rocket has drag issues you may have to fly up steeper, or redesign the rocket.
<darsie> Also, don't use a fairing as root part. It may cause high drag.
<darsie> It's a bug.
<Eddi|zuHause> no, the root part is the rover's lander can.
<Eddi|zuHause> i successfully reached orbit by keeping straight
<Eddi|zuHause> but i feel like i used too much fuel of my later stage
<Eddi|zuHause> 1500 doesn't feel like enough for a mun landing
<Eddi|zuHause> from LKO
<Mat2ch> btw: is there a mod for different burn patterns of solid stage boosters?
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<Mat2ch> the rumors are going wild over KSP2 btw. Some are now expecting that the current version will be soon made into 1.0 to get money from Epic and then there will be only bugfixes...
<Eddi|zuHause> this was a more efficient launch, 1900 left
<Mat2ch> :)
<darsie> Eddi|zuHause: The delta-v map (see topic) says you need 1750 m/s from LKO to land on the Mun.
<darsie> This should be fairly precise.
<darsie> Well, landing dv is mushy.
<Eddi|zuHause> better have some margin on that for landing
<Eddi|zuHause> something broke my rover wheels, either while inside the fairing or when deploying the fairing
<darsie> I can just jetpack to orbit from the Mun which is 600 m/s.
<darsie> It's tricky.
<darsie> Doing that in reverse is even trickier.
<Eddi|zuHause> yes, i've done jetpack to orbit
<darsie> hey, cool :)
<Eddi|zuHause> but i'm terrible at efficient and precise landings
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<Eddi|zuHause> which i need when delivering this habitat to the existing science lab
<darsie> OTOH Kebals are quite resilient during 'landing', so it's not that hard, actually.
<Mat2ch> land on the head! They are bouncy! ;)
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<Eddi|zuHause> hm... i got a mun encounter without first circularizing properly
<Eddi|zuHause> 1000m PE might be a tiny bit low :p
<Mat2ch> hehe
<Mat2ch> Oh, direct Mun launches are fun
<Mat2ch> I don't know how to do it anymore, but it was something like "wait until the Mun is 1/4th of this" then you can just go for it
<darsie> Eddi|zuHause: Like, overshooting your ascent? That's probably suboptimal.
<darsie> Maybe not terribly bad, though.
<Eddi|zuHause> darsie: it was just marginally off a prograde burn
<Eddi|zuHause> and i still got 1200dv for mun orbit and landing
<Pinkbeast> Eddi|zuHause: I think I'd start by installing FAR
<Pinkbeast> And try and make as much of the first stage as possible SRBs mounted as low as possible with fins on their bottom ends
<Pinkbeast> Also I'd try Procedural Fairings for a less ghastly fairing shape (in a FAR world, if it looks wrong it usually doesn't want to fly)
<Pinkbeast> Mat2ch: I know of at least one SRB burn type mod - dunno the name but it may help to know it exists
<Eddi|zuHause> Pinkbeast: i have FAR
<Eddi|zuHause> and now i have two maneuvers planned, 3 minutes apart...
<Pinkbeast> Oh good! Well, I'd definitely try a less weird looking fairing
<Pinkbeast> IDK about going 50km straight up, more just try and go prograde all the way up... but also I appreciate this is moot if you're in orbit now
<darsie> I typically do a gravity turn at 30-100 m/s and when prograde decays to heading I turn on prograde hold.
<Eddi|zuHause> i did redesign the fairing to be mostly straight
<Pinkbeast> I like the egg-shaped ones, they're quite pleasing
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<Pinkbeast> (another way to avoid flipping is just to keep TWR and hence speed down; this is not very cost effective.)
<Eddi|zuHause> i made it slightly wider as well, because the wheels bumping and clipping against the fairing probably doesn't help anyone
<Pinkbeast> Hangar is another mod that sparks joy for me
<Eddi|zuHause> my quick-and-dirty mun encounter maneuver sent me on a weird trajectory where the encounter is after the kerbin AP, so it takes a bit longer to arrive
<Eddi|zuHause> otherwise i could have finished this before the other maneuver...
<Eddi|zuHause> unfortunately that means i cannot now roll back to launch when my mun landing attempts show fatal design flaws in the rocket.
<darsie> mhm, you used a bit more dv to get that trajectory and you'll have to spend that bit more dv again for capture.
<darsie> I typically make departure/capture burns close to the body for maximum ???? effect.
<Eddi|zuHause> yes
<Eddi|zuHause> but i only had a few seconds to plan that maneuver
<Eddi|zuHause> it's gonna be fine
<darsie> Oberth
<Eddi|zuHause> i had a fairly high AP from my first stage which was eyeballing the direction at the last few seconds of burning
<Eddi|zuHause> so i could have circularized from a higher AP, and waited an entire orbit for the mun maneuver
<Eddi|zuHause> now i have to run this intercept maneuver and the mun orbit insertion in parallel
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<Mat2ch> Pinkbeast: BetterSRBs seems to have it imlemented as thrust curves: https://forum.kerbalspaceprogram.com/topic/175316-15-1125-bettersrbs-v126-30-june-2021/
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<blaze> raptop Hey dude are you there?
<blaze> purpletarget|ktns hey are you there? I need an admins help please.
<Mat2ch> probably all working right now
<blaze> shame
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<Guest54268> raptop
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* raptop x_x
<raptop> sure, now I'm active
<XXCoder> youre way too slow. more than 30 seconds!
<raptop> F
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<Mat2ch> raptop: whoever blaze is...
<raptop> ¯\_(ツ)_/¯
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<raptop> If this is about someone with a similar name's behavior on the discord, it's probably best that they haven't come back
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<Mat2ch> uh, most likely
<Mat2ch> what do they want?
<raptop> ¯\_(ツ)_/¯
<raptop> Guessing it's to be unbanned
<Mat2ch> possible. Will result in a kickban though. :D
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<Eddi|zuHause> so... my engine broke off on landing on the mun...
<Azander> hmmmrescue mission needs planned then
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<XXCoder> lol reminds me of that mission where I landed on mun and everything went great
<XXCoder> just a little bit of engine nozzle falling off
<XXCoder> it pre-dated engineers so it was unfixable
<Eddi|zuHause> well, that engine was only meant to be used for landing anyway
<Eddi|zuHause> why is there a hole in the mun? https://ibin.co/80Y5ms1o3pGt.png
<Eddi|zuHause> my large solar panel is broken, i just noticed... but i should have an engineer and repair kits in the mun lab
<Eddi|zuHause> it's not mission critical anyway
<Eddi|zuHause> why did i put the mun lab in such a steep crater
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