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#3625066 - 08/12/12 05:03 PM Re: Kerbal Space Program: News [Re: Master]
Aero Offline
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Registered: 09/29/07
Posts: 283
Loc: Milwaukee, USA
Aw, but I like my sims stupid difficult. smile

I'll check it out. I think my biggest issues actually stem from difficulties with the center of gravity in my designs which I understand 0.17 will provide visual cues to in the designer. The shuttle type fuselage, for example, if you stick an engine on the back of that it ends up well below the long axis so it always wants to pitch up when the engine is producing thrust, which makes flying it manually next to impossible.

My attempt to copy the space shuttle layout, piggybacking a large fuel tank with side mounted boosters, saw the spectacular end to a few brave kerbals. I realize now though, that the real shuttle fires all its engines from the start, whereas I was trying to start just on the boosters. It did some pretty cool loops above the launchpad, but didn't get very far. At least (for now) the launchpad itself is invincible. smile


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#3625097 - 08/12/12 06:07 PM Re: Kerbal Space Program: News [Re: Aero]
EinsteinEP Offline
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Senior Member

Registered: 11/20/07
Posts: 2959
Loc: Tucson, AZ
Originally Posted By: Aero
The shuttle type fuselage, for example, if you stick an engine on the back of that it ends up well below the long axis so it always wants to pitch up when the engine is producing thrust, which makes flying it manually next to impossible.
Ah, the complexities of physics! I may have to pick up a copy of KSP - it sounds very Orbiter-lite, but all you folks are having such a good time with it...

Originally Posted By: Aero
I realize now though, that the real shuttle fires all its engines from the start, whereas I was trying to start just on the boosters.
The main engines are also gimballed in pitch and yaw to counter any undesired torque from aerodyanmics or the solid rocket boosters.

From http://science.ksc.nasa.gov/shuttle/technology/sts-newsref/sts-mps.html#sts-mps
Quote:
The SSME servoactuators change each main engine's thrust vector direction as needed during the flight sequence. The three pitch actuators gimbal the engine up or down a maximum of 10 degrees 30 minutes from the installed null position. The three yaw actuators gimbal the engine left or right a maximum of 8 degrees 30 minutes from the installed position. The installed null position for the left and right main engines is 10 degrees up from the X axis in a negative Z direction and 3 degrees 30 minutes outboard from an engine centerline parallel to the X axis. The center engine's installed null position is 16 degrees above the X axis for pitch and on the X axis for yaw. When any engine is installed in the null position, the other engines cannot collide with it.
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#3625142 - 08/12/12 06:55 PM Re: Kerbal Space Program: News [Re: EinsteinEP]
bogusheadbox Offline
Opinionated Aussie Bloke
Member

Registered: 03/14/06
Posts: 1453
Originally Posted By: EinsteinEP
[quote=Aero]Ah, the complexities of physics! I may have to pick up a copy of KSP - it sounds very Orbiter-lite, but all you folks are having such a good time with it...

Yes Orbiter lite is a good way to describe it. I would say that it's not realy lite in such it has all the same physics as orbiter and is as complex as orbiter, just done in a cartooney way with a fictional solar system and easy to use interface. In fact, with eva's and building your own space craft, KSP has a lot more to offer in that respect. If you are not wanting to simulate an earth solar system environment excursion, then KSP should more than cover your space needs.

Originally Posted By: EinsteinEP
The main engines are also gimballed in pitch and yaw to counter any undesired torque from aerodyanmics or the solid rocket boosters

There is a selection of Gimbling and non gimbling engines in KSP. Choose wisely, with gimbling comes great responsability young padawan.

Give it a go Einstein, i will guarantee you will be hooked!

@ Aero - SAS modules have a TORQUE RATING - This is no longer depicted on the Advanced SAS module's description but you can see it on the smaller one which has a rating of 10. SO if you have a large constuction you may need more than one SAS module to help manouver under various conditions. Remeber that capsules have a small SAS in them already. also aerodynamically, some larger constructions unless very very stable will start to go out of control (AKA mach effects) if accelerated too much. Some of my larger ones start loosing control about 850 - 1000 vertical speed in the thicker air. They can exceed this in very thin air. (using vertical velocity here as a speed guage).

I only use keyboard for rockets and joystick for planes. FOr me, it just works out easier that way.



Edited by bogusheadbox (08/12/12 06:58 PM)
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#3625143 - 08/12/12 06:57 PM Re: Kerbal Space Program: News [Re: Master]
Master Online   sigh
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Registered: 07/12/04
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Im going to livesteam a lunch to the Mun in Kerbal Space Program in about 30 minutes.

http://www.twitch.tv/masterjts

Anyone is welcome to watch. I will leave the chat up so you can ask questions.
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#3625157 - 08/12/12 07:14 PM Re: Kerbal Space Program: News [Re: Master]
bogusheadbox Offline
Opinionated Aussie Bloke
Member

Registered: 03/14/06
Posts: 1453
Ooooh very nice. I may have to get out of bed and watch this. Will you be on SimHQ TS?


Edited by bogusheadbox (08/12/12 07:16 PM)
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#3625194 - 08/12/12 08:12 PM Re: Kerbal Space Program: News [Re: Aero]
Ryujin Offline
Member

Registered: 08/05/06
Posts: 136
Originally Posted By: Aero
Aw, but I like my sims stupid difficult. smile

I'll check it out. I think my biggest issues actually stem from difficulties with the center of gravity in my designs which I understand 0.17 will provide visual cues to in the designer. The shuttle type fuselage, for example, if you stick an engine on the back of that it ends up well below the long axis so it always wants to pitch up when the engine is producing thrust, which makes flying it manually next to impossible.

My attempt to copy the space shuttle layout, piggybacking a large fuel tank with side mounted boosters, saw the spectacular end to a few brave kerbals. I realize now though, that the real shuttle fires all its engines from the start, whereas I was trying to start just on the boosters. It did some pretty cool loops above the launchpad, but didn't get very far. At least (for now) the launchpad itself is invincible. smile


It's possible to balance out your planes pretty well, you just have to figure out the center of lift and try to put the center of gravity close to that as possible. Usually you can sort of eyeball it and refine from there, but I'm looking forward to tools making it easier.

As for the shuttle fuselage, the engine mounting spot looks a bit low, but it's actually worked fine for me so far. All my issues have been when I moved the engine up.

Here's an example of a flyable space plane I've been working on (runway takeoff, climbs and flies like a plane until 10km, then hits the rockets). I like to use delta wings with a large center fuel tank, so that the CoL and CoG are both at near back of the plane (this also seems to help stability in the rocket phase). Canards and stubby wings at the front can help control and move the CoL forward a tad if you need it (helps control as you can think of it like pivoting the nose of the plane around the CoG at the back).

You also have to keep in mind fuel use changing your center of gravity if you want to fly up from a runway launch and then fly back down to landing (in the case of this plane, it's about 40 tons lighter when landing). So this design is nose heavy on launch, but balanced and easy to fly for landing. For a shuttle, you'll just want to balance the empty weight.

If you can get the balance down you can usually fly manually without too much trouble. Also if you hold alt while giving input, you can trim the plane. alt-x resets trim.



The big 1m tank puts most of the fuel weight in one easier to balance spot.





Edited by Ryujin (08/12/12 08:22 PM)

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#3625208 - 08/12/12 08:29 PM Re: Kerbal Space Program: News [Re: Master]
bogusheadbox Offline
Opinionated Aussie Bloke
Member

Registered: 03/14/06
Posts: 1453
Wow, thats a great looking construction there !!!
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#3625222 - 08/12/12 09:05 PM Re: Kerbal Space Program: News [Re: Master]
Agiel7 Offline
Junior Member

Registered: 12/19/10
Posts: 62
If you keep up with the website Giant Bomb, you'll know that they have taken to doing demo videos of hardcore flight simulators like DCS: A-10C and Rise of Flight to hilariously predictable results in a recurring feature called "Flight Club." Anyways, they've decided to take a look at Kerbal Space Program and this is probably the hardest I've laughed since their Black Shark video:

http://www.giantbomb.com/quick-look-kerbal-space-program/17-6420/

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#3625659 - 08/13/12 03:25 PM Re: Kerbal Space Program: News [Re: Master]
Master Online   sigh
meh
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Registered: 07/12/04
Posts: 7369
Loc: NW Alabama, USA
Here is an official list of the new planets for .17 and .18+

Originally Posted By: NovaSilisko
Okay, because nobody can seem to get it 100% right...

In this update:

Lava Planet
Eve
-Tiny captured asteroid moon
Kerbin
-Mun
-Minmus
Desert Planet
-Large moon
Gas Planet 1
-Ocean moon
-Ice moon
-Rocky moon
-Bop, small rocky moon

In future updates:

Asteroid belt
Gas Planet 2
-Rings
-Ringed moon
Gas Planet 3
-?
Tiny Ice Planet
-Tiny Ice Moon
Gas Planet 4
-?
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#3625662 - 08/13/12 03:31 PM Re: Kerbal Space Program: News [Re: Master]
bogusheadbox Offline
Opinionated Aussie Bloke
Member

Registered: 03/14/06
Posts: 1453
Well, with the fix to the <censored> bug coming in 0.17, we are going to need to build some very fuel efficient rockets. With introduction of further planets passed minmus, Docking surely can't be too far away as i can see a need growing for having a rendevouz fuel supply somewhere.

Can't wait, its going to be great.


Edited by bogusheadbox (08/13/12 03:32 PM)
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