Have they fixed wobbly space stations yet? I pretty much stopped playing after I built a massive space ship/station for a challenge Antilogic posted only to find out it was so wobbly that I couldn't use it.
Sweet! I am pretty excited about that as the wobble was destroying my will to play it (along with the frustrating experience that is docking a lot of huge space station parts together).
Plus, I've never even spent more than an hour or two with spaceplanes as in their current state they are pretty much unusable due to control issues.
Trimming controls is pointless when you can't build an aerodynamically stable craft to begin with because the game (or at the least the implementation I'm playing) sucks donkey balls wrt aerodynamic forces. It's somehow possible to build enormous 50 wing planes that are dynamically stable but a basic jet flip flops head over heels as soon as it leaves the ground. (if it leaves the ground)
Yup, no not going to do that. I am for realism up to the point where it sacrifices fun and from what I've read it seems like FAR goes way beyond that point. The game is challenging enough as it is and I don't need more challenge.
I've been having a blast lately. I restarted from scratch (well I kind of had to as the new version broke my saves) and I've been doing it all from the basics. I'll post pics of some interesting rockets I came up with in a bit.
Edit for pics:
Spoiler:
Launch Escape System Mk I
Lolbiter Shakeout Test Vehicle
Lolbiter Suborbital Test Vehicle
Lolbiter I
Lolbiter II
So I started from the beginning. First, I designed a Mk I pod Launch Escape System and tested that from the launch pad. It worked, but the lateral-firing sepatrons that were meant to push the craft away from an exploding stack only sent the pod tumbling. No arrangement of lateral firing sepatrons gave me a satisfactory result so they were scrapped and all of the sepatrons now only fire straight up (with a slight outward bend so as not to fry the capsule below).
Next I designed a shakeout vehicle so that I could test the abort system on a live rocket without it flying too high, too far or too fast. It was a simple stack of 3 SRBs and I used the abort mode during every phase of flight to ensure it worked. (I really love using the abort button!)
Then I decided to go a bit higher, a bit faster and a bit further with a two-stage SRB system. This one put me on a solid suborbital trajectory that put me out a few hundred clicks from the pad, just like the Mercury-Redstone missions. It also worked satisfactorily but to get to orbit, I'd need a bigger stack.
My next vehicle, the Lolbiter I, could *almost* get me to orbit. I took the 3 SRB shakeout vehicle and added a stack of 3 liquid fuel boosters. The problem I encountered is that it was top heavy. As the liquid fuel burnt out, the center of mass shifted high up the rocket (it started high to begin with). Thus, when I tried to do a gravity turn, it flipped over end-for-end. To deal with this issue, I just burned straight up (to almost 100km altitude) and then dumped the empty liquid boosters. Then I turned to 90 degrees and lit the second stage SRB's. This got me a low peroapsis of 13km or so and since the orbital stage only had a small fuel tank and engine, I had to redesign the rocket or else I wouldn't have enough fuel to get a stable orbit and then deorbit without resorting to RCS.
My final design, the Lolbiter II, encorporated an SRB 'kicker' stage. The 15 SRBs at the bottom could get me to 10km and I only used minimal thrust from the liquid fuel boosters for the thrust vectoring abilities they have. Then, at 10km, I revved up the liquid fueled rockets and burned to about 120km or so. I could do a very gently (15degrees) gravity turn to help pick up a bit of horizontal velocity. At apoapsis, I lit the SRB's at 90 degrees and achieved a 150x35km orbit. I was able to use just a tad of fuel from the orbital stage to get above the 70km mark and then did a few orbits. Oh and I kept the abort stack until I had orbit as a just-in-case measure. In a pinch, I could use the abort stack to give a massive kick to the pod, but since there were so many sepatrons on it when I actually tried this it put me on a solar orbit I couldn't return from.
This ended phase I of my rebooted space program.
Spoiler:
Sat Launcher
Lunar Lander
Phase II of my space program centered on putting Satellites in orbit around Kerbin, the Mun and Minmus. I went through several Sat Launchers before I got to the final design. It uses 2 SRB stages to kick the launcher to ~20km before the main engines are fully revved up. The main stage can propel the satellite into a high polar orbit or send it half way onto a Kerbin escape trajectory. The insertion stage can place the tiny Satellite on polar orbit around the Mun and Minmus. The only problem I have is the sat doesn't have enough batteries to remain function during a complete night-cycle so I'll have to revisit that issue.
My next project was to land a Kerbal on the Mun which my Lunar Lander vehicle does pretty handlily. The two side boosters are just copies of the central core that crossfeed their fuel into it. I was able to safely land on the Mun but due to really, really sloppy flying, I was stranded in a highly eccentric orbit. However, I was able to use my RCS reserves to bring my Kerbal home safely. Better mission planning will resolve this issue in the future.
I think next I'll try and put a fully functioning satellite in polar orbit around every single body in the solar system, then build a space station followed by manned landings everywhere.
Seems like your Launch Escape System is a bit overpowered
Perhaps you already know but the most efficient height to start your gravity turn is 10km, don't turn to fast.
I love checking out the screenshots because you guys are building stuff that looks very different from my standard array of launch systems and landers.
I need to post my pictures here of Project Strangelove when I get home.
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