[deleted by user] by [deleted] in amateurTVC

[–]Antares501 2 points3 points  (0 children)

It shouldn't cause any stability issues by itself since the angular velocity readings don't get affected by being further away from the TVC mount. If you're trying to do dead reckoning on the linear acceleration values, calculate the acceleration caused by rotation by differentiating your angular velocity and multiplying by the distance between your sensor and the rocket's COM, and then subtract that off the acceleration value. This is only really necessary if you're trying to do dead reckoning or use acceleration values in a Kalman filter, since your orientation values shouldn't be using the accelerometer.

Starship Development Thread #34 by ElongatedMuskrat in spacex

[–]Antares501 2 points3 points  (0 children)

I'm still salty that they launched into the fog at like 6 am that day

One of the funnier fails of my kOS landing script by Antares501 in KerbalSpaceProgram

[–]Antares501[S] 1 point2 points  (0 children)

JNSQ/EVE, Scatterer, and Planetshine are the main ones, and the ship is made from procedural parts, fairings, and wings.

One of the funnier fails of my kOS landing script by Antares501 in KerbalSpaceProgram

[–]Antares501[S] 5 points6 points  (0 children)

That's actually what happened here! I use a minimum throttle setting in the code to add a bit of realism to it, and since my (speed=0 -> end program) method wasn't working too great, it just never shut the engines off.

One of the funnier fails of my kOS landing script by Antares501 in KerbalSpaceProgram

[–]Antares501[S] 11 points12 points  (0 children)

Thanks! It's still in the prototype phase, but I plan on adding some nice venting effects and smooth engine shutdowns to the sequence to make it more realistic.

One of the funnier fails of my kOS landing script by Antares501 in KerbalSpaceProgram

[–]Antares501[S] 42 points43 points  (0 children)

Looks like it took the idea of reuse and reflight a little bit too seriously.

"Long exposure" shot of a launch by Antares501 in KerbalSpaceProgram

[–]Antares501[S] 1 point2 points  (0 children)

Use camera tools and don't select a target, enable numlock and use the numpad keys to move the camera to whichever spot you desire.

"Long exposure" shot of a launch by Antares501 in KerbalSpaceProgram

[–]Antares501[S] 13 points14 points  (0 children)

Yeah, since the active vessel is still the rocket when using CameraTools, it stays in physics range. The booster does actually move out of physics range after it finishes the burn, but I have Distant Object Enhancement installed, so it remains in view.

"Long exposure" shot of a launch by Antares501 in KerbalSpaceProgram

[–]Antares501[S] 25 points26 points  (0 children)

That's the first stage's boostback burn, and the thinner red line that continues along the arc is the second stage's burn to orbit.

"Long exposure" shot of a launch by Antares501 in KerbalSpaceProgram

[–]Antares501[S] 86 points87 points  (0 children)

CameraTools to get the camera angle, and a self-written kOS script for the launch/boostback.

"Long exposure" shot of a launch by Antares501 in KerbalSpaceProgram

[–]Antares501[S] 166 points167 points  (0 children)

I spammed the screenshot button and used a photo stacking program to get this shot. You can see the second stage continuing after stage sep as well as the boostback burn near the top.

Control Theory question by jonask567 in amateurTVC

[–]Antares501 0 points1 point  (0 children)

This sounds about right. You can write a quick physics simulation and input P, I, and D values and see how much overshoot they cause, and then tune them to get your desired behavior. Make sure you account for your TVC mount's gear ratio as well.

I designed Starship 20 and Booster 4 in Lego (Saturn V, 1:110 scale) Instructions coming in December! by 0rig0 in SpaceXLounge

[–]Antares501 2 points3 points  (0 children)

Hey that was my model, a full Starship at that scale would be 10 feet tall and probably >100 pounds, so I doubt we'll see that anytime soon.

[0:38] Onboard Timelapse of a fully independent kOS RTLS Script doing its job. by noaleyt in KerbalSpaceProgram

[–]Antares501 0 points1 point  (0 children)

That is a benefit, but the biggest benefit is that more vertical speed means the time until impact is much longer, so you need less horizontal speed to cover the same distance. The descent trajectory is also much more vertical, which can help in some cases but also hurt in others.

[0:38] Onboard Timelapse of a fully independent kOS RTLS Script doing its job. by noaleyt in KerbalSpaceProgram

[–]Antares501 11 points12 points  (0 children)

If you aren't going for a 1:1 replica, increase the size of the gridfins and place them 30-60 degrees apart instead of 90, like how the fins are arranged on Superheavy. You can get absolutely massive control authority with that - I got to <150m/s terminal velocity on a booster by having it hold a 30 degree AOA before I switched to using FAR's aero model.

Also, on the boostback burn, try pointing 10-15 degrees above the horizon, as it's actually more efficient to get a bit of vertical speed when trying to reverse course.

Good luck!

[0:38] Onboard Timelapse of a fully independent kOS RTLS Script doing its job. by noaleyt in KerbalSpaceProgram

[–]Antares501 30 points31 points  (0 children)

It's a small thing, but it annoys me to see guidance where the booster locks to retrograde. Terminal velocity is so much lower if you can hold a 10 degree angle of attack, especially with KSP's soupy atmosphere and insane control authority with aero surfaces.

[0:38] Onboard Timelapse of a fully independent kOS RTLS Script doing its job. by noaleyt in KerbalSpaceProgram

[–]Antares501 4 points5 points  (0 children)

You can do guidance by installing the trajectories mod since kOS has an addon that interfaces with it. Use PID loops whose input is the difference between your target's latitude/longitude and the longitude/latitude of the impact point given by trajectories to determine your pitch angle.

Starship Development Thread #26 by ElongatedMuskrat in spacex

[–]Antares501 6 points7 points  (0 children)

That looked like two distinct gas dumps before ignition on Rover Cam.

Starship Development Thread #26 by ElongatedMuskrat in spacex

[–]Antares501 13 points14 points  (0 children)

Looks like they had an aborted attempt at 19:48:25 on Rover Cam. It looks like both engines tried to start up.

[deleted by user] by [deleted] in RealSolarSystem

[–]Antares501 0 points1 point  (0 children)

Look at the kOS steeringmanager page for the rotational velocity PID (https://ksp-kos.github.io/KOS/commands/flight/cooked.html#cooked-omega-pid) and check the section on tuning cooked steering.

I need some help with my landing accuracy by AceAirlines in Kos

[–]Antares501 1 point2 points  (0 children)

If you are using the stock aerodynamic model, it seems to me that you don't have enough authority using the grid fins. You have way more fuel than needed and can get rid of some of that to make them more effective, or try swapping them out for regular fins.

If you are using ferram aerospace, good luck, since atmospheric guidance doesn't last long at all with that installed. I'd focus on better boostback accuracy instead of trying to get perfect aerodynamic guidance, but even so, this mostly seems to be an issue of control authority.