soi just reinstalled skyrim after about half a year, and i installed all my mods that worked before. installed latest version of skse, i ran LOOT and TES5 edit to clean stuff, ran the nemesis engine to update animations.
It's seem to be the best part to sabotage your rocket if your rocket not stabilize still enough when it staging off, part that attach to it mostly crash right into main rocket or engine, i don't know if it's just because my bad design but most of time my rocket fail because of this, maybe it's because the force way too weak for larger part even with the one that offer large distant still not enough if the force is too low, part still fall and ram right into it and then spin off and ram into main rocket.
Don't decouple while your rocket is changing the course (during gravity turn, or while chasing the apoapsis). Check if your staging is set correctly - you should decouple from outside towards the center, and from the bottom upwards. If it still doesnt work - use sepratrons to push spent parts away from your core rocket.
Also you can try using the Sepatron solid rocket boosters. Simply rotate them with WASD, Q, & E (you can hold shift to rotate them with more precision), and orient them so that their exhaust is pointed towards your rocket, then set them up so that they fire when the radial decoupler separates. This makes sure that they get a bit more of a kick than the decoupler alone can give them.
However, make sure that you place the Sepatrons so that they are approximately aligned with the centre of mass of your debris (ie: near the middle). Off-axis placement will just cause your debris to spin out of control and hit your main rocket.
a note on that CoM comment. Putting it at the center of the tank is not the CoM because the tank is now empty and weighs near to nothing. Even a big orange tanks doesn't weigh much empty while that mainsail still weighs 5 tons. I usually place the sepatrons a lot lower to comensate.
There currently is (what I believe is) a bug that keeps the separation force from decouplers from working if you have struts connecting the parts. In lieu of the decoupler force working, you will need to use Sepatron motors to push the jettisoned parts away. Be sure to position the motors so their exhaust flames don't cause damage to the remaining parts of your rocket. I place mine a little ahead of the dropped booster's center of gravity so I get mostly push with a little peel-away rotation.
I always place my sepatrons so they angle towards the other tanks I'll be ejecting and mount them in pairs, one each side. This prevents damage to the rocket itself. I also mount mine slightly above the CoM so that they peel off, this then works reasonably ok if you need to eject while under power (NOT recommended, but if the alternative is complete control loss due to damage elsewhere, better to be safe than sorry). You CAN, if you double up on them, eject SRBs like that, if you get it just right, but I really do NOT recommend trying that. I found out this last one by mistake since I swapped stage a fraction early one time and it survived...
One thing - don't worry too much about damaging other tanks which will be ejected if you're doing staggered ejections (ie one pair, then the next, then the next, etc) - they should survive at least 2 ejections next door each before complaining, by which time you'll be ready to eject the last pair.
ofc i try to keep my rocket still when eject it but anything that can go wrong will go wrong, to make the matter worse, sometime it has split second lag when eject it and sometime it end up with explosive.
I've tried using sepratrons, but getting them near center-mass is frustrating, and if you're off by even a little bit it usually just makes the problem worse. So, until we have a vertical snap and "find center mass of this chunk" tool, I've opted for a different solution: I space my stuff out further. I typically only have 4 2m stacks around my center 2m stack, separated by the tall radial decoupler, which is attached to the 8 1m tanks around the base of the main stack. This gives them enough room to twist and turn while falling away that, even with more 1m tanks in between, they don't smack into anything.
You do not need to put them at the center of mass. Just put a pair on top of your stack and a pair on the bottom, near the engine. Because the engine has a greater mass than empty fuel tanks, the top of the jettisoned stage will move away from the center of your rocket faster than the bottom, keeping the jettisoned stage away from your rocket's center and giving you a nice 'flowering' effect.
I always put them on top facing inward. As you are under trust the bottom part is below your rocket a fraction of an second after decoupling, the top part might hit the center stage or usualy the other boosters and the top placement let you only use one and and the seperatron rotate it outward.
Only time I had problems was then dropping boosters without trust, rocket underway to Eve and Gilly, kept the last two boosters as drop tanks for the nuclear engine. During the adjustments for aerobraking they run dry so I press space while not under trust, the boosters rotated around center of mass and their tops hit and destroyed the nuclear engine, I should have separated them manually and done a short burn to get away.
A sepatron on the inner edge of each tank at the bottom will tip the top away from the rocket, so that it angles outwards. This works regardless of where your COM is. All it needs to do is make the inside fall slightly slower than the outside.
Personally I use a mix of sepratrons and control surfaces to peel off the empties. A pair of R8 winglets angled to deflect the top away from the main mass works wonders, and adds a touch of stability to the craft, and I found that trick watching Pebble Garden's videos. A little nudge near the top from a sepratron really helps, as well as something that causes either drag or lift away from the ship.
In space, the spinning technique is perfect, as the conservation of momentum flings the discarded stage from the main mass, then quickly ceasing the roll to make maneuvering easier. If you need sepratrons to remove parts in space, you might be doing it wrong.
Playing through Career type mode, I've been having most of my issues attaching things like Solid fuel tanks to the radial decouplers. Either I get it so it looks like the tank is attached to the radial decoupler but when I go to the launch pad, the tank just falls over and explodes. Or I get it so it looks like it's attached to the radial decoupler, but when activate it, the tank doesn't decouple. Since I'm in career mode, I don't have access to much yet and it makes it pretty hard to advance further.
I've had the best luck by just using 3 hydraulic decouplers along the really big boosters (Thor). I think that part is technically only attached to one, but 450 decouple force for each of the extras had to go somewhere. This setup ejects the boosters plenty far from the main body that I've had zero failures since.
The sepatron motors are great for heavier tanks, the large orange size. I put them at the top of the tank, pointing vertical, tilted about 5-10 degrees to the center. When you decouple, the stage gets a retrograde thrust as well as peeling away from your main engine. Works like a charm every time.
I put some trusses on the radial decouplers and then put an srb on those, then I strut them together, they end up falling away doing flips because the decoupler touches a winglet underneath but doesn't break it, the SRB pulls it down throwing it into a spin, it decouples quite nicely, never had a single accident beside forgetting struts.
For what it's worth, there is currently a bug with decouplers where they apply no ejection force if the part is also strutted. Hence the need for sepratrons where you might not normally think they would be needed.
BALASORE: The crash of a Hawk trainer jet plane in Besoi of Mayurbhanj district might have left the authorities of Indian Air Force (IAF) confused, but a historian has claimed that many crashes have been reported from the region since the airfield at Amarda Road on Balasore-Mayurbhanj border was set up during World War II.
It was the biggest crash in which two British Royal Air Force B-24 Liberator four-engine bombers, EW225 and EW247, collided at an altitude of less than 2000 feet. The aircraft that collided were based at the Amarda Road airfield and were part of a six-plane contingent from the Air Fighting Training Unit engaged in formation flying exercise.
Several plane crashes that were reported in 1944 still remain unknown to many. On May 4, 1944, Dhir informed, an American Liberator had collided with a Harvard de Havilland plane and crashed in flames at the Amarda Road airfield killing four crewmen. This spot is 75 km from the crash site of Hawk trainer jet plane in Besoi.
Six days later, another De Havilland fighter had crashed after take-off from Amarda Road Station, but the crew survived. On October 28, 1944, a Liberator had taken off on a night sortie and crashed near Salabani, approximately 90 km from the present crash site, killing eight of the crew.
Megatron and his crew of Decepticons used the Nemesis to chase Optimus Prime and his crew of Autobots out into deep space. Eventually, the Decepticons boarded the Ark, the Autobots' ship, and left the Nemesis orbiting Earth. The Ark then crashed into Earth with all the Transformers on board, deactivating them and leaving the Nemesis in orbit with Shockwave to watch it. The Transformers
The Nemesis remained undisturbed, hidden from Earthling view with superior cloaking technology. In 2006, Galvatron traveled back in time to the year 1986 in order to build a large laser cannon to destroy Unicron. Upon completing the cannon, Galvatron tested its effectiveness on the orbiting Nemesis, destroying the ship with a single blast. Target: 2006
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