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2 decoupler kerbal space program12/2/2023 ![]() It was because I was positioning the decouplers differently. That's just something I eventually puzzled out myself when trying to understand why, when following a rocket design I'd used without problems plenty of times before, I suddenly kept getting impacts from decoupled boosters. And you see how the boosters are rotating their tips TOWARD the rest of the rocket? If the seperatrons were postioned above the decoupler and not below it they'd provide even better and safer effect because the tips of those boosters would be rotating outward, not in. It appears that decouplers are strong enough so long as there is no twisting forces. If the decouplers were postiioned further towards the tip of the booster the seperatrons might not be necessary. For asparagus, this bracing pattern works quite well For a ring of SRBs, this pattern works with no bracing needed across the decoupler. Those blue stack seperators come off at both ends but theyre a little heavier than decouplers. Take another look at that second screeshot that IronSides posted. You could just use the docking port as a decoupler. In the game the values are without unit, but by the physics their 'missing unit' is equal with 1 kgFs. 'It relies much more heavily on showing rather than. If something about your design prevents you from moving the position of the decoupler then use the seperatrons to add additional raw force during seperation, or to at least get the part that's impacting your craft to rotate away. Decoupler and Separator Decouplers stay attached to one of the parts being separated Separators detach from both parts (floating through space as debris afterwards). For Kerbal Space Program 2, new tutorial animations will detail everything from delta-v to dockingensuring players are armed for success. That way when you fire it, the force will tend to "kick" the top of the booster just a bit more than the bottom, so that as it's pushed away in general by the decoupler it won't rotate as much, or if it does then the top end - which is almost certainly what's hitting - will rotate AWAY from the rest of your craft as it falls behind. If you can, position the decoupler higher up - at or actually just above the mid-point of the length of the booster (Ideally just above the _booster's_ center of mass I think). This update follows a rocky launch for KSP2, which saw a steep fall in player numbers soon. ![]() If the decoupler is positioned low then it will "kick" more at the bottom end of the booster and the top end of the booster will tend to rotate INTO your craft. The first patch for Kerbal Space Program 2 has landed, and it is filled with 'approximately 300' changes. The issue is that when you fire the decoupler the booster wants to start to rotate, partly because of where the decoupler is positioned and partly because it's now independently affected by the atmosphere. Which would be a shame, since these parts are so incredibly useful and are such a design enabler.You may not need seperatrons to solve the problem. Without that, there's not really anything useful there, and if a player misses understanding how the decoupling works, they'd probably wonder why the part even exists. It's a pity that the way they decouple isn't more obvious than it is, since the ability to decouple is the whole point of the part. They're one of my favorite parts in the game. I adore these things- they provide a degree of design flexibility that really opens up a lot of options for me. Suppose you've got a 2.5m rocket, but you want an upper stage to be powered by a Terrier, or a couple of Sparks, instead of some 2.5m engine? The engine plate provides a way to do that. The thing about them that makes them such an awesomely convenient game changer (for me, at least) is how they enable having smaller size engines in the middle of a stack without breaking up the lines or structural strength of the rocket. They can do that, yes, but that's not what makes them cool- if that's all they did, you could just manually cluster engines yourself with a mouse click or two, and what would be the point? Personally, I've been known to do this with space station modules (I use a quad-coupler with 0.5m ports), but I usually need to strut the bejesus out of it to make it stable enough to launch. Feel free to check out the Kerbal Space Program Media Page for tutorials. Docking ports on their own are not nearly as stable as struts. Many if you bring a decoupler and a starage peice you might be able to eject. People who insist on putting lots of engines in a predefined arrangement on, put engines on in predefined arrangements. First off, I would not recommend this method for launch vehicles unless absolutely necessary.
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