Kerbal Space Program

Kerbal Space Program

LT-2 Landing Strut Problems
So here's the deal folks: Do you have problems with the LT-2 Landing Struts? These are the second basic landing struts, the telescopic ones.

I find them, with the exception of extremely light craft, to be completely useless. If I land even a basic medium-weight lander with them, such as the included screenshot, at least one of the legs gives and the craft topples over every time. It's definitely not a balance issue or whatnot, the leg can be any leg or all the legs, they just don't seem to want to stay extended as if they can only hold up the lightest of the light crafts.

http://steamcommunity.com/sharedfiles/filedetails/?id=193692369

The lander attached to the right is one example of a lander under which the LT-2 legs buckle.
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Beiträge 115 von 16
Bomoo 11. Nov. 2013 um 8:13 
I have a problem with the new suspension system in landing legs in general, and dearly miss the old rigid landing legs. Even with 8 of the heavy legs, my heavy 30t lander with the underslung rover becomes useless, as the legs compress to the point where the rover can no longer be dropped and drive away. I are hoping this gets tweaked in a future balance pass, or a mod. Curiously, I haven't seen anyone else bothered by this.

Should also add that even if I balance the craft fairly well, the legs will still allow it to tilt one way or another and nearly flip over seemingly without reason; quite annoying.

Edit: What I'd love to see is an option to disable suspension in landing legs in the same way that rover wheels can have their steering locked, etc.
Zuletzt bearbeitet von Bomoo; 11. Nov. 2013 um 8:27
Turning off SAS right after landing helped me a little.
Seems like it wants to push against the (weak) suspension-force of the legs.
Even this light one wanted to tip over; http://steamcommunity.com/sharedfiles/filedetails/?id=194126209
Turning SAS off made it stable.
Yeah, I completely agree. The suspension system needs to be user-regulated. Like you said, Jack, every single lander I have using the stock legs wants to tip over, SAS or not. It's pretty absurd, I don't get why other aren't having this problem. I've been using the legs from mods instead.
I've been having the same problem too. Landing on any planet with a sloped surface just makes my lander topple over. I hope they fix this in the future so the landing legs fully extend, and only use the suspension only if you are landing at a fast speed to prevent the lander from getting destroyed.
Ursprünglich geschrieben von Sarcastic Kiwi:
I've been having the same problem too. Landing on any planet with a sloped surface just makes my lander topple over. I hope they fix this in the future so the landing legs fully extend, and only use the suspension only if you are landing at a fast speed to prevent the lander from getting destroyed.


I always test landers on the launch pad. They even topple over on that despite having symmetrical balance, so clearly it isn't just the fact that you landed on a slope (though it certainly accelerates the tipping process). I should be able to have a balanced lander sit on the launch pad without the legs telescoping in on one or more sides and falling over.
bpivk 11. Nov. 2013 um 11:00 
Ursprünglich geschrieben von Sovereign:
I don't get why other aren't having this problem.
How fast are you coming in? My landings are usually made at 0,5 to 1,0 m/s with SAS off and I have no problems with them. Sure they wobble for some time since they are on springs/pistons now but that just adds to the realism.
Trehek 11. Nov. 2013 um 11:52 
Ursprünglich geschrieben von gxs:
How fast are you coming in?

It's not about how fast you're coming in. The issue they have is with the slow suspension effect that happens AFTER landing. I haven't really played with rovers yet so I don't share the issue but I have noticed the effect on my lander when I tested them on the launchpad. I never had a problem with the effect - my landers seem stable, but the struts do seem to compress until my lander's engine is touching the ground.
Hmmm bug ? Bad quality hydralics?
*Shouts out in the junkyard* JEB!? You've been out scavaging!?
Zuletzt bearbeitet von Power and Wealth; 11. Nov. 2013 um 12:17
koimeiji 11. Nov. 2013 um 14:43 
I haven't had any problems with them, and I put those legs on the very bottom of the fuel tank, right above the lil 909 engine. Thing was on stilts, landed on a crater, and still stood straight.
Bomoo 11. Nov. 2013 um 15:09 
The problem doesn't really appear on very light ships. I've had the intermediate legs hold up a ~14t craft fairly decently, but had the heavy legs compress to the point where a 20t craft's engine was scraping the ground.

http://steamcommunity.com/sharedfiles/filedetails/?id=193412568
Zuletzt bearbeitet von Bomoo; 11. Nov. 2013 um 15:10
Ursprünglich geschrieben von gxs:
Ursprünglich geschrieben von Sovereign:
I don't get why other aren't having this problem.
How fast are you coming in? My landings are usually made at 0,5 to 1,0 m/s with SAS off and I have no problems with them. Sure they wobble for some time since they are on springs/pistons now but that just adds to the realism.

Like I said previously this happens with a craft that's just sitting on the launchpad. One or more legs begin to compress until it topples over. I never had this sort of thing happen before the latest patch. Like I said, very light craft have little problem... but that lander in the screenshot I linked topples over using the LT-2 legs, which I think is odd.
Ottomic 11. Nov. 2013 um 16:24 
0.23 will introduce tweakables. Hopefully we will be able to regulate landing strut suspension, or at least allow for a mod to do it.

For the time being, these parameters are in the part.cfg of the legs. It's on c:/program files/steam/steamapps/common/kerbal space program/gamedata/squad/parts by default, and in the corresponding folders.

suspensionUpperLimit = 0.60
impactTolerance = 300
suspensionSpring = 1
suspensionDamper = 1

Try to tweak them around if you want to, I'm at work right now. Setting 'spring' to 0 should stop the suspension from tipping over, I think.
Zuletzt bearbeitet von Ottomic; 11. Nov. 2013 um 16:28
Sinner_D 17. Jan. 2014 um 23:09 
is this what the new rightclick "lock suspension" option is/was suppose to fix? im curious how this feature works.

is it a dynamic lock as in it will lock to the height theyre at when you lock them or is it a predetermined setting?

P.S. just got back into the game recently and one of my favorite new additions is surprisingly enough the rightclick "toggle extend/retract" option. saves me hours of headaches figuring clearance height and such :D

THANK YOU squad for that one :D
Zuletzt bearbeitet von Sinner_D; 17. Jan. 2014 um 23:11
ya, it alot easier to design feet. the problem i have with feet is they to compress and there is no option to restore them which make the job of the refueller truck a challenge when the fuel isn't low enough, the craft will be lower than the refueller pod. :-\
When i landed on the mun with those struts i couldn't retract them plz help
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Geschrieben am: 11. Nov. 2013 um 6:44
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