sjbuggs

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About sjbuggs

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    Bottle Rocketeer
  1. A few other mods that may help (and are pretty much on the mandatory list for me): * Precise Maneuver * Better Burn Time * Trajectories I agree with Alshain though, sounds like your doing the gravity turn too late. I use a script I wrote in KOS and have gotten good results when I'm pretty much horizontal by the time I hit about 35km and end up going fast enough that I'm getting heat fx. You don't need to be that aggressive but the general idea is to get as much horizontal velocity as fast as practical. Doing that pushes AP out further, giving you more time to plan your circularization as well as saves delta V. Also, going on a hunch, but IMO early on its best to play in Sandbox mode rather than Career. I believe some of the things you don't get until upgrading the KSC raise the already fairly steep learning curve.
  2. In a career game, is there a recommended route for raising the funds for KSC upgrades? Although there is a role playing aspect to using MB + KCT to bank money, it still feels a bit exploity.
  3. Here here, and NFT is absolutely a must-have mod for me and a whole lot of people.
  4. I have to agree with that, or maybe make LFO vs. Mono a tweakable in the VAB? Also, the bigger engines have a 3400K max temp... typo for 2400K? Otherwise the new engines are pretty cool, looking forward to trying them out once the depreciating bug is fixed so it doesn't eat my own fleet again.
  5. Another option would have been to use cubic struts surface mounted on the bottom of the tank to give attachment points for engines without an adapter. Used this for 6x and 8x vector designs for a ssto rocket Look for tutorials on engine clustering for more.