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lemon1324

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  1. Make the Adjustable Landing Gear mod from 1.0.5 stock!
  2. I'm not sure this is true, actually. Rockets pump in their own fuel and oxidizer, so the absolute exhaust pressure is constant regardless of altitude. Jets operate at a constant compression ratio, so as the atmosphere gets thinner the absolute pressure should go down, while the pressure ratio is the same at all altitudes. I'm pretty sure air breathing jets should have similar visual expansion as a result.
  3. Holding prograde and burning with an ion engine would be a spiral, the only problem is currently you can't time warp and hold local prograde at the same time - your orientation during warp is fixed w.r.t. the inertial frame, not the orbit-relative frame.
  4. Your ship will have some velocity vector with respect to the parent body before the burn, and some velocity vector after (which is on your final orbit). For impulsive burns (i.e. burn time much shorter than orbital period), the most efficient burn should be to take the velocity vector difference and burn only in that direction. The difference in KSP1 and KSP2 maneuver nodes (ignoring bugs), is that KSP1 nodes assume the burn happens instantaneously for computing the changed orbit, but this isn't actually true, leading to the "start your burn ahead of the node" we've gotten used to. Even that isn't totally right, since your mass changes, so more than half of the delta-v comes in the second half of the burn. KSP2 nodes actually compute the time-varying thrust along your burn vector, assuming the burn starts at the node. This means (again, assuming no bugs) executing the node as planned will result in the final previewed orbit, regardless of the thrust-to-mass of your ship. This won't be true for a spiral-out type of burn with an ion engine, but at least currently that type of maneuver isn't supported under warp because orientation cannot change under warp.
  5. End-mounting the new procedural wings on the previous wing lets you split the trailing edge into multiple control surfaces for things like inboard elevators and outboard ailerons. An option to "inherit root section from parent tip section" would make this a lot easier to adjust dynamically, however.
  6. Rather than the huge error messages when parts aren't operational (e.g. the solar panel in shadow), a more functional parts manager could be used to also monitor parts issues, by adding a warning or error icon on the part names.
  7. Am I the only one where the runway actively repels me when I'm trying to land? I'm flying a small airplane with small gear and whether I set auto suspension or play around with the parameters I can't seem to get any landings without some sort of crazy bouncing happening. Friction is set very low on the nosewheel, and this happens before I even try braking. It almost feels like the auto-suspension landing gear springs are being made stiffer after the plane compresses them but before the rebound, which would add nonphysical energy to the system.
  8. This was the first thing I did as well, built a plane and flew west to find K2, which, of course, wasn't there. On the plus side it does mean you can fly a proper glideslope approaching the runways instead of having to dive over the mountains.
  9. Procedural wings! Time to try some in-atmosphere circumnavigations.
  10. What are those engines hanging off the wing? They look awesome, and non-stock.
  11. Just saying, I think I hold that record with MET of 16hr 55m 52s on my triple cirumnav with basics.
  12. If you're having problems with the controllers not being fully stable, there's two things you can do: The controller causing you the most problems is the one that has the largest error/oscillation about its own set point. You can figure this out by opening the controller parameters for each controller, and then watch how the actual value changes with respect to the set-point for that controller. Tune controllers from the bottom up; for longitudinal motion, that means tuning the AoA controller, then the VSpd controller; the Altitude controller shouldn't need tuning, as it's just proportional. I've found that (and this will be generally true for cascaded controllers) the lowest controllers need the most tuning from craft to craft. I've never once needed to touch the altitude controller apart from setting VSpd limits.
  13. As the other crazy-use-of-turbofans guy, (belated) congratulations on those! Nice to see airplanes that make it around not on fire. Good times too. I'll have to get back into it and do something new with either the 0.625 or the Goliaths... I wonder which engine you should actually use to make the most circumnavigations on jets. Or maybe most Kerbals flown on a circumnavigation? Hmm...
  14. :resources should be a read-only tool to get info from parts. I'm pretty sure (haven't done it, haven't had too much time for KSP lately) you want to take a look at PartModule interfacing, which basically lets you do everything that shows up in the right mouse button menus. It should look something like "part:getmodule("moduleName")" to get the fuel tank module and then either :doaction or :setfield depending on which the fuel enable is. There's also getter functions so you can query the modules on a part and the fields/actions on the part. (check the PartModule documentation on the kOS github documentation)

  15. Yo lem dawg (I'm white, just being silly), I have a question for you concerning kOS. I have a specific fuel tank on my ship that I want to turn off fuel flow for. I found :resources and :enabled in the documentation, but it gave no example usages of the code. I've been trying things like set mypart:resources:enabled to false, but to no avail. It tells me :resources isn't a suffix to a part. Do you know how to shut off fuel for a specific tank and if so could you provide an example?

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