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    the one with the ears

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  1. SAS is on Though to be fair, turn it off and you might settle into a stable all-feet configuration that feels better to the eye.
  2. Early experiment with adding ablator (and thermal tolerance) to a mk1 cockpit and flying to orbit with JNSQ at 100% re-entry heating. Even Jeb seems a little concerned at the kinks that haven't been ironed out of this one. Maybe he has reservations about sending a pair of nuclear engines into an uncontrolled descent back to Kerbin. (Honestly, I suspect I'll end up adding thermal limits and ablator to so many parts it's probably not worth the effort, and I should just keep the heating setting dialled down. But it's been a fun experiment, and I learned a whole new flight profile where this spaceplane doesn't even hit the SRBs until supersonic at 10km. Now it uses them to get as much vertical velocity as possible once the rapier maxes out, rather than to get off the runway. I didn't know it could get off the runway without the SRBs!)
  3. There is now a setting for same vessel interaction... I have yet to try it.
  4. Oh dear, now I feel compelled to create a station with a very long robotic arm that can Klaw any vessel within 50 metres... but that might have to wait until I actually kick off a proper game instead of just noodle around in sandbox. Mostly I was thinking to have a big ore station in LKO, and a small blacksmith 'pod' that would float around in orbit and glomp on to any vessel that needs the attention Although especially using modded engines, I'm sure it's possible to build a useful SSTO that also carries a docking port and has balanced RCS. Oh hey, I remember spirographs...
  5. Interesting... I might give this a go. I was pondering whether to make some thermal tolerance patches using OPT's parts as my guideline, but the idea of an expendable heat coating feels quite good. Although that does mean the SSTO needs to be rendezvous/docking capable... or that the ablator factory needs to have a Klaw and be able to come to them. Which might be the best answer. Probably need about 1000 units of ablator on those frikking air brakes though
  6. Literally the day I needed it, thank you! I was wondering how to survive my new game without a porkchop plot
  7. I could try burning out all my remaining fuel, would take orbital speed down to about 3050m/s. Might be survivable - although the drop is going to be much harder, of course.
  8. If you want to try doing that, feel free My gut feeling is that you'd have to be almost skimming the atmosphere when you drop the probe, and have it decelerate really hard so's to be in the clouds very quickly. You'd also likely end up doing this either at the daylight terminator, or into the night side, because you're coming from close to the sun and would reach Joolian periapsis around the back of it. This means you have no control, because Kerbin has got to be on the sunward side. Although I guess the Galileo probe had no concept of remote control, so it might well have just dumped all it's data to the orbiter for later transmission.
  9. This is one of the biggest gotchas. My personal strat is to drop the atmo probe off in low (polar) orbit, then boost up the AP of the relay on the Kerbin-facing side of the planet. This way you just wait for a time when both vessels are coming from round the back of the planet and start the descent. Should have plenty of time with the comms relay accessible. Bit harder for Jool due to it's scale and the fuel cost of changing your orbit. You may wish to establish the relay in high orbit as a separate vessel entirely.
  10. You are quite possibly right for reality; but I'm not sure KSP does this. It isn't the most realistic of atmospheric sims. I remember the days of drag cubes and how it didn't really matter whether you put a nose cone on your rockets But if you're looking for the most realistic behaviours, you might want to try FAR: Side note; I think your SSTO is unstable because it seems to be quite short and wide. Your trailing control surfaces don't have a lot of leverage distance from the CoM, and likely don't give you very much assistance. Adding canards at the front feels like brute forcing the aerodynamics with control authority. Which often works
  11. I... I feel relevant for the first time in years... Full log available at Anyway, all you need is radial symmetry. Go for maybe 12+, flip your fuselage/fuel tank sideways, and drag it out away from the central point. You might need Editor Extensions Redux to make this happen. I used to use the UbioZur Welding mod to reduce part count and physics calcs, but I'm not sure it's still available. I may have done a few variants of rings in the past... you don't really need parts mods, you just need unlimited offset in the VAB and lots of patience. Some big launcher options do help however, because a ring is not, not, not aerodynamic --- Re artifical gravity in a spinning ring... I mean, KSP does have a physics model that will technically work with that. But if you don't build yourself something with a navigable inside, there is nothing with a navigable inside, so you can't tell whether or not there is centrifugally-induced 'gravity'. You can make a ring out of crew cabins where "down" is always outwards, for sure, and I think Stockalike Station Parts has some of those ready made that might be a starting point for you.
  12. IIRC, thermals get distributed in KSP; the canards may be dumping their heat into the cockpit. Logically they also have a very high surface area to volume ratio and should be able to radiate more efficiently than a cylinder/cone. And I guess they present a relatively small profile to the airstream, especially if you're coming in prograde. The cockpit has a 1.25m radius, no matter how streamlined it is. The canard is a knife edge.
  13. This was not an easy thing to make! JNSQ is hard on SSTOs; it's very hard on stock SSTOs. This is the fanciest one I've managed to build in many hours, and it only lifts a 2 ton cargo, and it only survives the trip because I reduced the re-entry heating setting to a suspiciously magical 42%. That said... the Hotwings 4ST gets to orbit. It even gets to orbit with some spare fuel. I suspect it can probably lift 4-5 tons because that would only be a small fraction of the vessel weight, but I'll have to test that. It definitely does not survive the descent at 100% heating, even with the most conservative "periapsis at 35km above KSC" flight profile. It just can't slow down enough without active braking (although I am now suddenly considering retro-rockets in the nacelles - but it would then need a bigger fuel budget to make use of them). I am basically ready to throw in the towel on that because stock parts were just not designed to hit an atmosphere at 4km/s. You can't hit Kerbin's atmosphere in stock at that speed either; not without a heat shield or modded parts. And that's fine, I will just consider this the tweak necessary to get the gravitational challenge of JNSQ without also having to find more thermally tolerant parts The ascent follows my standard "point at 10 degrees" profile. There's no real need to wring every last m/s out of the rapiers, and it's very questionable whether doing so even saves fuel. It seems better to keep vertical velocity above 100m/s than it is to push for horizontal; and realistically, +/-200m/s at 20km is only 5% of orbital velocity anyway. Altitude is preferable. Aim for ~1400m/s at 15km, then kick in the nervas, followed by the vector around 20km. While the oxidiser holds, TWR will be above 1, and should get a 50km apoapsis or better at ~3200m/s. The nervas are capable of adding the last 600 to break atmosphere, but it does feel very tight, with vertical velocity nearing zero even under thrust. Not particularly visible; the Hotwings 4ST has a lot of vertical as well as lateral symmetry. There are two nervas under the wings, and the small tail fins exist on both dorsal and ventral sides. I found this helped with avoiding roll coupling while trying to yaw. It's basically only the landing gear and aerobrakes that are on just the top or bottom. There is a very slight dihedral slant on the wing tips which just helps a little bit to prevent unwanted roll on the ascent. On the way down, it handles just fine. I brought this one down on a shallow ascent just to see how it went, and it did leave me much closer to KSC than previous harder drops have done, with more control over exactly where I wanted to come down. But I may try a bigger cargo and a steeper descent later, just for curiosity. I would like to know why our space shuttle comes in at 30 degrees AoA, and all kerbal craft seem to be closer to 5-10. Atmospheric handling is pretty good on low fuel. At takeoff, yaw and roll and made a bit precarious because of the heavy fuel in the nacelles, so those are set to drain first. With the wings dry, she basically floats. The CoM moves about half a metre between empty and dry, and is far enough back that it doesn't flip unless hamfisted into it, and you can give the KSC a good buzzing if you desire. The main-wing elevons are just flaps to provide more lift on take off, and are locked flat once in flight so's they stay out of the way of the nerva exhaust. The clearance is tight, but it works.
  14. Went to space in a stock mk3 SSTO with JNSQ. No modded parts. Not even Tweakscale. (Disclaimer: I reduced re-entry heating. I'm not sure this would survive the ascent at 100% thermals. Heat is more your enemy than gravity in JNSQ.) Hotwings 4 ST has 750m/s left in orbit, while the comms satellite has a further 2k - enough to take it to a local moon. Refinement pass and full write up tomorrow. It doesn't have any aerobrakes and I haven't tested stability with no fuel, but it is now 1am. Took so many tries to get this bird to orbit at ~2.4x scale
  15. Oh, well then maybe have a trawl through the "What have you done in KSP today?" megathread. There's literally years worth of ideas for station/base building, mining rigs, Mun-capable SSTOs, and the like Ahh, gotcha. Then that is a fear to be rid of - by practising. Send a probe to Duna, learn to park in orbit, how to land, and maybe have a little science capsule that you fire off and bring back to Kerbin. If it fails, if you fly off into deep space, if you crash on the surface; no matter. It was only a probe. They're there to learn with Also, never be afraid to install some mods! Transfer Window Planner, Kerbal Alarm Clock, and Kerbal Engineer Redux are very, very powerful for getting you to the right place. If you can read a delta-v map, build a vessel that works, and know the launch window, you can build interplanetary manoeuvre nodes by hand. Mostly it's just about knowing whether now is a good time, or you need to fast forward 6 months.
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