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afoolishmoon

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    Curious George

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  1. 100% right, thanks for the advice! I found by changing the angle 15-20 degrees I could force the craft to "auto-land" very gently.
  2. Hello, apologies if this is redundant (I couldn't find anything relating to this when I searched). I've been trying to wrap my head around helicopter physics and built a pretty stable test design using a contra-rotating rotor to stop spin (thank you Brikoleur!). I can fly around pretty easy, but one thing keep going wrong: Landing. Basically can't do it. Here's what happens: I fly around a bit to test aerodynamics, then decide to land. I lower my blade RPM and descend slowly, but as I approach 0 m/s (descent) the rate of slowing increases very suddenly and I begin a free-fall like drop. I quickly jam the rotors back to max RPM, but there's a lag before the change starts reducing my descent and I'm typically around 20-40 m/s before it starts (slowly) reducing. Often this either ends in hitting so hard I explode, or just hard enough that I bounce hard upward and rocket back to high altitude (even if I drop RPM right before I hit). If I get it semi-stable I can ping-pong up and down, but can't maintain a slow descent. It feels as if the sweet zone for descending slowly is so VERY narrow that I can't stay in it, like balancing two spheres on one another. I can capture a video of this if it is unclear... Just hoping it's a known cause. To be clear, when the sudden drop happens, I am NOT touching the controls. SAS is on, but my hands are off the RPM. Does anyone know what I'm doing wrong? What's causing this sudden drop?
  3. First real post, lurked a while. I'm sure others had thought of this, but I couldn't find any posts about it and wanted to share. So, I give you my fuel asparagus: Being very cheap, I don't like traditional asparagus designs because dropping valuable parts (engines) hurts. So, I removed the engines and used a central Skipper engine instead with just the fuel tanks in an asparagus array. Added a Hitchhiker module for carrying more kerbals, since I had to use a brand adapter anyway. Just the Skipper saves you around 3,000 versus an array of nine Reliants, and in practice more since you can recover the Skipper. This build gets 4 (or more if you ditch the drone core and go with a cockpit) kerbals into orbit with a fairly substantial amount of fuel left. It's good for early on in career when you don't have a lot unlocked. It's nice for putting multiple tourists into orbit and/or picking up stranded kerbonauts because of its seating. Notes: *Starts very slow, but don't worry... It gets there. *Since you won't be queued to drop tanks by an engine flame-out you need to watch the fuel levels as you fly. *Rarely a fuel tank will fall wrong and clip off the engine connector, usually on the gravity turn. Maybe some well-placed struts could prevent this? *The large number of parachutes is due to how it tends to land: auto-cutting some, then tipping over. The extra chutes on the top seem to help with this. I'm definitely open to suggestions on improving this, I'm sure it's far from perfect.
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