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About mystifeid

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    Sr. Spacecraft Engineer

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  1. Turn off "terrain scatters" in the graphics section of the game settings.
  2. It's been a few months and things might have changed but I got Eve to work by impacting 91 tons at 8km distance from the sensor. The craft comes down at floaty speeds and left to itself registers a negligible impact. What made it work was staging a few radial S3 tanks (with attached Rhinos) at 100m altitude.
  3. Using w7 - had UI at 100% but navball at 90% and the same blank altimeter. Increasing navball size to 95% or more makes altimeter reappear. (Res 1920x1080)
  4. If you assign thrust limit to the main throttle keys the same thing happens to a rocket engine. Try assigning to custom axis groups and then using fine control (caps-lock). You will be surprised at the difference.
  5. Apparently not. Try using custom axis groups for rpm limit, torque limit and propeller pitch. Then you can do what you want.
  6. Do you have rpm limit assigned to the main throttle keys? This is the only way I can reproduce this behaviour. It does not appear to be a bug since by default we launch at full throttle. The rpm limit slider bounces after dragging because the throttle is maxed. But the throttle keys work - ie the throttle controls the sliders but not vice versa. Interesting that I have only one plane left with anything assigned to the main throttle keys - normally nothing is assigned to these keys and this is just one more reason not to do it. (Along with fine control not working with the throttle keys)
  7. Out of about twenty aircraft, this happens to just one - a single engine plane. The rest have the rpm limit applied on launch. With the single engine plane, if I replace the engine the rpm limit is then applied in launch. If I use just two parts - a pod and an engine - the rpm limit is applied on launch. So far I've tried quite a few things but haven't been able to reproduce it.
  8. Alt + F4 - if you're using Windows.
  9. Given the name of the rocket and the parts used, I'm assuming that you are in an early career and have not yet researched General Construction and therefore do not yet have access to either struts or autostruts. If that is the case, try placing another three fins on the thumpers - one apiece and low down. After launching an almost identical (except for the three parachutes which I don't recognize) rocket this helped to stabilize the roll not long after starting the gravity turn.
  10. Is the rocket wobbling at all - as a result of starting a gravity turn?
  11. Although this challenge closed a long time ago, you could still use the race section of the Dessert Derby as a yardstick for what 'fast' is. The course basically just has a start line near the Dessert runway and a finish at the temple with the course taking in varied terrain (and it looks like the savefile is still available for download). Possibly, due to limited participation, we're still not seeing what 'really fast' is, but it may help as a useful test. (And for the record, in the race section, I'm happy finishing second to Katateochi any day of the week)
  12. So that would take 90% of the fun out of it for me. It doesn't really make sense to me that you are unwilling to spend a minute to rebind the rover keys yet are happy to spend how long ? to do something that imho can't be done. And just because a rover is stable on Kerbin ... my big rovers are impossible to flip on the flat on Kerbin when using wheel power but on Vall for example, that is far from the case. Anyway, good luck with it.
  13. I see. Unfortunately autostruts will only pass through robotic parts (and be effective) when they are locked. Is there nothimg you can do to stop the movement before locking? Perhaps toggling prop deployment off, then locking, then toggling prop deployment back on?
  14. Why is this difficult? Are you using an action group key to toggle locking? Have you tried grandparent autostruts for the nacelles?
  15. And don't assign anything to the main throttle axis group. Use custom axis groups instead. When testing for best speed it soon becomes apparent that there is a very narrow window for optimum prop pitch. You will either need to get lucky to find this optimum setting or have switched on fine control (caps-lock). Main throttle keys do not seem to respond to the use of fine control but custom axis group keys do respond. As an example, if I takeoff and have rpm limit on the main throttle the smallest change I can make with or without fine control is 4 rpm with a sharp tap on the throttle keys. With rpm limit assigned to a custom axis group, the smallest change I can make with fine control switched on becomes on average 0.2 with the same sharp tap. With prop pitch on a custom axis group the smallest change I can make is 0.5 (or two taps to make a change of 1). Best speed is achieved within a prop pitch window of 0.5 - 1. After takeoff, reducing prop pitch will usually increase speed until a point is reached where either the speed starts to drop or the current rpm (not the rpm limit) starts to drop below 460. The value of the prop pitch at this point is worth remembering. When starting a sharp turn or a steep climb it may often be worth changing the prop pitch back to this value. Effectively you can control airspeed and power by only using the prop pitch. But you need the current rpm to drop in order to reduce prop pitch to achieve the fastest speeds. If say, in level flight, the current rpm does not start to drop and speed reduces when you reduce prop pitch from this value, you can force it by reducing the rpm limit and further reductions in prop pitch should see a marked increase in speed. At some point the current rpm will usually drop below the rpm limit. Quite often though, the current rpm will drop by itself leaving you to concentrate on finding the optimum pitch for speed. When trying to find the best settings for maximum range, only two things seem to affect fuel consumption - rpm limit and torque limit. Again it will be a benefit to be using fine control with nothing assigned to the main throttle keys. I find landing to be pretty easy. I reduce rpm limit and torque limit if for no other reason than making sure I don't run out of fuel before landing then on final approach, increase prop pitch back to 100 and drop the landing gear. Speed drops dramatically but flying in under power still provides good control. All robotic engines can have an action group key assigned to toggle the motor direction. So on touchdown, reverse the engines until stopped or nearly stopped then use another action group key to toggle prop deployment. This is much safer and much more effective than using brakes. Like @aegolius I disengage the engines in the SPH so my usual setup is something like this Action group 1 - Toggle engage engines Action group 2 - Toggle engine power (full torque on/off) Action group 3 - Toggle prop deployment Action group 5 - Toggle motor direction Custom axis group 1 - prop authority Custom axis group 2 - rpm limit Custom axis group 4 - torque limit So takeoff is as simple (after engaging SAS with the 't' key) as 1,2,3. If you want to see a hard to land plane, you can check out the landing at the end of the video below which was made for the Kerboprop Speed Challenge - which requires a landing back on the runway. And it wasn't hard. The optimum prop pitch for speed with this plane is 29.5 - note that the current rpm is only 220.7 at 298.6m/s - while the value for the prop pitch I use to maneuver is 70 and you can see me increase it back to 70 as I start the vertical climb preparatory to returning to the runway and then back to 100 just before landing.