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About Scarecrow

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    Curious George

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  1. As a rough rule of thumb I tend to start my gravity turns at around 1000m aiming to be at 45 degrees by about 10,000m, and continue to flatten off from there. Probably not the most efficient but it works fairly well for me
  2. Scarecrow

    Standardizing your Action Groups

    1: Toggle engine mode (used mostly on SSTOs) 2: Toggle flaps if they are not bound to the undercarriage button 3: Deploy solar panels/antennas 4: Toggle ladders 5: Toggle cargo bay doors 6: Decouple (used on Apollo style Lander to detach from CSM) 7: Not often used 8: Shut down descent stage engine (used on two stage landers) 9: Jettsion escape tower 10: Jettison escape tower/deploy chutes during launch abort
  3. Scarecrow

    Resource for example ships?

    KerbalX will provide a whole range of craft for you to try, some stock and some using a multitude of mods. If the author has been thoughtful, there will also be a list of instructions or flight notes on how to get the best out of each craft, and what all the action group keys do, assuming the craft uses any. If you download any of the craft from KerbalX and then start pulling them apart in the SPH or VAB, you may also learn a lot about construction techniques as well.
  4. Scarecrow

    Going to Duna

    One of my Duna ships was basically the same as an Apollo style one I used to go to Mun. The only changes I made was to add some parachutes to the lander to save fuel during the landing phase, and I put 4 boosters on the first stage just to ease the amount of liquid fuel I used getting to LKO.
  5. Scarecrow

    Best KSP RO/RSS version

    I agree with @maceemiller I run a RSS installation with a few other mods with v1.3.1. It does all that I need from such an install so see no reason to update to a later version and then mess around trying to find the mods that work with that version.
  6. Scarecrow

    Minimus Orbit

    Those grey markers need to be on top of each other for an intercept.
  7. Scarecrow

    Post your LANDERS here!

    @AeroGav Good luck with that. I messed around a lot with my version so that each part, Fireball and Fireball Jnr, were capable of atmospheric flight independently, as well as joined together. To balance the CoL and CoM of each part required that some fuel tanks only be partially fuelled, which is why on KerbalX where you can download the craft file, I recommend switching on infinite fuel before launching.
  8. Scarecrow

    SSTOs! Post your pictures here~

    This is my entry for the submarine to orbit challenge. It's basically a small SSTO without wheels, but includes a small ore tank to help it sink.
  9. Scarecrow

    SSTO Ascent profile urgently needed

    I usually pitch up to 20 degrees straight after takeoff, aiming to get to 1100 or 1200 m/s by the time I get to 20km which is roughly where I have to change over to closed cycle mode. Not sure why you would want to be doing 500m/s below 1000m as that is where you are going to encounter the most drag and thus have a higher fuel consumption rate.
  10. Scarecrow

    Build a Submarine That Can Get To Orbit

    Just did this challenge with a simple design that can happily get to orbit starting from an underwater position. Check the video.
  11. Scarecrow

    F4 Phantom

    I find with true replicas you have to mess about with so many panels/wing parts/etc to get it looking right that the finished craft just looks like a giant jigsaw puzzle. I also find that they don't necessarily fly that well, whereas my semi-scale efforts are all about the flying.
  12. Scarecrow

    Sukhoi Su27 'Flanker'

    Another of my semi-scale interpretations of a well known aircraft. As easy to fly as you could hope for, this aircraft will also take off on it's own after you have enabled SAS and throttled up to max. Two action group keys are available; 1 will toggle the afterburner and 4 will toggle the ladder. Download craft file from KerbalX
  13. Scarecrow

    F4 Phantom

    Welcome to my semi-scale F4 Phantom. Not intended to be a true scale replica, but hopefully giving the feel and flavour of the legendary Phantom, this version is easy to fly and completely stock. Only 2 action group keys to remember : 1 toggles the afterburner on and off and 4 toggles the ladder. That's it. Once launched on the runway, turn on SAS, throttle up and stage the engine. With no further user input, the Phantom will take off at around 110 - 120 m/s. What could be easier? Download the craft file from KerbalX
  14. Yep. Most of my planes are designed that way.
  15. I’ve never used caps lock when flying my planes and have several in the hangar that are happy to take off ‘hands free’