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  1. I want to create space plane and make Val to fly it, but first i want test design i plane to add flea engine to kick it up above magic 70 km
  2. This save is technically modded, however none of these mods are being used/should affect the aerodynamics I'm building a new shuttle, the Large Unmanned Cargo Kraft, or LUCK. Its gone well for the most part, for instance it looks fantastic, however there is a problem with the aerodynamics. I cant quite tell if its just (somehow) more stable in reverse, if its something to do with the Cargo Ramp up front, or if maybe the control surfaces are acting wired. I've been testing in Hack Grav for the "Glide Tests". It flys normally, until I turn a bit too far in any direction, at which point it flips so that the rear is facing forward. When i attempt to correct, it just ends up spinning. Here's are some reference images: http://imgur.com/a/Bq1GK Any and all help will be appreciated, so thanks in advance
  3. Just a quick question about KSP's aerodynamic accuracy. If to wings were inside of each other, (and they were the same model) would the game see that as two wings and therefore twice the lift, or would it just count it as one wing?
  4. As I got my new computer yesterday, I recently started playing KSP again(in glorious 60fps/30fps instead of 4fps), and decided to head for Laythe instead of Duna this time. Unfortunately, it has been a long while since I last played KSP, and I lost my flight abilities. I designed a rocket that seems to look aerodynamically stable, but every damn time it suddenly flips over and flies on its butt at around 6km altitude, no matter how fast I am going. I am not doing the "head straight up and then turn 45° at 10km" strategy as I am aware it does not apply anymore - I am slowly doing the gravity turn as soon as I take off. What am I doing wrong here? This is the rocket: Note: The rocket had asparagus staging when I took the picture, but I later removed it, thinking the staging was the problem. It wasn't - the rocket still flipped.
  5. So I've built this satelite and I've watched like a dozen videos on youtube about rocket design because mine are always either flipping or so stable, that they just go straight upwards which makes creating an efficient orbit impossible. Now I have this contract where I have to builx a satelite and set it at a polar orbit around Kerbin, but around 5,3km my rocket starts to flip without a reason. The center of lift is well below the center of mass just as all those youtube videos said, but it won't do the trick. Any advice? Link to rocket Also, if I build small rockets, I can easily control them, but as they gain mass it becomes almost impossible to steer them in any way. Again, the youtubers seem to do just fine. Even if I place the center of lift very near the center of mass, it's still so cloggy to controll that getting into orbit becomes a real difficulty with a limited amount of fuel. I'd really like to enjoy this game, but apparently there's something about rocket design that I'm missing out on guys.
  6. Drills placed behind heat shields are not properly occluded. The game seems to treat the drills as though they are extended. Test 1: Placed a drill on a 2.5 metre tank and placed a 3.75 metre heat shield on the bottom node of the tank. Offset the heat shield as necessary to occlude the drill. Put craft in orbit with 200 km apoapsis and 32 km periapsis. Set SAS to 'Hold Retrograde'. Result: Heat shields and drills began to glow at about the same time. Drills overheated and exploded. Test 2: Took craft from Test 1 and rotated drills 180 degrees so the bits were pointing straight up. Repeated previous steps. Result: Heat shields properly occluded drills. No unexpected heating observed. Pure stock install. Happy landings!
  7. Hopefully this is the right forum thread for this and thanks in advance for any help. I noticed that the Mach and shock heating effects seemed to become transparent when they are in between the camera and the ship. Not sure if this is a bug with KSP or caused by a mod. Screenshots: http://imgur.com/gallery/6Ugko/new Some of the mods (texture and visual effect related) I have installed are: 64K FAR N.A.N.A. Wildfire Destruction FX Stock Visual Enhancements Scatterer RealPlume - Stock Configs Dynamic Texture Loader Texture Replacer Kerbal Krash System Camera Tools Collision FX Please let me know if there are any other mods that may cause this problem, or if it's just a bug with KSP itself. Thanks again for any help.
  8. It looks like the Δv needed to reach low Kerbin orbit from KSC went down recently from 4,550 m/s to under 3,600. I've seen references in the forum that suggest that this is due to the new aerodynamics modeling in 1.0.4(?), but can anyone explain why?
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