

ForScience6686
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Everything posted by ForScience6686
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IMO, I prefer the steep descent. I set my trajectory to enter the ocean near the islands, hold a high aoa and hold on. You can use your aoa to adjust your descent to make the runway. This method needs a high drag profile to be able to slow down in time, but I never encounter issues in my builds. It will also require a lot of fuel for deorbit. However, I can always hit the runway for recovery. If you're coming in too high, remember you can always roll over and pull back to point the nose down, this way drag is still a factor while the lift from the wings well decrease your altitude faster. Basically, if you can get below 1400m/ s @35km, you'll be safe. I even have some designs that can deorbit directly to the runway from 600km orbit.
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What are the benefits of size adapters?
ForScience6686 replied to steuben's topic in KSP1 Gameplay Questions and Tutorials
Reduced drag, you don't want flat edges facing prograde. -
I usually just turn off the probe or pod battery, and run off the external batteries. That's enough to get you oriented, and easy to find.
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No, this does work just fine, but the range is reduced to ~2-300m. I used it for my mid air refueling build: https://kerbalx.com/ForScience6686/B-1-Refueler-WIP I had some issues with getting in range and in a stable flight pattern before the switch, but it became easier with practice. I saw a video recently where a guy put together a spacecraft in flight with modules with this method. Amazing work by that guy, wish I had the video to share.
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Flight Efficency!
ForScience6686 replied to DunaManiac's topic in KSP1 Gameplay Questions and Tutorials
https://kerbalx.com/ForScience6686/Gannet It's not too difficult. This is my newest ultra long distance, water capable craft. Best to stay as high as you can maintain. Or parabolic flights that take you up above air breathing range and back down work well too. -
Sharing custom parts
ForScience6686 replied to ForScience6686's topic in KSP1 Technical Support (PC, modded installs)
Wow well mm looks a bit confusing. I may look into it for the future, but what would be the best way to share the files I have? -
Sharing custom parts
ForScience6686 replied to ForScience6686's topic in KSP1 Technical Support (PC, modded installs)
I may not be understanding you correctly, but I made new files to go along with the originals, and can be deleted independently. -
Sharing custom parts
ForScience6686 replied to ForScience6686's topic in KSP1 Technical Support (PC, modded installs)
Well I've already made new files for the parts, can they just be shared and placed in the proper locations? -
How to fly airplanes
ForScience6686 replied to Garrett Kerman's topic in KSP1 Gameplay Questions and Tutorials
No I was correct in what I said. However that applies to advice from rc pilots. -
You could also add it to an action group. I find that to be better to avoid accidental releases.
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How to fly airplanes
ForScience6686 replied to Garrett Kerman's topic in KSP1 Gameplay Questions and Tutorials
Get a stick. They make it much easier fort fine tuning, primarily on landing. What kind of maneuvers are you trying to do? There's a lot to consider when flying, which is why not everyone does it. You could even get by without ailerons and use rudder to turn. But that can be difficult in its own way to someone who is already used to 3 axis control. But if you've never flown, many rc pilots suggest starting on 2 axis, yaw and pitch. -
Anyone ever play 1.2's Hard Career Mode?
ForScience6686 replied to JoeYoung's topic in KSP1 Gameplay Questions and Tutorials
Airplanes become much more important so you can do more kerbin based science for money. -
Assembly in orbit question
ForScience6686 replied to Biggen's topic in KSP1 Gameplay Questions and Tutorials
Proper strutting is the key. It isn't about how many struts, but how they are placed. -
Assembly in orbit question
ForScience6686 replied to Biggen's topic in KSP1 Gameplay Questions and Tutorials
You could fly up the modules placing the core in the booster stage, allowing you to return the booster to kerbin. Then use a tug to attach the modules together. I have used this technique myself to reduce the parts on each module, as well as get some return on the booster stage. -
I have started messing with .cfg files to get the parts I'm in need of. Now I would like to share these craft, but I am not sure of the best way to get the new parts to people besides explaining the value changes to the files. I would really like to get these out there so I could get some feedback, but I don't feel that people will go through the trouble of manually editing files. Any guidance is appreciated, this is the first time I've dabbled in this type of stuff. Here is the craft I'm currently working on and plan to refine for better appearance. https://kerbalx.com/ForScience6686/B-1-Refueler-WIP And the trainer to go along with it. https://kerbalx.com/ForScience6686/F-1-Trainer TIA, hope this is something easy I've overlooked.
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totm june 2018 Work-in-Progress [WIP] Design Thread
ForScience6686 replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
I present the B-1 tanker. Designed for mid air refueling. See the F-1 as well and try it out yourself. This greatly increases the ease of performing mid air ship to ship transfers. https://kerbalx.com/ForScience6686/B-1-Refueler-WIP This is my first shot at tweaking parts, nothing to crazy, just smaller versions of stock parts. Much easier than I thought it would be. I plan to take this further and refine it to look and function better. But the concept checks out. I'm sure there's an easier way for me to get people the parts I make, any advice on that would be helpful. -
Preventing ablator burning up when mining?
ForScience6686 replied to Foxster's topic in KSP1 Gameplay Questions and Tutorials
Well there is a max cooling for parts, and each radiator can only absorb so much heat f from an item. Are you over temp on your converter or drills? If so I'd add more radiators or convert less. If not, I'm not sure how to help with that. -
Plane wheels are bad
ForScience6686 replied to memes in space's topic in KSP1 Gameplay Questions and Tutorials
Exactly my thoughts, you made it so much more simple to understand. -
Plane wheels are bad
ForScience6686 replied to memes in space's topic in KSP1 Gameplay Questions and Tutorials
One thing I've noticed, planes become a bit unstable on the ground when they are reaching the point where lift will over come gravity. So if the plane starts to veer (granted everything is aligned properly) it's time to pull back and get in the air. -
Is Mk1 cockpit useless for shuttles?
ForScience6686 replied to tarkhil's topic in KSP1 Gameplay Questions and Tutorials
I actually set my pe well below 0, usually having the trajectory enter the ocean near the islands just off the coast of ksc. This does call for a bit of fuel to De orbit though. I prefer it to guarantee I make the runway, that's the big reason for me using this method.