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Coyote Foxtrot

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    Mech Eng Undergrad & Armchair Aeronautics "Expert"

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  1. Please refer to this thread on how to appropriately use the Gameplay Questions Forum.
  2. I don't know what they are talking about, but rotating that hard points will not change how they will separate. How the separate is determined by the order they are placed with the first placement of the hardpoint being the thing it detaches from. Essentially, you will be placing your craft on your payload rather than your payload on your craft. Re-rooting will also not work as it will swap which side the hardpoint will detach from.
  3. I do not use the stock hardpoints when it comes to hardpoints in the sense of carrying weapons. Typically the "hardpoint" is just parts meant to visually represent it, but when it comes to attachment it is attached by some other method like the TT-38K Radial Decoupler clipped to hide as much of it in the missile, or having attach points to use a stack decoupler and then use the move tool to position them.
  4. If you want to find it through file explorer (assuming Windows and default Epic Games download), start looing in your local disk > program files > epic games > Kerbal Space Program.
  5. The center of thrust of a rocket is far from the center of mass which allows it to have a strong torque do to having a large moment arm. When it comes to aircraft it is likely a lot closer so when it comes to control, the method used needs to be quick to adjust and drastic. As an example a VTOL aircraft I made was design with three jet engines with two in the back and one up front and there is a net torque with a tendency to pitch up. It has this tendency to reduce complexity so only one mechanism is needed to entirely block any thrust from the front engine causing a strong pitch down movement. The engines always remains at full thrust and a part physically blocks the thrust. There is a big trade off I make with hovering designs as in reducing the needed control systems I reduce how much I am able to correct any movement.
  6. There is no way in the stock game to feed data into KAL controllers and have them output as a result. If you want to have it do it automatically, you can have a KAL control that adjusts the thrust limiter of an engine over time to compensate for fuel use and I believe you can then use a KAL controller attached to throttle to control the speed of the first KAL controller so it changes the thrust limiter at the correct rate of fuel drain in proportion to thrust. This is really overcomplicated and probably unreliable way to do it. Depending on what you're doing, it might be easier to use a KAL controller attached to pitch/yaw controls that adjust the thrust limiter of engines to induce a thrust vector effect.
  7. You'll want to be on either high or lower orbital altitude to have a different orbital period so it can catch up to you or your catch up to it. After a couple of orbits it will be close enough that you can make a maneuver node to intercept its orbit with a close separation distance.
  8. Science are represented as “physical” packets. They are also stored in their specific part (e.g. command module, MPL, Kerbal, experiment part). So even within the same ship a Kerbal will need to EVA to move collected science around.
  9. I believe in the input section of the main menu settings that shows the control axis, there will be a bubble to click on to invert the axis. Like in this image.
  10. I can't imagine that the nuclear engines will be efficient enough still being that deep in the atmosphere. Whiplashes and RAPIERs will still operate at high altitudes and the Panther still can in afterburner mode. If you're going for a U-2 approach, thin but long wings are essential (albeit, the actual shape of the wing won't matter so it could have a long chord). The amount of air pressure decreases so the U-2 uses more wing surface to produce needed lift over flying faster like the SR-71 or A-12 which simply travel faster for more air pressure and lift. When it comes to maneuverability, it will generally be bad. If relying on control surfaces, have more control surface area farther away from the center of mass to allow for more torque to be produced by them. Thrust vectoring will generally give the same amount of torque for control, though, there is reduction as thrust reduces with less air (unless using a closed cycle engine). This only deals with maneuvering in terms of the direction the craft is pointing. If you want good maneuvering in terms of changing your direction of travel, you will have to settle with post stall maneuverability with vectoring engines as there is simply not enough air to allow for your wings to produce enough lift to effectively change the direction of travel quickly. You say that the engine is too long. Is it because you are getting tail strikes on take off? If so, you can either wait till you get enough speed to pitch up to a lesser amount, or you can angle your wings up to introduce an angle of incidence so that even if your plane is level, the wings will already be generating lift with some speed. There is an added benefit that it will decrease body drag as less body lift is generated where a component of it acts against the forward movement of the plane.
  11. To recover a ship with this mod, you need to select it in the map menu and then there should be a button on the bottom or side that says "SSS". Clicking it will automatically add it to your folder of saved crafts. Ensure that the mod folder is placed in the gamedata folder.
  12. The ship will exist somewhere in the very long persistent.sts file I believe and it should be possible to copy that over to a new .craft file. I remember there being a mod that will allow you to do so without doing it manually (though, I do not know if it works), but I have not been able to find it yet. Edit: try this mod https://spacedock.info/mod/644/Ship Save Splicer
  13. Are you using a tail-dragger or tricycle gear configuration? There is a certain condition with a tricycle gear configuration that causes the aircraft to be unstable in yaw while on the ground. It happens most with landing due to braking action, but I have seen it on some of my crafts where the aerodynamic configuration of the plane pushes the nose into the runway. If force is applied in pitching down whether from engine thrust, aerodynamics, or braking, more force is applied to the nose wheel increasing the nose wheel's normal force and therefore friction. With that increased friction any deviation will cause the plane to turn and with it being in front of your center of mass, it will cause the craft to turn more. The default settings for the steerable gear have their angle limiter decrease with greater speeds (where taxi speeds are essentially below 10 m/s). You can change it so it doesn't do that, but your nose gear will still have too powerful of a correcting force and can cause you to spin out (and if you don't use a steerable wheel for your nose gear you can't even steer). The better solution is at a medium speed to start pulling up to get pressure off the nose wheel disempowering its turning power. You will lose the ability to correct yaw from the nose wheel and will have to rely on your vertical stabilizer and rudder, but there should be at this point sufficient speed to use them assuming it is large enough and far enough away from the center of mass.
  14. Not a way to pump, but you can modify the craft file to give SRBs more fuel by modifying the SRBs' module "amount = #" and "maxamount = #" values.
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