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Good Morning Engineers!


Coldfinger008

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I have been playing a bit of KSP now, and finally decided to sign up here.

Okay sooo:

-Is it just me or has getting into orbit become much harder from 0.16 to 0.17?

-How come that at my first succeful Kerbin escsape(in 0.17(counterevolutionary) the program first tells me I have a velocity of 8km/s relative to Kerbol and I am in a stable sunorbit, then suddenly decides I am plunging straight into the center of the sun?!

-Why am I incapable of getting any space plane I constructed up from the ground? I add controll surfaces...I try different engines. I ain´t gettig them off. I played Il-2, I played Lock on...it has to be a design problem.

Also I hit a mun orbit by pure accident. I wanted to try how fast I can get my nuke-engine stage, but oh hey mun comes in the way, let´s just go there.

Also I tried an interplanetary design I saw on this page. I built it as closeto the picture as I could. However the lower stages always blew up at 40000m. Then came the descent. Fun thing is that in all my 10 attempts I could get the nuke-stage to strafe perfectly vertical.

Even when I seperated and deployed the chute that thing would slowly sail down, perfectly erect......

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In .16 there was a bug with the way the fuel flow rate was calculated, so if you were not at full thrust it was underflowing the fuel. That could be one of your issues.

For the planes, have you tried loading any of the supplied planes? Maybe work on flying them, then modifying them to suit your ideas.

When your rocket explodes during launch the most likely culprit is too much thrust. As the rocket burns it's fuel off the thrust to weight ratio goes up. One way you can keep an eye on how hard it's thrusting is to check the G meter to the right of the nav ball. I try to keep it under 3 and thus avoid pretty explosions.

Happy flying, and welcome!

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I tried the Aeris3. I can fly it, but it of course can´t get outside of the atmosphere. So I exactly replaced the main engine with a vector rocket and 800 fuel units. So basically the same size as the original. But to save that for space I add two jetboosters small as possible.No problems on the fuel situation.

However.....it will accelerate to 40m/s then begin getting woonky even with SAS on. One wing touches dow rips off.....well explosions and that was it....

Why does it do that flinging around?

Also thanks!^^

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Hi Coldfinger008, welcome to the community :)

Planes can be a pain, as wings don't work as you'd expect, instead of proper lift they only generate lift as a product of wing angle and airspeed, they are just planks really.

Also, if your rear wheels are too far back, getting the nose up can be almost impossible, so turn on the CG indicator and make sure your wheels are not too far rearward.

As for the flinging around, off axis thrust maybe? We'd have to test your craft file to be sure.

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So if I angle up the wing 90° it will go up instantly? ..... :/

Center of Gavity is centered at best? I tried to angle the nose up a bit by design, it didn´t work when I made it level.

Off axis thrust, hm I actually have everything symmetric. Exaggaragating vibrations maybe? But then how could I combat them?

Also HOW can I show you the craft files?(wonderful format btw XD)

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So if I angle up the wing 90° it will go up instantly? ..... :/

No. It is more like if you were working with right triangles. Let's assume you have a plane that has a total of 10 lift points, is going down the runway at 100 m/s and the wings are angled at 45°. Therefore, as far as I've been able to tell, it is a product of total lift (10) velocity (100 m/s) and your angle of attack vs your velocity vector (which at runway is 45°)

Therefore: 10*100*(141) = 141,000 lift ability. I don't really know if that is the exact number, or if there is a constant I need to be applying somewhere. All I know is that the angle of attack vs. your velocity vector is what produces lift.

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