What pod orientation to maximize lift on reentry?
is it with the shield facing towards the ground or away from the ground?
is it with the shield facing towards the ground or away from the ground?
such as the vab, launchpad, sph. they are ofc acting as if always fully upgraded, but what causes them to visually change level? i always liked the maxed out ksc look so i was wondering what triggers those buildings to upgrade
Since scansat isnt compatible with rp1, is there another mod for visualizing trajectories on a flat map? the atmospherics and various icons makes it difficult to see well in the 3d map
im rather new so far, and i regularly lose connection while in leo bc of not being over radio stations. im not super familiar with how real life comm networks function however, as far as my experience goes is playing reentry where of the 3 programs in the game, only mercury had to be concerned about specific station locations, so i assume it was resolved by the time of apollo and gemini. but unsure how
would relays be the answer? if so what antennas shud i use and how many sattelites would i need for good coverage? my comm tech is level 4 and my dsn is upgraded to level 3 for reference
irl ive noticed it often varies, with things like gemini individual thrusters spread over its service module vs apollo with 4 blocks of thrusters together. so that made me wonder, whats the pro vs cons of either setup? both in ksp and irl
ive been wanting to design better landing gear that are able to have more give on ground contact to cushion the vehicle, like real landing gear, but struggle to understand how the settings for it work. it makes ground landings rather annoying bc of parallax too. the numbers also confuse me. its a bit abstract, i dont understand what the difference between 0.6 or 0.5 is for example
one of my biggest peeves with ksp is how it handles ground contact, and how it often has a tendency to bounce objects up after impact, or detonate them instantly. its particularly annoying with airplanes, and makes belly landings pure luck. was wondering if theres any mod that amends this? like giving the ground more "give" and ability to cushion impacts?
ive been trying to do the hypersonic contract, but cant get enough burn time to both make it to my desired altitude since my airlaunch is limited to 13km, getting to 2km/s itself is not the issue, as im able to do that easily, i just cant high enough to not burn up during the time needed i need to spend at the speed. but my engine simply doesnt burn long enough to let me get up there and *then* get to 2km/s. so i wanted advice on what do i need to do for this? just make a super long craft to carry all that fuel? im honestly debating building my own airlaunch vehicle and doing the launch manually atp
i dont really underst the far windows if im being honest, but sharing for those that do
so ive been playing rp-1 (with sol and far if thats relevant) and ive been wanting to make a self orienting reentry vehicle like real reentry capsules, i assume thisd mean simply putting CoM as close to the shield as possible but unsure if ksp physics have some quirk that makes that be different
for example, i dont remember which mission exactly was, but iirc one of the early soyuz missions failed to jettison, i believe the service module, and was stuck with the heat shield facing away from the earth and almost burning up before atmospheric forces dislodged the stuck module and then very violently almost instantly snapped the capsule to correct orientation saving the cosmonauts life
on a more advanced note, i also wanted to try and reecreate the nasa style head up/head down attitude.
where the capsule was shaped and weighed in a way that during reentry, when the astronauts head faced away from the earth the capsule maximized drag at the cost of maximizing g, while the opposite in the head down orientation where it maximized lift. allowing the astronaut to balance rate of deacceleration vs rate of descent. so the capsule seemingly pivoted around a point in its shield, only rotation as irl it was completely impossible to perform pitching or yawing bc of the aero forces, which is interesting bc i dont think ive ever seen controls locking like that from reentry in ksp, not even in rp 1 so far. but idk if its a consequence of the capsule design or fudamental physics that ksp doesnt emulate
Having a more dynamic forest, growing and shrinking naturally overtime, and undergoing it's natural cycles of shedding leaves, growing them, flowering and seeding over time wud be amazing
Main downside ofc is performance, but wud be really interesting
so when you first add fuel to an engine, the delta v ofc goes up as the engine needs fuel for thrust, but eventually theres too much mass and the delta v starts to go back down, i usually just tweak it until its close enough, but i was wondering if there was a way to calculate it to save time?
the the tutorial makes no mention of attitude control at all, no verniers, rcs or spin stab. and im confused as to why? in my case doing that just results in the upper stage spinning out on staging, is there something im missing here?
the sky has been pitch black with no stars(besides the other astral bodies highlighted by DOE) in my save, im pretty sure its not supposed to be like that so im a bit confused, the sky is not fully clouded over either i checked, scrolling out far enough does eventually reveal the sky box. im guessing its something relating to the skybox dimming by doe but not sure how to fix it(its both in ksc and in flight)
I've been starting rp1 and really struggling with shaping hulls and wings, it feels really jank I won't lie, and the procedural parts are very difficult to get the more odd shapes airplanes require, is there something I'm missing?
Since RSE isn't compatible with rp 1, is there a different mod for sonic booms?
Edit: Forgot to write an actual title, I'm too sleepy
i just love it so much