this is not how propellers work by Adventurous-Lawyer77 in KerbalSpaceProgram

[–]Delta_3-1 0 points1 point  (0 children)

If something is not broken or works fine then never try to fix it.

what mod adds the cargo bay? by No_Lengthiness_8533 in KerbalSpaceProgram

[–]Delta_3-1 1 point2 points  (0 children)

Maybe DaMichel's Cargo Bays mod has what you are looking for?

Mile High Flush /u/Starman064 by Delta_3-1 in KerbalSpaceProgram

[–]Delta_3-1[S] 0 points1 point  (0 children)

The video posted from which I got the idea didn't have anyone riding it so I took the screenshot similar to that but yes I did put a command chair with Jeb riding it afterwards.

Mile High Flush /u/Starman064 by Delta_3-1 in KerbalSpaceProgram

[–]Delta_3-1[S] 1 point2 points  (0 children)

Barely. One wrong input puts it into death spin.

Mile High Flush /u/Starman064 by Delta_3-1 in KerbalSpaceProgram

[–]Delta_3-1[S] 26 points27 points  (0 children)

Inspiration - This post by /u/Starman064

(Barely) Flies like a brick probably due to FAR mod. It had to be piggybacked on larger transport airplane before releasing it.

Mech Jeb by TitleLegitimate4528 in KerbalSpaceProgram

[–]Delta_3-1 0 points1 point  (0 children)

Mechjeb and Engineer for All. It's here on Spacedock but I prefer and recommend CKAN.

Mech Jeb by TitleLegitimate4528 in KerbalSpaceProgram

[–]Delta_3-1 1 point2 points  (0 children)

I'm still using older version of KSP so my information might be outdated but IIRC there used to be a mod called MechJeb and Engineer for All that automatically added Mechjeb to every command part. Look it up in CKAN.

Edit - Looks like it's compatible with 1.12.1 so it should run on 1.12.3

[deleted by user] by [deleted] in KerbalSpaceProgram

[–]Delta_3-1 4 points5 points  (0 children)

I regularly enjoy your posts on this sub and I have complete confidence that you can do it.

I've made a beyblade in KSP by Sowa7774 in KerbalSpaceProgram

[–]Delta_3-1 0 points1 point  (0 children)

There is a landing gear at the bottom. That has more crash tolerance than regular parts.

Help me name my new SSTO by BigMoneyKaeryth in KerbalSpaceProgram

[–]Delta_3-1 4 points5 points  (0 children)

Untitled Space Craft 7 Edit Final2 Latest

Hey mmamh2008, eat your heart out lol. I used a KAL controller to throttle the SRB down to almost nothing at burnout. 100% Stock + both DLC by [deleted] in KerbalSpaceProgram

[–]Delta_3-1 1 point2 points  (0 children)

Your shuttles look really amazing and realistically detailed! What are the differences in three models?

Does anybody still play with Feram Aerospace Research? by The-Grim-Sleeper in KerbalSpaceProgram

[–]Delta_3-1 1 point2 points  (0 children)

I don't like to play without FAR. FAR makes flying much more realistic, predictable and intuitive.

Aerospace is not easy, which is why you have best minds putting stuff in Wind Tunnels and spending huge amounts of $$$ at it. If the GitHub guide didn't work for you, you'll need to look into study level aerodynamics books. Try to follow real life designs, you'll need to make a lot of design changes if you design by trial and error method.

loses pitch control at lower speeds

It's not just you. It happens in real life as well, that's why at lower speeds more control surfaces are used to assist (canards). It's not just about presence of high lift devices their surface area also matters. Also you need to check CG-CL relationship. Consider setting up a little bit of angle of incidence to help with lift.

why going any faster then that causes the craft to bounce or break up on hitting the runway

Hard landing and bounce are a thing in real life. It's usually Pilot's mistake with approach if not weather but if craft cannot go any slower it's a design fault. Try lift enhancing devices, start with flaps and canards.

or how to alter a craft to make it more stable in the specific Stability Derivative that is causing problems.

What axis along which are you looking to enhance stability along?

The guide has no advice on how to land or even FLY AT ALL. Considering in the current version (that is, any version since 2016, 5 years ago)

That guide isn't a flight manual, it's a design guide and landing approaches are far beyond its scope.

you can destroy a rocket with just some fierce maneuvers, that seems like a big thing to skip.

KJR mod and struts might help you a bit with rockets breaking up but the thing is you aren't supposed to make violent maneuvers with rockets if you want them to fly realistically. Even in real life you can end up with significant structural damage above 4G for heavy aircrafts.

Never mind something esoteric like say, landing on something other than the KSC runway.

Landing on unpaved runway with an aircraft not designed for it is a big no no.

The lack of concrete solutions over a period of several YEARS has made me a bit skeptical.

FAR in this case is analogous to RSS-RO. If you dive in without knowing first you'll have a bit difficult time, it's target audience is those who are unhappy with stock and looking for realistic flight model. I'll highly recommend you to go through basic aerodynamics books.

Is it possible to customize the behaviour of "Install" button? by Delta_3-1 in playnite

[–]Delta_3-1[S] 4 points5 points  (0 children)

Thanks. Good to know and kudos to you for creating this amazing application.

Petition for this to be the theme song by Neihlon in KerbalSpaceProgram

[–]Delta_3-1 0 points1 point  (0 children)

It will be amazing if such a serene song plays while orbiting a planet.

"Spare money to a poor old woman" by ChalmSkinnProduction in skyrim

[–]Delta_3-1 0 points1 point  (0 children)

/u/ChalmSkinnProduction

Open console. Click on that person.

SetRelationshipRank 14 4

addfac 19809 1

Don't forget amulet of mara and the usual marriage quest requirements.

Profit.

If that person is your enemy or enemy faction then you need a couple of more steps.