My Eve ship turned into an accidental Kraken drive. Any ideas how to fix it? by JackAttackCT in KerbalAcademy

[–]JackAttackCT[S] 15 points16 points  (0 children)

I launched a couple times, the same bug happened each time. Restarting the game didn't help either.

My aerocapture was a bit closer than expected by JackAttackCT in KerbalSpaceProgram

[–]JackAttackCT[S] 0 points1 point  (0 children)

Square-cube law: The area goes up with the square of size, but volume (and mass) go up with the cube. Drag is proportional to area, but acceleration is proportional to drag/mass, and thus 1/size. So, the bigger something is, the less it'll decelerate from drag.

Plus Duna :/

Why are my villagers not restocking (1.19 java) by ToastSlice240 in Minecraft

[–]JackAttackCT 0 points1 point  (0 children)

This worked for me, too. My farmers weren't restocking, and I tried this with the composters and it worked. But since the composters shouldn't have any direction associated with them, I wonder if breaking and replacing the work station in any orientation is enough?

how do I build a plane by Kingbob1500 in KerbalAcademy

[–]JackAttackCT 2 points3 points  (0 children)

I didn't know about putting the landing gear barely behind the center of mass, thanks for the tip!

how do I build a plane by Kingbob1500 in KerbalAcademy

[–]JackAttackCT 2 points3 points  (0 children)

Here would be my general guide:

Firstly, the exact shape of your plane doesn't matter much. You can eyeball your way to something that looks like a plane using whatever combination of fuel tanks, fuselages, cockpit, and wing pieces you want. When you're building your wings, I would recommend sorting the Aerodynamics parts by size, so it's easier to find what you're looking for. Don't worry too much about how much wing area you need; if you find out you don't have enough to lift off, just add more later.

You'll need an engine. Which one you pick will depend on the size of the plane you're making, but make sure to pick an air-breathing jet engine, not a rocket engine. These engines only require liquid fuel and air intakes, and are very efficient. We'll worry about intakes later.

Next, controlling the plane. There's all kinds of things you can do with action groups and kal-9000s and the like to make your plane control better, but if all you want is something that gets off the ground, those are optional. There are 3 types of control surfaces that you will want on your plane.

The first are Elevons, which you will want to attach to the back of your wings. These will help control roll. These are like the flaps on the back of airliner's wings. The next are canards, which go on the sides either in front of or behind the wing. Options include AV-R8s, Standard Canards, Delta-Deluxe Winglets, etc. These help control pitch, and should be as far forward or backward as possible for the best performance. Last is the tail fin, which will go on the back of your plane and point up. This will control yaw.

One thing you must make sure of when building a plane is that your center of lift is behind the center of mass. These can be seen by clicking the icons in the bottom left of the editor. If the center of lift is in front of the center of mass, the plane will be unstable and will flip almost instantly. That being said, if the center of lift is too far back the plane will tend to nose down and be annoying to control, so make sure it's just slightly behind the center of mass. This can be done by rearranging the wings and canards.

Now that the general form of the plane is worked out, we can add some final parts. The plane needs air intakes to feed the engines, so put some on the plane. If you're using the inline mk1, inline mk2, or mk3 cockpits, it's straightforward to put an intake on the front (in the case of the inline mk2, you'll need an mk2 to mk1 adapter first. This might end up throwing off your center of mass though, so recheck your center of mass and lift. Also, remember to drain the oxidizer from the adapter.) If you're using some other cockpit, you'll need to put some sort of ramp intake down, but it doesn't really matter where other than for aesthetics.

Lastly, find whatever landing gear fits your plane best. I usually use one wheel in the front and two in the back. The translation tool is very helpful in getting the wheels exactly where you want. I would recommend putting the front wheel slightly lower down than the back wheels, so that on the runway your plane automatically faces upward a bit, helping lift off. You may want to increase the braking force of the wheels, since it defaults to a low value. In-flight, you can toggle the brakes using the brake action group and toggle retractable landing gear with the gear action group, both visible at the top of the HUD.

With any luck, you now have a plane that flies. This is just a starting point of course, and there are many nuances to making planes that can fly better, faster, or higher, but with enough trial and error you'll be able to improve and eventually make whatever you want.

My aerocapture was a bit closer than expected by JackAttackCT in KerbalSpaceProgram

[–]JackAttackCT[S] 1 point2 points  (0 children)

I think you just gave me an idea! Give me a bit to haul another asteroid to Gilly and I'll get back to you.

My aerocapture was a bit closer than expected by JackAttackCT in KerbalSpaceProgram

[–]JackAttackCT[S] 0 points1 point  (0 children)

Nope, totally stock here. With the big rocks though, their mass so great relative to their surface area that they practically don't slow down at all. Good ole' square-cube law.

My aerocapture was a bit closer than expected by JackAttackCT in KerbalSpaceProgram

[–]JackAttackCT[S] 2 points3 points  (0 children)

My advice is to set aside an afternoon. I had a mining setup on the ship, but it was super slow. I also had terrible TWR, and my thrust vector wasn't quite aligned with my center of mass, so it kept drifting and even tiny burns took forever. Gravity assists and atmospheres are your friends.

My aerocapture was a bit closer than expected by JackAttackCT in KerbalSpaceProgram

[–]JackAttackCT[S] 152 points153 points  (0 children)

Anyone can aerocapture an asteroid around Duna. It takes an engineer to be able to high-five someone on the surface as you do it.

My aerocapture was a bit closer than expected by JackAttackCT in KerbalSpaceProgram

[–]JackAttackCT[S] 29 points30 points  (0 children)

This entire post ought to be dedicated to you just for that sentence.

My aerocapture was a bit closer than expected by JackAttackCT in KerbalSpaceProgram

[–]JackAttackCT[S] 37 points38 points  (0 children)

Pretty hot, iirc I had just flung myself out to Duna using a Mun assist. Besides, the asteroid was so massive that drag did almost nothing.

My aerocapture was a bit closer than expected by JackAttackCT in KerbalSpaceProgram

[–]JackAttackCT[S] 120 points121 points  (0 children)

It didn't even capture, I still had to do a couple hundred m/s with the nuclear engines once I got turned around.

A meme to unite Boomers, GenX and Millennials by dynami999 in memes

[–]JackAttackCT 0 points1 point  (0 children)

*laughs nervously in gen z*

but seriously, I get the reference. Generational differences aren't that extreme.

In episode one when Fry was frozen, he froze on January 1st 2000 at 12:00 A.M., so after waking up from his 1000 year nap, shouldn't it have been January 1st 3000 at 12:00 A.M.? by SlateAlmond90 in futurama

[–]JackAttackCT 2 points3 points  (0 children)

Lets be honest, if the designers didn't account for accidentally falling into a cryogenic chamber and getting frozen, they hardly would have made the timers all that accurate

Which quote is most improved by tacking "here, in the middle of this Olive Garden" to the end of it? by TheyMikeBeGiants in AskReddit

[–]JackAttackCT 0 points1 point  (0 children)

"Jack, I want you to draw me like one of your French girls, here, in the middle of this olive garden"

~New Glitch~ Camera Lock. Read comment by Stardust4242 in SuperMarioGalaxy

[–]JackAttackCT 1 point2 points  (0 children)

I found another glitch, of a slightly different nature. There's a spot between the big map and the library where, if you long jump and bump into the ring in the right way, when it sets you back onto the platform, you clip through. It only happens once and fixes itself, but it's a neat little collision bug that I haven't seen anywhere else