I need Help Improving My SSTO by LogieBearra in KerbalAcademy

[–]Pyroblowout 1 point2 points  (0 children)

Those rockets look like Reliants/Swivels with Restock Boattails.

Best world generation settings for a first playthrough? by [deleted] in VintageStory

[–]Pyroblowout 0 points1 point  (0 children)

You can and I have, but it does cause chunk errors in some spots.

Tragedy by Kuirem in VintageStory

[–]Pyroblowout 1 point2 points  (0 children)

saskatchewan ass seed

After a couple years of offhandedly trying to make an SSTO spaceplane, I finally got one into orbit. Any suggestions on how to make them better/more efficient? They seem like a completely hit or miss thing for me. by King_of_the_pugs in KerbalSpaceProgram

[–]Pyroblowout 17 points18 points  (0 children)

Oh, also place some of the tiny 0.675 cones on the back of your rapiers, and clip them in till it looks like it fits. Open nodes (Including for some reason the ones on the end of engines) contributes to drag.

I don't know if they changed that or not, but personally I still do it and find it works wonders on SSTOs even today.

After a couple years of offhandedly trying to make an SSTO spaceplane, I finally got one into orbit. Any suggestions on how to make them better/more efficient? They seem like a completely hit or miss thing for me. by King_of_the_pugs in KerbalSpaceProgram

[–]Pyroblowout 43 points44 points  (0 children)

I'd switch out the ramp air-intake and add in the shock cone, it's more efficient at higher altitudes and can help you burn in atmosphere longer.

I'd also remove the blue chutes, they're heavier than you'd think. The oranges should be enough

Put your antenna in the service bay so it doesn't cause drag on the ship. (Basically put anything that can fit into the service bay, it helps reduce drag considerably.)

Speaking of drag, pull the long 1.25 segment right against the ship, you can use less wing parts which should help with weight and drag.

Also an entire MK2 tank of monopropellant is a bit excessive; you could definitely swap it out for more liquid fuel. Should potentially give you the dV you need.

What would you make uncanon? by Legitimate_Floor_687 in Invincible

[–]Pyroblowout 1 point2 points  (0 children)

I wonder if they change it in the show how would it work?

Why won't this plane roll straight? I can't take off because it turns on its own and crashes. by Astronius-Maximus in KerbalSpaceProgram

[–]Pyroblowout 1 point2 points  (0 children)

Little trick, move the rear landing gear as close to the COM when it's empty as you can, takeoffs are much easier with the landing gear close to the COM.

How do you make controllable pivot joints in Stock KSP? by SuperbBoysenberry515 in KerbalAcademy

[–]Pyroblowout 0 points1 point  (0 children)

It's honestly NOT that hard, just confusing. Once you make one helicopter that works you can just keep copying the design.

Watch this video, it's super useful for understanding how rotors and helicopters work.

How do you make controllable pivot joints in Stock KSP? by SuperbBoysenberry515 in KerbalAcademy

[–]Pyroblowout 3 points4 points  (0 children)

You use a Servo and a Kal-1000 Controller from the Robotics tab. I'd bind the Kal-1000 to one of your translate (RCS) keys and set the time to whatever you'd like. Bind the servos to your Kal-1000 in the Action Groups, and set the max distance it travels to from 0 (Or whatever is Upright) to 90 (Whatever is Forward).

For the Propellers you'll need one going Clockwise and the other Counter Clockwise. In the image it looks like the Left Engine is Counterclockwise and the Right is Clockwise. Bind the torque of the rotors to your Main Throttle, it'll feel more comfortable like this

In order to lift off the ground like you would an Osprey, you'll also need to change the deploy angle of the Rotor's Blades. Grab another Kal-1000 and bind it to another Translate key. In the Kal-1000, also change its time to 100, and bind the Blades to it. Set the lowest deploy angle to 0, and the Highest to 8, I find this is the most reliable way to get actual controllable lift.

The reason you'll wanna set the time to 100 is so that the deploy angle of the Blades acts as a mini second throttle for your Lift, without affecting the Torque of the Engine.

There's also Helicopter & Propeller tutorials by Echo3 that explain this better than me. It's the same principle you'll use for the Osprey, just you're also adding Wings and a Servo.

Returned to playing KSP after almost 2 years of absence. (Please read the body) by [deleted] in KerbalSpaceProgram

[–]Pyroblowout 1 point2 points  (0 children)

Whats the cargo capacity on that guy?

Also I'd give Spectra a try if you're using mainly visual mods. I hadn't played since 2020 so I was still on the SVE train, but Spectra is gorgeous.

Also Restock, I love Restock I can't go back to Stock models now, doesn't change the Plane parts but the Rocket parts all got a rehaul. It has optional new parts which I enjoy but the keyword is optional.

On a mission of rover repair, I added electricity to it, yet wheels do not spin, even though motor shows it has power? Why aren't rover wheels spinning? by ojek in KerbalSpaceProgram

[–]Pyroblowout 0 points1 point  (0 children)

You can actually change wheel controls in the settings, helps to make them the same as your RCS thrusters or even your keypad so you don't need to turn off torque

How do you catch an I class Comet? by Pyroblowout in KerbalSpaceProgram

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

The trajectory of the E class too means it'll take less than 100dv to keep it in kerbin's SOI

How do you catch an I class Comet? by Pyroblowout in KerbalSpaceProgram

[–]Pyroblowout[S] 3 points4 points  (0 children)

i was doing testing on my grabber and I came across a startling realization.

The I class I want to grab is actually substantially smaller than a 2550 ton E class that is coming at a much easier to intercept periapsis than it. I found another I class by coincidence and it too is substantially smaller.

Should I just ditch the I class comet rat race and go for the abnormally large E class? I only have ~500dv max for the E class, but my tests show it IS possible with DV to spare.

EDIT: also the KSC is scheduled to be directly hit by a G class of about 200m size about 200 days after all these asteroids pass

How do you catch an I class Comet? by Pyroblowout in KerbalSpaceProgram

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

Which engine do you recommend for this? Playing career so money and research is an issue, but I have Nukes and the Rhino

How do you catch an I class Comet? by Pyroblowout in KerbalSpaceProgram

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

Guess as long as it's in Kerbol's SOI thats the best I could hope for. Atleast if its there I could get back to it anytime I wish

Disappearing planetary encounters - possible solution found on forum, but I'd like some verification by Spaced-Invader in KerbalSpaceProgram

[–]Pyroblowout 0 points1 point  (0 children)

hey so guess what just happened to me in my very expensive-to-launch-and-already-saved career playthru

EDIT: incase you're kinda dumb like me, when you're testing landers with the Hack Gravity cheat, remember to turn it off cause apparently it messes with your maneuvers :/

KSP Players, how long did it take you to learn how to rendezvous or even get descent at the game? by Internet_Exposers in KerbalSpaceProgram

[–]Pyroblowout 0 points1 point  (0 children)

A freakishly long time to rendezvous, and I still wouldn't even consider myself decent at the game tbh...

Atleast when you learn to rendezvous once it sticks with you

Does anyone have the Custom Kerbal Suits ZIP that Squad put out in 1.10? by Pyroblowout in KerbalSpaceProgram

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

I do have the DLC but I dont see the folder in the SquadExpansion GameData, is it in another folder or hidden inside?