I like the your idea for "fixing your craft" video series, looking forward to it! [I do have a craft or two I could use help with as a matter of fact ;)]
From a purely vanilla standpoint and for sheer fun of building and flying an SSTO, then I would say yes, the feeling of accomplishment after having built one is great (maybe pretty close to the first time you land on luna for ex). However for launching heavy payloads into orbit I would say theyre not as useful, 2-stage-to-orbit craft are much easier and simpler and have higher payload capacities. XML of engines and tinker panel are ways to get around this (obviously), but after a while this gets boring and imo building craft without tinker panel is more challenging. XML does have its merits but that is a whole other conversation.
Sorry to hear that! I hope you find your phone soon! my laptop crapped out on me a while back and it was the main way for me to play SR2 so I do understand your pain
I have been very involved with trying to help people with their craft in the past, and although a few have been thankful for my help, they are few and far between, and at a certain point helping people who can't give so much as a thanks or if they do reply it's only with ungratefulness or bitterness about why I couldn't perform a miracle with their craft or about the game itself, not bothering to understand or care that the game is still in pre-release. This gets old after a while.
I looked at your craft and I only had to tweak your craft a bit to get it flying well, you made a pretty good craft! Here are the things I recommend you change:
The CoM is too far aft (and too near the CoL), you can set the 2 rear-most tanks to empty to move it forward, this will take care of the controllability issues.
Increase the length of the forward landing gear, that way you have a positive angle of attack during the take-off roll which will help your craft take off before the end of the runway.
Up to you, but I would consider adding a rotator to the horizontal stabilizers and set it to a slider so you can trim the pitch. This will help you if you don't want to increase the forward landing hear length, by trimming the hoz. stab for take-off you won't need to do that. An added bonus is that you can trim the pitch during cruise so you can have hands-off flying or pretty near hands-off.
The last point is more of an optional recommendation, but if you follow the first two then you can take care of your original problems.
First I recommend you use Kell's Delta-V Map and figure out your total D-V needed for your final target location.
Then during your build process make sure you have the necessary Delta-V (I usually try to add 10% above what is necessary if possible just in case, especially to the final stage), and as long as your ISP is high and your TWR is above 1.0, you should be good to go!
And when in doubt, add more SRBs!
@SmurfResearchX If you don't like infinite fuel then again I suggest searching for "vanilla" craft, there are literally hundreds if not thousands of craft in that category. If your main concern is a high part count then just look at the part count for each vanilla craft, granted this might be an extra step but it takes but a few seconds.
I tried making a cargo variant of one of my Heavy Flying Wing but flying wings have a very narrow CoM safety envelope and carrying cargo makes the weight and balance very tricky although not impossible, add to that VTOL and now you're asking too much! But please try making one, I'd love to see your results! At the very least you will learn a lot about aerodynamics of flying wings and in general
Because the runway is unusually wide (80m), it gives the illusion that it is a short runway, also this gives the illusion that your aircraft is lower than necessary during a correct approach, and so a common mistake (that I have also made) is to overcompensate by taking a higher approach, which leads to touchdown much farther down the runway, but this shortens your effective runway length. With the correct airspeed on short final (should be just over stall speed), aim for the runway threshold (I aim just before it), and during the flare you should be touching down right on the touchdown zone. Use this IMAGE below for reference.
Aircraft in this game do not actually need very long runways, but 2km of runway is enough for all aircraft, but you have to make sure you have a low approach airspeed and touch down in the touchdown zone or the demarcation area before the touchdown zone.
HERE is an interesting article on visual illusions caused by unusually wide runways.
You can change a command pod or command's chip configuration to "airplane" in the part properties in designer mode, and you can toggle the craft's change in orientation on config change on and off. These options are very helpful when designing aircraft. I hope this was helpful :D
@ColonelStriker So I was still tinkering a bit with this, got rid of the side interstage and put a new one and I am still not sure why your craft has a fuel transfer issue between the main tank and the shuttle. Maybe its because the shuttle has different tanks and not just one but that's just speculation. I made a shuttle, here is the LINK if you wanna check it out (it is not space-worthy but the fuel transfer on it works fine). Unfortunately the only thing I can suggest at this point is to rebuild it from scratch, or at least get rid of the center tank and side interstage and rebuild those and hopefully those will fix the issue, other wise try to go down to one tank on the shuttle and see how that goes. Also if you can't get help you can ask on the discord if you havent already.
I would still love to see this shuttle fly because I really like the design and aesthetics of it. Good luck!
@AndrewGarrison I have a much older samsung device so I will let others answer this one, But I'm sure the s-pen would at least give basic stylus capabilities as any other stylus would
@QarabinaKa I understand, I had the same problem, mostly I had to learn from other player's crafts (and some by trial and error). A helpful trick is to add some SRBs to the first stage, it's the easiest way to add to delta-v and get you to droo orbit fast. Another trick is to "trim the fat", meaning get rid of every non-essential kilogram, the trick is to have just enough power and delta-v for each segment of the trip and just barely make it, but this leaves very little if no room for error so you will need a very generous dose of quick-save and patience, and a lot of testing by trial-and-error.
I think the hardcore ksp fans that talk bad about SR2 are a vocal minority and mostly trolling and as such its best to ignore them as you would any other troll
We all greatly appreciate all the hard work you and @pedro16797 have put into this!
+1 4.8 years agowell done jundroo!
4.8 years agozoom in and enhance
4.8 years agoSR2
I like the your idea for "fixing your craft" video series, looking forward to it! [I do have a craft or two I could use help with as a matter of fact ;)]
4.8 years agoI very much look forward to these and read all of them
+1 5.0 years agoFrom a purely vanilla standpoint and for sheer fun of building and flying an SSTO, then I would say yes, the feeling of accomplishment after having built one is great (maybe pretty close to the first time you land on luna for ex). However for launching heavy payloads into orbit I would say theyre not as useful, 2-stage-to-orbit craft are much easier and simpler and have higher payload capacities. XML of engines and tinker panel are ways to get around this (obviously), but after a while this gets boring and imo building craft without tinker panel is more challenging. XML does have its merits but that is a whole other conversation.
5.1 years agoSorry to hear that! I hope you find your phone soon! my laptop crapped out on me a while back and it was the main way for me to play SR2 so I do understand your pain
5.1 years agoI have been very involved with trying to help people with their craft in the past, and although a few have been thankful for my help, they are few and far between, and at a certain point helping people who can't give so much as a thanks or if they do reply it's only with ungratefulness or bitterness about why I couldn't perform a miracle with their craft or about the game itself, not bothering to understand or care that the game is still in pre-release. This gets old after a while.
5.1 years agoNow I know what to hand out for Halloween this year
+7 5.1 years ago@Atomicdragon I agree it's not that hard, it's so simple even YOU could do it! so why haven't you done it yet?
+2 5.1 years ago@CasualCrusade Thank you, I'm glad you like it!
+1 5.1 years agoI looked at your craft and I only had to tweak your craft a bit to get it flying well, you made a pretty good craft! Here are the things I recommend you change:
The last point is more of an optional recommendation, but if you follow the first two then you can take care of your original problems.
5.2 years ago@CasualCrusade :D
+1 5.2 years ago@Thelegitpilot13 sorry, I read your comment wrong. Can you post a link of the stratofighter? I don't know what it looks like
5.2 years agoWe should keep adding to the old Moon Base! Lets keep it going!
5.2 years agoWe can never have enough planes!
5.2 years ago@Thelegitpilot13 No, I was thinking of the Boeing X-37
5.2 years agohmmm game's pretty cheap as it is, there might be one in the future, who knows? but the game just came out so it might be quite a while
+1 5.2 years ago@Bmcclory where is that? I had no idea!
5.2 years agoAre you picturing something like the X-37, or something even more cutting edge?
5.2 years agoFirst I recommend you use Kell's Delta-V Map and figure out your total D-V needed for your final target location.
5.2 years agoThen during your build process make sure you have the necessary Delta-V (I usually try to add 10% above what is necessary if possible just in case, especially to the final stage), and as long as your ISP is high and your TWR is above 1.0, you should be good to go!
And when in doubt, add more SRBs!
Just type "this is for Simplerockets2 research purposes" into your google search box, so your FBI agent know what you're doing, and you'll be fine!
+3 5.2 years agoI literally just posted a Block 5 F9 yesterday
5.2 years ago@SmurfResearchX If you don't like infinite fuel then again I suggest searching for "vanilla" craft, there are literally hundreds if not thousands of craft in that category. If your main concern is a high part count then just look at the part count for each vanilla craft, granted this might be an extra step but it takes but a few seconds.
5.2 years agoWhat kind of craft are you looking for? Maybe I can help you find it.
You might have some luck searching using the "vanilla" tag, in general vanilla craft should work fine on mobile and dont require mods
5.2 years agoAny chance of making a Discord for this? I think it would make it easier for the "Companies" to communicate and figure out launch windows etc.
5.2 years ago@DeboStreams Thankfully I haven't seen any negativity towards RPs or "Aerospace Companies", this is a pretty chill community so far
5.2 years agoI tried making a cargo variant of one of my Heavy Flying Wing but flying wings have a very narrow CoM safety envelope and carrying cargo makes the weight and balance very tricky although not impossible, add to that VTOL and now you're asking too much! But please try making one, I'd love to see your results! At the very least you will learn a lot about aerodynamics of flying wings and in general
5.2 years agoYou should be able to find planets in the andromeda galaxy with that thing!
+5 5.2 years agoPost your sandbox or otherwise post a bug report, or give us a bit more info
+1 5.2 years agoUse the link below and search with any tags you want:
https://www.simplerockets.com/Crafts/search
5.2 years agoBecause the runway is unusually wide (80m), it gives the illusion that it is a short runway, also this gives the illusion that your aircraft is lower than necessary during a correct approach, and so a common mistake (that I have also made) is to overcompensate by taking a higher approach, which leads to touchdown much farther down the runway, but this shortens your effective runway length. With the correct airspeed on short final (should be just over stall speed), aim for the runway threshold (I aim just before it), and during the flare you should be touching down right on the touchdown zone. Use this IMAGE below for reference.
Aircraft in this game do not actually need very long runways, but 2km of runway is enough for all aircraft, but you have to make sure you have a low approach airspeed and touch down in the touchdown zone or the demarcation area before the touchdown zone.
HERE is an interesting article on visual illusions caused by unusually wide runways.
+2 5.2 years ago@FugitiveGamer my pleasure!
+1 5.2 years agoIn designer mode click on the View options icon on the left menu, the center indicators are there.
+3 5.2 years agoReally looking forward to this one
5.2 years agowhats that thing by the wheel? is that a dummy?
+1 5.2 years agonever before done first time in history
+10 5.2 years ago@PositivePlanes thanks for adding my craft! :D
5.2 years agoWelcome back! I'm sorry to hear about your injury, hope, hope all is well now!
5.2 years agoYou can change a command pod or command's chip configuration to "airplane" in the part properties in designer mode, and you can toggle the craft's change in orientation on config change on and off. These options are very helpful when designing aircraft. I hope this was helpful :D
+3 5.2 years ago@ColonelStriker So I was still tinkering a bit with this, got rid of the side interstage and put a new one and I am still not sure why your craft has a fuel transfer issue between the main tank and the shuttle. Maybe its because the shuttle has different tanks and not just one but that's just speculation. I made a shuttle, here is the LINK if you wanna check it out (it is not space-worthy but the fuel transfer on it works fine). Unfortunately the only thing I can suggest at this point is to rebuild it from scratch, or at least get rid of the center tank and side interstage and rebuild those and hopefully those will fix the issue, other wise try to go down to one tank on the shuttle and see how that goes. Also if you can't get help you can ask on the discord if you havent already.
5.2 years agoI would still love to see this shuttle fly because I really like the design and aesthetics of it. Good luck!
Post a link to your YT channel :)
5.2 years ago@AndrewGarrison I have a much older samsung device so I will let others answer this one, But I'm sure the s-pen would at least give basic stylus capabilities as any other stylus would
+1 5.2 years ago@QarabinaKa I understand, I had the same problem, mostly I had to learn from other player's crafts (and some by trial and error). A helpful trick is to add some SRBs to the first stage, it's the easiest way to add to delta-v and get you to droo orbit fast. Another trick is to "trim the fat", meaning get rid of every non-essential kilogram, the trick is to have just enough power and delta-v for each segment of the trip and just barely make it, but this leaves very little if no room for error so you will need a very generous dose of quick-save and patience, and a lot of testing by trial-and-error.
5.2 years agoI think the hardcore ksp fans that talk bad about SR2 are a vocal minority and mostly trolling and as such its best to ignore them as you would any other troll
5.2 years agoAre you using kell's delta-v and angles map? Also ion engines have very low thrust so I suggest sticking with conventional motors
+1 5.2 years ago@DPSAircraftManufacturer i didnt know that, interesting
+1 5.2 years agoESA is working on some interesting reusable space vehicles that you could try your hand at building:
Space Rider
+2 5.2 years agoAirbus' Adeline
@JastroOne1 will there be an official or primary community sandbox?
5.2 years ago@MarioG Ok, I will stick with REO then, thanks for clarifying :D
+1 5.2 years ago