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The main thing I have found is to keep the nose a little heavy especially with the MK3 stuff, most of my builds don't get wonky on entry once sorted out.
https://steamcommunity.com/sharedfiles/filedetails/?id=2157910295
The way I'm playing I want to have a small amount of realism.
Assuming an MK3 build how do you hide the landing gear pods so they dont burn up on re-entry?
Also assuming coming through the atmosphere bottom first just like a shuttle.
When you re-enter the atmosphere just control from there and tell it to point prograde.
Since it's pointed *DOWN* 15 -30 deg. it will hold the nose *UP* by 15 -30 Deg. when going prograde.
Note: The angle *DOWN* for the control point depends on the type of craft, you may have to fiddle around to find a correct re-entry angle. (May want to add some MOAR SAS to help control it.
Note 2: Don't forget to return control to a forewards facing control point for landing.
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Another *TRICK* is to adjust all the aero-control surfaces for better control.
Lower the sensitivity of the control surfaces to 25% of normal and see if that helps...
(I've had a lot of problems with control parts OVER controlling and causing oscillation unless I lower the throw limits on the control surfaces)
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*Trick* #3
Also in the SPH right click on each control surface and assign the PROPER control settings for Yaw/Pitch/Roll...
Wing elevons close to center (Pitch ONLY)
Wing elevons on outer part of wing OR only elevon on wing (Pitch, Roll)
Rudder/Tail Fin (Yaw Only)
Elevator (Pitch Only)
Canard [Forward/Nose Winglet] (Pitch only)
Setting this stuff made all my planes fly better.
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I remember watching a video that used a BeepBox control node embedded on the of the ssto slightly tilted off center for that.
when the heavy engines and the cargo hold are roughly in the center and you have fuel tanks ahead of and behind the cargo hold then the CoM won't shift much as you burn the fuel. it will actually move a bit forward as you use up the fuel if you have a cockpit (much heavier than the empty fuel tanks at the back)
But typically I will get my orbit 80kish <70-90> and a quarter of the way back from KSC do a retro burn to put your orbit in the water past KSC. As you drop the orbit will collapse to bring it to KSC but it's pretty much just a straight glide at that point until you get close to the runway.
I don't use any mods so I have no idea what they may be making you do in terms of reentry.
I haven't made an SSTO with FAR yet, but before FAR I actually found that a steeper entry was more useful since you quickly get past the cooking part and just rapidly slow down. I would experiment with unmanned craft.
On my way into the first layers of the atmosphere I hold my plane essentially 90* pointed down or up as much as I can until I feel like I'm ready to dip into the deeper levels and that's when I pull as hard as I can into the atmosphere.
Pro tip, you can hold down left alt and then any control input you give it acts like a trim. Pressing "Alt X" cancels out all trim, please not that IIRC this only works when SAS is disabled. Which is fine, if you need SAS to fly an aircraft then it's designed wrong.
So doing that you can hold any angle of attack you light without having to mount another control pod.
I use trim for all of my aircraft.