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1

If you are using MechJeb, a likely cause would be if you checked off Limit to terminal velocity As your probe approaches terminal velocity MechJeb will cut your engines so you don't overspend fuel. A side effect of this is that you lose thrust and ultimately control as the lift from your fins comes into play.


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Given that the commenters couldn't reproduce the problem, and I effectively prevented it by simply throttling back for the first few kilometers of atmosphere, I'm inclined to believe that this is just some random glitch in the game.


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The ideal ascend speed is still the terminal velocity of the rocket. This hasn't changed. However, what did change is that calculating the terminal velocity isn't as trivial anymore with the new aerodynamics model, because now it doesn't depend on altitude alone but also on how aerodynamic your vessel is designed and how it is oriented. But in my ...


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Basically, you are reading about an old rule of thumb from the original aerodynamics model where terminal velocity was roughly the ideal ascent speed. This is no longer true under the new aerodynamics model, because of how drag is now calculated as you move. Here's a related discussion on reddit. Ideal ascent speed is now variable by stage and angle and ...


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You can't move things into or out of the screen. You shouldn't ever have to, either - sounds like you encountered a bug. If this happens again, you can just hit the keyboard shortcut for Undo - Cmd-Z on a Mac, presumably Ctrl-Z on windows. This does exactly what you'd expect: reverses your last edit, and hopefully brings back your missing ship. (There ...


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So it seems the solution to this was to create a fresh game. My career game was old enough where the newer version of KSP caused an issue with the tech tree configuration. My game was created probably around the 0.2 to 0.3 time frame, so I just bit the bullet and created a fresh 1.04 career. The strange thing was that it just happened to pop up (not just ...


2

The initial climb and acceleration phase are similar - first climb to 10,000 ASAP (not to waste any fuel on prolonged climb), then accelerate to about 1000m/s in a mostly horizontal, possibly somewhat climbing flight. Then comes the decision depending on the construction of your SSTO. There are two fundamental "schools" of making them: "Fish jump" - your ...


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The trick to make this easier is to lower the amount of solid fuel in the booster when you build your ship. The S1 SRB-KD25k "Kickback" Solid Fuel Booster has a dry mass of 4.5 tonnes and is capable of carrying 2500 units of solid fuel. Solid fuel has a density of 0.0075 tonnes per unit, therefore a fully loaded booster carries an additional 18.75 tonnes ...


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I realize this is an older thread, but there is another cheaper, yet more time consuming (maybe) solution -- that is to accept only the "landed" contracts. I did this for quite a while until I had enough money to build a plane that could do the visual survey missions (then I made millions on those over time). Just cancel (don't accept then cancel, because ...



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