Search the Community
Showing results for tags 'aero'.
Found 3 results
quasarrgames posted a topic in Add-on DiscussionsI've always hated the way drag is shown in stock KSP. I have no idea which parts are causing the most drag, and by how much. All i get are a bunch of long red lines overlapping each other so they are impossible to distinguish from one another. Is there a mod that changes the way drag is shown in the aero forces overlay view? I'm looking for something stock compatible that's not going to actually change drag, but just show it easier. Thanks in advance!
juanml82 posted a question in Gameplay Questions and TutorialsI have this spaceplane built in the previous versions, which doubles as a reasonable lander And it used to make it to orbit with plenty of dV to spare. I've just loaded it in 1.2.1 though and the rapiers can't keep up the thrust when they are breaking the sound barrier: They'll hold up to about match 1, but between match 1 and match 1.1 they will consistently keep loosing thrust, even if I level out or even descend slowly, which keeps me stuck below match 1.2. I've tried placing precoolers in front of the engines, but they don't change performance. I've replaced the front of the spaceplane with the MK2 (not inline) cockpit and while there is a thrust loss, it isn't nearly as pronounced and I can more easily break the sound barrier, so I guess the issue is related to the changes in drag. Am I right? (And it's a pity, because that's a nice position to put the docking port). I also installed Interstellar (and removed the rapiers MM patch as it caused them to overheat) but I don't think Interstellar should be the curprit
Kurld posted a topic in Plugin Development Help and SupportI've been working on my Launch Escape System again. It's modeled after the one from the Apollo spacecraft. I have revised the nose-cone part to have animated canards. I created the part and animation in Blender and imported that to Unity. The animation simply rotates the two child objects around their two axes (I don't have any rigging in other words). Then I wrote a simple plugin to listen for the Abort action, and to deploy the canards (activate the animation) after 11 seconds. Everything so far is working the way I want: I abort, and 11 seconds later the canards pop out. What I am still really confused about is how to simulate the actual aerodynamics of the canards. In real life, when the canards deployed, they shifted the center of pressure of the escaping CM such that it became aft of the center of mass and thus the CM re-oriented so that it was pointed retrograde. I've tried fooling around with the drag cubes for the nosecone, vastly increasing the area and coefficient of drag of the "deployed" state of the part in the X dimension, hoping it would act like a big lollipop and catch enough of the airstream to cause the CM to flop around the Z axis, but that didn't seem to work. I've also tried dynamically adding a ModuleLiftingSurface to the part, but that didn't seem to work either. I don't ever see any lift when I turn on the aero overlays. If I had been smart enough to copy down the code I tried I would paste it here. But I wasn't that smart and now I don't remember where I copy-pasted that code from. My next guess is having some kind of control surface, which is, of course what a canard is. I just don't understand what I need to do next, or even if it is possible. Most of what I've seen in these forums is for control surfaces that respond to user input. I don't need that... I need something that either generates no lift, or else, once deployed, is locked into a specific orientation. Which to me is what a wing does. But like I say, I couldn't figure out how to make that work. Can anybody point me (and my CM...) in the right direction? Thanks!