Update to version 0.11!
Scott Manley's video:
Aerodynamics Properly Based on Shape: Long, thin shapes have less drag than wide, flat shapes; smooth changes in body width results in lower drag. Tall rockets good; pancake rockets bad.
Wing Interactive Effects: Detects wing location relative to other parts and adjusts lift in a realistic fashion (wing pieces at wingtip make less lift and more drag than ones at wing root, leading edge pieces make more lift and more drag than mid-chord wing pieces).
Stall: Wings above a certain angle of attack get a sudden reduction in lift and a large increase in drag. Can cause plane crashes.*
Mach Effects: Lift coefficient increases for a given angle of attack as Mach number increases, drag coefficient increases to a peak at Mach 1 and then drops off, as in real life. Planes at high Mach numbers may suffer minor structural failures during control actuation.**
Control Axis Choices: Manually set control axis for control surfaces, and make the rudder act separately from the ailerons. Alternatively, make the ailerons actuate on yaw inputs and make the rudder respond to pitch inputs!
*Not my fault if you put it into a flat spin.
So you know what's going on, the FAR Flight Systems module is added to cockpits to print out Mach number, atmospheric density, and provide additional simple stability augmentation systems.
Part.cfg changes powered by sarbian & ialdabaoth's ModuleManager plugin:
License: Creative Commons Attribution Share-Alike
Copy the GameData and Ships folders into the KSP root directory and merge them with the existing GameData and Ships folders.
FAQ - Common Questions and Solutions to Common Problems
Cylinder crossflow drag is now more accurately modeled; cylinders make less drag when the crossflow Mach number is below the critical Mach number (M = 0.4)
More updates and fixes to Editor GUI and Center of Lift indicator
Reduced stability of command pods and reentering objects to more reasonable levels; lifting reentries are now easier to manage, but sane mass distributions are required for proper stability
Optimizations in all constantly-running code and some reductions in memory usage
Update to use ModuleManager 1.5, by sarbian
Some attach node corrections for stock parts that had incorrect attach sizes, causing poor drag modeling
Ability to modify some aerodynamic properties in the config.xml, including:
--Area Factor: a multiplier to increase or decrease aerodynamic forces; 1 by default
--Attach Node Diameter Factor: how many meters in diameter an attach node size applies to; 1.25 by default
--Incompressible Rear Attach Drag: the drag coefficient of a rear-facing attach node at Mach 0
--Sonic Additional Rear Attach Drag: additional drag above incompressible at Mach 1
Includes set up for Kerbal Updater
Fixed an issue where cargo bays that started closed would not properly shield parts unless it was opened, then closed
Many, many updates and fixes to the Editor GUI and Center of Lift indicator, courtesy of a.g., including, but not limited to:
--CoL indicator offset error fixed
--Many more options in the static analysis window
--Moment coefficient zero crossings are marked
--Fixes to the stability derivative calculations
Code refactoring by sarbian for future interfacing with MechJeb
Hypersonic body lift is now more properly modeled; lifting reentries with command pods can now be properly done
Fixed an issue where the Editor GUI could end up inaccessible due to the minimize button being hidden by stock GUI elements
Does this mod make nosecones and other aerodynamic parts behave realistically?
Yes. Nosecones and such are necessary to make your plane or rocket fly at a decent speed in atmosphere; unaerodynamic shapes will suffer absurdly high drag or stability issues.
I tried to fly my standard gravity turn into orbit and my rocket flipped out. What happened? Is this realistic?
The standard KSP "gravity turn" is pretty much the worst way to fly a rocket with FAR installed. The 10km vertical climb followed by a 45-degree pitch over maneuver (note: this is not a gravity turn) causes the rocket to become unstable because it can cause the drag and lift of the upper sections of the rocket to overpower whatever stabilizing elements might be at the bottom of the rocket; this can also happen in real life, but normally results in the rocket coming apart due to large aerodynamic forces. Do a proper gravity turn; start it low in the atmosphere and keep aiming prograde through the atmosphere. This should allow you to control your rocket even with the most finicky of designs.
Does this mod fix the "infiniglide" bug with stock control surfaces?
Yep! Deflecting control surfaces with FAR will increase the drag of your vehicle, not speed it up. Magic turbines, flapping probes, and other infinite-motion vehicles are not possible with FAR installed.
Does this plugin work properly with other mods / part packs?
Sure; FAR figures out what the properties of the part should be based on its dimensions and some basic aerodynamic assumptions. If you use a mod and suspect that it causes unrealistic behavior, search the thread to see if it has been brought up / addressed by the latest release; if it hasn't, feel free to bring it to my attention. The only exception is with wing parts, which are more complicated and currently must have their properties specified manually.
Does this plugin make payload fairings and cargo bays work properly?
It is set up to identify parts labelled "fairing" or "cargo bay" and apply the proper effects to them and the other parts the affect. Since all of these parts are 3rd party mods, incompatibilities may occur; if you find an issue like this, bringing it to my attention along with the craft file suffering the problem can go a long way to fix it.
I can't seem to turn off the Flight Assistance Systems... what's going on?
In the Flight Assistance GUI every button that is pressed activates a control system; when none are pushed down no control systems are active. I suspect that you've actually created a poorly designed craft and that you're attributing aerodynamic forces that you're not used to dealing with to non-existent control inputs.
Do I need ModuleManager.dll?
Yes; it is used to properly apply aerodynamic properties to stock wing parts and re-balance the stock jet engines to have more reasonable performance. If you do not copy it over FAR will not function properly.
I'm using MechJeb and it's telling me that the terminal velocity of my vehicle is *insert huge number here* / Why is MechJeb saying that there is no drag force on my rocket?
MechJeb does drag estimates based off of the old stock drag model, which FAR zeroes out. Long story short, the reason it's not measuring any drag force is that it's looking at the wrong fields to measure drag; it has no idea that FAR is applying drag now. Sarbian is currently working on code to allow MJ to work with FAR.
I've installed FAR, and the GUI isn't appearing in the Editor or in Flight; what's wrong?
It's possible that you haven't installed FAR properly. Make sure that the FerramAerospaceResearch folder is properly placed in the GameData folder and that ModuleManager.dll is placed in the GameData folder. If problems persist, make a post containing your output_log.txt so that I can try and find the source of the problem.
The GUIs don't appear to load; what gives?
It's possible that the GUI has loaded off of your screen. Go into GameData/FerramAerospaceResearch/Plugins/PluginData/FerramAerospaceResearch and delete config.xml. This should fix the problem.
My game lags a lot; what's going on?
First, check your debug log in game (ALT + F2) to see if any errors are appearing (NullReferenceExceptions are the most common, but anything in red is bad). If there are, then follow the guide below for reporting a bug.
How to report a bug so I can fix it quickly:
- Narrow down the plugins and mods that you are using until you can re-create the issue; if the issue is with FAR alone and you're running other plugins narrowing down the source becomes more difficult.
- Recreate the issue using the smallest craft possible; this leaves fewer options for the source of the error.
- Post detailed and specific instructions on how to recreate the bug, along with the entire output_log and the problem craft; this will allow me to easily recreate the bug on my end.
Please understand that if I don't get this information, your complaint ends up being very non-specific and it makes narrowing down the source immensely difficult. FAR includes (at the time of this writing) 8021 lines of code, which makes narrowing down the particular source of any bug time-consuming, even with information. Bugs can (and have) been fixed with less info but it often includes reading lots of code before the actual source becomes clear. The more information I have, the faster the underlying issue can be identified and fixed and the sooner you can go back to enjoying KSP with proper, bug-free aerodynamics.