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Thread: [1.0.4] Ferram Aerospace Research: v0.15.3.1 "Garabedian", 6/22/15

  1. #1

    [1.0.4] Ferram Aerospace Research: v0.15.3.1 "Garabedian", 6/22/15

    Update to version 0.15.3.1 "Garabedian", now with voxel-model based aerodynamics!



    [Spoiler: Scott Manley videos of old-FAR]

    Features

    • Shape-Based, Vessel-Centered, Aerodynamics - Long, thin shapes drag less than wide, flat shapes, and smooth changes in body width reduce drag. The shape of the vessel as a whole, not individual parts, controls drag, so shape the vessel as you see fit.
    • Emergent Fairings and Cargo Bays - The voxel model method FAR uses allows for the actual shape of the vehicle to play a role in how lift and drag are applied. Build a hollow shell, and close it up, and everything inside it will be protected from the airflow as it should.
    • Wing Effects - Realistically adjusts lift based on wing position and configuration: wingtips lift less and drag more than wing roots.
    • Stall - Passing the critical angle of attack suddenly reduces lift and greatly increases drag. Can put planes into tailspins, flat spins, and cause crashes.
    • Mach Effects and Area Ruling - Lift and drag will vary as expected with Mach number. Supersonic planes will need to properly area rule themselves for optimum flight characteristics.
    • Body lift - All parts lift: a fast enough brick will fly, if not that well.


    Note: This mod disables itself on 64-bit Windows builds of KSP to avoid exacerbating the win64 build's inherent instability. Users are encouraged to switch to either the 32-bit Windows build or the 64-bit Linux build, which are far more stable.


    Part.cfg changes powered by sarbian & ialdabaoth's ModuleManager plugin.

    Interface with stock heating system and other mods interacting with the physics system powered by sarbian, Starwaster and myself's ModularFlightIntegrator

    Toolbar powered by blizzy78's Toolbar plugin.

    Installation:
    Copy the GameData and Ships folders into the KSP root directory and merge them with the existing GameData and Ships folders.

    Make sure that you copy over everything in the GameData folder. Serious issues will occur unless this is done.

    If you like my stuff, please consider throwing a few bucks my way, it would be awesome. Note that doing so doesn't entitle you to anything, it's just a way of saying "thanks."


    [Spoiler: Recent Changelog]

    FAQ - Common Questions and Solutions to Common Problems

    What does this mod do that stock KSP doesn't?

    Stock KSP calculates drag as a linear combination of the drag properties of a vehicle's parts, with some interaction changes to handle some of the most obvious aerodynamic interaction effects. FAR instead calculates the drag from the vessel shape as a whole, resulting in a more realistic model of aerodynamic drag and body lift. In addition, FAR accounts for wing shape, rather than just overall area like stock KSP. Finally, thanks to the overall vessel model, FAR can account for things like area ruling, where the vehicle's area cross-section must vary properly in order to fly at supersonic speeds (well, without MOAR BOOSTERS, in any case).

    I don't like my rocket coming apart under heavy aerodynamic loads; how can I turn it off?
    In the Space Center scene FAR has a debug menu that can be accessed to mess with a large number of the parameters. Under the "cheats" section of the first tab there is an option to disable aerodynamic failure.

    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?
    Yes, it will support any and all fairings and cargo bays. Even those that you make out of completely unrelated parts, so long as you close up the shape. In fact, to FAR, there is little difference between the inside of a closed fairing and the inside of a fuel tank part; they're both just as internal to 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 and/or ModularFlightIntegrator?
    Yes; they are used to properly apply aerodynamic properties to stock wing parts and to interface properly with the game's physics system. Not using them will cause FAR to not function.

    I'm using the win64 KSP build and FAR doesn't seem to be functioning. What gives?
    Due to the instability of the win64 KSP build, FAR will disable itself on that build. This is to ensure that any issues caused by the win64 build can be definitively traced back to it. FAR is not supported on the win64 build, and you are encouraged to use either the win32 build or to switch over to linux, as both of those builds are much more stable.
    Last edited by ferram4; 26th June 2015 at 05:47.

  2. #2
    Awesome! Looks like a great plugin. Keep up the good work.

  3. #3
    Rocketry Enthusiast
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    C7 needs to see this... At last I can make planes with more realistic post-stall maneuvering
    Royal Kerbal Military and Air Force orbital fighter pilot

  4. #4
    Junior Rocket Scientist
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    Currently 30,000KM up.... and accellerating fast!
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    yay. Finally my planes will actually get lift from uber massive wings at ultra-high altitudes...

  5. #5
    Rocket Scientist Blinkin's Avatar
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    Amazing, C7 needs to see this. Might be a very nice addition to the gamer.

  6. #6
    Can somebody please send me a link to a modified version of this that removes the ability to specify an axis on a control surface? It is very frustrating to have to change the settings every flight.

  7. #7
    Rocketry Enthusiast
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    Poland
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    Why would You want that? It's better to change setting every flight that not change them at all
    Royal Kerbal Military and Air Force orbital fighter pilot

  8. #8
    Random, I'm currently working on something to fix that, in the mean time, you can switch the axis before physics starts, since you're just waiting there for a few seconds anyway. I agree, it's annoying, but it's currently a means to an end.

  9. #9
    Quick question, do I use less fuel the higher I am (not sure if its in the game). Oh and I agree its a little annoying having to change the axis every time but it's amazing that I can actually do it so I'm not too bothered.

  10. #10
    Sr. Spacecraft Engineer
    Join Date
    Sep 2011
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    Dallas, Texas, USA
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    338
    Depends on the aircraft. Normal jet engines get more efficient with altitude. Piston engines stay about the same. However, Ramjets and Scramjets get more efficient with speed and remain about the same with altitude, however the limiting factor with them is heat. The lower altitudes cause these types of engines to get hot much faster due to air friction thus they are only really good once you get into the upper atmosphere where you can go faster with less air friction.

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