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Juncoph

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  1. looks like the reaction wheel-based stock propeller works in FAR. the only issue is that it's got a very narrow "airspeed powerband" thanks to how the propeller's AoA is countered by increasing your forward airspeed, producing less lift. in real life, this isn't as much of a problem simply because of the high RPM that a real engine runs at. in KSP, though, our RPM is much lower. in stock KSP, the workaround is simply making your propeller have a very high AoA. in FAR, though, you can actually stall- and as a result, you can't take off with a heavily angled propeller. the workaround I use is feathering via toggling the prop with spoiler controls. anyway, here's the Operation Phoenix-5a atmospheric probe. in lo-AoA, or takeoff configuration, it has a top speed of ~60 m/s, and in hi-AoA/cruise configuration, it has a top speed of ~100 m/s. despite its small wings, it has a very nice stall speed of ~30 m/s... in part because of its gratuitous amount of reaction wheels, admittedly. built by and for career mode, only cheat enabled was part clipping the reason i'm posting this is almost as a PSA - these propellers are actually useful! they're a method of powerful, high-speed electric propulsion where there's no oxygen. eve probes, anyone? addendum: I do have some parts mods, but the parts in the propeller are completely stock. the only non-stock part on this aircraft is the small tailpiece above the large tailpiece and on the wingtips
  2. I made a high RPM spinny thingy which only works in FAR~ I noticed someone on Youtube built a fully stock turbofan, and I decided a proof of concept wasn't enough. Testing resulted in unreliable thrust with stock aero (when not in a fixed position, such as in the original turbofan PoC video), so I quickly made the jump to the latest version of FAR. To make the kraken even more interested in my project, I coupled this with 64-bit KSP. Yes, Ferram, you read that right. 64-bit KSP w/ outdated FAR. I'm only a little sorry. The end result is an incredibly unstable helicopter which seems to energize the axle to the point of uncanny behavior. The RPM does decrease due to drag, but it's an incredibly gradual bleed-off. This propeller is the same one that broke off in my video. As I type, it is still ascending(slowly).
  3. i'm also interested in the answer to this... lots of gear bays tend to not look good for high speeds, so...
  4. Getting no response happened to me twice when I asked about winglets. To answer your question, though, (and this is from my personal experience, I don't know if it was just a matter of me misunderstanding issues or if I actually got it right-- it'd be nice if ferram4 happened to see this and gave us an in-depth answer as he usually does) Wings generally don't get as much lift in FAR as they do in stock KSP, and I *think* that this is because of stock KSP using a basic speed-based exponent for multiplying the lift value of a wing. Also, you are only working with 2 thrust... the fact that it works in stock KSP is a miracle in itself. Try mounting a couple extra engines in the wings. My guess is that you're not getting the desired lift that you need to not fall out of the sky like a rock, pulling up and stalling. So.. improving your thrust-to-weight ratio via more engines is exactly why I suggested that. Again, though, this is experience speaking. Not actual knowledge on how FAR works, or why that powered glider works in stock KSP.
  5. from my original post questioning winglets- Question: do proper winglets (wingtips that get raised up/pushed down to reduce wingtip vortices) actually achieve their real-life counterpart's purpose, or are they more like small rudders, like in stock KSP?
  6. Looks like my question got eaten up by the trials of time-- Do winglets actually help realistically, or are they just rudders like in stock KSP?
  7. I always just make my ailerons double as spoilers, so that I don't need to compensate for new control surfaces ____________________________________________________________________________________________ Question: do proper winglets (wingtips that get raised up/pushed down to reduce wingtip vortices) actually achieve their real-life counterpart's purpose, or are they more like small rudders, like in stock KSP?
  8. How heavy was the aircraft? If it's a proper heavyweight you could install Ferram4's Kerbal Joint Reinforcement mod. http://forum.kerbalspaceprogram.com/threads/55657-0-24-2-Kerbal-Joint-Reinforcement-v2-4-3-7-25-14
  9. I'm going to make something even stupider. EDIT: FAR compatible!
  10. Thanks, it looks like it's going to be an interesting ride here.
  11. Hello - I'm Juncoph. I got Kerbal Space Program in 0.13 after playing with the demo for a few weeks, and since then I've managed to gather a few hundred hours into the game. Of course, I'm still working on ways to make my plans of giant assembled-in-orbit interplanetary motherships actually feasible, but I can say I've figured out how to jury rig a Mun lander to reach Gilly. So there's that, I guess.
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