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Everything posted by Svm420

  1. @MOARdV I am getting weird numbers when I use IAS for airspeed. They are quite a bit higher than what I get when I use the IAS readout in the FAR GUI. I think your formula for calculating IAS may be wrong. It at least appears different than the calculation FAR uses. It appears FAR takes the sqroot of density * pressure ratio, and you take srfspeed * Sqroot of density * pressure ratio. If you would please take a look. Happy to test any changes.
  2. @blowfish I know it's has been discussed before, but jet engines lose too much thrust from high ambient temp. From some preliminary research it seems many modern commercial engines are flat rated to 30*C. Which makes sense when you consider these engines have to operate in conditions ranging from Alaska to Dubai. Currently in game I am getting around 75% of the rated thrust on the runway at KSC. While the ambient temp is above 30*C, it's around 35*C, it shouldn't have that drastic of a reduction if it's meant to reflect reality. While I have been unable to locate anything stating military jet engines are rated the same; I would assume they to have some flat rating to the thrust output so they can operate in whatever condition the war theater might be in. Regardless I doubt the 25% reduction in rated performance is accurate in all but the most extreme conditions. This research paper shows that even without flat rating the loss in power resulting from a deltaT of 30*C is not more than 15%. Which starting at 15*C ISA would be 45*C; Hotter than KSC. All that is to ask can I do something from the config side to reduce power loss, or does this require a change in the assumptions of the underlying simulation? While I can just up thrust numbers to get rated thrust on the ground this will result in less realism in all other conditions. Thanks! Edit: Found another paper discussing the effects of ambient temperature on gas turbine engines. Of note there is Figure 13 displaying overall power output for an engine. That displays a loss of around 12% with a change in ambient temp of 280K to 300K
  3. @blackracko Off topic but, I know you showed a demo of heat distortion for jet engines. Did anything ever come of that?
  4. @flywlyx Would you be able to update the source code on github with the latest version. Thanks!
  5. It would be a problem anytime kopernicus is used to change the homeworld from kerbin
  6. No idea I wondered that myself. I compiled the mod locally with the changes mentioned and it does indeed fix the issue. The only hiccup, as mentioned in the github issues, is it put the games default waypoint for KSC in the sun.
  7. Here. Nope no release. Maybe someone else skilled in shaders could make it happen.
  8. @dkavolis Do you think FAR could model/simulate boundary layer control to replicate blown flaps, or is that too complicated to model?
  9. @blowfish Trying to make config for the NK-12. For some reason when using a gear ratio of 0.094, or 1:10.6, it causes the engine to constantly flip from nominal to starter on not functioning properly. In this state throttle has no effect on engine output it has those same outputs 1-100% Any idea whats going on?
  10. Lower your wing load. If you are familiar with FAR go to the second page of the FAR analysis and check reference area. That how much area you have generating lift. Then divide mass in Kg by the area in m2. For reference here is some standard aircraft wing loads. The Cessna 172 has a wing load of ~70Kg/m2 so aim for that if you want good low speed characteristics. Right now I see you craft has a mass of ~5900kg so you'd need an area of ~85m2, 9mx9m, or ~68mx1.25m for the width of the wings you have there. Crafts in KSP are notoriously heavy because of Kerbal/KSPs reduced scale. In stock they buff lift for the area you use so that crafts look Kerbal sized. FAR is designed where real area = real lift force. They are by design different. It takes adjustment, but can be rewarding if you appreciate the realism and depth compared to stock.
  11. Well after a about an hour coded the behavior myself Much happier with it this way. Now pushing reset trim doesn't set it to zero if the knob is too far from 0, but the precise and absolute adjustment was worth it to me.
  12. Sorry to necro, but did you ever fix the broken mirror symmetry. Its funny I just started to use these parts again, and ran into the same issue only to find I forgot I already posted about it
  13. I use RealFuel and lead ballast for weight and match listed specs for the plane. I use wing configs from RO so no unrealistically strong or heavy wings. I know though I can't match the exact airfoils used. For the COM/COL placement I go off any statements regarding craft handing. Not finding anything stating its unstable or even neutral and requires SAS, so I assume the COM is slightly ahead of COL giving positive static stability in the real thing. Individually parts may be more or less than the real life section, but overall its very close. It's hardest to get the fuselage the exact dimensions without using ugly Pparts. So maybe body lift/drag added stability that i'm lacking, or the airfoils. Those are the hardest things to account for. I just don't want to stray far from the replica look. It's the first time I've had a plane have this issue, but proves FAR is a decent simulation when you run in to issues that RL has had to deal with. I tried shortening the elevators slightly and lengthening the outer main wing and it reduced the number 4 fold but its still has the instability. It does get stable above 1.4M and it reverses and rolls left in the high transonic region. Weird thing is if I add exaggerated dihedral to the main wing it still doesn't resolve the issue. Surprises me how strong the instability is, and how it changes in flight. Just gotta find the right comprise i guess.
  14. @Red Stapler Love the mod! I don't know how this mod isn't more popular. Apparently people like to hear the same few songs over and over. Don't invite them to a party My favorite tune so far is the summer coffee while building. Something about that song I really like. Anyway great work Thanks!
  15. I know the buttons work . The trim axis doesn't work as I'd expect it to so I am asking @linuxgurugamer if changing it is possible. Thanks.
  16. So I have this awesome F-4E replica here. It performs amazing. Heavy as hell, but it has a ton of thrust so she can fly. It has one issue though. It has horrible roll angular acceleration with respect to yaw. So she just rolls constantly to the right. It is definately casued by the 23* anhedral on the tail, but everything I have read suggests the lateral instability should be resolved by the 12* diherdral angle on the outer section of the main wing. I get that fighter jets have inherent instabilities. Thoughts?
  17. @linuxgurugamer I have a request regarding trim axis control. I would like the trim value to map 1:1 to the current value of the axis like a throttle. It currently behaves more like a joystick input increasing/decreasing trim value until the axis returns to 0/neutral. I want trim to be set directly to the current value of the axis so that I can directly control the output trim value. Would that be a possible change? Thanks!
  18. @dkavolis I have a request. Would you add a Q readout on the Data+Stability page of the analysis AKA pg 2. I can post the request to github if that's preferred if this could be added. Maybe static pressure too? I don't know that I need it, but just another idea. Thank you
  19. I solved my issue. Still don't get why I am the only one with the issue. They are working great now.
  20. I totally can see the bad reports being an issue. With the wide market of KSP many false or not useful reports come from inexperienced users. That I don't have a easy solution for. It has burned many good modders in our community. I have seen the more experienced/veteran users of particular mod try to help save the actual creators time by helping resolve those reports, but that's seems rarer as time goes on in these forums. Just wanted to say if modders feel they are wasting time fixing squad oversight then don't or make it a secondary/tertiary issue resolved at leisure. Rant in spoiler
  21. If squad doesn't care to help stock work with mods why waste time trying to make mods work with stock. IR parts should be the standard for moving parts with FAR. If squad doesn't care to build in easy support I would just drop it. Pretend they don't exist. My 2c
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