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ProgradeInProgress

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  1. Tried configurations with two vertical tails, one vertical tail, and two canted tail fins. For starters, I can't spin stall - hooray! - even when I try to induce it. However, I did notice something thanks to the greater degree of lateral control. Immediately after takeoff I lose ALL authority in yaw unless I turn off the sideslip moderation (set to 0.45 at 40 m/s IAS due to previous sideslip issues), and unless I lose pitch authority until I turn off AoA moderation (set to 42 to take effect after 82 m/s IAS). It seems to prefer stopping me from pulling downwards. Neither one of these values has proven an issue until now, but I tweaked them to no avail. Engines get locked off-center when the moderators are on, too. G-moderation, however, works just fine.
  2. Hello! I've been using this mod for years now but have encountered a very strange issue recently. I've been playing around with tailless supermaneuverable aircraft for a couple years now, but there are two issues I'm encountering that I've not been able to change in any way through tweaking the settings. First, an older issue: On takeoff my engines seem to be gimballing to control yaw to one extreme or the other, not varying in thrust or correcting in any way. I notice my plane slipping laterally by fractions of a degree per second from the moment I take off. Not normally a problem, but it becomes an issue when I pull high-G maneuvers or try maneuvering post-stall. Second, a new problem that arose with this version: For some reason, my craft locks into a high AoA in yaw after recovering from a spin stall. Rolling or pulling up does not change this; it simply returns my plane into a second slip stall that I usually cannot recover from. This can (on occasion, I haven't figured out why) also lead to being unable to pitch down at all. I only regain the ability to pitch downward when AA is turned off. Since my planes are normally uncontrollable without the help of AA, this is a huge problem for me. Any suggestions? Like I said before, I tried tweaking things one by one, but there may be something I missed. Please let me know if you'd like to see the log and I'll post it as soon as I'm able. I'm currently traveling but this just came to mind while waiting to board.
  3. As written in the title of the thread, I was wondering if any Mk-2 sized parts with a flat bottom are available. I've looked at mods for Mk-2 parts, but perhaps I may have missed something. The reason I'm asking is for use with FAR. I like to create post-stall maneuverable tailless jets that endure extremely high stresses of 20+ Gs. While the Mk-2 parts work well enough, I find that the drag produced by the rounded bottom of the Mk-2 parts (especially the cargo bay) doesn't do my lift-drag coefficient and yaw stability any favors. Is anyone aware of a mod that could help with this particular issue?
  4. Can't wait for experimentals to wrap up! Keep up the good work!
  5. My realism save is called KNASA (pronounced NASA) which is simply a Kerbal NASA. My aero flight sim is called Blockheed Kerman StrutWorks, named for the founder, an individual that had a head with slightly sharper corners than most Kerbals and resented the nickname 'Blockhead'. Deciding that 'Blockheed' sounded Bad-S, he took to naming his development division after the mantra of 'needs more struts' that developed when engine power outpaced the materials that could survive flight with that technology. My nearly-stock exploration install has two agencies: Breaking Bad-S (For creative Kerbal abuse) and Kerbal Agency for Research, Exploration, and Development of AeroSpace Technology (KAREDAST). Convoluted, but at least it isn't as bad as OSIRIS-REx, and gets the point across.
  6. I love Turbo Pumped's channel, the micro-SSTOs are incredible! Almost all of his SSTO craft fall under 30t, so I watch in jealousy while I can't even get a cargo SSTO into LKO
  7. Signing into Steam for KSP for once! Sign me up!
  8. Looks like I'm going to be playing stock again. I love making SSTOs and I haven't played with SSTOs and stock aero for a while... This should be fun.
  9. I've permitted some config changes for LF since no Oxidizer will be used. They're extremely lenient, so most craft should qualify for their respective categories with no problem. This should allow for some fun designs, and allow anyone who wants to compete without worrying about fuel and focus on designing the craft.
  10. Looks like I'll have to give the OP a thorough editing tomorrow morning. I have a few example craft and a WIP, and I need to change a rule or two as well. I'm rather new with these challenges, but I do need to simplify it. Feel free to post it for now. As a side note, the WIP craft is a personal favorite- it's a tailless fighter with 10 internally mounted weapons, an integrated FLIR ball, and a Vulcan clipped into the cockpit.
  11. OK, looks like I'll be changing the requirements. If you can integrate a Mk2 cargo bay and fit a weapon into it, I'll allow it to qualify. Rules have been changed accordingly.
  12. They don't have to look a certain way at all. Wing design is not restricted, there are no restrictions on LERX and canards, and I am not banning the use of Mk-1 parts attached radially to the fuselage. The only design restrictions are fewer than 4 tailfins and the use of a Mk2 cargo bay. The restrictions are intentionally similar to current design trends in fighter jets . A sixth-gen fighter is not and should not be a rehashed F-15 replica. When competing for a contract, it is not "Who makes the best jet", it is "Who makes the best jet under the required criteria?". The Mk2 Cargo Bay is necessary for internal weapon storage. The tailplane restrictions and use of a lifting body is meant to simulate stealth requirements. The performance restrictions are there for what should be expected of a sixth-gen fighter. I think the restrictions are fairly justified if you look at the current concepts of future fifth and sixth-gen fighters. The points system is meant to encourage designs that are difficult to perfect. I will add a performance-based section for those who like that aspect later, but the idea is to match the criteria and emerge with the best aircraft within those restrictions.
  13. High mach and tailless fighter jets are notoriously difficult to design. This challenge is made greater in Ferram Aerospace, and as a long-time fan of designing fighters in KSP, I'd like to see designs that people can come up with under certain restrictions. The challenge is inspired by the 5th Generation Fighter Challenge by @Halsfury. However, this challenge is largely focused on fitting within both capability and design constraints. The goal, ideally, is to make something that fits within these constraints and looks good doing it. There are two tiers for this challenge, Proposal and Prototype. Posting the craft falls under the 'Proposal' section of the competition, subject to the rules below. 'Prototype' craft will be tested upon the submitter's request against other 'Prototype' craft (3 times per craft). Kill tallies will be posted, and the craft with the highest tally will be the current winner. The current #1s for each tier will have an image of the craft shown in the main post (for bragging rights), with past winners shown on a leaderboard. Without further ado, the constraints are as follows: The entries can be divided into two categories: Both categories must still comply with the restrictions above. Helpful Hints and Useful Mods: Points: An example craft of my own design will be posted soon. Good luck to all!
  14. I'll make sure to do that when I have it meeting all the target properties, as I currently have a critical mach of ~0.695. It's a very simple design, and has less than 20 parts when armed only with a Vulcan. Being a fighter, it's Panther-based, and can take off below 75 m/s (srf). Canards are something I'm looking into as well, though, but I'm trying to make it as sleek as possible and canards would interfere with the look. It's vaguely based on the Boeing F/A-XX concepts, especially in wing shape.
  15. Hello! I've been a lurker for a while, but I've finally decided that having a forum account and asking questions on my own will help to clarify some things I just can't find, even with search. Although my username is ProgradeInProgress, it's a variation on my regular username. That being said, abbreviate it how you like, I'm sure it'll stick. I've always been fascinated by any kind of engineering, but aerospace has always been something I gravitate to. I'm also a fan of cutting-edge tech, and love videogames-especially flight sims and fighter arcade sims. For those reasons, I'm a big fan of fighter jets and SSTOs. I always use FAR, as the challenge it presents makes success that much more satisfying. I'm currently working on mk2 tailless fighter aircraft using BDArmory, which I've dubbed the KDFx-15 "Flying Reaper". My builds can take days to get right- I currently have a cross-sectional area below .25, wave-drag below 1.1, and critical mach above 0.7, with some supermaneuverability. I may or may not make a bomber variant due to fuel constraints. I look forward to honing my KSP skills by learning from everyone here!
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