Rybikson

Members
  • Content Count

    33
  • Joined

  • Last visited

Community Reputation

12 Good

About Rybikson

  • Rank
    Rocketeer

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Ideal altitude for the radar is to be corrected to 75km: https://github.com/S-C-A-N/SCANsat#top-10-parts-and-sensor-types
  2. Numbers: R - tail wheel reacion force a - distance between Com and front wheels l - distance between wheels R - radius of the descending path Fd - downforce m - mass g - gravitional constant F - total force put to the CoM v - tangent speed F = (m*g) + (m/R * v^2) + Fd // gravity + centrifugal force + downforce R = F * a / l // from static equations at the touchdown converted from the zero sum of torque at front wheels (civil engineering course year 1) even without the centrifugal force and downforce the rear wheel reaction is only smaller than the "50% of mass" if the CoM is closer to the front wheels aww, forgot to post u some pictures/movies if u dont believe maths, all of those planes landing with the nose up and touching rear wheels first, using the last drip of UPforce to decrease wheel impact and reduce speed at the touchdown :*
  3. never seen the plane landing movie or infographics about the aerodynamic downforce... maybe because in common sense of physics that would mean: - ur vessel is heavier than its mass determined only by the gravity - if theres downforce = there is no upforce = nothing prevents the vessel from smashing on the ground with its free fall velocity + downforce velocity - if u land with lowered nose = your front wheels touch the ground first taking all the weight (mass + downforce) - there is no graduation u just smash on the ground and u cant prevent the tail drop (coz u cant lower the nose more) and the distance between wheels multiplied by about 50% of the mass is put straight to the rear wheels when it touch the ground - u got no ability to make an emergency takeoff I prefer my way (nose up) - no sense to explain it, just reverse all of the statements from this list (aaaand im not going to argue with your klingon avionics anymore, have a a nice ... landings)
  4. his tricycle could also takeoff angled with those rear and front wheels if he dont plan any rotation over rear wheels and balance it. Got one 240t cargo plane with tricycle wheels, preangled as permanent frontslipper. Its second config uses back ramp so the angle allows the cargo-rovers and drilling rigs to drive out smooth without ramp-bend-fail. u still trying to prove that 5-10degree main line angle is dangerous to the tail as a general rule? u admited u need downforce when u land ur planes so , who knows, maybe there is some alternative avionics science in the universe...
  5. basic rules: small-to-zero-preangle ->no rotation, the plane takes off and lands without any extra pitch control - takeoff -> speed is enough to make aeroforce and u just start moving slowly up - landing -> speed is not enough and u just start falling slowly (while ur nose is still pointed on the horizon or above - depends on construction and ammount of speed u need to drop with frontslip) mid-to-hard-pre-angle (for the high thrust planes, probably with low aero surfaces), the plane is initially hard-angled and need this angle to takeoof and landing: - takeoff -> u start to go up fast after short runway (attack angle 10-20 degrees) but still no rotation u just follow this steep ascending path - landing -> u make steep fronslip with 0 thrust and finish below stall speed with nose up losing rest of speed, while ur rear wheels touch the ground, then aerobrake + inverse thrust to lose rest of speed finally: if there is no point sticking out of your front-rear wheels line and u dont make any heavy rotation, u may position wheels as u like why rotation is bad? 1. If u raise nose fast and dont have TWR over 1.8 you lose your tangent speed making your control surfaces useless and u cant drop nose back as a result 2. any unwanted rotation is to be correct by the control surfaces which makes u flu slower coz of increased steering drag if u cant manage fuel mass well try to use external fuel tanks on decouplers and keep the dry mass center near the full mass center final touch: use fuel balancer extra control: deploy/retract ur control surfaces to counter the unwanted pitch here, look at my oldtimer and try to repeat your oppinion about wheel position being bad this plane uses like 80m runway to takeoff and never got problems with landing - it just follows the line its angled http://imgur.com/a/OeLpJ if u need any special craft desing ill help / if u want to argue without scientifical background or experience just leave me alone ;P p.s. use parachutes to final slow speed after landing heavy derp or just land on the water, vertical takeoff is rather a pain
  6. Darn it is it really a rocket science? take the center of mass in the middle ad put rear wheels a bit higher. You can always agle your wings if u are too scary to try pre-angled planes. Most of such planes just takeoff by themselves and keep straight 1-3 degrees ascending path line due to the small frontslip.
  7. Every plane generates the danger of tail crash ... if u land angled by 30 degrees. Im not going to continue that argument, got too many everyday experience with this stuff and tired of explaining the obvious. In this game every of my planes is preangled and i manage to sit 260tons in the mountains. Or short-takeoff the early game straight-tailers thanks to this simple fix. This would be obsolete in larger planes if the game calculated the aeroforces better on well-profiled wings (not flat plank-shaped rectangles). If u need to have the last word, feel welcome, I'm out. If u manage to pi$$ me off enough i'll make some videos ;P
  8. 1. contradictory? wrongo http://imgur.com/a/VB1Bj Just try and dont argue... 2.Most planes sit level? wrongo Every small sport plane is initially raised by the nose 3. Big planes a) got enough aero-force generated by the wing profile to takeoff b) are also raised - just the angle is smaller c) use flaps, slats or other oversized control surfaces (small planes usually dont have enough place and need to reduce weight much more) d) lower their rear wheels during takeoff, we just see them usually in the passenger-comfy-leveled position 4. U dont need extra downforce on landing - gravity makes it for you - just use the front-slip (u travel in same direction just increase drag by raising the nose while your speed is not enough to make all plane turn up) * this last bit of lift only decreases the wheel stress so its useful as well 5. Its always safer to land the rear wheels first with raised nose - u still got the front wheels and u greatly reduce speed in this raised-nose position
  9. Hi, The physics part is not so easy, but quite doable if u are familiar with derivative calculations. U just need to make the spreadsheet for each stage including: Velocity - initial from previous stage, final calculated (separate for x,y, tangent for easier calculation) same for the acceleration and the distance then use the basic accelerated movement equations and "orbit movement" equations (i mean the movement on the circular path, just dunno the EN words) make equations for final velocity etc, use derivative to find the maximums according to the TWR if you feel confident enough with those calculations ... add the drag factor (at this point I stopped with the mindblown coz i havent been using math for a couple of years and at this point you need to be careful about many sh#tty thing like the atmosphere density which decreases non-linear, the shape drag factor, and the drag force which is also non-linear dependent from the tangent velocity) Finally for the game just keep some basic rules of TWR at different stages: [disclaimer: this is my personal experience with some googled knowledge, the ascending rules are probably straight written and explained better, just google "KSP ascending path"] - u start with TWR slightly over 1.2 - u start the gravity turn at 1600m and the speed boave 120ms/s (u need to start moving horizontal to add the centrifugal force to help you with gravity and 1600m seems to be the best moment to start, 70m/s is the first stable speed for small rockets to turn and 120m/s is quite enough for even heavier ones) u just drop the nose by 10-20 degrees - u continue the gravity turn by dropping nose to aout 45degrees and should still be at your first stage - at 8-16km u should decouple the first stage and continue with 0.8 TWR stage - the final stage TWR at 0.2 is enough to maneouvre in space if u dont need to bypass any atmospheric influences and only need to make some fly-by's or land at low gravity objects.
  10. Caen we has soem nice science sample container (in the universal stowage pack) for the glory of sat... saience ofc
  11. Some of your awesome parts are unsearchable. Tested in SPH with "group in nice toolbar" option on and off. Some parts are visible when i search for "K&K", and some not. For a more detailed info: the greenhouse seems to be absolutely unsearchable from the input seachbar. I use 59 other mods so cant be more precise ATM. Let me know if u cant reproduce this issue. (PC, x64, 1.2.22 Maybe its the &- sign (uni)coding issue?
  12. Hi there, Is it any unity issue, some rocket science part of programming mods or general mod kraken? 1. Almost all mods use the unity black half transparent windows and KSP style is the not common option, why not opposite? 2. The mod windows transparency is not the nice feature, it makes both the mod output and the background unusable 3. MOST IMPORTANT - the mod windows doesnt prevent background items to be clicked so u can easy push the abort button or any other active button (science/fuel/engine) while trying to pointand click the foreground mod button 4. MOST IMPORTANT" - the mod inputs also doesnt catch the full focus and the background engine catches what u type in as well so u will warp when u type the dot and many others (del, backspace) 5. Tooltips tend to stick forever in some mods, please make tooltips an option to switch in ur mods
  13. so u got to use some science stored in your head to put the rear wheels in such line with front wheels so any other tail part stick out of the "landing line" - and we mean the smooth 5 degree angle not 30degres - even the stock straight tail can handle this if u position the wheels far enough (preferrably on the plane/tail curve) moreover - if u position your wheels straight and got bad designed tail you will crash this tail at the starting takeoff when ur nose goes up, so ... protecting the tail is a separate plan, and wheel positioning for nice takeoff is another
  14. wheels+low mass center do half of the trick my science loaded Akita rover is able to travel easy on warp 3 up to 4 on flat land while any other construction from stock parts hardly manage to keep alive for a couple of minutes with warp 2.
  15. Sry for necro but this just got to be finally solved +bonus tips: 1. Landed means u touch ground 2. Splashed means u are floating in the liquid 3. Water is the biome, not the vessel state In this case ALL biome x state combinations are possible. (splash highlands* seems to be most difficult if u havent spotted it by accident, rest are very predictable from the sattelite scan + map orientation) Potatos: + u land on water near the edge of ice caps, u see craft sitting on the icy ground but science says u stand on the water (Landed + Water) + u splash ice/cap/tundra flying straight to the N pole at the spot when 3 biomes meet (tundra/ice/water) theres a huge lake and u can also find a underwater mountain there so splashmountain possible + u splash southern ice at the edge of the ice just near the cliffs + u splash desert by finding lakes west from KSC (200km?) + use satelite with a probe core able to scan biomes and position it above 600km orbit to see all planet + take 3 science containers so u can collect 4 same reports (containers + crew member) to drain every leftover of science (some experiments leave some to be "scienced" and u need to make it 3-4 times to fill the bar - this saves some money as u make all in one run + u dont need to land on the roofs of KSC buildings to achieve "building" situation, just gently poke the main doors with ur front bumper and turn permabrakes for the time u touch it to fill all science + VAB south complex is only available on VAB lvl 2 and it dissapears when u upgrade it more If u dont use any science mods, read the bloody wiki science page to know the experiment/biome/situation/position combinations DONT go for the sh#tty KSC buildings science before u got a decent set of instruments - its faster and cheaper to go MANNED mission with extra scientist to reset bays on polar Minimus orbit and make 10+ valuable experiments than derp around like fool to catch all buildings every time u gather new science tool. If you really stuck with science points deploy the Kerbal orbital mobile lab, use science relay mod and feed the lab with some noob experiments via e-mail ;P. Best results with 3 orbital labs (kerbin, mun, minimus) and unmanned probes left in different biomes for future lab feeding. happy grinding