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Frafor

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  1. I am having an absolute blast with this mod. First thing I made was this cute little triplane which can be launched and landed on zeppelins:
  2. That will be amazing, I will keep an eye to when you release it. Thanks!
  3. Hi! I have been testing and I found that there is a problem with the stock Mk1-3 Capsule: it only weights 10 kgs dry. Do this has to do with this configs or it is a problem from Real Fuels? Also, when leaving useRealisticMass as true, the MEM lander is weighting around the same as stock (around 2.5 tns I think) and has enough fuel to ascend from the mun with a spark engine. But when using useRealisticMass as false to balance all to the stock scale system it goes up to 6.96 tns.
  4. So many beautiful machines. Let's add some more: FMA IA 58 Pucará A-4 Skyhawk And the one I fly, Piper PA38 Tomahawk
  5. I took the number by measuring the wings with the SPH info tab, 1.3m wide and 11m from tip to tip. And I think FAR is getting the L/D coefficients right but at speeds higher than it should. I mean, the plane handles at 150kt like it should do at 90kt. For me, it feels like both lift and drag are nerfed so you need to go twice as fast to get the same results. If lift had twice the force and drag was 3x stronger I think it would feel better. Well, mine was not an exact replica. I sacrifaced everything to get a weight, wing surface and wing aspect ratio as similar as the real one as possible. I will keep testing to see if it's just me doing things wrong.
  6. I tested a small plane that weights 1.1t and has a wing surface of 15.54m2. Comparing it with a Piper Tomahawk (757kg, 11.59m2 wing surface) it flies pretty similar but it glides a lot more, with a ratio of about 20:1 compared to the 7.5:1 of the real one. The other thing I noticed is that while the Piper stalls at 49 knots, the ksp plane stalls at 85 knots. Also, the ksp plane can float over the whole 2.5 km runway after crossing the threshold at about 110 knots (25kt above stall speed) some meters above it, while the Tomahawk in the same situation (100kt, 51kt above the stall speed) will float for about 700 meters before stalling and landing. Apart from this, both handle pretty similar in normal flying, with the diference that the real one cruises at 95kt and the ksp one can do it at 150/200kt. What i think from this is that the FAR aero model is right, but both lift and drag are too low. Apart from landing and with slow planes, everything seems right.
  7. You are right, gliding to the runway from far away at a really low descent rate makes it easier. Anyway, It think approach speed is to fast and the glide ratio is to good for the planes I tested.
  8. I have tried a lot and the way every airplane performs with FAR just seems unnatural because of the same things the OP mentioned, but it doesn't even seem technically realistic to me. I find illogical that a 2 tonnes plane with 40 meters wings stalls at 150 knots, that a plane can glide low the whole runway and just lose 10 knots, that you need rockets to slow an ultralight. In theory it might be more realistic, but planes with FAR doesn't feel right.
  9. That's exactly what i'm talking about. I tried to build several real planes and with the stock model they worked more similar to the real than when using FAR.
  10. Unrealistic in the way that I can't land any plane because drag is so low that every approach is done at insane speeds.
  11. First, I went TL;DR in most of the posts here, sorry, but I want say what I think. I don't like FAR mostly because I don't find it realistic at all, mostly in the way Squad defined realism in their lasts blogs: "If it looks like it should flight, it should fly". After trying a lot with FAR I think that the drag system is just wrong, it seems like it doesn't exist, planes are unstopable. Almost any real life airplane loses speed if you cut thrust and don't point the nose some degrees down. With FAR planes accelerate with pitch angles of less than 2º down, even with flaps and speed brakes. If I build a monster and I run out of runway its ok, but when you replicate a Piper Cub, cut thrust 15 km out at 2 km altitude and you run out of runway things start to look wrong.
  12. Here's mine, pretty useless besides looking and working like the real one. Main diference is 1 engine instead of 3.
  13. I made it!!. I took off begging for fuel to be enough but managed to make 3 laps around kerbin at the end. Screw it up once by flying over 25km and took me until 4 am but it was fun.
  14. Yes, in the videos you can understand something the entire sentences are reversed. In other videos, its just an incomprehensible babble.
  15. Is amazing how clear is the voice of the kerbals when reversing the audio from some of the videos. For example in the Kerbin Cup video (if i heard right, and from the end of the video to the start) you can hear: "y arrancamos con alma, vida y corazon, les llevaremos las cronicas de esta primera mitad, pelotas y afuera y tiempo para saludar a Mario Castillejos en la cancha" In english (might be wrong, my english is not perfect) that means "and off we go with soul, life and heart, we will bring you the chronicles of this first half, balls away and time to salute Mario Castillejos in the field" The first thing said in the video say "go for undocking", in english reversed.
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