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Found 16 results

  1. I'm having a weird bug with drag being produced by parts that are stowed inside a cargo bay. The weird thing about it is how inconsistent it is. I designed my plane in the SPH, when I launch it it takes off, accelerates, goes supersonic and to orbit, no problem. If I revert to launch and try again though, this time the parts inside the cargo bay are producing excessive drag and this time my plane won't even pass the speed of sound. I had the bug once during testing, I sort of dismissed it, put a short fairing on one of the things inside the cargo bay just in case, and proceeded to send th
  2. SilverWolf Aerospace is reopening its doors! After mulling it over for some time, I have decided to re-release this project. So, what is it? It is a humble collection of things I have wanted over the years. A more attractive, familiar cockpit for airliners and small freighters. Something a little more iconic when economy gives way for haste, and something completely new for exceeding the boundaries of sanity and atmosphere. I've also paid attention to the back of the plane, too, adding tail connectors I have longed for. Auxilliary power units included.
  3. Yo guys, I am looking for a wind mod which can be used with the stock atmosphere. The only mod I know of is Kerbal Wind, but that one's for FAR only (though it still works in KSP 1.7 last time I checked) and I dislike the idea of using FAR due to nowadays pretty well-modelled atmosphere. Kerbal Weather Systems is still listed for 0.90 so that one won't work. Maybe someone more competent in programming than me can have a look at this? I think it'd be a great addition to the game, one that has not been done yet (at least for the more current game versions), making the game generally more ch
  4. In the first half of this year, I did a lot of reentries with a Mk1 pod and a matching service bay underneath and it always went flawlessly, with the craft properly orienting retrograde and staying there even without SAS. When I fired up the game earlier this week after several months, however, I'm suddenly finding reentry nigh impossible with this arrangement: if it orients even 10° away from perfectly retrograde due to the pilot not yet having hold-retrograde for SAS, the whole craft violently flips prograde and plows into the ground at 600 m/s. Attaching a heat shield to the bottom of the s
  5. Let me just preface by thanking the modding community for all the fun I've had these last 6 years playing KSP. One thing I've wanted since the time of Lazor systems and 50/50 odds of instaKraken on symmetrical craft is one (or few) - piece wing roots. These would contain fuel (less shocking in modern fuelled wing days) and have attachment points for engines or maybe even small payload bays. By matching the part(s) to stock wings it would help both with wing extensions for larger craft and would be more efficient in stock and FAR than the draggy/heavy DIY alternative. Given the recent
  6. I've been able to turn most of @silentvelcro's DADV-1 mod (Link to the mod here) into a RO-friendly mod, but it needs serious balancing. I did most of the conversions needed(fuel use,engines,RCS, command pod etc.) But things like tank volume and part mass is quite provvisory. Another great problem is in the aerodynamics themselves : the vehicle should be capable to land on Mars by aerodynamic (so stable pitching without too much RCS use) and propulsive means (6x RL-10 engines). Feel free to edit it if it's needed. Code here: Thank you for your help.
  7. Hi guys, After taking a lengthy absence from KSP I decided to start playing again. The last version I played was probably 1.1. Current version is 1.3.1. I've began to notice some issues with some of my aircraft, who'se aerodynamical aerodynamical effects are, well, a bit over the top. At first I thought the problems were caused by my mods, so I removed those. After that did not fix the problem I've reinstalled KSP by removing the entire folder except for my save games and screenshots. This did not fix the problem either. The one thing that removes the pro
  8. By now there's multiple procedural parts generation mods that allow fully custom rocket and spaceplane designs. However, I'm yet to see one that tailors towards more graceful fuselage design for aircraft. I doubt I'm the first to think of this, but I haven't yet found any topics that discuss this. The would only feature one part - a regular procedural fuel tank. Users can edit the same properties that current procedural parts mods allow, such as textures, width, length, part type (fuel, structural, battery, etc), and so on. However, the following customisation options would also be i
  9. The Physics Conundrum, or I hate 1.0 Aerodynamics So, I was doing the scenic route challenge, you remember, right? *FLASHBACK INITIATING* Today I rage quit. Here's a recap. Scenic view challenge attempt 2 going up *FOOTAGE MISSING* (99% of payload outside fairing, leansing at 85 degrees) Why you little [REDACTED] [REDACTED] impossible unless autostrut [REDACTED]. That's what I get for using SpaceY. Try again tomorrow with a smaller rocket.
  10. I was wondering if anybody can offer insight on aerodynamics configs on Capsule + Parachute + Heatshield combinations? I am having a lot of issue getting a capsule to orient correctly. The three parts. The re-entry vehicle is a parachute, capsule and heatshield. Without any config offsets: Capsule enters window forward, surfing on the heatshield and cooking the crew. With config offets: It is a bit more well-behaved, but there are weird lifts in directions during re-entry (you can see also the capsule is tilting for some reason). The configs: Parac
  11. I've always hated the way drag is shown in stock KSP. I have no idea which parts are causing the most drag, and by how much. All i get are a bunch of long red lines overlapping each other so they are impossible to distinguish from one another. Is there a mod that changes the way drag is shown in the aero forces overlay view? I'm looking for something stock compatible that's not going to actually change drag, but just show it easier. Thanks in advance!
  12. Ok, so it has been about 20 years (almost - holy cow) since I last did anything that resembled coding - I could get my Gorillaz to throw a mean banana across the city skyline - and I'm hoping there are one or two fantastic people out there who'd be able to help me get a few parts to "work", at least visually. Essentially when I tell the craft to pitch up, the ailerons show a roll to the right. Pitch down they show a roll to the left (the craft does what it's told for the most part, but it looks awful). If I tell it to do a roll to the right, the ailerons show a pitch up. If I tell it t
  13. Hi all! The standard wings, visually at least, have the same width at the root as they do at the tip, and at the front as they do at the back. They're boards with nice edges. The Big-S series of wings, however, has varying thicknesses and a much more dynamic profile. They taper to the wingtip, and have a thicker airfoil, several times thicker than the standard wings. I know this thickness is probably meant to model the fuel capacity and look nice with larger planes, but I'm curious if there are any other aerodynamic effects of the dimensions that distinguish them from their early-tech-tree
  14. I have this spaceplane built in the previous versions, which doubles as a reasonable lander And it used to make it to orbit with plenty of dV to spare. I've just loaded it in 1.2.1 though and the rapiers can't keep up the thrust when they are breaking the sound barrier: They'll hold up to about match 1, but between match 1 and match 1.1 they will consistently keep loosing thrust, even if I level out or even descend slowly, which keeps me stuck below match 1.2. I've tried placing precoolers in front of the engines, but they don't change performance. I've replaced the front of the
  15. Okay. I've got a shuttle-esque replica that flies... sort of. I've got a problem with it I've never encountered before: At low speeds, it flies fine and normally (tested at manual launch from runway and low-speed approach from orbit). At high speeds, however, any deviation more than about 10 or 15 degrees off vector results in it flipping. After which time, it flies perfectly happily... backwards. Attempts to slow in reverse, then bring it back to forward flight are 50/50, but I suspect it's at least partially my piloting in that. COM and COL are appropriately placed.
  16. I've been working on my Launch Escape System again. It's modeled after the one from the Apollo spacecraft. I have revised the nose-cone part to have animated canards. I created the part and animation in Blender and imported that to Unity. The animation simply rotates the two child objects around their two axes (I don't have any rigging in other words). Then I wrote a simple plugin to listen for the Abort action, and to deploy the canards (activate the animation) after 11 seconds. Everything so far is working the way I want: I abort, and 11 seconds later the canards pop out. What I am st
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