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Showing results for tags 'ratio'.
Don't you hate it when you have too much fuel/oxidizer laying around? Which you could change the mixture ratio that your engines use (like the J-2 did in real life)? Want no more. Introducing: EMRController With this mod, you can configure your engines to use different oxidizer/fuel mixtures, and have the ISP and thrust adjust accordingly. You can even set up your engine to run in "Closed Loop" mode, emptying your tanks at the end of a burn. This mod does not contain any configurations, but if you use Realism Overhaul, you'll see that the J-2 does have configurations that work wi
Hey! Beginner question here, I recently made my first custom part for ksp, an engine. While making the .cfg I noticed a field called "ratio" in the propellant section. Only answer I've found on google is from the documentation wiki which says it notes how much of a resource is used in 1s. Although, all engine .cfgs I've seen use 0.9 for the fuel and 1.1 for the oxidizer. So, what does that line do and how is it correlated to the overall workings of the part?
In flight, you can open up a nice aero forces display by opening the ALT F12 debug menu, going to the physics tab, then the aerodynamics sub-tab, then checking the "display aero data gui" checkbox. I've noticed however, that the lift:drag ratio numbers seem very poor compared with real-life airplanes. The best I can get is 8 or 9 to one, at 2 degrees AoA, at low speed and altitude. At 0.82 mach and 10km, similar to how commercial airliners fly, best seems to be 2.8 AoA and maybe 5 to one lift / drag ratio. Real commercial airliners are pushing 20:1 at such a point, i