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Found 6 results

  1. 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 included: Cross Section Type: Each fuel tank has a cross sectional shape that can be changed. Ellipse Rectangle Chamfer Rectangle (diagonal corners) Fillet Rectangle (rounded corners) Cross Section Dimensions: Each end of a fuel tank has tweakable geometric properties. These would be unique to each end. For example, you could have a fuel tank that starts as a tall ellipse and ends as a flat ellipse, or a square with small chamfer corners growing in size as you move down the tank. Section width Section height Chamfer size Fillet radius Cross Section Smoothing: Each end of a fuel tank has optional smoothing. What this means is that you can make a tank change shape smoothly, rather than instantaneously. This would allow you to have multiple parts inline that gradually change shape so that your fuselage doesn't have any jagged lines. This imgur link describes what I'm talking about. Section Offset: Each end of a fuel tank can be offset vertically and horizontally. This would allow you to create long and smooth tail/nose pieces, much like what we see in aircraft in reality. Is there anything already like this? What do you guys think of this?
  2. Fuselage lift questions

    Hello people. I was trying to build a pretty weird craft, and came upon a behavior i was not expecting concerning the MK2 serie of fuselage parts. So, here is a first shot: I would expect this (line of mk2 fuselage rotated on their side) to show some lift on one side, probably to the right of the image given how i rotated the parts. But as the indicators show, there is no lift produced. Then, i rotated each fuselage to get a ring, and it was now producing lift... Shot: Close-up shot: It might be useful to know that on this shot, the root part is a mk2 cargo bay and it's the part on the right, 90 degree from the lift vector. I was expecting this to be neutral as far as lift is concerned, seeing that i have equal lift all around, and that i was careful rotating them so the face in the same way. Am i wrong in my assumption that this should show no lift? But then, it does other strange thing, Shot: Here, i just rotated the whole ring, going by the previous shot, lift should point down, but It now point to the side, at the root part.So, if i place it "lying down" like the first shots, and then upright, i get different lift vector. Could well be me missing something obvious, but i do not get it. So i decided to try and place back my lift vector where i wanted it with wings inside the ring, got there: Shot: Lift looks pretty straight up. with a backward angle. Fact is, the craft does not fly like the vector is there at all, as soon as it get a bit of speed, it push hard toward the direction opposite the root part, like the lift is now offset to a side it never show in the editor. So, am i wrong in assuming that the ring should produce neutral lift vector? And from there, if i'm wrong, what is it i do not get that shift my vector? Side note: The craft attitude is controlled with reaction wheels that i clipped in the fuselage, 12 of them. And i placed RCS thrusters evenly over the fuselage in the hope of getting enough attitude control to offset the problems, did not worked.Then i attached elevon on the backside, they helped a bit. I get it that this will be a really really draggy thing and that it maybe should not really fly, but it is so close too doing it i'm sure i can get there with a bit of help. I'm good at rocket, very inexperienced at "planes".
  3. It's been bugging me for awhile that, while larger, the Mk2 short liquid fuel fuselage has the same amount of fuel than the Mk1 one. Shouldn't it have a little bit more than that? If it doesn't, there's really no big advantage in using it instead of a Mk1.
  4. This challenge is really simple. You can use any 10 parts that are NOT a type of fuselage. You may use solid fuel boosters or external fuel tanks, but remember: you have a limit of 10 parts. You must be able to fly all the way to Duna and back . If you decide to upload a video of you doing the challenge, please put the following in the description: Challenge by *GGKSPMC* (https://www.youtube.com/channel/UCtLy17F1L83z3oqtcGWML4g) forum thread at (http://forum.kerbalspaceprogram.com/index.php?/topic/134860-no-fuselage-challenge/) Badge ONLY PUT ON YOUR SIGNATURE AFTER YOU HAVE COMPLETED THE CHALLENGE!!!:
  5. Open hull shape standards

    I've been thinking about some things lately, regarding part mods that include hull parts (as opposed to wing parts etc.) with cross sections that are not circular. The classic examples of such parts would be the stock Mk2 and Mk3 parts, which follow a standard set by Squad. Mk3 and the B9 HL hull parts fit each other - as I understand it this was a deliberate choice. Well, why not make this choice some more? The ability to add to parts produced by others makes sense, and can only improve the quality and flexibility of parts mods. As such, I propose setting down a standards board made up of an appropriate set of volunteers, who will determine which hull shapes to standardize, and what the precise standard should be for each. I myself lean towards being quite liberal about permitting new standard shapes - simply because I like creativity and new ideas - so in the end it may simply come down to collecting and publishing these shape descriptions in an appropriate format. But the main thrust is simply to have definitions for hull shapes that are stable, accessible and usable, permitting modders to create compatibility with others more easily. Some thoughts on what shapes it would make sense to include, sorted by the mod pack where I've seen them (which may not be the originator, please correct me in this case): B9 Aerospace (bac9) S2 S2W HX Mark IV Spaceplane System (Nertea) Mk4 OPT SpacePlane Pack (K.Yeon) Type J Type K Other types will surely come up as well - I know I've seen them, and I know I must have forgotten some also. Really, any hull type part that could be standardized meaningfully is a candidate here. It would provide us with a repository of information on what shapes are used, and prevent insularity among parts mods by making compatibility easier. So, thoughts?
  6. (Request) Mk1 Fuselage Half Size

    So I keep running into situations where it would be useful to have some half length (and even quarter length) Mk1 1.25m jet fuel tanks, in the style of Porkjet's stuff. Are there any mods that have this? And if not, would it be hard to make it a mod? I feel as if it would only require taking the current model and scaling it down on one axis.