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Found 2 results

  1. For ModuleLiftingSurface, especially in the wing parts, i know the stock deflectionLiftCoeff is calculated by the area*0.284. But how is the dragAtMaxAoA and dragAtMinAoA calculated? the drag at max AoA for wings seems to never go over 1, so does this mean it's a multiplier of some sort? Also if you look at stock's big delta wing, and the aeroplane main wing, both have different surface area, but have the same dragAtMaxAoA=0.6 and dragAtMinAoA=0.0, why? If anyone know how these values work, please let me know! Thanks!
  2. 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 still really confused about is how to simulate the actual aerodynamics of the canards. In real life, when the canards deployed, they shifted the center of pressure of the escaping CM such that it became aft of the center of mass and thus the CM re-oriented so that it was pointed retrograde. I've tried fooling around with the drag cubes for the nosecone, vastly increasing the area and coefficient of drag of the "deployed" state of the part in the X dimension, hoping it would act like a big lollipop and catch enough of the airstream to cause the CM to flop around the Z axis, but that didn't seem to work. I've also tried dynamically adding a ModuleLiftingSurface to the part, but that didn't seem to work either. I don't ever see any lift when I turn on the aero overlays. If I had been smart enough to copy down the code I tried I would paste it here. But I wasn't that smart and now I don't remember where I copy-pasted that code from. My next guess is having some kind of control surface, which is, of course what a canard is. I just don't understand what I need to do next, or even if it is possible. Most of what I've seen in these forums is for control surfaces that respond to user input. I don't need that... I need something that either generates no lift, or else, once deployed, is locked into a specific orientation. Which to me is what a wing does. But like I say, I couldn't figure out how to make that work. Can anybody point me (and my CM...) in the right direction? Thanks!
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