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Drag occlusion question

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Speaking about drag occlusion generated by different parts, are 3.75m parts occluded by Mk3 parts?

Thank you.

 

Cheers.

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No, not completely.

As far as I know, occlusion by stack connected parts is dependant on the areas of the connecting surfaces. If the next part in the stack has a larger surface than the part in front of it, then it is not fully occluded.

(It's possible that my view is too simplified and there's more too it, but the above should be a usable as rule of thumb)

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10 minutes ago, Val said:

No, not completely.

As far as I know, occlusion by stack connected parts is dependant on the areas of the connecting surfaces. If the next part in the stack has a larger surface than the part in front of it, then it is not fully occluded.

(It's possible that my view is too simplified and there's more too it, but the above should be a usable as rule of thumb)

That would create an interesting question: Is the occlusion still perfect when you have two MK3 parts, but 1 rotated by 90 degrees?

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2 minutes ago, Temeter said:

That would create an interesting question: Is the occlusion still perfect when you have two MK3 parts, but 1 rotated by 90 degrees?

I suspect, yes.

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7 minutes ago, Val said:

I suspect, yes.

And you would be right, I just checked. Not that relevant for normal gameplay, but interesting to see.

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Just to let you know, this also matters for the back end of the part.

Did some testing with Hack Gravity and "display aero data in action menus".

Using a 2.5m IRSU converter as my root part,  I tested the thing at 250 m/s and <1000M altitude with autopilot set to prograde.

First test was with a 2.5m nose cone on the front,  and a proper 2.5m to mk2 adapter, linking it to the mk2 cockpit, fuel tanks and engines mounted further behind in the stack.  Drag numbers in context menu negligible, less than 3kn. 

If I remove the 2.5m to mk2 adapter and mount the mk2 cockpit directly on the back of this 2.5m converter, the converter has 7 or 8 times more drag.

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