# We can has 5, 7, and 9 way radial symmetries?

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I would really love more odd numbered radial symmetry options, at least 5 and 7 way.

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I don't see it happening.  System is designed based on 24 faces.  1, 2, 3, 4, 6, and 8 all factor into 24 cleanly.  5 and 7 wouldn't.

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@linuxgurugamer is the Maintainer of the excellent mod EditorExtensionsRedux, and he is the guy to ask this for!

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43 minutes ago, Zosma Procyon said:

I would really love more odd numbered radial symmetry options, at least 5 and 7 way.

Use Editor Extensions Redux. It can do this already

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3 hours ago, Geonovast said:

1, 2, 3, 4, 6, and 8 all factor into 24 cleanly.  5 and 7 wouldn't.

Looks at OP title... Reads Geo's statement... thinks for a sec about 24 / 9.... starts to question his own math skills....

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On 11/27/2018 at 9:24 PM, Zosma Procyon said:

I would really love more odd numbered radial symmetry options, at least 5 and 7 way.

Balanced symmetries for 1-12 engines/stages/whatever...

These are all combinations of the normal 1-2-3-4-6-8 symmetries. Any combination of balanced symmetries that do not directly overlap are also a balanced symmetry. All of the engines/stages/whatever in a single 1-2-3-4-6-8 group must mass the same but the other groups need not be the same components. One of the symmetry 7's above is a 3x2x2 combination that allows a group 3 of mass x,  a group 2 of mass y, and another group 2 of mass z. I kinda like the symmetry 10 that allows groups of 4(really 2x2)x3x2x1 and the symmetry 6 that allows groups of 3x2x1. These are not all of the possibilities for 1 to 12 and there is no need to stop at 12. All but 1 and 11 have radial options, but a radial 11 is possible. I leave that to you.

5 way symmetry that looks unbalanced - but it is not...

Edited by KerbService
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On 11/28/2018 at 12:54 AM, Gargamel said:

Looks at OP title... Reads Geo's statement... thinks for a sec about 24 / 9.... starts to question his own math skills....

I looked for the math and found this... https://www.youtube.com/watch?v=7DHE8RnsCQ8

A different application but the math is the same (think n=24).

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1 hour ago, KerbService said:

Balanced symmetries for 1-12 engines/stages/whatever...

Quick, change the thrust limiter or gimbal setting on all 9 engines of your balanced symmetry group before the burn... oh wait.

Visual symmetry <> functional symmetry group.

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13 minutes ago, swjr-swis said:

Quick, change the thrust limiter or gimbal setting on all 9 engines of your balanced symmetry group before the burn... oh wait.

Visual symmetry <> functional symmetry group.

The radial 9 is a 3x3x3. Which would still be slow to change on the fly. Best to do it in the build or with action groups. But before the explosion...

Edited by KerbService

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4 minutes ago, KerbService said:

Which would still be slow to change on the fly. Best to do it in the build or with action groups.

Some things have to be changed on the fly, and many settings (especially sliders) cannot be done in action groups.

Hence the request for actual 5/7/9 editor symmetry still being valid.

No less merit to your method of composite symmetries - if all you're after is the visual or mass/thrust balance effect.

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@swjr-swis I think that we should fire those guys in mission control who should be doing this for me but are all standing outside having a cigarette and a beer.