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Wanderfound
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Everything posted by Wanderfound
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Kerbodyne SSTO Division: Omnibus Thread
Wanderfound replied to Wanderfound's topic in KSP1 The Spacecraft Exchange
Any of the big ISRU grand tourers (e.g. Krokodil) would work, or the Krokoduck. A Duna flyer needs to be nuke powered, and you'll run into fuel problems after a few hops if you can't refuel. Small Duna flyers are for down and up once with a bit of aerial siteseeing on the way and maybe a little roving. -
Kerbodyne SSTO Division: Omnibus Thread
Wanderfound replied to Wanderfound's topic in KSP1 The Spacecraft Exchange
You just need a ship fast enough to get you there before you cook. -
Kerbodyne SSTO Division: Omnibus Thread
Wanderfound replied to Wanderfound's topic in KSP1 The Spacecraft Exchange
I normally use whichever piece is largest as the root part (usually the base) and build off that. -
Kerbodyne SSTO Division: Omnibus Thread
Wanderfound replied to Wanderfound's topic in KSP1 The Spacecraft Exchange
Kerbodyne Krewmaster. Craft file at https://www.dropbox.com/s/riqpravmryf0sp8/Kerbodyne%20Krewmaster.craft?dl=0 -
Kerbodyne SSTO Division: Omnibus Thread
Wanderfound replied to Wanderfound's topic in KSP1 The Spacecraft Exchange
Running low on inspiration again. What stock-parts planes do y'all want built? What sort of tech are you at in your career games? -
Keep some engines off at takeoff?
Wanderfound replied to cwalrus's topic in KSP1 Gameplay Questions and Tutorials
Yes, a Skipper surrounded by Mainsail boosters will report higher launch ÃŽâ€V with the Skipper off, because the Skipper has lower sea level isp (but higher vacuum isp). But the more important point (hinted at in the post above) is that if you can afford to leave the Skipper turned off then you have too many boosters. Drop at least one Mainsail. -
Official FAR Craft Repository
Wanderfound replied to tetryds's topic in KSP1 The Spacecraft Exchange
Skylon can get away with tiny wings precisely because it uses an insanely long runway. You don't have that option. To shorten your takeoff run: you either need to increase your acceleration (more thrust, less mass) or reduce your takeoff speed (more lift, less mass). Notice the common element? Shave all of the excess mass that you can. What mass tweakables are you using on the wings? How much monoprop and other such luxuries are you carrying? Etc. You'll probably find enhancing lift to be more useful than trying to increase thrust. Firstly: are you using flaps? There are good reasons why almost all aircraft use flaps during takeoff and landing; they substantially enhance lift if set up right. Adding a bit more wing also wouldn't hurt. Just reducing the dihedral on the wingtips would add a fair bit of lift. With heating: Part of the reason for your trouble is the relatively low-TWR design. Heat is a function of time as well as speed; a slower ship that accelerates over a long period can acquire more heat than one that blasts up to speed quickly. Get out of the thick lower atmosphere as rapidly as you can and try to do your acceleration in the low-drag thin stuff. But there's a balance there; go too high too soon and the RAPIERs will never get up to full power. The other trick is to attach the overheating bits to parts with high thermal mass and good radiative properties. Never put small things onto other small things. A well-built ship should be able to get well above 20,000m before switching to oxidiser. What is prompting you to switch modes? Lack of air, lack of climb or lack of acceleration? Re: the nosebounce. Are you using Dynamic Deflection or Kerbal Pilot Assistant? -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Wanderfound replied to ferram4's topic in KSP1 Mod Releases
There are so many misunderstandings in this is it is difficult to know where to start. Angle of Attack is a description of the current geometric relationship between the wing and the airflow. It is not an intrinsic property of the aircraft. Some aircraft (in real life most, in Kerbal few) are built with the wings angled up a bit relative to the nose; these aircraft might be said to have a bit of "built-in" AoA, but the actual AoA is still that of the geometric relationship between the airflow and the wings. The air deflection created by AoA is the primary lift force, and the lift provided by this deflection is always opposite to the direction in which air is deflected. So in normal flight, with the nose a few degrees above the airflow (positive AoA), the aircraft is lifted up. If the nose is moved to a few degrees below the airflow (negative AoA), the aircraft will be pushed down. This all works exactly the same when you invert an aircraft, with the sole exception that "a few degrees above the airflow" now requires you to push the stick forwards instead of backwards. The direction of lift isn't fixed relative to the aircraft, or to the planet; it is the opposite of the direction of air deflection, whatever that direction is. The only thing "negative" about the AoA used for level inverted flight is that it is in the opposite direction (relative to the aircraft) to that used in normal flight. What a cambered wing does is to enhance that force a bit by increasing the deflection of the air. But unlike the AoA, the camber actually is a physical property of the aircraft. And because wings are only cambered in one direction at a time, that does have a fixed direction relative to the aircraft (not the planet; neither effect here is related to "up" in the gravitional sense). Camber works like an upside-down racing spoiler, and if you invert a normally cambered wing, the camber will start to push down, just as an inverted racing spoiler would push up. But the effect of camber is a small percentage of the effect of normal AoA-driven air deflection, and is easily counteracted by marginally increasing the AoA. Aircraft with wings, with or without symmetric or asymmetric wing camber, fly inverted just fine.- 14,073 replies
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That one is caused by order of part placement. There are manual ways to avoid it, but you're better off just installing the Intake Build Aid mod. Problem go away.
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Are you attaching the rear wheels with angle snap to ensure that they're perfectly vertical? Test with the rotation tool (set to absolute and angle snap on) if unsure. Is the steering unlocked on your front gear?
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What probe cores do you have, what cockpits/capsules do you have, what engines do you have? Do you have any batteries or solar? RCS?
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Official FAR Craft Repository
Wanderfound replied to tetryds's topic in KSP1 The Spacecraft Exchange
Mach 3.2 at 178m: Mach 1.5 at 11m: Around Mach 3 appears to be the limit; more than a few seconds of that and I reliably explode from overheating. -
Kerbodyne SSTO Division: Omnibus Thread
Wanderfound replied to Wanderfound's topic in KSP1 The Spacecraft Exchange
Kerbodyne Supermarine. Craft file at https://www.dropbox.com/s/1css11f6hrw914b/Kerbodyne%20Supermarine.craft?dl=0 -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Wanderfound replied to ferram4's topic in KSP1 Mod Releases
This is a fairly slick (but not incredibly so, it's built for high-g aerobatics rather than pure speed) small Mk1 ship: This is a tolerably slick (but still quite draggy, because big) large Mk3 ship: In each case, you need to pay attention to the black horizontal lines; they provide scale. The yellow line for a super-slick ship may still look quite bumpy, because it's zoomed in a long way. Conversely, the line can be misleadingly smooth on a big, draggy ship. In either case, though, the way to smooth out the line is to avoid sudden changes in cross-sectional area as you move from the nose to the tail. But because the distribution of that area in the cross-section is irrelevant, you can move from wide, skinny wings to tucked-in fuselage bumps without causing a lot of drag. You can see a few tricks above: 1) The nosespike on the Mk1 ship. If you can extend the length over which an unavoidable cross-sectional transition occurs, you reduce the drag. 2) Smoothing the transition to the wings. On the Mk1 ship, this is done with landing gear, intakes and wing sweep. On the Mk3 ship, the canards and intake nacelles do the job (and, again, wing sweep). 3) Smoothing the post-wing transition. On the Mk1, the landing gear serve this purpose. On the Mk3, fuselage bulges, airbrakes and the nuke smooth the way into the tail empennage. 4) Vertical and horizontal stabilisers placed to jointly ease the stern drag. Small adjustments on these can have a large influence on drag; fiddle with your tail assembly until you've got it minimised. 5) To state the obvious, that many people seem to miss: you need to do all of this with your landing gear up​.- 14,073 replies
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SSTOs! Post your pictures here~
Wanderfound replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
4,000m/s dV in LKO without a refuel, built for rough-runway landings with or without atmosphere, six crew and a full science load: Craft file at https://www.dropbox.com/s/zaxc83yiklu3ndd/Kerbodyne%20Norfolk%20LR.craft?dl=0 -
Official FAR Craft Repository
Wanderfound replied to tetryds's topic in KSP1 The Spacecraft Exchange
4km/s dV in LKO without a refuel: Craft file at https://www.dropbox.com/s/zaxc83yiklu3ndd/Kerbodyne%20Norfolk%20LR.craft?dl=0 -
Kerbodyne SSTO Division: Omnibus Thread
Wanderfound replied to Wanderfound's topic in KSP1 The Spacecraft Exchange
Kerbodyne Norfolk LR. Craft file at https://www.dropbox.com/s/zaxc83yiklu3ndd/Kerbodyne%20Norfolk%20LR.craft?dl=0 -
Kerbodyne SSTO Division: Omnibus Thread
Wanderfound replied to Wanderfound's topic in KSP1 The Spacecraft Exchange
For stock, either swap the nuke for a turbo (and change the LF tankage to LFO) or change the RAPIERs and intakes to dual-mounts. That RAPIER-spike trick might work in some circumstances, but in this case, no. The cross-section of the RAPIERs transition into the tail empennage nicely as is. Minimising drag in FAR is about avoiding sharp changes in cross-sectional area; the jump from the flat face of a RAPIER to the rim of a small nosecone is still a fairly sharp change. -
Official FAR Craft Repository
Wanderfound replied to tetryds's topic in KSP1 The Spacecraft Exchange
With the nosespikes...sometimes they help, sometimes they don't. It varies ship by ship; you need to check it in the SPH. Another RAPIER/Nuke/RAPIER Muntripper: Craft file at https://www.dropbox.com/s/11a7pkpmceu7oap/Kerbodyne%20Norfolk.craft?dl=0 -
Kerbodyne SSTO Division: Omnibus Thread
Wanderfound replied to Wanderfound's topic in KSP1 The Spacecraft Exchange
Kerbodyne Norfolk. Craft file at https://www.dropbox.com/s/11a7pkpmceu7oap/Kerbodyne%20Norfolk.craft?dl=0 -
Kerbodyne SSTO Division: Omnibus Thread
Wanderfound replied to Wanderfound's topic in KSP1 The Spacecraft Exchange
If you can fit it in the bay, it'll lift it. It's generously oversupplied with thrust. -
Official FAR Craft Repository
Wanderfound replied to tetryds's topic in KSP1 The Spacecraft Exchange
Refuel it from the fuel depot that you have parked in an 80x80 Kerbin orbit. If you don't already have such a thing, I highly recommend building one; it massively enhances the capabilities of your spaceplane fleet. One and a bit shock cones per jet is plenty; if you have that many intakes and you're having air starvation problems below 30,000m, the issue is intake build order. All of the air is going to a couple of the jets before the others get a look-in. I highly recommend installing the Intake Build Aid mod; it takes all the hassle out of intake placement. As well as all that, there's the point that you shouldn't be using the heavy stack-mount intakes in positions where you can't take advantage of their inline air-shielding advantage. If you're mounting 'em radially, use radial intakes. Looks better, lighter, doesn't create as much drag. Another long-range demonstrator, this time with four jets: Craft file at https://www.dropbox.com/s/lksqznhhh7dw0u5/Kerbodyne%20Flinders.craft?dl=0 -
Kerbodyne SSTO Division: Omnibus Thread
Wanderfound replied to Wanderfound's topic in KSP1 The Spacecraft Exchange
Kerbodyne Flinders. Craft file at https://www.dropbox.com/s/lksqznhhh7dw0u5/Kerbodyne%20Flinders.craft?dl=0 -
Official FAR Craft Repository
Wanderfound replied to tetryds's topic in KSP1 The Spacecraft Exchange
Give it an LKO top-up and it should be able to land and return, too.