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Taverius

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Everything posted by Taverius

  1. As you can see from those pictures, the windows don't line up right with the external mesh. I guess its better than nothing, but its not good enough for us.
  2. I just overrode the attachment of the wingtip with right-click on attach and stretched the wing root so it would line up with the control surfaces. The control surfaces themselves are just the NTBI ones from my mod.
  3. Breaks it right now. I've had a chat before with r4m0n about making MJ2 and FAR talk to each other about basic drag values, I mighty have some time in the next couple of weeks to actually do it.
  4. Well, I didn't really tweak them so much as have a long pm thread with ferram4 until I arrived at some formulas I could use to make the wings have pseudo-realistic values and performance in the stock model. I just measure them out and plug the numbers into my spreadsheet now In other news, 1.3.4 is out with a few small fixes and a rework of the Basic Jet values.
  5. Yes. I was able to change my inclination while aerobraking on Jool by pointing Normal/AntiNormal and letting the lift generated by the tanks steer me. Mind I was going > 10km/s, but it did change my inclination by quite a few degrees, and all for the price of some orbital speed I was trying to shed anyhow.
  6. @Castun: Post the .cfg somewhere and link it here, I'll be happy to take a look. Personally I use the Bill/Jeb 9000 mod for a MJ2 part.
  7. Rom, you should add an ETA to the 'fly to co-ordinates' thing
  8. See: drag. If you drag folders on mac, it replaces. You need to select them all, copy, and then paste.
  9. You're on Mac and dragged the folders instead of copy-and pasting, which on mac replaces the folders instead of merging.
  10. Its going to help, a lot. Just like real rockets, not having an aerodynamic shape around your randomly-shaped payload leads to bad things. Also just like real rockets, keeping the fairing as small as possible is best. KW has fairings that fit some pretty huge stuff, if that's not enough there's always the 5m fairings in NovaPunch, and lets not forget Fairing Factory. Sure, except for the part where you move the centre of mass even further back and even further away from the centre of lift/drag (engines are heavy and dense) thus making your rocket even more unstable. The same if you have shorter outrigger boosters on the sides, whether they be liquid or solid ... they're going to be denser than the payload up top, shifting the CoM down. If you go into this building rockets like it was stock KSP bad things happen. For one thing, you don't need neeearly as much engine or fuel to get to orbit. Since drag is sort of realistic, it eats way less dV. Also keep in mind transonic effects are present here. Its better not to pass the sound barrier too low down ... I know ferram4 likes to keep his first stages TWR very low, I think below 1.5, and inch into the tropopause. I've found if I go above 2 bad things start to happen as you pass Max Q in the lower atmosphere. That's the point of maximum drag, and if your rocket is not perfectly stable (like most rockets are) that's the point at which its subject to the strongest destabilizing forces, and if you do that in the densest part of the atmosphere on top its triple-minus bad D: Also, I can't stress it too much, geeentle turns. More than 5 degrees off from your velocity and its bye bye. If you want to drive it like a racecar on a track you're gonna have to winglet that baby down low like some buck-rogers era design.
  11. Ehm ... rockets are unstable. They tend to have all the weight at the back, but the CoL/CoD further 'up'/'forward' than the CoM. Which means yes, they do want to tumble. All the time. Things you can do: Winglets at the back. Mind that too many winglets will make it too stable and hard to turn. Start the gravity turn EARLY! This is not the stock drag model, start turning right as you're clear of the launch tower, generally. Like real rockets. Do not go more than 5 degrees off from your velocity vector. Geeeeeeentle turns. If you're using Mechjeb ascent, make sure you have a gentle turn slope. A hard turn means you will soon be pointy-side down and will not go to space today. Do not asparagus. Asparagus only works in stock model. Unless you're lifting very heavy loads a single stack is bettar. Main thing to keep in mind is you have to start using the CoL/CoM indicators in VAB too, and ideally learn to use at least the static analysis tab of the FAR panel. If you do keep that in mind as you (re)design, you can go to space quick and easy for way less dV than stock. This is my main satellite delivery vehicle. See how much like a real rocket it looks like? That's a good guideline in FAR.
  12. The ramp moves, yes. We have a plugin coming that will open/close it with airspeed like its supposed to. Landing gear might come, but its a lot of work to make an animate one. Not this update, anyway; like bac9 said before, this round we've mainly focused on engines and intakes.
  13. That was my idea with the last 2 pictures of the album Our ramp intakes were indeed inspired by the Concorde and other similar intake designs.
  14. I hate to tell you this, but the 'ModuleCommand' is a stock PartModule. If you remove it, you did something wrong.
  15. This is the YF-28 Haldeman. Should be the final configuration for 2-6. P.S. Click for album
  16. There's no easy way to do it, which is why we haven't done it already.
  17. Sure. By editing the unity scene and changing the origin of the model. As for the S3, its a 1-man cockpit by design ...
  18. The lift values in vanilla are only loosely related to dimensions of the wings in question, so my values, which are derived directly from the dimensions thereof, vary somewhat in mass, lift & drag. The Delta-Deluxe winglet on your rocket is an outlier, in that nova's original stats give it something like 55% more lift than it should have, so in my mod it has considerably less control authority than default. On the other hand the stock swept wing gains something like 125% more lift, and its drag drops by 65%, so its not all bad Yes, yoiu could add gimballing engines ... or use one the larger versions of the Delta-Deluxe, or try one of the all-moving winglets. Yup, can be safely ignored. Just the log lines telling you it read a Part definition .cfg and didn't find one of the PartModules called in it.
  19. If you want people to include it in their mods so its compatible it should be possible to far simpler config as very basic. I can't speak for other modders but there's no way I'm going to be maintain the whole block with basemass and all for the whole 40-50 or so B9 tanks. Something like this I could handle: MODULE { name = ModuleFuelTanks volume = 400 TANK { name = LiquidFuel } TANK { name = Oxidizer } TANK { name = MonoPropellant } } Also, it needs to come with a premade preset for the right LFO mix, and that should be part of the base mod, you shouldn't have to specify it for every tank.
  20. Awesome. Another question, defining the measurements for control surfaces is slightly confusing me. if b_2 is the base of the aileron, and mac is the extension from the edge of the wing, then is the taper ratio the usable to better define the shape of, for example, the stock aileron, or should I leave taper at 1 and use the average for b_2? Also, wherefore ability to properly define things like the Delta-deluxe?
  21. @ferram4: Is there a formula I can use to determine the right value for Oswald' Efficiency for a wing?
  22. I tried giving the B9 SABREs 7 degrees of gimbal range, which is the most the mesh supports, and things went very wrong super-duper fast. Edit a mainsail and try it for launch and in space, you'll see what I mean
  23. I keep meaning to make structural Mk2/Mk3 fuselages, but it feels a little pointless with all the work I'm doing on the B9 pack. I'll get around to it at some point I guess, but I may just be subconsciously delaying in the hope that tweakables come and I don't have to bother
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