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blowfish

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Everything posted by blowfish

  1. No, but if you have FAR you can get the same effect by building a wing out of multiple segments.
  2. I don't everything about this, but I think this is the basic procedure: 1) Get the part into CFG without any special aerodynamics 2) Place the part in the editor, then open the FAR editor analysis and go to "Debug FAR Modules." Go the action group editor and then select the part. 3) Copy the parameters you see into a new FARBasicDragModel in the part's CFG 4) Modify ClPotentialCurve to increase lift. I believe it is a function of AoA, but it might be somewhat more complicated than this.
  3. That's not static thrust though, is it? It's reasonable to expect thrust to grow with speed, but maybe it's growing a bit too much? I've experienced the engine sound (and heat anim) issue you speak of (no idea about the B9 thing though). It probably has to do with the fact that how much thrust the engine is producing (set by AJE) and how hard the engine *thinks* it's working are controlled completely separately. I would expect them both to depend on the main throttle though - not sure why that dependence would be breaking in the presence of AJE.
  4. Always a valid question with inlets, but if it ends up producing too much drag a custom drag model can be implemented.
  5. All of the parts are organized nicely, so you can simply remove the folders of any parts you don't want.
  6. Why would it need to be integrated? If you need a bigger hangar get extended hangar - there isn't any overlap between it and B9.
  7. Those are from the Surface Lights mod. They do add a bit of drag but it's very minimal - comparable to what you might get from solar panels or RCS blocks. And I do have a bit of progress to show. I decided since B9 still hasn't updated to the new Mk2 shape that I would do stockalike textures first, though ultimately both styles are planned. Mk2 Intake (View in 3D)
  8. The 25 km figure might not be entirely accurate - I don't remember exactly but it's somewhere in that vicinity. Engines don't flame out in AJE, but they do overheat, so I have to change over at mach 5.3 regardless. I have to maintain relatively high dynamic pressure (35-40 kPa) to maintain thrust too, so at that point there's not much extra thrust to gain altitude with.
  9. Yeah, AJE does make spaceplanes quite a bit more challenging, though it's mostly a question of adding more fuel and selecting a different ascent path. One benefit is that you no longer need to spam intakes though - for a given engine there's a certain amount of inlet you need and beyond that there is no benefit. For a RAPIER one shock cone is enough. If I needed more intakes I would probably put some structural intakes around the wing roots - I tend to dislike the way intakes at the very front look.
  10. Normally, yes, but I'm using AJE which means that (1) turbujets overheat above mach 3 and (2) I'm much lower in the atmosphere (~25km) when I switch modes meaning that there's a lot more drag to overcome.
  11. It makes a difference, but probably not all that much if you're not using AJE (which I am - the idea is that ascents with AJE require relatively high dynamic pressure through the whole flight so hypersonic drag actually matters). You could probably replace it with a NCS + adapter and maybe even get a better aesthetic. It also increases the effectiveness of the canards by placing them out farther.
  12. If you compare a stock wing to a procedural wing with the same shape do they behave differently?
  13. It helps to line up the CoM with the center of the cargo bay, at least approximately. You might notice that I put a lot of structural padding (empty fuselages and cargo bays) near the front of my SSTOs to balance out engines and wings which are toward the rear EDIT: As a somewhat cruder alternative, you could retract the rearmost landing gear for take off and deploy them for landing.
  14. Check out a couple of my designs: here and here. You don't need a huge amount of control surface to get off the runway at ~150m/s (which is fast but manageable) - as Wanderfound said having good tail clearance and the ability to pivot easily on the rear gear is important. I would add a couple of things - your CoL should be just behind your CoM, this will make it a lot easier to pitch up, and the farther your pitch control surfaces are from the CoM the more effective they will be. The two SSTOs in my first link are only using the canards for pitch control (and thrust vectoring but I often turn that off anyway because it's too much).
  15. Definitely sounds like a firespitter issue. Make sure you don't have another copy of firespitter.dll somewhere. If you've made sure that there's only one and it's still not working try redownloading from here (click "download plugin").
  16. Quite possibly the weirdest looking plane I've ever designed, but seems to fly okay and accomplishes its purpose (high altitude VTOL with FAR and AJE). Got about 2 minutes worth of rocket fuel for the VTOL engines, which proved to be more than enough but better safe than sorry...
  17. Yeah, if this is anything to go on the Skylon should be very pitch unstable. There are a few possible explanations: (1) This is correct, but active stabilization could correct it in real life (2) I set up the FAR parameters wrong or (3) The Skylon relies on specifics of the fuselage shape which FAR doesn't calculate.
  18. You can't launch from other planets. That's a known limitation.
  19. The only solution to the flexing issue is struts - Kerbal Joint Reenforcement is disabled on procedural wings for some reason (both these and DYJ's).
  20. Yeah, if a turboramjet overheats faster in ramjet mode then it's not very practical...
  21. TheXRuler: you don't by chance have FAR stability assistance enabled do you? It tends to mess with maneuvering in a bad way outside the atmosphere.
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