Albman
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Bottle Rocketeer
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KSP Interstellar Extended Support Thread
Albman replied to FreeThinker's topic in KSP1 Mods Discussions
Hello everybody. Assuming different budget constraints, what parts are best suited for brachistochrone trajectories? Also Thanks for your TiMe! -
Much obliged!
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Hello real solar people, I have this problem, the runway is broken in 4 places, I'm doing something wrong? Thanks for your time!
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Albman replied to ferram4's topic in KSP1 Mod Releases
For those complaining about loosing yaw authority in high altitude and high mach numbers, I want to share an excerpt from the book: Facing the Heat Barrier: A History of Hypersonics, T. A. Heppenheimer, page 74: "To steer the aircraft while in flight, the X-15 mounted aerodynamic controls. These retained effectiveness at altitudes well below 100,000 feet (30.48 km). However, they lost effectiveness between 90,000 and 100,000 feet. The X-15 therefore incorporated reaction controls, which were small thrusters fueled with hydrogen peroxide. Nose-mounted units controlled pitch and yaw. Other units, set near the wingtips, gave control of roll" Also a comment from the pilot during high altitude flight: "During a flight in September of that year (1956), the test pilot Iven Kincheloe took it (the X-15 aircraft) to 126,200 feet. At that altitude, its aerodynamic controls were useless. Kincheloe flew a ballistic arc, experiencing near-weightlessness for close to a minute. His airplane banked to the left, but he did not try to counter this movement, for he knew that his X-2 could easily go into a deadly tumble"- 14,073 replies
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- aerodynamics
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[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
Albman replied to DYJ's topic in KSP1 Mod Releases
Yes, reducing weight actually works, the thing that surprise me is how easy you can create wings with weights that they can't hold, I don't know if is a Tweak Scale related problem, but it's my opinion, not a complaint. -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
Albman replied to DYJ's topic in KSP1 Mod Releases
Any guidance about how to make humongous wings, without getting a "flappy bird" effect, I mean, I built a huge aircraft with huge procedural wings, I've properly reinforced with struts but when the aircraft loads the wings still flap, is there any "rule of thumb" for making huge wings? -
[1.0.4] Endurance (from Interstellar) [DISCONTINUED]
Albman replied to benjee10's topic in KSP1 Mod Releases
Awesome mod! I found that the Ranger (using FAR), the body of the aircraft doesn't produce lift. -
KSP Interstellar Extended Continued Development Thread
Albman replied to FreeThinker's topic in KSP1 Mod Development
Thanks for your time! -
KSP Interstellar Extended Continued Development Thread
Albman replied to FreeThinker's topic in KSP1 Mod Development
Well, here is a screenshot of what happens -
KSP Interstellar Extended Continued Development Thread
Albman replied to FreeThinker's topic in KSP1 Mod Development
I have an issue with this Mod + Ferram Aerospace Research. The thing is that when I use magnetic noozle they don`t work, the just show in the context menu of the engine: Thrust: 1E-09 Kn Fuel flow: 0.0000 I don´t if I should seek for help in the FAR release thread or in this one? Thanks for your patience! -
Create parts inside the game?
Albman replied to Albman's topic in KSP1 Suggestions & Development Discussion
I've found this tool that could be usefull: https://github.com/OpenVSP/OpenVSP -
Create parts inside the game?
Albman replied to Albman's topic in KSP1 Suggestions & Development Discussion
The memory issue is a big concern that could be a potential show stopper. But I think that the "builders kit" approach is kinda limiting, I'm thinking more about making custom parts for very custom designs, something like a part of fuselage that is a uniquely shaped fuel tank (I'm thinking in a Airbus A400, or an airliner), so you would need to know very well what are you doing. Another approach could be of procedural of almost every part, there is already procedural wings, and a lot of engines, but it would need something like procedural landing gear, and especially procedural fuselage in which you could adapt custom shaped fuel tanks. The "simulation" part would be something like a FAR analysis, but more graphical (I don't know if this is even possible). -
This suggestion is for creating parts in the game, like a "design office" building, a "simple" CAD/CAE simulator for creating custom parts, adding textures, meshes, the whole thing, and applying loads and stresses to the parts, color display for the "interesting/usefull" measurements/forces/loads and so on, and then make them available to the SPH or VAB to build the craft. I'm thinking this could be really time consuming work:confused:, but also I`m wondering if it's make any sense in the first place, or even if it's viable. Thanks for your thoughts!