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feudalord

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Everything posted by feudalord

  1. Fixed Magnetic nozzle and Aluminium Hybrid node definitions and rescaled them to appropriate size. They should fit on your ships perfectly now. Download - - - Updated - - - As for the magnetic nozzle, they will only work if you provide it with the following: 1. Electrical Generator 2. Fusion/Antimatter Initiated reactor only as they provide charged particles. 3. Radiator for the electrical Generator to work. 4. Materials for the reactors to work. Some of the materials have to be collected, for example Helium3, antimatter as well as tritium which only can be brought in very small quantity. For test purposes, I edited the config to get these materials. 5. Fuel. 6. Go to space. In Space, I managed to get a thrust of over 600KN with antimatter initiated reacted for a 3.75m magnetic nozzle and specific impulse of about 12000. Although I tested that choosing to use smaller magnetic nozzles like a 2.5m or 1.25m or using fusion reactors reduces the thrust but is probably still useful.
  2. I have found a solution to my problem. I shouldn't have placed landing gears on the fuselage, I found that placing landing gears on flat surfaces like wings make landing gears a lot more stable. Here is the best aircraft I have created to date: Jet Aircraft I managed to successfully takeoff and land this aircraft at least 20 times in a roll now and I haven't even lost a single pilot flying this. This aircraft can takeoff at just above 50 m/s and can glide for a few minutes without engine. This aircraft handles smoothly, no matter how you turn, roll and flip this aircraft, it will never lose control. I made this aircraft based on real life commercial jet design. Mods needed for this aircraft to work: Procedural wings, Adjustable Landing Gear, FAR. - - - Updated - - - I have doubled the max stress value for aerodynamics failure in FAR for every category. The default max stress value is just ridiculous, its like flying in hair gel, everything gets torn apart so easily, like that will ever happen in real life.
  3. It doesn't really matter if you angle them or not, there is not a single configuration for the wheels that can work on all plane parts. If there is, I would have found it long ago. Here is an example of landing gear place on a complex geometric surface: Unstable plane Rear landing gears only seems to work on cylindrical fuselage, if you place them on a fuselage intake or anything other than a cylinder, the wheels can behave strangely. - - - Updated - - - If you have seen the examples above, I have planes that have angled landing gear and they work perfectly, yet some planes with straight landing gears don't. The reverse also happens. I have also thought about a wider base. I have created planes that have landing gears place right under the wing tips but they still won't work. I am definitely aware that there are multiple reasons as to why the plane flips. 1. tilt of the plane. 2. How wide is the base. 3. angle of the wheels. 4. Geometric shape of the body you attach the landing gear to. 5.whether the body you anchor the landing gears to are firm. But I am still not sure if there are more reasons or perhaps it is just a physics bug which I am wasting my time on.
  4. I dont really need 200m/s for take off. My plane usually take off at a little over 120m/s. I am accelerating it to over 200m/s on the runway just to test the stability of those wheels since the faster you go, the more likely the plane will wobble and flip on the runway. Although I usually only need 50 m/s for most planes to wobble out of control. (For test purposes, all aircraft are not pitched up and SAS is turned off.) Stable aircraft: "Untitled" (lost the file upon loading after aircraft) Speed over land > 260 m/s Stable jet car: "Untitled" (Lost the file) Speed over land > 350 m/s before veering off the runway Unstable aircraft: "Working aircraft" Max speed before rolling < 90 m/s Sometimes Stable Spaceplane: "Hypersonic Experimental" First try speed over land reached over 210 m/s before flipping in the last second. Second try, speed over land reached over 210 m/s and it didn't flip. Unstable Aircraft: "FAR Firehound" (Stock) More stable aircraft: "Experimental Jet" Speed over land reached > 260 m/s - - - Updated - - - I have created a score of other aircrafts with different designs but deleted them because they didnt work even on the runway. I have never successfully landed a single aircraft before as they all tend to roll over when landing at high speed. Aircraft in this game is almost unfeasible, especially in career mode, you will lose all your money before you finally design an aircraft that can even takeoff. Even if you can takeoff, landing will usually destroy tat aircraft so survival rate on an aircraft for a typical kerbal is nearly zero.
  5. Is there a way to place landing gear so that i can guarantee my plane can remain stable on the runway even at high speed in excess of 200m/s? My plane tends to wobble on the runway with the stock game so i decided to download FAR, but the problem still persists. I have done everything imaginable to try to remedy this problem. I scoured the entire web for a solution, but found no working solution or at least dont work every time. I feel tat it is either due to the symmetry placement in this game being inaccurate or certain parts where i anchor my landing gears on are not perfectly symmetrical and the physics calculation is just too sensitive about even the slightest misalignment.
  6. This is a bug of this game, it cant be fixed guys! I spent almost 2 weeks testing different aircraft configurations but the cause of this wobble during take off just cannot be identified. Although I have on occasions successfully created aircrafts tat can go high speed on the runway, ususally my aircraft will wobble during take off. I have experimented with those aircraft tat are stable on the runway and found tat even the tiniest shift in the position of landing gears, like a centimeter shift in whichever direction will cause a stable aircraft to become unstable. I have tried putting landing gears as far apart as possible, removing all fins and wings, make aircraft super light, make aircraft super heavy, hanging weights on either side of the aircraft, allow steering, disable steering, use different landing gear, shifting center of mass and pressure, use symmetry, dont use symmetry, unicycle, bicycle, tricycle, quadracycle, manually rotating and aligning landing gear, use alignment guide lines, giant centipede with 20 wheels... you name it, every single thing tat can be done has been done. I have scoured the internet for a solution, even learned some physics along the way.
  7. I found the problem to be caused by the pitch of the plane during take off. If your plane is tilted slightly up or down, the aerodynamics in this game will cause your plane to wobble during take off. I am not sure why, but putting your plane perfectly horizontal during take off will make your plane stable on the runway. However, if you prematurely start pitching up the nose of your plane before it has reached sufficient take off speed, it will also wobble. If your plane do not take off on the runway even at high speed, it could be due to the position of your rear landing gear being placed further behind than your elevon, which means even if you pitch up your elevon, the downward force will not provide a moment to pitch up the nose of your plane about the pivot which is your rear landing gear. I didnt know this until I came cross a tutorial by Scott Manley.
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