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Knaapie

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  1. Is this going to be one of those "find Waldo" topics ? Where the answers have been given a long time ago, yet ppl cant find it and keep discussing? (am I going for formulate everything as a question today?)
  2. Because we need more product placement and commercials in our western lives ? I do like funny game orientated meme's though.. they (and smileys) are usually created by community artists, not by Squad. And I doubt Facebook would want to litter their smiley group by every game known to men.
  3. Do you think this is the case for new players or just for you ?
  4. Hmm I somewhat see how a wind tunnel can be used for a future science overhaul, just like engine testing was suggested some time ago. A wind tunnel could potentially unlock aerodynamic surfaces. An added option in the late game would be to see drag forces on entire crafts... How is drag even calculated in this game? does anyone know ?
  5. @The_Rocketeer I mean the latter and have to agree with the drag part.. We don't seem to have information on how drag influences the momentum around the center of mass. tnx men
  6. The thing I forgot and don't understand anymore is how aerodynamics are changing at different air densities and speeds. My seemingly "stable craft" do still tend to only be stable below 10km when the margins are small (CoL close to CoM). I've also seen slight differences at Eve / Duna some time ago.. Or was that a design flaw? Hmm.. I do potentially see how "tests" could give ppl more info of their plane is stable on Eve or on Duna.. This might also be explained by giving more info somewhere.. Or my margins were just too small ^^
  7. If they can do it in the hangar, they can do it in flight ! Basically, one would need to think about if it would fit in the game: Finding the center of mass for simple planes irl is done by weighing the aircraft on the ground (in the SPH). One would need a computer to then estimate the CoM in flight. Which doesnt sound very Kerbally to me. Yet it would be ok for the debug menu.. It would make the game more user friendly. Ppl would be able to see why their craft isnt stable, removing the main frustration of not knowing why you crash. Yet it can be worked around: A possible solution what I apply, is to empty all the tanks in the SPH and see if the craft is still flyable with engines running on fumes.
  8. And there we agree again ^^.. Wind tunnels are used to gather data and visualize them.. I don't see the need for a data finding process in KSP when you can just visualize them in the hangars and in flight with software tweaks or mods (FAR). I would like some more info in the stock game without over complicating it for new players. As for really being able to make clear statements on how to do it, I'd like to install FAR again and see how they do it.
  9. this can go to mach 4.5.. More importantly: this a reentry vehicle being tested in a wind tunnel. ESA's IXV.. The thing you tried to explain as being impossible.
  10. how fast is too fast depends on atmospheric density. you need a wind tunnel where you can change this as well. Or do a test flight. edit: aerodynamic stability will become more apparent when drag forces are included in the VAB and SPH, to solve your top draggy rockets.. @The_Rocketeer and yeah, you're right I should have written this in my first post here ^ sorry m8
  11. Hmm.. I'll start thinking about this a bit more thoroughly later. My first impression about this topic is: "cool but a bit complicated solution for our wishes". for instance: This can be done by only having a drag force option in the SPH (like the lift). (flight direction is towards the hangar door so you can change the angle of attack with respect to the flying direction to see how the drag behaves) This kinda depends on the shifting center of mass while your fuel is being used. The wind tunnel wont save you Imo the main problem is: All the lift forces in the SPH are gathered in a center of lift. Which usually is fine, but it's not the best to perfect your craft.. An option to switch this, to lift forces for all individual lifting surfaces, would allow you to "align" them, reducing drag. We tend to miss a total lift coefficient (mentiond ingame as a lifting surface area) or a total drag coefficient for all parts. For perfection as mentioned above in this post, drag should change when changing the angle of attack compared to the direction of flight (the direction where the SPH doors are) These changes would effectively make your SPH a near complete wind tunnel. With the exception of the aircraft's dynamic stability, and control ability. Both will change during flight with shifting weights and height. I'd still test those with the engines on in flight and not over complicate things. pce
  12. Hehe, build in punishment for save scummers
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