Jump to content

At4851

Members
  • Posts

    22
  • Joined

  • Last visited

Everything posted by At4851

  1. Having trouble with this, I think this means it finds the component from your velocity straight up from each 3 faces pointing towards the direction youre moving. So you get 3 drag components that add up to the overall drag vector going in the opposite direction of your velocity. So I think the dot product comes before the drag equation to get the velocity components, and then the drag equation for the 3 sides and get the drag components and then the overall drag vector. Also wondering if theres skin friction drag, or if its all 90 degrees from the faces? I think probably pressure drag and stuff is all included in the Cd and multipliers. I found this in the physics.cfg DRAG_TIP // Multiplier to dragcube drag when the face points towards the velocity vector, x value is mach, y value is multiplier { key = 0 1 0 0 key = 0.85 1.19 0.6960422 0.6960422 key = 1.1 2.83 0.730473 0.730473 key = 5 4 0 0 } DRAG_SURFACE // Multiplier to dragcube drag when the face points orthogonal to the velocity vector, x value is mach, y value is multiplier { key = 0 0.02 0 0 key = 0.85 0.02 0 0 key = 0.9 0.0152439 -0.07942077 -0.07942077 key = 1.1 0.0025 -0.005279571 -0.001936768 key = 2 0.002083333 -2.314833E-05 -2.314833E-05 key = 5 0.003333333 -0.000180556 -0.000180556 key = 25 0.001428571 -7.14286E-05 0 } DRAG_TAIL // Multiplier to dragcube drag when the face points away from the velocity vector, x value is mach, y value is multiplier { key = 0 1 0 0 key = 0.85 1 0 0 key = 1.1 0.25 -0.02215106 -0.02487721 key = 1.4 0.22 -0.03391732 -0.03391732 key = 5 0.15 -0.001198566 -0.001198566 key = 25 0.14 0 0 } Confused about how this fits in, especially the orthogonal. I think the orthogonal is 90 degrees from your velocity, mabey theres some range of some degrees to set it to orthogonal? Or possibly after the dot product it takes the one closest face as foreward, the other two as foreward orthogonal, the backwards one as tail, and the other two backwards ones as backward orthogonal? Also what is the depth in the cubes? I think thats like a capsule is wider at the base than the top, so the area is at an angle, but Im not sure how the depth effects the calculations
  2. Any idea what the formula would be? Also, to make that a little clearer, Im wondering if it does something like sin mabey? AoA * drag cube calculated drag, or if it works out which face is closest to the direction youre going and just uses that face as foreward no sin's involved
  3. Does drag use AoA to calculate it? Seems like you might not need it with a drag cube, but Im not sure
  4. Ah, thanks! Also, Ive found out what XP, XN, and stuff are. Theyre the first number is the area on that side of the drag cube, and the second number is the base drag coefficient for that side of the drag cube. The base drag coefficient is before any multipliers
  5. What are the numbers in the part menu when you turn on the aero gui and aero info from the debug menu? A.Cd I have no idea. XP, XN, those seem to be part of the drag cube, mabey some base multipliers, Ive noticed they never change. They seem to be X Positive, X Negative, and stuff. A.Cd could be area * Coefficient of drag, Cd * S, but it would have to be before some more multipliers because it doesnt seem to match up to Cd * S. Sometimes its a lot higher. What are they?
  6. Yeah the drag thing threw me off for a while. When my program gets more money I might test this. If I do Ill post what happens
  7. I know the heat shields occlude parts behind them in the shape of a narrow cone, and I think narrow means pointy. And Ive seen that it changes based on speed, but how does it change? Does it get narrower, pointier, longer?
  8. Sometimes I have cars or kerbin rovers, or landers sit at odd angles. Like if I have a lander land on a slope itll tend to lean closer to 0 degrees instead of straight up from the angle its on, or mabey a little downhill from the lower springs being pushed down more. And Ive had cars stay leaning one direction after braking speeding up or turning. Whats causing this? Ive seen the suspensions can adjust very slowly the springs and dampers if something changes. Or is this the Unity Physx spring and damper issues causing this? I cant figure out a way to build something and find out This is a problem because, if you have a lander thats leaning, and it starts to bounce, it can fall over
  9. I think it should yeah. Ive landed on a slope and the lower legs were longer and the upper legs were pushed down more. I wonder if part of the smartness of it is it auto levels since the post said its independent of weight distribution or if its the Physx issues coming through. Im hoping if I can figure out exactly what its doing I can make it more stable when the bounciness comes through. Ive seen a lot of things where its not returning to where I expect. I wonder if its the 2 equations causing that Does anyone know how the dampers were set up on the lunar lander?
  10. Awesome, thanks! Ive been wondering, lets say you have a lander sitting at an angle, will it try to level it, mabey to straight up from the angle its sitting at or to 0 degrees? Ive also had some cars nose dive from braking and then stay there. Is this the Physx bug that Im seeing?
  11. Usually in cars, adaptive suspension means it changes the springs while youre driving. Using f = kx, I have 2 cars, one has a mass of 160 kg, without the wheels, and the other is 590 kg. The small one, with a spring of 1, pushes down the springs half way, .1m. Using f = kx 1600n = k * .1m k = 16000 n/m The other one, using f = kx again, 5900n = 16000n/m * x x = .368m which is farther than the suspension can go, so its bottomed out. It should be bottomed out, but its not, its pushed down .1m also. Im just trying to figure out what its doing. When I saw those posts I thought it had an auto suspension, but bewing said it doesnt, so if its not doing that, what is it doing?
  12. It said * Suspensions are smart and self-adaptive, tuning themselves to always be smooth and springy independently of vessel mass and weight distribution. That sounded like it changed the springs like an auto suspension some cars have today
  13. I saw that here and also here https://www.scribd.com/document/342641909/Readme and I have 2 cars that are really different weights that push the springs down the same amount
  14. It looks like it does that, but if it has an auto suspension, what does the spring force bar change?
  15. What does spring force in the suspensions do and how does it work? The suspensions are active so how does that affect it? edit: if it has an auto suspension, it should change it on its own, but it has a spring force bar so what does that do? If you set it low enough, itll bottom out, but I cant get it to go above half way. Also, does the auto suspension run all the time or just when you start or the rover changes? And is the damper the number you can find on wikipedia, where 1 = no extra bounce, higher equals really slow 1st bounce, and lower equals some extra bounces?
  16. Hey all, I saw a mod about a year ago that has a retractable ducted fan for a blimp, and I cant seem to find it again. Retractable ducted fans are good for a blimp probe or space ship to another planet with an atmosphere because itll protect it on entry. Does anyone know which mod this is and where I can find it? I think it was just the part in the mod. Even if it was never completed I may be able to finish it myself Its radially mounted, and it folds in, it rotates 90 degrees back into an indentation in the base so it sits against the side of the ship flat, its streamlined. I definately remember seeing the model so I know that part was finished. Its brilliant but I cant seem to find it again
×
×
  • Create New...