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miganders

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Everything posted by miganders

  1. There's a bit of a problem with this it seems. Mainly that I am a terrible mathematician and the thrust doesn't actually matter in my current equation.
  2. First off, I'd like to give you a fair warning. Some math is involved. Thankfully, it's not that complicated. For the sake of simplicity some factors have been left out. Most importantly drag and passive lift. This guide mainly applies to fairly aerodynamic crafts. First, figure out your planes mass, thrust and steerable lift at takeoff. Steerable lift meaning the lift of wings you are able to flap. Passive lift from static wings also matter, albeit less so than steerable wings. We'll call this m, t and l. Next, do the following calculations: (m/l)*t = a (t*l)/m = b a/b = c If c is in the range of approximately 1 to 35, your plane has too much lift and will spin out of control. If c is in the range of 35 to 55, your plane should be able to take off fine. If c is more than 55, your plane is too heavy and you'll have problems taking off before hitting the end of the runway. Note that all of this is based on limited in-game testing, if you have results that are strongly contradictory, please let me know and I'll try to figure out why and incorporate it into this guide.
  3. Well, I think the picture speaks for itself. Easy to build, gets into orbit fast. Stable. You can download the ship below. (sorry bout' the name, >_>)
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