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Doomydoom
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I was thinking about something to add: a railgun launch system. The space launch one described at the railgun wiki page would be 1.6km long and launch a package of almost 1.4 tons. The rail is chargeable in a matter of hours using 10MW it says. Something on a much smaller scale should be possible for launch from Kerbin.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Doomydoom replied to ferram4's topic in KSP1 Mod Releases
Ferram, can you shed some light on the reason behind this aircraft's post-stall behavior? Namely, it wants to fly backwards, and does it mildly successfully. And then it blows up. Leading edge slats were an attempt to mitigate this. COI is a teensy bit in front of COM.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Doomydoom replied to ferram4's topic in KSP1 Mod Releases
I made the SU-27 in KSP 0.19. I ended up having to make a small plugin to automatically control my leading edge slats, and I also had an engine with 15 degrees of gimbal range. It was unstable but manageable, could do the Cobra and Supercobra maneuvers.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Doomydoom replied to ferram4's topic in KSP1 Mod Releases
But they look so cool and sci-fi-y! Why would the forward swept dealies I have on there be more likely to rip off than a normal wing? And why can't I ever make something that wouldn't explode in real life? What about this, how would this explode?- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Doomydoom replied to ferram4's topic in KSP1 Mod Releases
The higher ups said they needed a business jet that "looked cool" and could "do all that 10g ****" but not blow up. The result:- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Doomydoom replied to ferram4's topic in KSP1 Mod Releases
I got that black screen a lot in 0.19, I'll try to find something that breaks it. edit 1: album of screenshots of it happening with console open http://imgur.com/a/xI20Y It seems to happen when loading one craft, launching, ending the flight, and loading a craft and launching it. But not every time. It took six tries reloading and launching the same craft to get it to happen. I got it again just now by launching a craft, restarting it ten times, then going back in to the hangar, loading the same craft again, and launching it. I was using a complex craft with a few mod parts on it, but no other plugin mods that I can see are active on it. This was all done in .19. Pic of the craft: http://i.imgur.com/PdpmfOW.jpg- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Doomydoom replied to ferram4's topic in KSP1 Mod Releases
Oh it was deadly enough.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Doomydoom replied to ferram4's topic in KSP1 Mod Releases
Bill flew the Star Rocket on a sub-orbital trajectory and upon reentry ignited the engines again to reach a top speed of over Mach 13. Unfortunately, the craft was torn to pieces when it tried to maneuver towards land. RIP Bill. Your sacrifice for aerodynamic science will be forever remembered. http://i.imgur.com/cfvcJlT.jpg- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Doomydoom replied to ferram4's topic in KSP1 Mod Releases
There are probably other things wrong with it aerodynamically, but bad landing gear placement never helps.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Doomydoom replied to ferram4's topic in KSP1 Mod Releases
I'm thinking it's your landing gear placement. Place the rear gear a little behind your center of mass. And make all the gear straight vertical.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Doomydoom replied to ferram4's topic in KSP1 Mod Releases
It isn't compatible with the latest version. Can you just post a screenshot?- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Doomydoom replied to ferram4's topic in KSP1 Mod Releases
Would it be possible to calculate things beforehand and write it all to a file for that craft to reference in realtime? Ignoring that KSP craft tend to tear apart.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Doomydoom replied to ferram4's topic in KSP1 Mod Releases
For a change of pace, I decided to make something that doesn't break FAR completely. This proof of concept blended wing-body plane is only capable of 20 G turns. Wait, woops. http://i.imgur.com/rx08nDk.jpg- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Doomydoom replied to ferram4's topic in KSP1 Mod Releases
Could you cast a cone of tracers as the nose shock cone and see if there's a good wing surface to "attach" the shock wave to to provide lift?- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Doomydoom replied to ferram4's topic in KSP1 Mod Releases
The wiki page on WaveRiders mentions that they were using a greatly simplified 2D model of airflow around the aircraft in the 1950s. They didn't have **** for computers in the 50s, maybe ours can solve this simplified problem and come up with something that halfass works in KSP?- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Doomydoom replied to ferram4's topic in KSP1 Mod Releases
Aww, is it possible to simulate the physics that allow waveriders and compression lift in KSP?- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Doomydoom replied to ferram4's topic in KSP1 Mod Releases
I'm trying to make a waverider, and this thing won't stop pitching up uncontrollably. What do? http://i.imgur.com/v4RWGZL.jpg- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Doomydoom replied to ferram4's topic in KSP1 Mod Releases
I just got a 90km apoapsis with a sailplane. Also I think you forgot to include the nerfed "TurboRamJet" version of the engines in this latest .20 release. These are giving the stock 180 thrust. http://i.imgur.com/V2Uw9dB.jpg- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Doomydoom replied to ferram4's topic in KSP1 Mod Releases
I'm using the Procedural wings + FAR and I have a problem. My aircraft that look like gliders or the Globalflyer or something are performing all around better than anything I make that's actually designed to go super or hypersonic. A design based on a hypersonic waverider glides for less than two minutes from maximum speed down to subsonic. My gigantic winged glider thing glides for 2-3x as long before getting down to subsonic speeds, in addition to achieving higher velocities. I know you say anything will go supersonic if you give it enough thrust, but my bricks are flying better than my Concordes, here.- 14,073 replies
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