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jounce

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  1. It would be a basic technique instead of an advanced one if everyone installs CorrectCOL instead of crying in the forums about col/com problems. oops!sorry!Didn't notice that this thread is 6 years old
  2. https://kerbalx.com/jounce/dragless+magic-wing-test press 1 for locking/unlocking the COM controls(Must lock them before any form of acceleration more than ~2G,especially those from the engine,since the engine adds an additional layer of uncontrolabillity since it is on the craft with the ore tanks and any wobbling will affect them too,quickly going out of control. then use the custom analog action group 1 to control the com controls.(There are four of those action groups,and I am using AG1,if you don't know what i am talking about) The craft works based on root fairing magic and heat shield magic.Instead of the COL or the direction of lift,this craft uses an unorthodox approach to control simply because I don't know how to make heat shield rudders.(I can't keep the servos outside the fairing,and moving them far away from the heat shields will give them the same fate as those RTGs holding the ore tank pistons,only much more uncontrollable.(Offsetting stuff far away from movable parts somehow creates lots of wobbling) If someone could improve this craft(for example make a proper control system based on actually moving the heat shields instead of moving ballast that does not wobble that much)please tell me how to.
  3. The loading screen has a memz like animation.I think that a mod caused that.What mod could it be? Gamedata: 2024/03/31 14:17 <DIR> . 2024/03/31 14:17 <DIR> .. 2024/03/26 09:32 <DIR> 000_ClickThroughBlocker 2024/03/25 18:32 <DIR> 000_Harmony 2024/03/26 08:33 <DIR> 000_Toolbar 2024/03/26 08:33 <DIR> 001_ToolbarControl 2024/03/26 09:24 <DIR> BetterTimeWarp 2024/03/26 08:33 <DIR> CorrectCOL 2024/03/31 14:23 <DIR> CraftImport 2024/03/31 14:17 <DIR> JanitorsCloset 2024/03/31 21:18 <DIR> KerbalX 2024/03/31 14:20 <DIR> KspCraftOrganizer 2024/03/26 13:14 <DIR> KXAPI 2024/03/25 18:32 <DIR> LunaMultiplayer 2024/03/25 18:32 <DIR> MechJeb2 2024/03/31 14:17 141,824 ModuleManager.4.2.3.dll 2024/03/31 20:17 3,715,998 ModuleManager.ConfigCache 2024/03/31 20:17 134,226 ModuleManager.ConfigSHA 2024/03/31 20:17 9,164 ModuleManager.Physics 2024/03/31 20:17 28,144 ModuleManager.TechTree 2024/03/25 18:32 <DIR> Plugins 2024/03/26 08:33 <DIR> RCSBuildAid 2024/03/31 14:17 <DIR> SpaceTuxLibrary 2024/03/25 18:10 <DIR> Squad 2024/03/25 18:32 <DIR> SquadExpansion 2024/03/31 21:19 2,004 toolbar-settings.dat
  4. I think that they don't have drag if I cover two out of three nodes?I'll test that. Edit:They have drag,and that is where the drag reading is coming from.Node covering only covers the two surfaces,not the sides.They still have got an excellent LDR though!The flag wings had no drag though,because they have no sides that don't have nodes.But now there are no flag wings.
  5. That's why I am using magic wings.They don't have drag.
  6. Okay I have noticed this because I watched stratzenblitz75's video on heat shield wings,but I have not rotated the heat shields exactly 45 degrees.Will try that tomorrow! Ohhhh!I thought that they used lift to turn,since drag and lift face about the same direction when I do a pitch turn.(I don't do yaw turns unless I need quick,small adjustments because large yaw turns make the plane not face approximately prograde which is what i thought what a well-designed plane flying controlablly should not do.(they will only get velocity aiming to the sides,and they won't rotate by themselves so that the nose points to where they are flying to now,and planes are designed to point where they are flying to,otherwise the control surfaces aren't doing what they are designed to do))Anyways,I'll stick with using lift to turn,because drag in a dragless craft doesn't fit.I will try to angle the heat shields so that the part in front of the COM gets more lift that the part behind the COM....Or actually,the craft is already doing that,and I can add a piston to push and pull the wing forwards or backwards.That will be my pitch control.Yaw control and roll control=reaction wheels,which I need to make sure to power using RTGs. I have still not solved the problem of the mysterious ~1kn of drag.Where do you think it is?I don't see where the red drag arrow is.Maybe I should try to accelerate it to like 2000m/s at sea level to see where the drag is coming from (half-joking) Airbreathing engines don't work draglessly(intakes) and nervs and dawns work poorly in sea level,so my only option is the inefficient lf/ox engines.So I need the craft to be completely dragless. Okay!That's the plan.I'll correctly angle the heat shields,add a piston between the rear nose cone and the heat shields for pitch control,try to identify and fix the weird drag problem,and try to fly it!I'll do it tomorrow.
  7. No krakens,no minimum anything,nothing special,I just quickly put together a whiplash-nerv ssto and flew it to orbit and back. https://kerbalx.com/jounce/mk1-whiplash-nerv-ssto Ways it could be improved: That's a lot of intakes and wing area!All dead weight after the navball switches to orbit mode automatically! More fuel tanks,because the craft can have less TWR The hardest part of the mission was the landing on the runway part!I greatly overestimated the altitude needed and the craft had to go through like 4 high-G manuvers to drop altitude and speed!Took like 10 F9 presses.
  8. This: (C++ code taken from some rendering code i was writing
  9. also this craft crashes immidiately when the reaction wheel runs out of power lol
  10. ok now i can harness it a little bit,and it seems that the heat shields work best when angled at a specific angle relative to prograde,and they generate a lift force in a direction only relavent to prograde @Nazalassa idea? heat shields seem to generate aero force and lift in the same direction,and that direction is not relavent to where the craft is pointing at,and the magnitude seems to be the dot product of the prograde vector and a vector which is the heat shield's direction rotated by some amount
  11. ok now its able to fly for a bit but now there are some new problems 1) it does not turn its velocity when itsself turns 2) it still has a little bit of drag and i dont have any idea why 3) this craft sometimes spontaineously pitches up and sometimes its exerting a torque larger than what the reaction wheel can do 4) idk how to make control surfaces with heat shields 5) the controls just don't feel like a normal aircraft
  12. Is having problems with COL stuff https://kerbalx.com/jounce/dragless+magic-wing-test Can someone pls tell me what's wrong with the COL? Currently the craft accelerates to some speed,takes off,then accelerates to ~220 m/s,then flips over because some parts are functioning as lifting bodies when I don't want them to. (actually i was asking a different problem about it not being able to take off,thus the col relation,but then i found out that mechjeb sas fixes it) I think that the culprit is the aerospike not actually being shielded.Testing... dang its the engine plate
  13. Go to the planet ISP to get more Delta-V,so that we have enough standard gravitational parameters which affect our arguments of periapsis by mean anomalies.
  14. Well don't use MechJeb(ksp) because it flew from the craters sector in serpulo(mindustry) which contained kharaa virus(subnautica) brought by the space core(portal 2) that got launched by the orbital probe cannon(outer wilds) powered by update suppressors(minecraft)stopping EXO Trade Platforms(astroneer) that are carried by spidertrons(factorio) that speak (some conlang) using Hangul(this is wrong because you don't speak using a syllabary.instead you write using a syllabary.)which originated from the 7th floor of the tower of sennaar(chants of sennaar)which was built by Robert Witterel(obra dinn)who had a bunch of duplicants(oxygen not included)mass-producing O-2-56s(lobotomy) using HEAC(the powder toy)which conducts heat as fast as [a swear word],which is what you are.
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