Jump to content

Dzerards

Members
  • Posts

    11
  • Joined

  • Last visited

Everything posted by Dzerards

  1. Crew manifest mod did the trick. All Kerbals back home and accounted for!
  2. I've got a space station in orbit around Minmus, but when constructing it accidentally placed a RCS block on the door to the cupola module and now Bob is trapped. It says the exit is obstructed. I'm not one to leave a Kerbil behind. Anyone got any ideas how to get him out? I'm thinking either create a robotic arm and try to scrape it off the door or to send the space station core back to Kerbin and dock a shed load of parachute modules on to it then splash it down in the ocean!
  3. I spent about 40 minutes last night trying to assemble a space station before I realised the clamp-o-tron Sr. was on back to front!
  4. Well me and Col have been discussing it and lift and drag (in RL) are both functions of area, speed squared, reynolds number and the respective lift or drag coefficient. Speed is measured, and reynolds number can be assumed constant. The lift and drag coefficients are defined by the shape of the aerofoil they shouldn\'t need rescaled. That is leaves area. The first step is to assume Unity calculates this based on the rescaling and nothing needs changed, try it out and see how it works. If not Unity maybe using a short cut somewhere and adjusting the coefficients linearly by the change in area might be your best bet. As to the angular drag. The angular drag of an aircraft is primarily a function of the positioning and orientation of the wings, tail plane and tail fin rather than a function for the aerofoils themselves. So I don\'t believe the angular drag should need to be changed in theory. Although with ut seeing the Unity code to understand what assumptions it makes these are only guesses based on my half remembered flight dynamics courses I took nearly a decade ago! But a reasonable starting point maybe?
×
×
  • Create New...