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tetryds

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Everything posted by tetryds

  1. We extracted the models to blender, then ran a custom plugin to plot the lines and fitted it on the screenshot. Nah, FAR Transonic Design cross section area analysis does this, I know that it looks like it was made on paint but it's not. I start to smell release, anyone? Edit: aw, Hodo killed my joke. Anyway, doing what I mentioned above would be an interesting way to see how good the voxelization approximation is, just make sure to smoothen everything first.
  2. On the new version it's pretty much like before, on the top of the heat, which makes it way more complex, it's fun. Wander's rule of thumb is pinpoint accurate, I play on the obscure side of pulling as high g's as fast and as low as possible, and that's pretty much it. The trick to lower the wing weight is optimal wing placement and stress management, most of suicides do not happen because of wing stress itself, but because of wrong maneuvering. By simply making sure that your main wings center of lift is aligned with the center of mass you can already decrease the mass ratio by something between 0.1 and 0.05 (not linear). AoA or lift peaks, high speed stalling and sideslip are the most common causes of wing stress death (esp. sideslip). So, the major trick is to know your plane well, what it's capable of, and how it behaves at different speeds. That is why I heavily recommend anyone attempting low altitude tricks to always put the navball indicator on Mach mode, and use a joystick. Edit: @jrandom: the default is 1.0 because when wing stress damage was first implemented barely anyone could even lift from the ground, I would go for a 0.75 default instead, but 1.0 seems to be very noob-friendly.
  3. Good that you ask, so you were right about the green line having to be straight, but got confused about the yellow one. Yes he yellow one is the "straightness" of the green line, and the green one does not really matter, it mostly assists you on knowing where to position stuff. A perfectly area ruled shape would have the yellow line = 0 for any point, but that is impossible. If you opened this you certainly know what a derivative is. Well, the yellow line is the second derivative of the green line. The area rule dictates that the cross-sectional area must vary smoothly... ...Which means that the second derivative of the cross-section area must be as close to zero as possible (not just that, well, ugh.) *do not insert math here* After much thought I came up with simpler ways to make this at least understandable. These explanations may not be (certainly aren't) 100% accurate, also because they are simplified. But I hope that they at least help you to not get on a blind fight against lines which you have no idea what they mean: See that yellow line? You have to make it as close to zero as possible. The yellow line means that the green line does not change abruptly. The green line is the cross section area, it's how "fatty" the craft is at that point, no matter where the parts are. If you add the [Nosecone][Oscar B][...][Oscar B][Nosecone] combo or similar (1.5m tanks, etc) you create bumps on the green line, you make it "fattier" on that part. Try to add those bumps where your green line drops (or around where it peaks) to smoothen it out. Do not have straight wings, always have both edges swept inwards or outwards (Blitzableiter is an example plane using straight trailing edges, was a PAIN to get right). After you do that and find its good enough, open the FAR GUI and move everything around and try to get as small "Mach 1 Wave Drag Area" as possible. Your plane: I assume that you already know what the cross-sectional area means, if not check this first: http://en.wikipedia.org/wiki/Area_rule The very first thing here is that your airplane shape (as of squared corners, or where to place ballasts) does not matter, it matters for other effects, but not for this one. Area is area, does not matter if it's on the wingtips or hull, and does not even need to have a cross-sectional connection to the main body (yep floating stuff counts too). Now to what is going on: I came up with a way to explain this, it may not be exactly what the theory says, but it's a good way to visualize it. Imagine that the air is heavy, and does not want to change its direction. So, if your airplane cross-sectional area starts to increase, the air will start moving outwards. If your area continues to increase, the air will keep going outwards like it was, generating little to no wave drag. Same applies if your cross-sectional area is decreasing, or is continuous. If it changes abruptly, the air will have nowhere to go, shockwaves on that section cause drag, a lot of it. Now you know that what you want is not vary your cross-sectional area abruptly. Ingame: The mathematical way to express "continuous variation" is the second derivative, represented by the yellow line. The cross-sectional area itself is the green line. So, in a nutshell, the yellow line means how smooth the green line is. The smoothness of the green line means how much wave drag you have. If you have some part, like the wings, that adds a lot of area, you will have to balance it out. The best way to balance it is often adding more area. Combining the shapes through the airplane to make it so that when your wing starts/ends it does not come from a low area to a big area. That is why you often add bumps in front and behind of the wings or whichever feature you want. Tips: The more you derive a line, the higher the noise, you will notice that single parts have a super massive yellow line bumpiness. Those are the triangles and imperfections of the shape coming into play, on the top of the approximation the mod uses (not that it's bad, but as I said, shape noise is real). So, making your craft longer makes it smoother not just because of how the mod does it, nor just because that stretches and separates the quantized sections, but also because you are easing up on the derivative noise. So, in resume: I did not explain how the yellow line is actually handled to output the wave drag, but that does not matter. Go smoooth. Yellow line -> as close to zero as it can get Hooray for radially placeable Oscar B tanks. Hooray for Communotron 16. Hooray for ferram4. No worries, ferram4 forced me to make video tutorials about it. I am just waiting for the derivatives table to get fixed to release the basic one and open my new yt channel and will go straight to area ruling depending on how demanding it is.
  4. @Shazbot: Just leave them alone, it's not as bad as it seems. If you want, you can try to add area to the bottom of it, or half-clip it inside of a nosecone. But be warned that if you clip it too much or wrongly, it will generate no thrust. @everybody: Writing a "hopefully understandable" way to explain area ruling right now. @cantab: nuFAR does not touch jet engines... yet? (turbojet OP)
  5. The new FAR Colibri has a wave drag area of 0.3923 m^2. I hope it serves as a good example on techniques to help people handle area ruling using stock parts. Oh, and since one stationary BasicJet engine is too weak to lift it, it's no longer a VTOL. *slightly outdated image* I guess I could squish some more out of it (Like getting rid of the ladder on the cockpit ), but I have other things to do, haha.
  6. False. There are some techniques to area rule your airplane using the available parts. Keep an eye on stock crafts for some of them Also, you don't need a perfect flawless area ruled airplane to fly well or go supersonic, just a decent one. Remember this is not the only thing to care about, there is this plus all the other things you had to care about on the previous FAR version.
  7. Esse aqui é o FAR Blitzableiter: Caça supersônico usando o novo FAR, e foi trabalhado pra diminuir o arrasto induzido no regime transônico. Está na fase final de testes e balanceamento e vai vir junto com a nova versão do FAR pro KSP 1.0.2. A velocidade máxima dele abaixo de 400m de altitude ainda é desconhecida, mas passa dos 3000km/h fácil. Edit: ops, tinha postado no tópico errado.
  8. Yeah, but remember not everybody can read a graph straight away, that would make the learning curve steeper. And often what you need is just tweak a few things, not needing to go read the graphs every time is way faster, esp when you are making subsonic designs anyway.
  9. Don't worry about the numbers, they are wrong That is what you get for playing on a WIP, have you tried flying that plane? COL is also broken, but apparently the AoA sweep is "working", you can use it to check if your COL is not too far forward. Or better, follow the rule of thumb: -Put main wings aligned with the COL -Add horizontal stabilizers. -Add control surfaces. Steps 2 and 3 brings the COL back, since it was already at the COM it's certainly behind it now
  10. Area ruleing is not that complicated, KSP lego bricks are actually a very nice (challengening but feasible) way to handle it, it's hard to accept the idea that the actual shape is what matters, but after you get used to it, it's very good. We are working to area rule the stock FAR airplanes so you can figure out the tricks by yourself: http://i.imgur.com/63ZbN2A.png The major change about this area rule implementation is that you can continue to work on your craft to improve them indefinitely.
  11. Calmae, EmDrive ser verdade não significa que os outros são também. Tem uma diferença bem grande aí.
  12. What about having them to reload, so every time the pods load a few countermeasures, and takes always the same amount of time to reload to 100%. This way you would have something similar to battlefield, if the enemy uses countermeasures he has to hide or run away, on this case, evade the next missiles.
  13. I see the guard mode management going towards radar stuff. In fact, right now you could just have a part to define weapon manager's angle of view and target distance and it would already work perfectly as a radar system I would even suggest try it out using the M4435 Narrow-Band-Scanner with that functionality as it can be properly shielded inside of a fairing on the nose. This just gets better every time.
  14. That is the problem, often it's useless to evade the missile because it will explode right behind you and will destroy the oversensitive engine nozzles.
  15. Quick suggestion while I am testing this amazing AI: Have boxes to store countermeasures, and to prevent them from being OP, make them overheat very fastly. Just like guns, if they overheat you will have to wait for the cooldown, so if you use it wrong there is a window where you are vulnerable. Also, engines are too sensitive to the explosion, even if you evade the missile and it explodes nearby it's 100% chance that you will lose them.
  16. You will have to either clip it or balance it so it does not become an issue.
  17. If by "increase" you mean that the variation of every adjacent slice (cross-sectional area) must vary smoothly (second derivative), then yes that is right. It's kinda confusing because "vary" does not mean vary in time, but actually means variation within the next discrete slice of the craft, but I guess you got it. @ss8913: I heard it's broken, I guess we just have to wait for it.
  18. Você está usando OSX né? Tenta algum joystick mapper, não consegui achar nada sobre o seu problema. Pode reportar ele se quiser, aqui ou aqui.
  19. Tudo atualizado. Se tiverem problemas me avisem!
  20. Ainda não atualizei, assim que atualizar vou postar aqui. Tinha bastante gente jogando no server?
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