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rhoark
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Everything posted by rhoark
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AmpYear lets you toggle rotpower and ASAS.
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In the part.cfg, you can set the parameters of the PID controller.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
rhoark replied to ferram4's topic in KSP1 Mod Releases
ASAS in the atmosphere is fine as long as you don't have excessive pitch authority (ie, multiple mainsails with gimbals on.) Tail fins are a big help with rockets flipping, but below 40k you should still take the turn 10 degrees at a time.- 14,073 replies
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- aerodynamics
- ferram aerospace research
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Great, thanks!
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[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
rhoark replied to DYJ's topic in KSP1 Mod Releases
I was resisting getting started with pWings, but my Hermes-style reentry vehicle wouldn't have been possible without them! -
[0.20] AmpYear Power Manager + Ion RCS v0.11
rhoark replied to SodiumEyes's topic in KSP1 Mod Releases
RemoteTech's flight computer lets you control roll in surface mode. That seems to be missing in AmpYear. If its too much to get the full control in, it could at least try to roll to 0 instead of some arbitrary angle that makes it near worthless for planes. -
Benefit of Solid Rockets over Liquid
rhoark replied to Bunzmaster's topic in KSP1 Gameplay Questions and Tutorials
If you put together something that has good dV but too little surface TWR, SRBs are a quick fix. -
Apollo-Style Mun Mission?
rhoark replied to The Jedi Master's topic in KSP1 Gameplay Questions and Tutorials
KW rocketry's 3.75m parts (with interstage fairings!) are good for making a Saturn-esque rocket. -
The drag is proportional to the air deflection. It can't do one without the other, regardless of the surface shape. Flat may not be optimal, but it works. (And airbrakes can certainly be curved, in particular split-tail style.) Bottom line is an airbrake will affect attitude unless cancelled by a symmetrically placed partner. The firespitter airbrakes affect attitude, but not in the right way.
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Hello, I'm having problems with airbrakes (from B9, but using the Firespitter plugin). With airbrakes on the back upper surface of the wing at a 30 or 45 degree angle, you'd expect them to act as elevators, pitching up. Instead, they pitch the plane down (with FAR at least). I think this has to do with the fact the plugin works by altering the drag of the part, rather than taking into account the angle of deflection, like a control surface. The modeling could be more accurate if implemented as a control surface that toggles by action group instead of the usual attitude inputs. The verisimilitude could alternatively be improved by trickery with the model's scene coordinates so that it considers the part's forward direction to be perpendicular to the plate of the airbrake in the deployed position. However, I'm not sure this method would account for Newton's 3rd law on the deflected air as the control surface method would.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
rhoark replied to ferram4's topic in KSP1 Mod Releases
I'm having issues with the B9/Firespitter airbrake. First off, it's having an effect even while on top of the wing while flying belly prograde. I'm not sure whether responsibility for shielding it should go with the airbrake part cfg, Ferram, or the pWing the airbrake is sitting on top of. Secondly, Firespitter models the airbrake basically as a brick of variable size, rather than an angled surface. That's obviously not in Ferram's purview, but I figure people looking at this thread would know how to get started modeling the airbrake more properly as a toggled control surface.- 14,073 replies
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Be sure to try Ferram Aerospace as well, so you're rewarded rather than punished for making your designs aerodynamic with fairings or nosecones.
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[Mods] Reusable Eve SSTO
rhoark replied to Richy teh space man's topic in KSP1 Challenges & Mission ideas
A balanced/realistic SABRE uses liquid hydrogen propellant and earth-like air in jet mode or liquid oxygen in rocket mode. Note that the B9 SABRE as provided doesn't qualify, and especially not in some kind of evegas propellant mode, but with Modular Fuels it can operate in a realistic fashion. Doing so makes a craft lighter, but allows about half as much dV worth of fuel in the same volume of tanks. -
[0.20] Ioncross Crew Support Plugin ([0.22] dev build)
rhoark replied to yongedevil's topic in KSP1 Mod Releases
The greenhouse looks awesome. What it needs to work as you described is some additional resource types, say "Biomass" and "Light" that are configured not to flow between modules. The pseudo-solar panels produce Light resource instead of electricity, and the module can also convert electricty into Light. Then the biomass resource decays at a fixed rate, while there's a reaction: CarbonDioxide + Light -> Biomass + Oxygen