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flywlyx

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Posts posted by flywlyx

  1. Keep in mind there's a reason why asteroids appear only as blips in the tracking station and do not actually exist in the world unless you start tracking them.

    A whole belt with thousands of static celestial objects will utterly cripple KSP to the point where it's barely playable.

    There is always a way to make things work, thinking about how to make it is more helpful.

    The point is that ,how many asteroids we are looking for?100?1,000?10,000? Things will be much more easier when it has a limit.

  2. To increase the efficiency of KSC and promote the mini size laythe travelling crafts, we decide to develop an engine replace unit.

    By replace R.A.P.I.E.R. Engine with LV-N Atomic Rocket Motor on orbit, we could highly increase the endurance of mini size SSTO and Space Plane.

    Bfpz2xI.png

    This is our test plane, mini size space plane, full capability of LKO travel. But to fly to laythe, even with refuel, it is impossible.

    FCgZGHW.png

    146BBV6.png

    1st, docking;

    VMkBDhs.png

    uEdbAnG.png

    2nd, engine picker pick R.A.P.I.E.R. Engine and dock it on the engine holder;

    OCQkIdo.png

    whJfs44.png

    3rd, engine picker pick LV-N and mount it on the craft.

    60xkOQw.png

    4th, engine picker return to position, craft is ready to go.

    LnJ6SB8.png

    With LV-N engine and refuel, this mini-size plane has a ÃŽâ€V more than 2600m/s, full capability of laythe travel.

    Further development for airfoil replacement will coming soon.

  3. So, this is what I have

    Vector3 srfVelocity = vessel.GetSrfVelocity();

    Vector3 Airspeed = part.transform.InverseTransformDirection(srfVelocity);

    double rho = FlightGlobals.getAtmDensity(FlightGlobals.getStaticPressure(transform.position)); ;

    {

    if (Airspeed.x >= 0)

    part.rigidbody.AddForce((float)rho * Airspeed.x * yaws, 0, 0);

    else

    part.rigidbody.AddForce((float)rho * -Airspeed.x * yaws, 0, 0);

    }

    These one could add force to slow down the aircraft but not depends on the deviation angle(velocity) between aircraft direction and surface velocity, the force is depends on the deviation angle(velocity) between surface direction (which is 90°) and surface velocity.

    I would be thankful for any help.

  4. I am making a single part aircraft add-on and find it is quite hard to add yaw stability to it.

    What I want to do is adding a force(torque) depends the deviation angle(velocity) between aircraft direction and surface velocity.

    But I find it is a little tricky to use part.TransformDirection to figure out the deviation angle(velocity) and how to use Rigidbody.AddForce/torque in the right way.

    I would be thankful for any help.:)

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