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Hodo
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Everything posted by Hodo
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Why? The CoL is what is effectively turning you in a banking turn. It is thrust in a vertical direction as opposed to horizontal.
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Both models I made are setup to be good turners not dogfighters. I can show you an aircraft that will turn on a dime and most likely flip out if pushed to hard. Notice how the CoL is almost directly on top of the CoM. - - - Updated - - - KSC... I have a mod that adds a bit of life to the place.
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And it can't lift? Wheels are off the ground. Flaps being raised. And cruising.
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Here is a better picture of the second craft. - - - Updated - - - CoL is the blue ball with the line, that is the string it is hung from. The purple ball with the line is the Center of Thrust (CoT).
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I am using FAR/NEAR, and they are (from inside to out), the Flaps and then the Ailerons. The flaps let you generate lift at lower speeds by changing the angle at which air travels over the wings. If you are going full throttle and trying to turn in those craft, they are going to turn like bricks, because your engine is to powerful for the mass of the craft.
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Ok here is two versions I have come up with based on your original design. The first one went with a traditional airplane setup with a less powerful engine but it flies well and turns well. https://www.dropbox.com/s/v5re9fp7cdebska/JS-1H.craft The JS-1H action controls are simple, 9 increase flap pitch, 0 decrease flap pitch. The second one is a delta wing setup that uses Elerons for roll and pitch. Still handles quite good, and is fast as frak. https://www.dropbox.com/s/9ypzrjw6fno2vyt/JS-1H2.craft And there are the craft files.
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Ok off hand I see a few minor problems. Your landing gear are still to far to the back of the aircraft to get off the ground well. The Canards on the aircraft really aren't needed and are backwards. EDIT- I noticed it has no fuel. The 40 units at nacelle holds is tiny. In a few minutes I will copy the design and try and rebuild it and post a picture of how it should look and if I can a craft file for you to download and use. This is what I have managed to come up with, that is a direct copy of your design.
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Some Spaceplane Related Issues
Hodo replied to Jade Falcon's topic in KSP1 Gameplay Questions and Tutorials
So true. -
If you have the CoL to far behind the CoM, it will turn like a school bus. But if you place the CoL close to or nearly centered on the CoM, it will turn like a humming bird. It is the difference between a stable design and an unstable design. Military fighter aircraft are designed to be aerodynamically smooth but unstable, so their CoL is REAL close to the CoM. Like this fighter, turns like a dream when subsonic, but turns like a truck when going faster than mach 2. Note how the CoL is just behind the CoM. But this Cessna knock off turns great all the time, not that it could ever break the speed of sound anyway. And this fighter is a dream to fly in a dogfight, it turns on a dime and is quite quick. Note how the CoL is almost centered on the CoM. So Jetsim, post a picture of the craft you are having problems with and we can tell you what you are doing wrong.
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Some Spaceplane Related Issues
Hodo replied to Jade Falcon's topic in KSP1 Gameplay Questions and Tutorials
NEAR and FAR both change the atmosphere density from that of nearly frozen split pea soup, to that of well.... air. So aircraft, that are built with aerodynamics in mind, tend to perform better in NEAR and FAR then they do in stock KSP. Same for rockets, but rockets are a bit trickier because if you turn to fast with them they will spin out of control. -
Here is the settings for most of my control surfaces, ignore the ordinance on one of the craft. But I have canards, ailerons, and elerons on different craft. The ones with Pitch and Roll set to one control surface are generally considered elerons.
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Just a few minutes I will post some pictures of different aircraft that I have made, and what EACH one of the control surfaces do. Need to upload the pictures and take them. All the while helping my girlfriend get ready for a trip. - - - Updated - - - One minor problem the elevators are actually elerons on the F-15. They assist in roll.
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Some Spaceplane Related Issues
Hodo replied to Jade Falcon's topic in KSP1 Gameplay Questions and Tutorials
No problem, glad to be of help. And remember one simple rule with SSTOs, patience. -
If your ailerons are inline with the CoM of the craft they wont actually do anything for pitch. Which is where you ideally want your Ailerons. But if you have them before or after your CoM they can affect your pitch when you roll.
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Some Spaceplane Related Issues
Hodo replied to Jade Falcon's topic in KSP1 Gameplay Questions and Tutorials
Canards, the nose winglets, are really great for keeping your nose pitch up, but can also stall out before the rest of the craft making them useless. So don't become overly reliant on them. -
Ok not the best picture but here is one of my aircraft from my Real Solar System + Realism Overhaul. It is a swing wing design, but uses a Eleron setup. The tail section the two small wings that stick out to the sides, are the Elerons. They do both pitch and roll.
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It can be wide it can be thin, it really depends on the craft. Let me see if I can find a picture of one on one of my craft.
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Some Spaceplane Related Issues
Hodo replied to Jade Falcon's topic in KSP1 Gameplay Questions and Tutorials
Ok. There are a few thoughts without a picture it is going to be hard. It is most likely your CoM moving forward as your fuel tanks get empty. You may want to see what your wet and dry CoM positions are in relation to your CoL. Also check to see if your CoT is still in line with your CoM. If it is over it, it will push your nose down. -
Some Spaceplane Related Issues
Hodo replied to Jade Falcon's topic in KSP1 Gameplay Questions and Tutorials
First question, do you have a picture of the craft? Second question are you using FAR or NEAR? -
Elevron does the job of both the Elevator and the Aileron. Usually found on delta-wing aircraft and on some modern fighter aircraft like the F-16, F-15, Su-27 and Mig-29.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Hodo replied to ferram4's topic in KSP1 Mod Releases
Dropbox. 10chr- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Hodo replied to ferram4's topic in KSP1 Mod Releases
Then get KIDS so it rescales the engines thrust to match the MUCH smaller Kerbin. And I launch rockets all the time in RSS+RO. I have no problems getting satellites and the occasional Kerbal into space. I have yet to successfully build a SSTO space plane in RSS+RO, but I have been working on other things, I have ideas I am sure will work. But it will take time.- 14,073 replies
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Use Imgur, or some other picture sharing site. They are easy to use and free.
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Better SSTO Spaceplane Challenge (0.23.5+0.24) Fin!
Hodo replied to Sirine's topic in KSP1 Challenges & Mission ideas
I figured it was a minor oversight, it happens to the best of us. Anyway, I am progressing nicely on getting my SSTO program back up and running after .24. Finally got most of my mods working again, but my core one is not up yet. But I have a far more functional SSTO than I ever imagined for just simple science gathering missions. And it is a joy to fly, actually lands at 170mph as opposed to some of my other craft which land at over 200. -
Depends on how realistic you want to get. I have two installs, Real Solar System with Realism Overhaul and it is full realism. And I have my normal install which has the mods listed in my sig.