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SRSR333

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    Curious George
  1. Not necessarily, mate. Blade element theory is a physics concept that can be implemented by ANY physics/flight engine. Unity can do it, Havok can do it, CryEngine 3 can do it. You just need the maths and the code for the maths. Blade element theory was actually developed way back in 1969, and most professional flight sims use it for extreme realism. And this is merely a discussion, which is why I labelled it as such. If Squad does take note of this and attempts to implement it, good. If they don't, well, it's still healthy discussion.
  2. Hey guys, I have used KSP since v0.20, and find it a great improvement over lame spaceflight sims like Galaxy on Fire 2 (although you can blow stuff up there). However, the in-atmosphere aerodynamics model is not very good (actually quite terrible), and this is coming from someone who has also used some of the greatest (space)flight sims: FSX, Orbiter 2010 and X-Plane versions 8 to 10, inclusive. X-Plane in particular, implements this idea called 'blade element theory', where the surface of aircraft are broken down and the forces on each part calculated individually, and then combined to produce extremely realistic flight. Could it be possible to implement the same thing in KSP, seeing that even rockets can be affected by this? Link: http://wiki.x-plane.com/Appendix_A:_How_X-Plane_Works#Advantages_of_Blade_Element_Simulation
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