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  1. I'm trying to put together a spaceplane tutorial. I'm trying hard to keep things simple as possible, and not over engineer the sample craft I'm planning to use. Looking through KerbalX and the forums, the kind of aircraft most first timers try to create is based on mk2 fuselage parts, which have very high drag. Should I have people use wing incidence right away, or is that likely to set up traps for the unwary or make them just switch off thinking "this is too hard !" ? My initial plan is to broach the subject of wing incidence in an appendix , showing how the craft's performance can be improved. I'm just warning people about the drag and telling them to keep the mk2 fuselage as short as possible, storing what can be stored in the wings or mk1 parts there instead, and to fit large wings , and try to fly as high as possible whilst keeping AoA low. Test flights of the flat-winged craft show that it reaches orbit ok, but doesn't quite have the fuel to reach Minmus, and it doesn't accelerate with much enthusiasm. Adding payload or extra fuel would make it hard to get to orbit, so it has to stay under 30 ton gross. Adding incidence halves the craft's drag, but makes the blue CoL indicator act in a disconcerting way , and means you got to start talking about mods like editor extensions or CorrectCoL. You also have to warn people about applying the danagers of having a canard at lower incidence angle than the main wing, causing main wing to stall first and flip out of control
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