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Updating Parts to 1.0


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  • Emissivity, thermalMassModifier, maxTemp etc for new parts should be based on comparable parts.
  • wing parts need deflectionLiftCoeff assigned purely based on wing area, where the square SPP wing is 1.0 (that equates to 1/3.52 the m^2 area, I believe).
  • Control surface parts need correct values for ctrlSurfaceArea (the proportion of the wing surface that is the control surface)
  • Wing/surface parts need dragModelType = none assigned. Note, "lifting body" parts with lifting modules assigned need useInternalDragModel=False in the module, and dragModelType = default. However, with body lift included in KSP 1.0, giving non-wing parts a lifting module is not the best idea.
  • The lifting modules have changed significantly. Make sure you check out a stock cfg.
  • Intakes either need to have the insides slope inward, or a custom drag cube assigned, so you don't get a lot of flat plate drag (i.e. making a flat black inner 'cap' is seen as a flat plate, whereas clearly visually the intake is supposed to be hollow and keep going back...to get around this problem, you customize the dragcube values).
  • Hollow parts like decouplers or cargo bays need custom drag cubes.
  • Bulkhead profiles need to be added; they are the basic attach size profiles (size1, 2, mk2, etc) or srf.
  • Engine type needs to be added for the engine for the camera shake to work right (a bunch are supported in code, but really only liquid, solid, and nuclear are used in cfg IIRC, maybe jets too).
  • The old drag values (maximum and minimum drag, intake drag numbers, parachute drag numbers) do absolutely nothing.
  • Parachutes need dragmodifier modules applied (check the stock cfgs). These multiply the visual size of the canopy (at that state) to get a final drag amount, since drag is now based on visual size, not magic numbers (but they didn't make the chute canopies real sized, so they need insanely high modifiers).
  • Engine Isps on average are 85% what they were, and engines have more clearly defined types (lifter, sustainer, vacuum engine). Isp curves also continue down to near-0 Isp.
  • Jets are totally different.
  • Engine gimbals have been increased significantly
  • Engine costs are relatively sane now, and entry costs are tied relatively directly to them.
  • Isps and TWRs have changed slightly to make later-tech engines strictly better, albeit not insanely so, than earlier ones.
  • The dry mass of solid rockets is higher than it used to be.
  • Multipart (i.e. not fully enclosed) fairings do not work right now. They would need a plugin to work.
  • The only drag occlusion is stack occlusion. Take a boost protective cover as an example. If the boost cover is mounted *directly* atop the pod, it will occlude the pod's drag; if you mount a docking port first, then the cover, you'll get essentially doubled drag (near full cross-sectional area from the pod since only the top bit is occluded by the docking port, then the same for the cover.)

That's all I can think of for now.

See the forthcoming thread on how to deal with jets; they are very different.

A Plea:

Please add anything else you can think of that's relevant to this.

Edited by NathanKell
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calculating lift and mass for wings and control surfaces:

deflectionLiftCoeff = Surface area in m^2 * 1/3.52 (3.52 is the magical jebediah coefficient)

mass = deflectionLiftCoeff * (1 + ctrlSurfaceArea) * 0.1t (ctrlSurfaceArea increases weight, e.g. all-moving ctrSrf are 2x as heavy)

ctrlSurfaceArea = proportion of the wing area that is control surface

- - - Updated - - -

Attach nodes will only attach in one specified direction, the last three parameters are XYZ vector:

example:

node_stack_top = 0.0, 0.9375, 0.0, 0.0, 1.0, 0.0 (= Y up)

node_stack_bottom = 0.0, -0.9375, 0.0, 0.0, -1.0, 0.0 (= Y down)

Edited by Porkjet
Cpt. Kipard is right
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ctrlSurfaceArea = % of the wing area that is control surface devided by 100

Just to nitpick. You're complicating this needlessly. "percent" means "per hundred" so you're multiplying by 100 and dividing by 100 for no reason. It's enough to say "proportion" as Nathankell did.

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  • 4 weeks later...

[*]Intakes either need to have the insides slope inward, or a custom drag cube assigned, so you don't get a lot of flat plate drag (i.e. making a flat black inner 'cap' is seen as a flat plate, whereas clearly visually the intake is supposed to be hollow and keep going back...to get around this problem, you customize the dragcube values).

[*]Hollow parts like decouplers or cargo bays need custom drag cubes.

Thanks for the info Nathan, but I was wondering how to generate the corrected dragcube values to define in the config for hollow parts?

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If the hollow parts are cylindrical and of a normal size, you're in luck. You'll want to replace the third and fourth triplets. Find a part of the same stack radius and copy its numbers.

The the numbers in each of the first six triplets are area, drag coefficient, and depth, and the triplets are X+, X-, Y+, Y-, Z+, Z-; the last two triplets are the bounds center and the bounds extents.

For stack parts, those areas will be roughly 1.227 for 1.25m parts (and 1/4 for .625, and 4x for 2.5, and 9x for 3.75m).

If your part is not the same shape as a regular old stack part, you'll have to calculate its face area yourself.

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