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Help with the 1.0.2 Aero


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So with 1.0 release and new aero it was simply kersmatic. Building a aero efficient rocket you could put them in orbit around ~3000dV or less. After the 1.0.2 update this simply is no more.

Now I'm needing around ~4000dV or more. Pretty rough getting through the lower layer of the atmosphere.

Now I'm experiencing some difficult with the sounding rockets mod, they're being really though to get sub-orbital, I'm doing some balancing and test and reached pretty much the limit of balance.

Upon testing I've noticed the rockets having a incredible break due to drag alone, turning on the the aero info, I've found that my in-line tank is the one getting most of the drag.

So first of all, it seem my global drag multiplier is 8, is it normal? Check out my physics file, haven't touched it.


dragMultiplier = 8.0
dragCubeMultiplier = 0.1
angularDragMultiplier = 2
liftMultiplier = 0.055
liftDragMultiplier = 0.025
bodyLiftMultiplier = 10.7
aeroFXStartThermalFX = 2
aeroFXFullThermalFX = 3.5
aeroFXExponent = 3
thermalMaxIntegrationWarp = 100
spaceTemperature = 4
solarLuminosityAtHome = 1360
solarInsolationAtHome = 0.15
convectionDensityExponent = 1
convectionVelocityExponent = 3
convectionFactorSplashed = 300
fullConvectionAreaMin = 0.2
fullToCrossSectionLerpStart = 0.8
fullToCrossSectionLerpEnd = 1.5
machConvectionStart = 2
machConvectionEnd = 4
machConvectionExponent = 3
partEmissivityExponent = 4
radiationFactor = 1
convectionFactor = 40
newtonianConvectionFactorBase = 2
newtonianConvectionFactorTotal = 3
NewtonianVelocityExponent = 1.5
conductionFactor = 10
internalHeatProductionFactor = 0.03
aerodynamicHeatProductionFactor = 1
standardSpecificHeatCapacity = 800

Secondly, a lot of parts still present the maximum/minimum drag values, isn't this deprecated or am I wrong?

What about the angular drag, how would this work? Am I missing another important entry for drag?

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@foxkill2342, thanks, I do need to setup a reddit account to keep up with the good stuff. I've actually set this and forgot to reply back.

@NathanKell, actually I find it very differently. With FAR I always had a really difficult time slowing planes down for a landing, and also couldn't get proper stalls.

To me it seems that FAR works well trans-sonic and above, but drag doesn't scale up properly going sub-sonic, planes could glide for a really long time without loosing altitude...

And yes, this was the behavior back in 0.25 when I used to play and is the same now with the latest dev branch.

I'm going to report it when they release or open another thread.

On another note, I do think the new stock system works reasonably well, we just have to account for incorrect cubes when they happen.

With that said, I'm looking for a way to make the system a bit more realistic and challenging, harder stalls and more need for efficiency. Check this out, in the last post I'm asking on how to do that.

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