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Looks similar to my example of rescue planes.

gNCW9nc.png

Two variations of same concept. Both are slightly heavier than paul23, but both planes are very stable for reentry purposes, only one small engine used, more than enough for space maneuvers and small corrections on landing if needed. I didn't have enough willpower to update planes and overcome heating stock bug, but it might work with deadly reentry mod.

Anyway, you should not avoid to use tail in fear that you will unbalance lifter too much. Asimetric weight can be overcome with differfent solutions.

Check my craft repository thread for links on craft files.

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Interesting. I also have Maritime Pack installed, and, unfortunately, the Buoyancy Blisters are not very low drag (even though they are designed to be). Thoughts on why that could be?

As for floating high in the water - there's not too many parts that are highly buoyant but low in drag, it seems. I've tried numerous different parts, and, for buoyancy, it seems that intakes are some of the best ones. What parts are you using?

I'm having some vague success with Proc parts:

22762969511_d2150657d5_c.jpg

Unfortunately the test craft isn't really suitable: I picked it because the land version has a crazy low wing loading and I know it flies well, but it doesn't get the floats out of the water fully by 50m/s so they break up & take the engine off ( reported as a hard splashdown - the breakup, not the engine removal ). Not really too sure what to edit to raise tolerance to that yet. No problems gaining speed though.

Edited by Red Iron Crown
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I tried one too, I can't say I'm terribly fond of re-entry with that cockpit...

Feels like it's back when FAR had no skin drag & you took two orbits to slow down...

Airbrakes (and/or S-turns). Got this from 95km Ap to the ground in 1/4 of Kerbin's circumference:

8YnKWnp.jpg

It does look like you want to level out your reentry dive at a higher altitude than before, though. Low 30's instead of the mid-20's of previous versions.

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Yeah, I'm re-entering at 12deg pitch ( although once it gets into air that thing can generally only hold 9 in the upper atmosphere ) instead of the usual 3. I gave it half an orbit & it overshot by 400km because the cockpit skin temp kept bouncing between 1.7k & 1.9k. Next step will be airbrakes, although at 30-40k they're not terribly effective. I think I have double your wing area at least, that doesn't make it want to get back down in a hurry!

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Hello. I was hoping you could help me. My deathtrap is suffering from a form of roll instability. I have tried a number of permutations and far says I am good on all of them. The control systems are properly aligned and working. When the aircraft is in a mild sideslip it begins to roll away from the direction of travel. This roll amplifies as the aircraft ends up in a barrel roll without deviating significantly from the direction of travel. I am using B9 procedural wings. I have tested stock aircraft and they appear to work fine.

[IMG]http://i1370.photobucket.com/albums/ag251/alexandercampbell1/screenshot0_zpsb1lxxjlv.png[/IMG]
[IMG]http://i1370.photobucket.com/albums/ag251/alexandercampbell1/screenshot1_zpstdjfokkz.png[/IMG][IMG]http://i1370.photobucket.com/albums/ag251/alexandercampbell1/screenshot3_zpspchg6lw4.png[/IMG][IMG]http://i1370.photobucket.com/albums/ag251/alexandercampbell1/screenshot4_zpsnogyx2bh.png[/IMG][IMG]http://i1370.photobucket.com/albums/ag251/alexandercampbell1/screenshot5_zpsyj3di0md.png[/IMG][IMG]http://i1370.photobucket.com/albums/ag251/alexandercampbell1/screenshot6_zps8knrhbqp.png[/IMG]
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Yeah, that's the current limitation with the stab deriv GUI. So, your problem is that you're too roll stable for how yaw stable you are, which will probably show up if you try a lateral simulation with some sideslip.

So you've got a few options:

1. Reduce wing sweep (a lot)
2. Reduce dihedral (a lot)
3. Add a much larger vertical (really vertical, not angled) tail

There's a reason why no one builds planes that look like that. Turns out they have dutch roll issues.
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I found, that by making an aircraft unstable, you can actually make a really good aircraft.

This aircraft is yaw, pitch, and roll unstable, yet it flies perfectly, as long as you have a control system right behind the cockpit.
[url]https://www.youtube.com/watch?v=JyecHKwFVII[/url]
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Hello, guys!
I'm a new player at KSP and FAR, and have very little knowledge about aerodynamics, so I would really appreciate any help.
I'm trying to build some kind of a passenger jet liner using stock parts - original and resized with Tweakscale.
[IMG]http://i.imgur.com/uoUH7b6.png[/IMG]
[IMG]http://i.imgur.com/uVkvzbd.png[/IMG]
It looks pretty much like the real ones and the derivatives are all green. Problem is that with this configuration it completely rejects to fly. It just pitches the nose up and happily rolls off the runway straight into the ground. What is especially confusing for me in this is that if I'm not mistaken the lift affecting the wings is quiet OK:
[IMG]http://i.imgur.com/cPK8zNv.png[/IMG]
[IMG]http://i.imgur.com/iqWuOvW.png[/IMG]
It seems to me that the problem is somehow connected to these aeroplane wings (maybe the fact that they were resized?), because I have another craft with them, showing the same behavior, although I'm not sure what is so problematic about them.
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[quote name='Paul_Sawyer']Hello, guys!
I'm a new player at KSP and FAR, and have very little knowledge about aerodynamics, so I would really appreciate any help.
I'm trying to build some kind of a passenger jet liner using stock parts - original and resized with Tweakscale.
[url]http://i.imgur.com/uoUH7b6.png[/url]
[url]http://i.imgur.com/uVkvzbd.png[/url]
It looks pretty much like the real ones and the derivatives are all green. Problem is that with this configuration it completely rejects to fly. It just pitches the nose up and happily rolls off the runway straight into the ground. What is especially confusing for me in this is that if I'm not mistaken the lift affecting the wings is quiet OK:
[url]http://i.imgur.com/cPK8zNv.png[/url]
[url]http://i.imgur.com/iqWuOvW.png[/url]
It seems to me that the problem is somehow connected to these aeroplane wings (maybe the fact that they were resized?), because I have another craft with them, showing the same behavior, although I'm not sure what is so problematic about them.[/QUOTE]

Well one problem is that the control surfaces on the back of your wings are trying to pitch and likely killing your lift. You should probably disable pitch on those surfaces. Maybe enable them as flaps too, that'll add a bit of lift. For a subsonic plane you likely want to angle the wings up a bit as well (lengthwise, so they have a positive AoA when you're sitting on the runway).
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[quote name='Paul_Sawyer']
It looks pretty much like the real ones and the derivatives are all green. Problem is that with this configuration it completely rejects to fly. It just pitches the nose up and happily rolls off the runway straight into the ground. What is especially confusing for me in this is that if I'm not mistaken the lift affecting the wings is quiet OK:
[/QUOTE]

Have you noticed all those blue bars pointing down? that's lift going the wrong way ( unless it's the tail surfaces, then it's ok ). As blowfish said, sort out the control surface assignments. If you tweakscaled the wings they might still have the lift of the stock-sized ones, but that would be the next line of enquiry.
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[quote name='Paul_Sawyer']Hello, guys!
I'm a new player at KSP and FAR, and have very little knowledge about aerodynamics, so I would really appreciate any help.
I'm trying to build some kind of a passenger jet liner using stock parts - original and resized with Tweakscale.
It looks pretty much like the real ones and the derivatives are all green. Problem is that with this configuration it completely rejects to fly. It just pitches the nose up and happily rolls off the runway straight into the ground. What is especially confusing for me in this is that if I'm not mistaken the lift affecting the wings is quiet OK:
It seems to me that the problem is somehow connected to these aeroplane wings (maybe the fact that they were resized?), because I have another craft with them, showing the same behavior, although I'm not sure what is so problematic about them.[/QUOTE]

The Center of Lift (blue dot in the editor) seems to be very far behind the Center of Mass (yellow dot in the editor), you could try moving the main wings forward until they are closer to each other. I don't think resizing wings should cause problems, since FAR is voxel-based and just looks at the shape of the wings.

EDIT: if you pull up, do the control surfaces on the main wings go up? If that's the case, you may want to adjust the pitch-control in the right-click menu to -100%. Edited by ExtremeTrader
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Thanks for the tips, guys!
I trimmed the pitch on the main wing control surfaces and increased the angle of attack (I think that's how it is called) of tail wings, and now it ascends beautifully!
[img]http://i.imgur.com/3yqwp4m.png[/img]
[quote name='ExtremeTrader']The Center of Lift (blue dot in the editor) seems to be very far behind the Center of Mass (yellow dot in the editor)[/QUOTE]
I thought about it at first too, but turns out with some subtle tuning it can be manageable.
I still have some problems with roll stability, though - for some apparent reason every time I pitch up it rolls slightly to the right.

P.S. Holly smokes, I used to play with small aircrafts before, and I couldn't even imagine how many nuances can appear in building different types of planes 0_0
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[quote name='Paul_Sawyer']Thanks for the tips, guys!
I trimmed the pitch on the main wing control surfaces and increased the angle of attack (I think that's how it is called) of tail wings, and now it ascends beautifully!
[url]http://i.imgur.com/3yqwp4m.png[/url]

I thought about it at first too, but turns out with some subtle tuning it can be manageable.
I still have some problems with roll stability, though - for some apparent reason every time I pitch up it rolls slightly to the right.

P.S. Holly smokes, I used to play with small aircrafts before, and I couldn't even imagine how many nuances can appear in building different types of planes 0_0[/QUOTE]

Good to see you figured it out. Just wait till you start messing with SSTO aircraft, and VTOLs. VTOLs are the tricky ones, the transition from level flight to hover is fun. The other fun ones is supersonic and hypersonic flight.
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[quote name='ExtremeTrader']The Center of Lift (blue dot in the editor) seems to be very far behind the Center of Mass (yellow dot in the editor), you could try moving the main wings forward until they are closer to each other. I don't think resizing wings should cause problems, since FAR is voxel-based and just looks at the shape of the wings.[/QUOTE]

Wrong, currently: FAR uses voxels for [i]body lift[/i] ( and drag ), but wings are using the old wing code from pre-voxel FAR, which is either hard-coded - you can see what coefficients are added to each part if you check some of the MM patches - or in the case of pWings, precalculated. Also, don't rely on the CoL ball, quite possible that it can be a fair way aft of CoM & the plane is still unstable.

Just a little prototype/test craft...

[url=https://flic.kr/p/AG64ja][img]https://farm1.staticflickr.com/757/22769776657_dc0c53406c_c.jpg[/img][/url]
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After first success in building big flying things got a little bit obsessed with gigantism:

[URL="http://imgur.com/a/6L9kV"][img]http://i.imgur.com/cDBUdqu.png[/img]

[img]http://i.imgur.com/XBVp05Z.png[/img]

[img]http://i.imgur.com/dHAuuBT.png[/img]

[img]http://i.imgur.com/nWbPBlM.png[/img]
[/URL]
Somewhat analogous to An-225. Ascends hard, flies high, lands tough. Edited by Paul_Sawyer
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Anyone messed around much with seaplanes yet?

I've made a few that work well, and a whole lot that don't. The problem is, I'm not quite sure what's making the difference between the ones that work and those that don't.

Anything heavier than an ultralight (i.e. two Junos, minimal fuel and nothing else) seems doomed to disintegrate on landing, and even the ultralights tend to have issues with the nose digging in and flipping. But I'm sure that it must be possible to build a seaplane SSTO, at least one that can water land with empty tanks.

Any of y'all having more luck?
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