NathanKell Posted November 2, 2015 Share Posted November 2, 2015 20km on Kerbin is 82,000ft on Earth, so...yeah. Quote Link to comment Share on other sites More sharing options...
kcs123 Posted November 2, 2015 Share Posted November 2, 2015 Looks similar to my example of rescue planes.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. Quote Link to comment Share on other sites More sharing options...
Van Disaster Posted November 3, 2015 Share Posted November 3, 2015 (edited) 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: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 November 4, 2015 by Red Iron Crown Quote Link to comment Share on other sites More sharing options...
Wjolcz Posted November 9, 2015 Share Posted November 9, 2015 Today I built a P-38 replicaJavascript is disabled. View full album Quote Link to comment Share on other sites More sharing options...
Wanderfound Posted November 14, 2015 Share Posted November 14, 2015 My first with the new parts:Javascript is disabled. View full albumCraft file at https://www.dropbox.com/s/ep97yvadls4ahxi/Kerbodyne%20Exek.craft?dl=0 Quote Link to comment Share on other sites More sharing options...
Van Disaster Posted November 14, 2015 Share Posted November 14, 2015 (edited) 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... Edited November 14, 2015 by Van Disaster Quote Link to comment Share on other sites More sharing options...
Guest Posted November 14, 2015 Share Posted November 14, 2015 The Rafale was updated, it looks and fly like this now with 51 parts: http://kerbalx.com/RevanCorana/Dassault-Rafale-replica-FARhttps://www.youtube.com/watch?v=lEP11Iw2SNM Quote Link to comment Share on other sites More sharing options...
Wanderfound Posted November 14, 2015 Share Posted November 14, 2015 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: 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. Quote Link to comment Share on other sites More sharing options...
Van Disaster Posted November 15, 2015 Share Posted November 15, 2015 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! Quote Link to comment Share on other sites More sharing options...
Alias72 Posted November 19, 2015 Share Posted November 19, 2015 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] Quote Link to comment Share on other sites More sharing options...
ferram4 Posted November 19, 2015 Share Posted November 19, 2015 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. Quote Link to comment Share on other sites More sharing options...
tetryds Posted November 19, 2015 Author Share Posted November 19, 2015 @Alias72: Please post design discussion here, it helps keeping the mod thread cleaner :) Quote Link to comment Share on other sites More sharing options...
He_162 Posted November 19, 2015 Share Posted November 19, 2015 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] Quote Link to comment Share on other sites More sharing options...
Wanderfound Posted November 19, 2015 Share Posted November 19, 2015 Useful Mk3's don't have to be huge: [imgur]sg45D[/imgur] Craft file at [URL]https://www.dropbox.com/s/xemlcqls4bjcsfw/Kerbodyne%20Ducktail.craft?dl=0[/URL] Quote Link to comment Share on other sites More sharing options...
Paul_Sawyer Posted November 19, 2015 Share Posted November 19, 2015 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. Quote Link to comment Share on other sites More sharing options...
Wanderfound Posted November 19, 2015 Share Posted November 19, 2015 Don't need huge for long range either... [imgur]sugwk[/imgur] Grand Tour capable. Craft file at [URL]https://www.dropbox.com/s/bwiw7o0cs5lckkr/Kerbodyne%20Tourismo.craft?dl=0[/URL] Quote Link to comment Share on other sites More sharing options...
blowfish Posted November 20, 2015 Share Posted November 20, 2015 [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). Quote Link to comment Share on other sites More sharing options...
Van Disaster Posted November 20, 2015 Share Posted November 20, 2015 [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. Quote Link to comment Share on other sites More sharing options...
Guest Posted November 20, 2015 Share Posted November 20, 2015 New version on the way, 38 parts atm: (no fanboyism, just obsessed with that beautiful shape xD) [IMG]http://imgur.com/8mF9jMi.jpg[/IMG] Quote Link to comment Share on other sites More sharing options...
asdfCYBER Posted November 20, 2015 Share Posted November 20, 2015 (edited) [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 November 20, 2015 by ExtremeTrader Quote Link to comment Share on other sites More sharing options...
Paul_Sawyer Posted November 20, 2015 Share Posted November 20, 2015 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 Quote Link to comment Share on other sites More sharing options...
Hodo Posted November 20, 2015 Share Posted November 20, 2015 [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. Quote Link to comment Share on other sites More sharing options...
Van Disaster Posted November 21, 2015 Share Posted November 21, 2015 [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] Quote Link to comment Share on other sites More sharing options...
Paul_Sawyer Posted November 21, 2015 Share Posted November 21, 2015 (edited) 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 November 21, 2015 by Paul_Sawyer Quote Link to comment Share on other sites More sharing options...
Wanderfound Posted November 23, 2015 Share Posted November 23, 2015 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? Quote Link to comment Share on other sites More sharing options...
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