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Is there a mod available that reverts to the old system of aerodynamics?


husky

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I started playing KSP again recently after not playing for a few months and had logged over 100 hours and all I have to say is wow. The aerodynamic changes have simply made the game too hard and frustrating for me. I went from easily being able to fly to the mun, land, comeback, and easily make a safe landing and now half my rockets spiral out of control and the other half are so underwhelming that it just discourages me. Is there a mod or a method to revert to the old aerodynamics?

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v1.0 is a big change, there are some good threads in the tutorials section that might help.

The main tweak is to go into the alt-F12 debug menu, Physics main button across the top, Drag button in the row below, activate bottom checkbox "Replace drag cubes with spherical model."

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Yeah, you really should just learn the new aero. It's worth it, trust me. Start by building almost-replicas of real rockets (kerbal joint reenforcement helps with this) and go from there. If it looks like a real rocket, it'll fly. You're just going to have to accept that .90 designs are't going to work.

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Let's tone it down a bit, shall we?

1. Just because you're not used to it doesn't mean you're dumb.

2. Just because you like something doesn't mean other people need to as well.

While 1.0's aero can be gotten used to, and I would encourage those who want to help the OP (and anyone else) get used to it to do so with practical, helpful suggestions, even that doesn't mean that it's the One True Correct Choice Amen.

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Let's tone it down a bit, shall we?

1. Just because you're not used to it doesn't mean you're dumb.

2. Just because you like something doesn't mean other people need to as well.

While 1.0's aero can be gotten used to, and I would encourage those who want to help the OP (and anyone else) get used to it to do so with practical, helpful suggestions, even that doesn't mean that it's the One True Correct Choice Amen.

Well said, the comments here were getting a bit mean.

The new aero will allow you to also shed 1km deltaV off launches but you will struggle to launch stuff like warships.

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  • 2 weeks later...
Be smarter?

Another great contribution to the KSP community.....

:huh:

To the topic in hand:

In my experience after the release of 1.0, (it got better now with 1.04) I got a hard time to fly stuff because I was used to the old aero model. MechJeb crashed my rockets, if I fly them, they started to bounce and went on a endless spiral. I was like, "what the hell? do I have to quit playing?".

But then I started to read stuff in here about it. I found that for example, for airplanes which was my biggest problem to make them working efficiently on the old model, fly pretty much well now, I started doing cool things with simple plains that I could not do in the old model. In any case my biggest problem was making rockets fly.

To be honest, after so many tries and building different rockets configurations, I found out that has nothing to do if my rockets were huge or small, it was all about TWR and lifting control surfaces. I hate putting wings on rockets, but, in the lower stages they help a bit.

My trick for any rocket I do is to put control surfaces in several key points along the rocket to get more stability on the ascend. I use those wings that act like elevators (cant remember the name now but they can be used for tail fins on airplanes) I put 3 or 4 of them symmetrical on every lowest part of the rocket last stage. Lets say if you have a 3 stage rocket, you have 2 sets of control fins. SAS also helps a bit.

I also so started to use Kerbal Joint reinforcement mod too, just because I hate struts. Have in mind I did used struts in the old model but now, I want a rigid rocket that does not look like a spiderweb full of struts.

Velocity on ascent is key, if you go to fast you burn due heating or you never make to orbit due to drag and spending more fuel. Control your vertical velocity. Until you past over 15 to 20 km altitude try to stay in the 350/ms after that just punch it (still many times you do not need to go full throttle to get into orbit.

I still use the trick 90ª but in different altitudes.

1Km, I give like a few touches to get the rocket inclined, not just much, like 5º. This avoid any booster or so to damage KSC. Half throttle or less depending on your TWR.

5km I give like more 10º, usually until I get into around 20km I try to avoid getting into the 90º degree angle (some people might disagree with this or even find that is less efficient) then after 30 to 40 km I start accelerating and lower my angle of attack, many times I do not even stop since I start turning to make circularization right on the ascend, or if I have lots of fuel to spare then I do a orbit nod and go from there.

After so many frustrating attempts to put a rocket into orbit with the new aero model, I came to find out that is pretty much more easier now then it was when back in the time of: lauch, 10km, 90º, orbit almost no fuel lol.

Sometimes now I adapt old rocket configurations because I get into orbit with way too much fuel then before.

Edited by Kar
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