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Making effective wings from the standpoint of the physics engine [Jumbo Jet]


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So can anyone walk me through how wings work in KSP? I forgot to load the unity dev kit (500mb) on my laptop before leaving the house today and I don\'t have the bandwidth to slurp that down currently, so I am working on modeling a 1:1 scale model Jumbo Jet (very loosely modeled after the 747, with a 767 style nose).... in KSP-usable chunks, sort of like the CSS Shuttle.

The CSS Shuttle in KSP just has two very stiff wings, but it\'s only designed to fall in the direction you want it to go. Someone here right after the .15 update mentioned that the trick to stable flight is to just keep adding more wing panels. Is this grounded in reality? Or does the engine just pick your physics lift point from the center of the panel and apply the force there?

TL;DR Should the wings be massive 'monolithic' pieces (one per side), or should they consist of multiple smaller pieces?

Parts are coming in as 6m diameter fuselage broken in to 5 or 6 main chunks (7-10m each) with approx 20m wings on either side. Harvester mentioned issues with rocket parts feeling particularly skittish below 1m in diameter, so I figure going large may help smooth out flight.

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  • 2 weeks later...

Has nobody made any wings in this game? Reposting this from another thread, because the owner of that thread seems inactive. I can\'t tell if my problems are with blender or my .cfg file, but the .cfg file I\'m using is the same as C7\'s delta wing. I\'m getting really frustrated with making things work in this game.

C7 is using .fbx files in his tutorial, so presumably that\'s the best format to use. I went ahead and created a part in blender and imported the .blend file directly:

ki38il.png

(click for bigger)

wixscl.png

And then in game it does this. Keep in mind this uses the exact same .cfg file as the delta wing, the only thing I changed was the part name (Delta Wing to TestWing) and description

Before anyone tells me I need to change my X rotation from -90 to 0, this is what happens when you do that and re-export

fr3Skl.png

also, copy of my source stuff if you want to look at it (download)

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There may be two problems, one anchor point from the center in Blender is a yellow dot should be located at the place where the wing attaches to the fuselage.

the other. CFG (node_attach) should be the coordinates of the yellow dot you already mentioned.

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