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Variable Geometry Aero?


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Hello, I was wondering if we had been told much about the way in which aero physics is simulated in KSP2?

Things like swing wings usually get ignored/work counterintutively in base and even FAR KSP1. It would be cool if the new model could notice a change in expected transonic performance (without planned/unplanned any changes to part count) mid-simulation and adapt accordingly.

I don't think we've seen any glimpses of debug aero voxels in any of the released dev footage, but please correct me if I'm wrong.

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