Strawberry Posted March 2, 2023 Share Posted March 2, 2023 The current aero system does not allow rotorcraft such as makeshift helicopters. There's a bug in how wings are processed, To quote @K^2" It seems to be using craft CoM movement to either determine the AoA, or the velocity, or both. In either case, that would imply that rotary motion is effectively ignored. I'm playing with stages and seeing if I can come up with some sort of an arrangement that lets me use the torque to generate lift, but I'm starting to lose hope. I'm sure this will get fixed eventually, but that isn't helpful short-term.". This thread describes some detail trying to work with the aero system in the context of escaping Jool and this thread describes trying to get around the aero limitations to make rotorcraft. Link to comment Share on other sites More sharing options...
cvusmo Posted March 2, 2023 Share Posted March 2, 2023 I've spent 2 hours trying to get a rotary to simply hold its altitude. It doesn't generate enough lift even when assisted by xs srb's. It does generate lift though. https://youtube.com/shorts/aTBSveBOxr0?feature=share Link to comment Share on other sites More sharing options...
K^2 Posted March 2, 2023 Share Posted March 2, 2023 59 minutes ago, cvusmo said: It does generate lift though. It seems to work like a wing with particularly large area. So it only generates lift when moving horizontally, but it can generate a lot of it with even slow horizontal movement. This is why I'm not sure which exact aspect of the computation is going wrong. If everything was computed from CoM only, I would expect no difference between having the craft rotating and not, but there is clearly a difference. Perhaps, the AoA computation is relative to part motion, while the dynamic pressure is CoM only? That might be consistent with the observed behavior. Either way, there is a clear bug. These rotors should be generating a lot more lift. Link to comment Share on other sites More sharing options...
cvusmo Posted March 2, 2023 Share Posted March 2, 2023 16 minutes ago, K^2 said: It seems to work like a wing with particularly large area. So it only generates lift when moving horizontally, but it can generate a lot of it with even slow horizontal movement. This is why I'm not sure which exact aspect of the computation is going wrong. If everything was computed from CoM only, I would expect no difference between having the craft rotating and not, but there is clearly a difference. Perhaps, the AoA computation is relative to part motion, while the dynamic pressure is CoM only? That might be consistent with the observed behavior. Either way, there is a clear bug. These rotors should be generating a lot more lift. Agreed. I've been experimenting and glad someone else is attempting to make rotary style crafts in KSP2. I'll post any findings I make here in the future! Link to comment Share on other sites More sharing options...
K^2 Posted March 2, 2023 Share Posted March 2, 2023 1 hour ago, cvusmo said: I'll post any findings I make here in the future! The second link in @Strawberry's post points to a general discussion thread on the topic if you want to add things there. Or there can be a new topic dedicated to rotorcraft if that seems too narrowly scoped. Link to comment Share on other sites More sharing options...
Recommended Posts