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How to beat Mach Tuck [FAR]


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I have a SSTO, that when i get right up to transonic speeds, it will just spaz out and is fully enveloped in the mach tuck and will lose all pitch authority.

(has a standard plane design, ailerons on wings with elevators and rudders on their respective places.)

Here it is:

Side View: J5GRVAf.png

Top View: 8cjEHdT.png

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Standard plane design = high effects from sonic buffer.

You need a very swept back delta wing. (this means no horozontal stabilizer, your wings should come back that far) Your entire craft should look like either an arrowhead or the concord.

Try something more like this:

vu6i.png

This craft is not FAR tested but it does ilustrate the type of sweeping you need here.

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Standard plane design = high effects from sonic buffer.

You need a very swept back delta wing. (this means no horozontal stabilizer, your wings should come back that far) Your entire craft should look like either an arrowhead or the concord.

Try something more like this:

(image)

This craft is not FAR tested but it does ilustrate the type of sweeping you need here.

Mach tuck won, still getting over powered by it by the time I hit mach 1.0-1.1

uBjxNWw.jpg New Craft

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Could I have a .craft file? I'll throw it into my B9 FAR file and see how it flies. I'm assuming you have procedural wings installed as well?

On the other hand, I don't have the mods required for your landing gear. If you just remove the gear and anything that isn't already in B9 or the P wings, I can fiddle with it.

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Center of lift shifts aft when vessel goes transonic and supersonic, so the moment arm of elevators decreases. To counteract this, move them aft (make longer tail), or increase their surface area.

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Ok i will remove the landing gear and all. (do you still want the craft file? i will be posting it as soon as i remove the landing gear.) and yes i have procedural wings.

edit: got the craft file. here https://www.dropbox.com/s/ijnk61w0z86anyh/SSTO%20in%20progress2.craft

Edited by Rockhem
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Could I have a .craft file? I'll throw it into my B9 FAR file and see how it flies. I'm assuming you have procedural wings installed as well?

On the other hand, I don't have the mods required for your landing gear. If you just remove the gear and anything that isn't already in B9 or the P wings, I can fiddle with it.

craft file: https://www.dropbox.com/s/ijnk61w0z86anyh/SSTO%20in%20progress2.craft

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I seem to be having some trouble with the craft file. I don't have mechjeb, or whatever adds your fancy lights. I'll see what I can work in without having to make you do more work, but currently, manually removing mechjeb from the file is not easy, due to the game thinking mechjeb is the command module.

Edit: Alright, got it to work!

Here you are:

https://dl.dropboxusercontent.com/u/11337184/SSTO%20in%20progress2.craft

The MAIN problem I could find is that your flap control settings were a bit odd. Your ailerons were controlling pitch only, and on a delta configuration, you want both pitch and roll (usually just roll, on conventional craft); also, your rudder was controlling pitch, yaw, and roll, where you want only yaw controlled, as others can cause unwanted rotations when going for other directions.

Another issue I found is that after I made it into orbit, the craft had become too heavy on the aft end, requiring an emergency fuel transfer to the forward tanks in order to stabilise before crashing. The craft is more than capable of circumnavigation, a 100km orbit, and safely landing.

I quite enjoyed testing this craft and hope it serves you well! Good luck!

EditEdit: Another note: You might want to reconfigure all of your action groups.

Edited by TheHengeProphet
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