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PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]


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The spaceplane parts DO NOT like Ferram..

Go into the ...\GameDate\SpaceplanePlus\ directory and comment out // all the winglet parameters for the parts, i.e.

// --- winglet parameters ---
// dragCoeff will override the maximum_drag value
dragCoeff = 0.3
deflectionLiftCoeff = 0.6]

-Edit to-

// --- winglet parameters ---
// dragCoeff will override the maximum_drag value
//dragCoeff = 0.3
//deflectionLiftCoeff = 0.6

save and done.

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Go into the ...\GameDate\SpaceplanePlus\ directory and comment out // all the winglet parameters for the parts, i.e.

// --- winglet parameters ---
// dragCoeff will override the maximum_drag value
dragCoeff = 0.3
deflectionLiftCoeff = 0.6]

-Edit to-

// --- winglet parameters ---
// dragCoeff will override the maximum_drag value
//dragCoeff = 0.3
//deflectionLiftCoeff = 0.6

save and done.

Shouldn't you change it from a Winglet to a Part?

(module = Part)

Because unless you do that, it's still a Winglet and most likely has default values that it will apply for dragCoeff and deflectionLiftCoeff. That's what happens if a part's properties are not set in it's config file.

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Shouldn't you change it from a Winglet to a Part?

(module = Part)

Because unless you do that, it's still a Winglet and most likely has default values that it will apply for dragCoeff and deflectionLiftCoeff. That's what happens if a part's properties are not set in it's config file.

Oops sorry, yes that as well, right at the top from module = Winglet to module = Part, otherwise the parts will have a lot of lift

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Oops sorry, yes that as well, right at the top from module = Winglet to module = Part, otherwise the parts will have a lot of lift

Have you tried it with both FAR AND RSS?

I finally have my spaceplane working decently but it's stock aerodynamics only (well stock with DREC)

I want to get back to both FAR and RSS

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I will provide a patch folder with CFG's for FAR after all the CFG's are final. I'm constantly editing them right now and don't wanna do this twice.

Wings are comming along nicely. I'm very satisfied with them in-game. One thing that surprises me is how easy it is to turn control surfaces into infini-gliding nightmares. The only way to avoid this seems to be to have them at low lift ratings and control ranges, but this is exactly what I don't want. I want big effective control surfaces to make agile and manuverable crafts. God dammit... having two control surfaces with a lift rating of 1.0 is already enough to turn your plane into vibrating infiniglide dildo from hell...

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I will provide a patch folder with CFG's for FAR after all the CFG's are final. I'm constantly editing them right now and don't wanna do this twice.

Wings are comming along nicely. I'm very satisfied with them in-game. One thing that surprises me is how easy it is to turn control surfaces into infini-gliding nightmares. The only way to avoid this seems to be to have them at low lift ratings and control ranges, but this is exactly what I don't want. I want big effective control surfaces to make agile and manuverable crafts. God dammit... having two control surfaces with a lift rating of 1.0 is already enough to turn your plane into vibrating infiniglide dildo from hell...

B9 has big control surfaces, but SAS makes them twitch like a sonufakerbal. Ah, gotta love stock aerodynamics!

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B9 wasn't updated to .23 and still uses the old control surface module that doesn't have the machine lag. This is good to know for when you might need to make instantly twitching controls surfaces. Even better would be if the moving speed could be defined in the CFG for the new module. I have an idea to divert this from its intended use and use it to make a pitch gimbaling engine. Having multiple of those engines allows for great control, even rolls are possible. Already tested it a while ago and it works.

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B9 wasn't updated to .23 and still uses the old control surface module that doesn't have the machine lag. This is good to know for when you might need to make instantly twitching controls surfaces. Even better would be if the moving speed could be defined in the CFG for the new module. I have an idea to divert this from its intended use and use it to make a pitch gimbaling engine. Having multiple of those engines allows for great control, even rolls are possible. Already tested it a while ago and it works.

wait, engines like the B9 thrust vectoring jets are doable stock? You must make one in a mk2 silhouette! That would be flat out the most amazing thing the game has seen.

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I've been playing with the thought of an mk2 jet engine for a while, but its tricky. Jets are allways circular so it would come down to a standard 1m jet with stuff around it to get the mk2 shape. I could fit a slightly larger circular jet into that but it would be offset from the center and thats bad.

The mk2 shape is more reasonable for things like linear aerospike rockets or non circular ramjets/scramjets. I do want a high thrust jet engine tho.

What do you guys think about this? I'm quite unsure...

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Actually what I was thinking is that a thrust vectoring nozzle tends to be more of a flat oval shape than a circle, and that's why I guessed it was possible. A compound rocket engine would also be cool, as well as the ever-popular linear aerospike. I'll work up some ingame models later (read: tomorrow) and post pics to explain it.

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On the subject of the Mk2, it would be really REALLY cool if we had an S2 -> Mk2 adapter.

Check out my new spaceplane...(bottom) I really like it except for what I had to do to connect the S2 fuselage to the Mk2 fuselage/cockpit. Though it does give it an interesting sort of swan neck that I like, it doesn't flow smoothly.

BTW it takes off and flies like a dream. Getting into space with the RAPIER engines is tricky. (they're actually B9 SABRE engines but I whipped up a MM config to change them to use RAPIER )

Landing is a real PITA though because if I'm not careful the cockpit will come crashing down onto the runway when I touch down. On at least TEN (10) separate occasions the spaceplane has come to a perfect landing in the middle of the runway sans cockpit and crew. (thanks Stupid Chris for the drag chutes)

No joke, no exaggeration :(

djBUoV1l.jpg

And landing minus cockpit. (engines are still running so this isn't one of those perfect landings I mentioned, it probably crashed shortly after)

sUuRWZdl.png

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Wow, how did I only just find this?

Yeah, this place can be like that sometimes. Hidden, unassuming gems from time to time.

And then there's the ones you look at, think to yourself, I should download that sometime. But not today. And then you download it and you're hesitant because it threatens to be so game changing.

And then you finally try it and you're all like, HOLY CRAP How did I get along without this???

Kerbal Alarm Clock is that plugin for me. I could probably get by without MechJeb. I probably wouldn't LIKE it but I could do it. But manage 20 different space craft and probes with multiple events and maneuver nodes in their future? If I HAD to choose one of those to do without I'd have to let MechJeb go.

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I've been playing with the thought of an mk2 jet engine for a while, but its tricky. Jets are allways circular so it would come down to a standard 1m jet with stuff around it to get the mk2 shape. I could fit a slightly larger circular jet into that but it would be offset from the center and thats bad.

The mk2 shape is more reasonable for things like linear aerospike rockets or non circular ramjets/scramjets. I do want a high thrust jet engine tho.

What do you guys think about this? I'm quite unsure...

Hmm... Ramjets/scramjets are tricky. The Scramjets would work far better on the underside, to use the fuselage for compression, but ramjets could work with some semicircular shock cone intakes that surface mount.

Jet engine in the center with akimbo rockets in the space each side provided by the mk2 profile?

I use that on my Valkyrie design: center turbojet, twin OMS engines outboard.

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I've been playing with the thought of an mk2 jet engine for a while, but its tricky. Jets are allways circular so it would come down to a standard 1m jet with stuff around it to get the mk2 shape.

What about a part with the shape of one of the adapters but with a jet embedded in the mk1 end? (if that makes any sense)

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WOAH! New mk2 parts! youre kidding me! These look so cool, especially the cockpits and fuel tanks! Then again, i might be biased by stock ksp's 'not as good as the rest of the game textures' for those parts. I think SQUAD might know on your door sometime and call you to texture and model cool stuff. Amazing job as always!

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Thank you, and yes that would be very cool. Hopefully they'll notice the mod when I properly release it.

For the mk2 engine I had another idea tonight that could work. A sabre engine has those four little thrusters arranged in a square shape, so why not re-arrange them to really fit the mk2 shape? I guess the number of thrusters is also variable. This opens a lot of possibilities for the design. I think I'll have its thrust and weight similar to 2.5 or 3 stock rapiers.

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W00o! my idea is being done!

Yeah I really like the sabre idea! also could you do something like this

nALm1dn.png?1

...yeah paint skillz bro... with a mouse :/

ANYWAY that could be the look of a turbojet/thing if you do one? (maybe, it kinda looks c*** but that may just be my rubbish drawing)

(also for the rapier can we have it be more efficient due to the weight? :P )

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Could you make a bicoupler before engaging in specialized engines? Just having a couple of turbojets is enough to make a good suborbital hop. And if you do make a bicoupler, please make sure it can fit basic turbojets. The one in Tevario's Pizza and Aerospace doesn't, and it makes low-altitute planes suffer from the relatively inefficient ISP of turbojets at sea level.

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