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How to fix KSP's aerodynamics


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That's right, how to fix most of KSP's weird aerodynamics and absurd engine performance, in one simple to describe step.

Airspeed. Right now everything in KSP is referenced of surface speed, which is absolutely meaningless for aerodynamics and engine performance. Assume surface speed equals true airspeed and convert to equivalent airspeed. This alone will probably solve the vast majority of KSP's aerodynamic weirdness.

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:/

Not really. You'd still have the problems like fairings and nosecones being useless (only cosmetic items, but actually bad for making something fly better) because they add more drag.

And the speed of an object is tied to SoI. It has to be for things to work. o.O

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"Surface speed" in KSP doesn't mean what you're thinking it means. It's not your speed relative to the ground at altitude zero AGL underneath you. - it's your speed relative to whatever "part" of the planet is at your altitude right now. If you're not on the ground, then it's your speed relative to the "airy" part of the planet (i.e. atmosphere) that surrounds you, which is "glued" to the ground, so to speak. If your radius to the center of the planet is bigger because you're at a higher altitude, and therefore the circumference you travel in one Kerbin day is bigger, and thus the planetary speed due to rotation is bigger, then all this *IS* taken into account in calculating what is reported a "surface speed". What the game calls "surface" speed is really your speed in the planetary rotating frame of reference as opposed to your speed in a frame of reference glued to the space around the planet (the orbit speed).

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I don't think the speed used in aero calculations is the problem, as Steven Mading describes. The real problem is the simplistic drag model, which makes drag proportional to mass and does not take shape or frontal area into account. The aero model definitely needs some TLC from the devs, hopefully they'll look at it when career mode is feature complete.

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