The only reason most aircraft are built the conventional way now is because that's what people are used to seeing and (esp. (You were really right about too much jet fuel) Edited Septemby CoriW With that I got to orbit with 66 units of rocket fuel left (36 of which I used to de-orbit) and when I finally landed back on the runway at KSC I had 212 units of jet fuel left. I'll try fixing all the things you've mentioned and hopefully I'll be in orbit in no time.ĮDIT: Thanks for the help! I removed half the jet fuel and replaced that with rocket fuel, then centered the mass, dry mass, and center of lift all directly on top of each other, as well as swapped the nacelles with XM-G50 Radial Air Intakes. I'd also get rid of the engine nacelles entirely, since they are incredibly inefficient weight-wise, intake-wise and drag-wise they're just bad to have in general and they are likely making your plane less stable.Īlright, thanks for all the insights ferram, I've been working on the design since my last post and the first thing I did was add a horizontal tail, which is helping the stability a ton. It would probably benefit from a slightly larger vertical tail as well. If fuel is draining from the central tank to the outboard tanks then it will also become less stable as the CoM moves backwards I don't think you actually need that much fuel for the jets alone either. It would probably also benefit from having the wings swept a bit to reduce drag at low angles of attack and at high Mach numbers. You don't have a separate horizontal tail / forward canard for pitch control and stability this means that any pitching motion on your plane will take a long time to damp out, as well as making its stall characteristics worse. These might help, but pictures will help narrow down the problems.Įdit: It also has MechJeb, Kerbal Engineer, and probably a bunch of other mods that I don't have installed this is why I tend to ask for pictures, not the craft itself.Īctually I have all those other mods build into my command pods, the only mod that is actually a part on the craft is Procedural Dynamics.Īlthough to help find a solution to the problem I'll go ahead and load up KSP to get a screenshot, I'll edit this post with said screenshot in a few minutes. Stalling decreases stability of aircraft. Plane is only marginally stable at low supersonic speeds acceleration to hypersonic velocities causes loss of stability. Lack of dynamic pressure due to excessive climb rate causes loss of lift pilot compensates with increased angle of attack, causing stall. Lack of dynamic pressure due to excessive climb rate causes engine flameout, initiating flat spin. I usually want to be at 1000m/s surface before I go above 15k.ĬoM movement rearward causes loss of pitch stability. I literally cussed for an hour because I switch back and forth between a copy with and without and forgot I was using far. And I found out that it was me and not the mod, I was not going fast enough higher up to generate lift so I would get a flat spin, fixed that by adding moar boosters. Every tried and true design I have just started going nuts. I love FAR when launching rockets and recently I loved it when I was building spaceplanes, until today. It's a shame really, I think I would of liked spaceplanes. Why?Īt this point the only reason I'm keeping FAR is for rockets, I'll just have to avoid doing spaceplanes unless I can figure out why I'm having these issues. So that's the problem I'm having with FAR, is that it seems to work perfectly with rockets, but not with spaceplanes. Now recently I went ahead and decided to look into spaceplanes a bit, and after much research on how to build a functional spaceplane and many hours of building and testing I found that it was literally impossible for me to create an SSTO using FAR, every single time I tried a design it would work perfectly up until about 15,000m where I would always end up encountering an un-recoverable stall. The reason I say this is because, I originally got FAR when I wanted my re-entries to be more realistic and for nose cones on rockets to actually work, that being said I had only ever really done stuff with rockets and not spaceplanes. Pretty much exactly what the title says, I'm wondering about what's really better, the FAR plugin or Stock aerodynamics?
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