Deddly changed the topic of #KSPOfficial to: Kerbal Space Program official channel | versions: KSP1 1.9.1 KSP2 NaN | Rules: tinyurl.com/KSP-Rules | "modcall" to call ops | Δv maps: https://i.imgur.com/CHVnEeE.pnghttps://i.imgur.com/gBoLsSt.png | "chanlog" to see what people are talking about |
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<JVFoxy>
figured I'd mess around, try a little slow flying piston plane. this engine.. and with KSP's flight modeling, hard to get anything off the ground that goes less than 60ms
<JVFoxy>
though I suspect power curve on this engine just... its nasty.
<Althego>
heh over 20 minutes already
<Althego>
or rather again
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<Althego>
music on
<Althego>
amazin, this feature didnt work for months now, the streams never started on their own
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<Althego>
i still canttake this space force seriously
* JVFoxy
oh wells, made switch to little turboprop engines, plane ends up flying way better.
<Althego>
hehe pixelated
<umaxtu>
I still find the stock turboprops confusing to use
<JVFoxy>
Bounder just made.. Airflow was bigger one I did with same engines, based on the Airstream aircraft
<umaxtu>
that looks nice
<JVFoxy>
er.. airflow also did a while back..
<JVFoxy>
airplanes plus has these two bladed tiny piston engines, but between planes struggling to get up at slower than 50m/s and the power of that engine getting enemic once it goes past 50m/s...
<JVFoxy>
is why I switched to turboprop. I did manage to get tiny censna type plane with the little engine, but only seats 2
<raptop>
The prop sizes are annoying
<umaxtu>
JVFoxy, have you noticed the stock jet engines randomly losing intake air momentarily at regular cruising speeds?
<JVFoxy>
umaxtu can't say I have... though have noticed SAS tends to twitch depending on some conditions
<JVFoxy>
Was going to say, between Bounder and Airflow, I like the clean look of the second. Extra wing parts though on the other, at least it can cruise alright around 8km up
<JVFoxy>
not really sure if its needed but eh..
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<JVFoxy>
raptop how so?
<raptop>
JVFoxy: I mean, I've had gound contact problems while taxiing/needed to use the larger landing gear for light aircraft?
<Althego>
hehehe ufd tech vpn ad insert... calls vpn an internet condom
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<JVFoxy>
raptop you using the DLC stuff for doing props?
<raptop>
JVFoxy: yeah. Bought the game in like november 2011, so got all the DLC for $0
<JVFoxy>
got a pic of one of your designs? Kind of curious what these blades are like. I tend to base some of my stuff off real world designs. though I don't have the DLC yet, so not sure what the 'pain' is like
<raptop>
I've done a bit with trying pseudocontrarotrating designs (either push-pull, or something like the P-38) to attempt to manague torque
<JVFoxy>
torque modeling too huh?
<raptop>
yeah
<JVFoxy>
IRL, when you have a single prop engine on the front of the plane, the design of the wings has it that one side pushes down harder just a tiny bit to counter act things.
<raptop>
Like the guides on the forums talk about managing torque
<raptop>
Huh, that's a good idea
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<JVFoxy>
there is also slipstream, which is countered at the tail with a little sideways tab, but I don't think KSP models that. Just if some engine is pushing on teh craft itself
<JVFoxy>
Raptop maybe consider a trim tab on the wing?
<JVFoxy>
doubt you'll get things perfect, might have to fiddle with it a lot.
<JVFoxy>
if you using engines on the wings, a way to reverse one side so it counteracts torque?
<raptop>
I've seen trim tabs mentioned somewhere, but forget where.
<raptop>
And yeah, reversing one side does wonders (that was my p-38 reference, the props spin in opposite directions)
<JVFoxy>
Tigercat I believe does it too
<JVFoxy>
F7F-3N
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<JVFoxy>
oh wait.. quick search says it was planned but never done. Since making counter rotating engines for one specific aircraft wasn't worth it... hm
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