Sarbian changed the topic of #kspmodding to: Welcome to #kspmodding - the channel for discussing, and learning about, modding Kerbal Space Program. Code of Conduct: https://git.io/vSQh6 | Always provide logs. | *** PSA: https://kerbalspaceprogram.com/api/index.htm | Someone is writting a Phd dissertation on KSP modding please fill out this survey https://goo.gl/forms/1vrkPYH4az8l32sb2 - I have met him and it s legit
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<Lyneira>
I've made a custom engine .cfg that was intended to be a fancier looking alternative to the Panther (using a bunch of different models rescaled and mashed together) but it is far too draggy compared to the panther, how can I tweak the drag down to be similar to the Panther?
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<BenjaminK>
Lyneira: I believe that there are several fields in the cfg files that control drag
<BenjaminK>
try changing those up
<Lyneira>
I suppose I could change minimum and maximum drag (0.2) but that doesn't explain the huge difference between the engine's drag and that of a nosecone (0.1 drag)
<Lyneira>
The engine creates way more drag than 2x a nosecone, and even way more than 2x that of the panther (which also has a 0.2 drag)
<Lyneira>
Is it possible it's calculating the drag for all the models in the part and adding them together to create the final drag for the part?
<Lyneira>
Because in that case I definitely need to take a sledgehammer to the min/max drag value I guess
<Lyneira>
Got to go, if someone has an answer to that I'd love to hear about it later (via bot or otherwise)
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<Sarbian>
the drag value is not used anymore. Drag is computed from dragCube that are either generated from the model or set in the config