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Bug #20268

1.5.1 Making History KV-1/2/3 terrible aerodynamics

Added by AndrewZ over 5 years ago. Updated almost 5 years ago.

Status:
Confirmed
Severity:
Low
Assignee:
-
Category:
Gameplay
Target version:
-
Start date:
10/20/2018
% Done:

10%

Version:
Platform:
Linux, Windows
Expansion:
Making History
Language:
English (US)
Mod Related:
No
Votes:
Arrow u r green
Arrow d r red

Description

These command modules makes the rocket unstable while in atmosphere due to awkward aerodynamics i guess. It's OK to use them with the protective shell but i get one of them at "Advanced Construction" for 90 science. In the same time i have KV-1 module already at start of the career, so this makes no sense to use it.

and sorry for bad english =D

20181021001519_1.jpg (129 KB) 20181021001519_1.jpg rocket just flipping hah AndrewZ, 10/20/2018 09:17 PM
kv1pod.jpg (17.1 KB) kv1pod.jpg surprisingly aerodynamic kv1 rocket, with tech level 4 Anonymous, 05/08/2019 08:10 AM
39124
45799

History

#1 Updated by Anonymous over 5 years ago

  • Status changed from New to Confirmed
  • % Done changed from 0 to 10

The configurations for the kv1--3 pods gives them a custom drag configuration like a flat plate of their 1.8-m radius. The new aerodynamics model from version 1.2 increased flat-plate drag at supersonic speeds. The kv pods have 250kN drag, 25 tonnes-force, at mach 1.

Simply removing the custom configuration, @PART[kv?Pod] {!DRAG_CUBE {}} in ModuleManager, makes the pods fly like they look. They are slippery on re-entry, such that the 3-man kv3 needs to re-enter with great care and drogue chutes. If custom drag is needed to make re-entry easier, we could make the bottom side only draggy when un-coupled with a YN-segment 2.0,0.8,1.0 (2m² area with sub-sonic Cd=0.8 and 1-meter protrusion) in the DRAG_CUBE.

#2 Updated by Anonymous over 5 years ago

@PART[kv?Pod] {
//    !DRAG_CUBE {} // auto-generating from the model gives YN: 2.45,0.72,1.25 maybe too slippery; attached to a tank, the remaining drag is YN: 1.23 0.45
    %DRAG_CUBE {  // increase Cd on the negative-Y face by 0.1; on a tank the remaining drag is YN: 1.23 0.64
        %cube = Default, 2.54,0.68,1.06, 2.54,0.69,0.98, 2.45,0.65,1.09, 2.45,0.82,1.25, 2.63,0.70,1.05, 2.63,0.70,0.96, 0.05,0.25,0.04, 1.84,1.85,1.82
    }
}

#3 Updated by Nebbie over 5 years ago

  • Subject changed from 1.5.1 Making Hostory KV-1/2/3 terrible aerodynamics to 1.5.1 Making History KV-1/2/3 terrible aerodynamics
  • Platform Linux added
  • Expansion deleted (Core Game)

This makes early career mode a real pain. Pretty sure this is still the case in 1.6.1 as well.

#4 Updated by Anonymous almost 5 years ago

45799

Using the kv1 pod in early career mode seems to require a large number of tail-fins to counter the drag on the nose, and careful flying close to prograde.
I can't figure out what the intent was of the flat-plate areas in the custom drag specification. The areas match those of the 1.875-meter parts, but we don't get those until tech level 4. Using the 1.875-meter adapter tanks does make an aerodynamic rocket, though it doesn't look aerodynamic.

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