6:17 explains why I've had trouble with most of my more ambitious SSTOs. I didn't expect that the length of an individual cargo bay would be this crucial.
Ok ok ok... here me out: I have been working on reverse engineering the heating model. 3 things: 1. How have you gotten this information? Is it just by testing in game, or have you reversed engineered the code? 2. On of the things I haven't figured out yet is convection occlusion. Basically, parts cast a shadow on other parts. However, I encountered the same oddities with part rotation as with fairing occlusion. It seams to depend on the absolute orientation of the craft in the universe, so Kerbin's rotation makes the results vary. Thoughts? 3. I have found a way to create a craft that receives no heat. I have failed to find a way to create a dragless craft. Until now. We can literally send a craft to touch the sun and return to Kerbin. I am shaking right now, this is insane !
1. When it comes to explicit checks, the latter. For the rest, mostly the former. 2.This is my experience as well. From looking under the hood, shock heating occlusion is hideously complicated and I may give up on trying to understand it explicitly and focus more in the ingame behavior, which seems to be possible to roughly boil down to "Parts cast a cone of partial occlusion behind them with angle based on mach number, and a direct shadow of full occlusion directly behind them". I've found best results with both parts having their axis aligned, and having a single shielding part that is larger than the shielded part, rather than multiple smaller shielding parts (which kinda works but seems to be way more picky about it). 3. I've also found a couple ways of doing this (which feature is a couple of my mission videos), and my next "big" video project in the Kerbal University series will be a breakdown of the heating model.
@@aguywhodoesstuff1116 It's a system revamp. 2.7x scale so you need a lot more dv for most things, and a lot of the bodies are reimagined. LKO orbital speed is well over 3000 m/s so you need a lot more fuel after you get to top speed with your jets, so SSTO's are much harder.
@@aguywhodoesstuff1116 " Of the French phrase "Je Ne Sais Quoi," meaning "Something (such as an appealing quality) that cannot be adequately described or expressed," JNSQ seeks to be a finely crafted and freshly challenging planet pack. "Galileo's Planet Pack (GPP)" as many have come to know, has broken many conventions and raised the bar very high for high-quality, challenging, career-friendly, and long-term thrilling planet packs. But now it is regarded as only a stepping stone next to this. Everything that Team Galileo has done for and learned from GPP, has been or is being put into practice here. Unlike GPP, JNSQ does not remove the stock planets but rather, does reimagine and reinvent them, destroying what you think you know about some of them, and answering the KSP community's cry for a true stock planet visual overhaul and the cry for the planets to be larger. JNSQ also fills out the local planetary system, providing several all new worlds to discover, with a total body count of 31, the amount in GPP. Many KSP modders have considered that while the stock parts (namely, engines) are overpowered for stock scale, they are tuned just right for 2.5x scale. With this in mind, JNSQ is built in natively "1/4 real-life scale" (about 2.7x stock scale) which is modestly larger than 2.5x. Because of this change in scale, the length of the Kerbin day is now 12 hours. " forum.kerbalspaceprogram.com/index.php?/topic/184880-1121-jnsq-0100-23-sept-2021/
Around 4:28 you explain that the CoL indicator isn't correct in the hangar. Have you tried angling the whole craft x degrees to see where the Col marker ends up? It's a trick I often use for proper center of gravity placement, which it lowers control forces required to stay in level flight. Thus, increasing efficiency, especially during hard manoeuvres. I'm, however, not sure if the CoL in the hangar also takes body lift into account.
Hi Lt! I have been trying to build an SSTO with Panthers. I’m having a really hard time…I actually got to LKO with one of my designs but was trying to add just 100 dv to do an orbital docking and couldn’t do it. I’m obsessed with the challenge of doing this without taking advantage of the simulation ie fairings etc like you’re doing here Would you be willing to take a look at my SSTO and tell me why switching my AoA is causing awful flying properties? I also can’t get drag ratio above 1…In your video where you describe the inclination change of the wings your aerodynamic overlay tool shows it’s still perpendicular to the craft but when I change my wings to 5 degrees the tool shows it pointing up and back at an angle. Why is that?? I’m trying to keep the craft big and cool looking so it’s a lot….I don’t know how to do the math to figure out what’s wrong. steamcommunity.com/sharedfiles/filedetails/?id=2864553093
I just ran across your videos/channel, and this stuff is really, really helpful. Looking forward to whatever topics you cover next (more related to the maneuver splitting "Kerbal University" video than this, but I'd personally want to learn about gravity assists, how to recognize when or if any are available, how to use them effectively, etc). This series is a great concept, as you're right, it's surprisingly difficult to find up-to-date info for a lot of these kinds of intermediate-ish topics, especially since the mod scene is so active and changes so many things.