![]() To minimise the drag penalty, keep the mk2 fuselage as short as possible.As a result, despite its much higher heat tolerance a pointy mk2 cockpit is much more prone to overheating than a mk1 inline one with a few parts in front of it. In recent versions of KSP aerodynamic heating effects are much stronger at the front of a stack than they are further back. But when the tanks empty, CoM shifts far to the rear and the plane becomes unstable. On launch, all that fuel at the front of the ship balances the heavy engines at the back. Second, new players usually try to build something that looks like a sleek real-world airplane, with a cluster of engines at the back and a long, pointy fuselage up front. The aerodynamic forces generated by draggy fuselages are not properly taken into account by the stock game's Centre of Lift indicator, resulting in a CoL much further forward than it actually appears. If the player tries to overcome this by spamming engines, they often run out of fuel before making orbit. As a result they are frequently unable to break the sound barrier. Mk2 parts generate at least twice as much drag as a mk1 or mk3 fuselage built to carry the same amount of fuel or passengers. ![]()
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