![]() Second, it shows a stability graph for your airplane across the AoA range. Firstly, it makes the blue CoL indicator in the SPH more accurate by taking into account aero forces acting on fuselage parts. Makes it much, much easier to build planes that don't flip out on re-entry.ĬorrectCoL does two things. Shows a red dot in the SPH/ VAB which indicates where your CoM will move to when the tanks are empty. ![]() Some mods that will make your life much, much easier Pic - our original failplane, better balanced (but still melty and draggy) Big S strakes hold more fuel for their size than the main wing, so help to shift the fuel balance rearward. Also, you may be able to attach big S strakes to the trailing edge of the wing. ![]() Big S wing strakes, orientated vertictically, can be used to build tail fins and they have a surprising amount of fuel capacity. Consider putting batteries, reaction wheels and engine pre-coolers at the front of your size 1 stacks and only have fuel tanks immediately in front of the engine. So, you need to find ways of increasing the fuel tankage at the back of the ship. When you fill all the tanks it becomes a lawn dart. This is more likely to be an issue if your craft has a CoM well to the rear - sure, you can move the CoL aft as well to make it stable, but this places most of the fuel tanks ahead of CG. When you fill the tanks, your craft becomes excessively nose-heavy. Given the problem of instability, why am i telling people to move anything backward ? Well, if you've succeeded in balancing the weight of those heavy engines when empty, your next problem is that you've probably got more fuel tankage ahead of CG than behind it. Try to move your fuel stowage rearward.For example, consider putting the heavy nukes on the wings or on pods either side of the main fuselage, whilst the lighter jet engine(s) can go on the attach nodes on the back of the main fuselage. Try to shift engines forward if possible, especially the heavy ones.Passenger cabins and inline clamp-o-trons give you a bit of mass you can put up front to balance those heavy engines. For your first mk2s, stick to crew ferries or combi ships.This problem is such a (night)mare, I'm going to have to give its own list More wings allows the craft to fly higher and at a lower angle of attack for any given airspeed, which reduces the amount of drag (and heating) on your fuselage.Ĭombating the dreaded rearward CG shift as fuel burns off You can in fact store all your liquid fuel this way. If your ship has NERV engines, fit as much wing as possible but use only fuel containing big-s wings and strakes. Use it for Kerbals, cargo and other mission stuff, but avoid storing fuel in mk2 parts except for when you're fitting a mk2 bicoupler or mk2 to mk1 adapter anyway. 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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