Redtail alpha testing

StevoPistolero

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Here is a link to my Spacecraft3-compatible ship, and my first ship at that. It is a high-res model but it shouldn't be a problem on modern machines. I am having serious aerodynamic problems and could use some help configuring the .ini file.

http://dl.dropbox.com/u/129775/Redtail.zip
 

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MAybe a photo would help

n76400246_30203253_8012.jpg
 
Here is a link to my Spacecraft3-compatible ship, and my first ship at that. It is a high-res model but it shouldn't be a problem on modern machines. I am having serious aerodynamic problems and could use some help configuring the .ini file.

Nice work on the model. The trick on next gen modeling is to low ploy model as much as you can and then add resolution where it is needed. With aerodynamic I am in over my head but it looks like the ship is to lite. Also a texture on the model would really help. Over all good job and keep pushing to do more.

Thanks
Russ
 
Bryce: sure is.
Russ: 2.5 tonnes seems about right. I think I got that number from the ship stats.
 
well now i cant help myself, im gonna have to download it as soon as i get back to my other computer. as for aerodynamics, it was never really meant for high speed in the atmosphere so i would imagine you should add a lot of drag
 
Sorry to ask again, but can anyone familiar with Spacecraft 3 look over my script and get this thing to fly right?
 
Sorry to ask again, but can anyone familiar with Spacecraft 3 look over my script and get this thing to fly right?

I have no huge experience with spacecraft3, but I can do sanity checks on the physical properties.

Code:
Model = dglider
is already a pretty bad choice, since you have no winged vehicle and a pretty strong VTOL components in its flight model.

7200 kg is not 2.5 tons - Orbiter uses SI system, not imperial or US customary.

fuel mass is a bit low with 440 kg, but you can compensate this with specific impulse. Specific impulse is measured in N*s/kg in Orbiter - your value of 578594.4 means: Each kg fuel you burn, results in 578594 Ns impulse, Impulse = Force * time (roughly) So, each kg of fuel of your spacecraft results in 1.57 seconds full main thrust. All together just 692 seconds. Not that bad since you rarely should fly at full 5g - at one g, you would fly already for one hour.

Your attitude thrust is a bit high. 39000 N is damn strong, one percent of this would still be strong for a spacecraft of your size and weight. Your PMIs are also a bit strange, maybe you should run them on shipedit again and let it calculate better values. Your attitude thrust would result in the spacecraft rotation accelerating at 101°/s²!!! Even just tapping the key would result in about 10°/s rotation. Almost impossible to have accurate control with that.

EDIT: Correction... did not look at the size parameter, your size is 9.6m, not 3m as I wrongfully assumed. Your rotation acceleration is thus over 300°/s².
 
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THanks Urwumpe. I have no clue what the PMI values are or what they mean. I think I just copied them from the DG. I tried using the ShipEdit calculator to get better values, but still no luck. But changing the
PMI drastically changed the behavior of the ship, so I think that is where the problem is.

UPDATE:
Ugh, PMI isn't the only problem. It changes the direction the ship spins when it is out of control, but it doesn't keep the ship from spinning out of control. RGRG. I am finalizing another spacecraft and it too has the same problem.

Is there something I can just copy and paste to solve this tumbling problem? Or are there certain things that are ship-specific?
 
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Now that I am upgrading to 2010, I am REALLY looking to get this thing flying again. If anyone can help me tweak the Spacecraft3 configuration, or tell me what is wrong, I would really appreciate it.

PMI=(7,9.5,8.4)
 
I have a model of the Bebop ready to go, actually, but I need help with spacecraft3 or it too won't be playable.

After that the goal is the Swordfish.
 
seems like i might have to dustoff my old models and play with them a bit. slowly but surely learning the use of blender. its hard to forget how to do things from rhino though. nothing like accidently distorting a whole model with 1 wrong keystroke....:facepalm:
 
aah cool. i used rhino in high school but didnt want to spend money on it after i left. blender is now my personal favorite software
 
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