Hi,
thanks so much for the input - glad you're having some fun with it. Yes, the aerodynamics are very simplistic at the moment, just to see how this thing behaves. Without any data from SpaceX, it's hard to know what their design strategy is. I'm getting the impression that the Starship is going to fly at very high AoA pretty much all the way, so I'm tempted to give it a little stability at that attitude. The CoG and CoP are where they are(on the add-on) because thats where the wings and canards "balance" (1:3 distance to CoG ratio) if the constraint is realistic wing/canard area and position - if I simply shift the CoG forward by 3m (gives a 1:2 ratio) then I'd have to have the wings at ~50deg deflection to balance it. Or change the CoP for the main hull aerofoil, etc. But maybe it does work that way!
Only clue I really have is the "Mars Reentry" animation where I think I can see the CoG is just about where the wings start, but that's on a previous design.
If you or anyone wants to have a go at tweaking the aerodynamics, please do! And if possible let me know how it goes
I'm still wondering if the "default" position for the "fins" is full-deflection, and steering done by extending them. I'm doing it the other way round.
In the meantime, I've made the RCS a bit better(more balanced) and added an auto-throttle to the "Retro Attitude" function, so now it's pretty much a "Flip'n'Land" function. Works well from around 4km alt. or maybe even lower. I'm gradually getting an idea of how the final landing zone targeting is going to have to work.
And I've made a very simple .cfg based "BocaChica" base to fly from and back to, so I'll put it all in a new beta test .zip very soon.
Cheers,
Brian
thanks so much for the input - glad you're having some fun with it. Yes, the aerodynamics are very simplistic at the moment, just to see how this thing behaves. Without any data from SpaceX, it's hard to know what their design strategy is. I'm getting the impression that the Starship is going to fly at very high AoA pretty much all the way, so I'm tempted to give it a little stability at that attitude. The CoG and CoP are where they are(on the add-on) because thats where the wings and canards "balance" (1:3 distance to CoG ratio) if the constraint is realistic wing/canard area and position - if I simply shift the CoG forward by 3m (gives a 1:2 ratio) then I'd have to have the wings at ~50deg deflection to balance it. Or change the CoP for the main hull aerofoil, etc. But maybe it does work that way!
Only clue I really have is the "Mars Reentry" animation where I think I can see the CoG is just about where the wings start, but that's on a previous design.
If you or anyone wants to have a go at tweaking the aerodynamics, please do! And if possible let me know how it goes
I'm still wondering if the "default" position for the "fins" is full-deflection, and steering done by extending them. I'm doing it the other way round.
In the meantime, I've made the RCS a bit better(more balanced) and added an auto-throttle to the "Retro Attitude" function, so now it's pretty much a "Flip'n'Land" function. Works well from around 4km alt. or maybe even lower. I'm gradually getting an idea of how the final landing zone targeting is going to have to work.
And I've made a very simple .cfg based "BocaChica" base to fly from and back to, so I'll put it all in a new beta test .zip very soon.
Cheers,
Brian

