

The smallest possible segment of fuselage is making nearly 3x as much drag as our wing. Look at the stats for the short mk2 cargo bay - 13.98kn drag.

Just to put some numbers on this - The screenshot shows that at mach 5, the Big S delta Wing is producing about 5.5kn of drag and 38.98 of lift. To make things worse for the winged craft they also have more trouble with drag so even less capable (everything else being equal). All else being equal a winged design will be heavier and, thus, less capable. Somehow that tiny amount of fuel was enough.įor any spacecraft, winged or not, weight is a hindrance (often referred as the ultimate cost). Val's gonna have to be very quick getting out before the lander can explodes. Above 90km we're in space, but as soon as I open the service bay the landing can starts overheating - it starts heat soaking from the very hot airframe. Only 166 delta V :-( Val's gonna have to jump and use her jetpack. I cut the power with the ap at 85km but lift continues to raise it till it's 100km. We were accelerating so fast we were at risk of overheat. Didn't think we were going to get that far, but in the last few minutes acceleration went up exponentially, so much so i think we could have staged off some of those nukes. As we get lighter, and orbital freefall effect kicks in, we'll drift higher and drag will decrease, but at the moment things are pretty stagnant. 4.2 to 1 lift drag ratio is good, but with 0.35 to 1 TWR, we've got 276kn thrust and are still loosing 199 of it to drag. With the boosters gone it no longer flies like a dead parrot too. I must say it looks pretty cool from this angle. Around 25km at 450 m/s i stage off the darts and disable infinite fuel. Around 20km the airplane wants to go supersonic. In the end, I enabled infinite fuel cheat just to see how the nuke stage performs. Added four 4FT800 tanks worth of extra fuel, it can now climb maybe 3km from starting point at the very most, and the weight is upsetting the flying qualities. The problem is that the first stage (Aerospike) manages to gain about 1800m in altitude before running out of fuel. jeez no wonder no-one ever goes I think that's where I am with the Eve flyer. Tried to build a rocket to lift a lander can, got to 19km.
SIMPLEPLANES NUKE MOD HOW TO
Or maybe i should just learn how to make stock propellers and have that pull the thing to 20km.ĮDit - nope, Aerospike is the best there is, Mammoth and Vector next best at 190 something. Then we can prefix those with a rover stage to pull it up to a mountain top before launch. Maybe the order should be Vector > Aerospike > Nerv. At eve sea level, they were getting like 210 ISP. On the chem stage though, I hope we cam do better than those aerospikes.


So, the final nuke stage could be made a bit smaller which gives the chem stage some hope of not being utterly ridiculous. Actually the extra fuel really came from the strakes stuck on the back of the wing trying to bring CoL far enough aft. And of course more fuel till i was back down to my original TWR, and ended up with perhaps 300 more delta v total, because payload fraction was already so low we were in diminishing returns. So it gained the side nukes to pull CoM forward. But with 3 nukes at the back and only a lander can in a service bay up front, CoM was just too far back. Initially this started as a 3 engine ship. : Error adding element: Unknown registry element 00:02:07.Post mortem time. : Error adding element: Base value out of range: 250 Value 100 outside of range : Added immersivepetroleum:gasoline as Motorboat Fuel.
SIMPLEPLANES NUKE MOD GENERATOR
: Added immersivepetroleum:gasoline as Portable Generator Fuel. : Config file changed engineersdecor-server.toml
SIMPLEPLANES NUKE MOD MODS
: Client has mods that are missing on server: : Mapping halted in C:\_gdl\instances\World of Dragons II\journeymap\data\mp\Official~Server\minecraft:overworld
