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Hi guys, I'd like to show you new parts for the new Firespitter version
so the big new thing in this version is biplanes
I've made some new lift code, some new aerodynamics code.
You can find these on all these biplanes
and also on the existing F-86 wings.
Now this is a pretty accurate reproduction of a Sopwith Camel,
complete with proper IVA views
so it has some nice instruments.
So let's just fire it up and see how it flies
Now, htese wings have quite a lot of lift to make to take take off speed pretty realistic
It's still just a tad faster than an actual Sopwith Camel,
but it takes off at maybe half the speed you'd expect from a regular KSP plane
Here we have all kinds of nice new instruments.
Vertical Speed indicators, with a very narrow range that fits the actual plane we're flying
Air speed in knots and meters per second, just because knots can be confusing
And some useless gizmos like maintenance check stuff
A little fuel meter over here, and of course the throttle, which works just like a regular throttle,
you can drag on it with your mouse
Custom wheels. And in fact this little rear wheel...
...eh, well it's not a wheel, it's a skid.
That's a good thing because it allows you to stop without having use brakes on your front wheels
Which tends to tip people over, do a nose dive
So we can probably get a pretty decent landing quite fast here.
Maybe I should apply some flaps... No, it's OK.
So, it's slowing down quite quickly, just by itself, because this thing is dragging on the ground.
It also steers
which is helpful
Now, all of these wings are using the tweakable settings
so you'll be able to set these things both in the hangar, and when you're flying.
By default a wing will only respond to roll
It has a "1" roll response, that means it does its full impact in the roll direction
I could set it to "2", it would do even more, but "1" is what it was designed with.
The rudder will have a yaw response set by default
And the [elevators] will by default only be set with a pitch response.
This gets rid of a couple of problems I have with wings freaking out a bit
when the wings come to close to the Center of Mass when you burn fuel
These will always respond the same way
of course if you wanted to put this wing up top as a rudder, you could do that,
You just change the yaw response as needed
The interesting thing about setup is you can actually test this while you are in the hangar.
If we turn the little lift arrow on here,
if you go to the action group, it starts responding to key inputs.
So if I press the roll button, all of these ailerons start moving, and the lift arrow updates
if I press W or S for pitch, they actually update as well. And yaw.
It's interesting because you can actually see the what effec this has on the position of your center of lift
As I said you can tweak all of these settings here.
You can even set up a flap response. So if I think it's a bit difficult to land this thing
I could add some inverse flap, like this
...this applies to both wings...
Now if I were to use the flap action groups
so I could just do, "Extend Flap", "Retract Flap", extend and retract
And now I can test these settings with the F button.
This will give the full flap response.
The default retract and extend are not the full response, it's just a fifth (or something).
If we try this one out we'll see that it might help us a bit in taking off and landing
Just press the 1 button for the action group key, and see there's a bit of flap.
If set it negative you could get downwards flap,
which is probably what you want if you want to do a shorter take off
In this case I want to do a shorter landing.
It will force you down a bit when you are landing, so you don't get straight back up in the air.
There we go. Nice landing.
And even with this narrow wheel base we can do a safe landing.
All these parts also have some alternate textures.
So if I were to right click this thing
Do "Next Texture", suddenly we have a German texture on here, or just a blank red.
This of course has been used to create
a German triplane.
All nice accurate textures.
And even small features like using the tail skid for wing protection.
If you hit the wing, the actual Fokker DR1 has some protective wood things here
So if the wing hits the ground wing it's a ground, it might survive.
This works very well in KSP as well
Especially since this little section of the wing here is actually a separate part
and tends to fall off quite often for me quite often me
I've also updated the F 86 wings, because the have a complex setup with leading edges and everything
You might see some changes to your craft built with these wings
If that's a problem, I've also included the legacy wings as a zip file in the Parts\Aero folder
These, if you don't know, has automatically deploying leading edge slats
If you're at a low speed or high Angle of Attack,
these leading edges come out and they give extra area to the wing, so it provides a bit more lift and drag.
This flies quite nicely
there's also a limiter in place to make sure you don't get too much roll response when you're going very fast.
Because, when you're going very fast any aerodynamic surface has more impact
It would spin very, very fast. Which is no good.
I think I've gotten it to a good level
Let's see... I think about it as far as major changes fot the new version.
I hope you all have fun with it. Bye!