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take another look at the drag model

1,279 ark3192  2.3 years ago

Anyone else a little peeved by needing to spend a ridiculous amount of time for complex builds to iron out drag imbalances? Every. Single. Craft. As of late, every vehicle I've made either pulls right or left either by rolling or yawing after and sometimes during takeoff.

I know the fixes. I know all the little tricks you can do to try to prevent this. Checking COM, COL, COT. deleting drag calc, 0ing drag scale, angling one wing higher than the other side and on and on and on.

I would prefer it if that wasn't the norm. If COM, COL, and COT are perfectly aligned or perpendicular...and the aircraft is made of nothing but symmetrical parts....why would I need to do this. In cases where there are intended weight imbalances on one side of the craft whatever that's cool. But if there's no wind and I build a plane that is 1:1 right to left...why would I need to worry about this. I know it is down to jank drag calc because just dragging the cockpit around the craft in drag view causes the vehicle to have entirely different drag calcs on every other part even if the cockpit is set to 0 drag.

I don't like having to unrealistically apply drag to x part but not y. I don't like having to always ever so slightly angle one wing different than its counterpart on the other side.

Rant over, just wanted to voice it.

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    125k BaconEggs

    @ark3192 use airbrke w ft stuff as well

    2.2 years ago
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    1,279 ark3192

    @Kangy who?

    2.2 years ago
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    1,279 ark3192

    @BaconEggs I've done that before. It is beyond lame for that to end up being the best fix. When it is working properly drag can be used to make craft with very unique flight properties.

    2.2 years ago
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    13.8k Kangy

    sur but read what bacnbals sed

    2.3 years ago
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    125k BaconEggs

    just use 1 part for drag lmao

    2.3 years ago