Altaïr
Space Stig, Master of gravity
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Head Moderator
Team Kolibri
Modder
TEAM HAWK
Atlas
Deja Vu
Under Pressure
Forum Legend
Hello guys and girls!
I did a few tests and I finally figured out how aerodynamics work in that game.
If you've already had a look at the planet data, you surely noticed that section:
This is where the atmospheric data is described. Here is what it means:
- height: that one is clear, that's the height of the atmosphere limit, in meters.
- density: air density at ground level
- curve: a coefficient that tells how fast density decreases with altitude. A greater coefficient means that density decreases faster.
The density formula used by SFS is:
rho(h) = density × exp(-curve × h/height)
With h being height, and rho(h) density at the corresponding height.
That may be useful for modders that want to design a new planet with its own atmosphere.
You can also use this to test if your rocket is aerodynamic or not (highly recommended if you want to come back from Venus ).
Here is how to proceed:
First, open the Earth.txt file in planet data, and change the atmosphere data like this:
Changing height is not that important, but what really is is setting the curve parameter to 0. This will make density remain always the same; It will neither increase, nor decrease with altitude.
Then, open SFS, and activate the "no gravity" and "infinite fuel" cheats.
Go into the build menu, and build the rocket you want to test. Before launching it, take note about its thrust:
In this example, I have a single Hawk, so my thrust is 115 tons.
Then, when you're on the launchpad, exit and then resume the game! This is because drag is brok. erm... disabled by default. This allows to enable drag, so that you can test.
Then turn on the engine, and lift-off! Now your rocket only experiences drag, as gravity is disabled, and its mass won't vary because of infinite fuel.
Your rocket will first accelerate, but it will quickly reach a limit speed:
When speed doesn't vary anymore, it means that drag is exactly compensating for thrust. Note that limit speed, and now you can calculate a coefficient that will tell you how aerodynamic your rocket is:
Aerodynamism = (speed^2)/thrust
The higher the result, the more aerodynamic your rocket is!
That's still messy, and I apologize for that, but I just figured this out and I still want to experiment, but I wanted to share this so that anyone can do his own tests
I did a few tests and I finally figured out how aerodynamics work in that game.
If you've already had a look at the planet data, you surely noticed that section:
This is where the atmospheric data is described. Here is what it means:
- height: that one is clear, that's the height of the atmosphere limit, in meters.
- density: air density at ground level
- curve: a coefficient that tells how fast density decreases with altitude. A greater coefficient means that density decreases faster.
The density formula used by SFS is:
rho(h) = density × exp(-curve × h/height)
With h being height, and rho(h) density at the corresponding height.
That may be useful for modders that want to design a new planet with its own atmosphere.
You can also use this to test if your rocket is aerodynamic or not (highly recommended if you want to come back from Venus ).
Here is how to proceed:
First, open the Earth.txt file in planet data, and change the atmosphere data like this:
Changing height is not that important, but what really is is setting the curve parameter to 0. This will make density remain always the same; It will neither increase, nor decrease with altitude.
Then, open SFS, and activate the "no gravity" and "infinite fuel" cheats.
Go into the build menu, and build the rocket you want to test. Before launching it, take note about its thrust:
In this example, I have a single Hawk, so my thrust is 115 tons.
Then, when you're on the launchpad, exit and then resume the game! This is because drag is brok. erm... disabled by default. This allows to enable drag, so that you can test.
Then turn on the engine, and lift-off! Now your rocket only experiences drag, as gravity is disabled, and its mass won't vary because of infinite fuel.
Your rocket will first accelerate, but it will quickly reach a limit speed:
When speed doesn't vary anymore, it means that drag is exactly compensating for thrust. Note that limit speed, and now you can calculate a coefficient that will tell you how aerodynamic your rocket is:
Aerodynamism = (speed^2)/thrust
The higher the result, the more aerodynamic your rocket is!
That's still messy, and I apologize for that, but I just figured this out and I still want to experiment, but I wanted to share this so that anyone can do his own tests