Request New Shepard vehicle and tower

Just did a test flight with the capsule. Flew to about 120km altitude and back. Without deploying the parachute, the total mission duration was ~12 min. Descent rate dropped down to about -45 m/s vertical speed on descent. So, there's definitely a source of drag on the capsule without even deploying the parachute.
 
Ok. yes. I get the same abt -45m/s and when the chute deploys in cuts to about 12-15.

Trying to get the chute to detach.

Not sure what I need to look at.

I wonder if it is because we are using the Dragon lift factors.

Does the sc3/4 NSCAPSule fly well?
 
This is what I have Now. Not sure what is the animation for the speed brake?

CreateAirfoil(LIFT_VERTICAL, _V(0, 0,2), VLiftCoeff, 3, 26, 6);
CreateAirfoil(LIFT_HORIZONTAL, _V(0, 0, 2), HLiftCoeff, 20, 50, 1.5); //90
CreateControlSurface3(AIRCTRL_ELEVATOR, .00001, 0, _V(0, 0, 0), AIRCTRL_AXIS_XPOS, 1.0);
CreateControlSurface3(AIRCTRL_RUDDER, .00001, 0, _V(0, 0, 0), AIRCTRL_AXIS_YPOS, 1.0);
hlaileron = CreateControlSurface3(AIRCTRL_AILERON, .00001, 0, _V(0, 0, 0), AIRCTRL_AXIS_XPOS, 1.0 );
hraileron = CreateControlSurface3(AIRCTRL_AILERON, .00001, 0, _V(0, 0, 0), AIRCTRL_AXIS_XNEG, 1.0 );
CreateControlSurface(AIRCTRL_ELEVATORTRIM, 2, 2,_V(0, 0,1), AIRCTRL_AXIS_XPOS);
CreateVariableDragElement(&SPEEDBRAKE_proc, 500, _V(0, -4, 9)); // speedbrake drag

ini:
[AERODYNAMICS]
VAIRFOIL_ATTACK=(0,0,2)
VAIRFOIL_CHORD=3
VAIRFOIL_AREA=25
VAIRFOIL_ASPECT=6
VAIRFOIL_WAVE_DRAG=0.2 ;?
VAIRFOIL_CD0=0.2 ;?
HAIRFOIL_ATTACK=(0,0,2)
HAIRFOIL_CHORD=3
HAIRFOIL_AREA=25
HAIRFOIL_ASPECT=6
HAIRFOIL_WAVE_DRAG=0.2 ;?
HAIRFOIL_CD0=0.2
RUDDER_ATTACK=(0,0,0)
RUDDER_AREA=0.0001 ; no rudder
RUDDER_LIFT=0
AILERON_AREA=0.0001
AILERON_LIFT=0
AILERON_ATTACK=(0,0,0)
ELEVATOR_AREA=0.0001
ELEVATOR_LIFT=0
ELEVATOR_ATTACK=(0,0,0)
SPEEDBRAKE_DRAG=500
SPEEDBRAKE_ATTACK=(0,-4,9)
SPEEDBRAKE_ANIM=1
ELEVATOR_TRIM_AREA=2 ; small lift enable/disable
ELEVATOR_TRIM_LIFT=2 ; with Insert/Delete keys
ELEVATOR_TRIM_ATTACK=(0,0,1) ; 20 deg angle max
FLAPS_ATTACK=(0,0,0)
FLAPS_AREA=0.0001 ; no flaps
FLAPS_LIFT=0



1.4 has a new dll for the capsule
 

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Might need to flatten this area. And add some texture to the ground?
 

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Took a quick look during lunch. Interior of the capsule is beautiful and right side up! :) Descent rate still seems low. I'm not exactly how fast it should be prior to chute deploy. I'll watch some Blue Origin videos and see if they have any of that data on the screens during descent. When I pressed "4," I saw the animation for the parachutes, but the meshes didn't load for me until the capsule was on the ground. I'll try again when I've got more time this evening.
 
So, looking at one of the launch broadcasts, the capsule should be going about 82 m/s at 2km altitude when the pilot chutes deploy. Capsule hits that speed at about 12km in Orbiter. I'm not sure if it's Orbiter's atmosphere model that's causing it to slow down so quick, or if it's something in the code of the capsule.
 
So, looking at one of the launch broadcasts, the capsule should be going about 82 m/s at 2km altitude when the pilot chutes deploy. Capsule hits that speed at about 12km in Orbiter. I'm not sure if it's Orbiter's atmosphere model that's causing it to slow down so quick, or if it's something in the code of the capsule.
No idea. I wonder if the sc3 guy works
 
One more question: how does the capsule behave for you once it touches down? It likes to roll over on its side for me. I wondered if that’s because of where the center of gravity is on the model?
 
I will look at that. It might be touchdown points.
Try this sc3 capsule. The zip has the sc3 file in the correct folder for d3d9. This has no chutes.


So when you press 4 the the effect of the chutes but see no chute?
 

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Correct, on the previous model, I'd press 4 and the capsule would decelerate as the chutes open, but the mesh wouldn't load. I didn't actually see them until the capsule touched down or they separated.

The sc3 capsule has a much better rate of descent! Almost perfect. Just needs the virtual cockpit and the parachutes :)
 
Thanks. Add the vc and mfd might be easy to do in sc3 but the chutes. not sure

It sounds like the best way is to figure out the table.

I also tried to make a flat area and no change
 
Maybe this?
void VLiftCoeff(double aoa, double M, double Re, double* cl, double* cm, double* cd)
{
static const double step = RAD * 22.5;
static const double istep = 1.0 / step;
static const int nabsc = 7;
static const double CL[nabsc] = { 0, 0, .4, 0, -.4, 0, 0 };
static const double CM[nabsc] = { 0, 0, .05, 0, -0.05, 0,0, };


aoa += PI;
int idx = max(0, min(15, (int)(aoa * istep)));
double d = aoa * istep - idx;
*cl = CL[idx] + (CL[idx + 1] - CL[idx]) * d;
*cm = 0.0;
*cd = 2.5 + oapiGetInducedDrag(*cl, 0.16, 0.2);
*cl = 0;

}

// 2. horizontal lift component (vertical stabiliser and body)

void HLiftCoeff(double beta, double M, double Re, double* cl, double* cm, double* cd)
{
static const double step = RAD * 22.5;
static const double istep = 1.0 / step;
static const int nabsc = 7;
static const double CL[nabsc] = { 0, -.1, 0, 0, 0, .1, 0 };
static const double CM[nabsc] = { 0,0, 0, 0, 0, 0,0, };

beta += PI;
int idx = max(0, min(15, (int)(beta * istep)));
double d = beta * istep - idx;
*cl = CL[idx] + (CL[idx + 1] - CL[idx]) * d;
*cm = 0.0;
*cd = 2.5 + oapiGetInducedDrag(*cl, 0.16, 0.2);
*cl = 0;
}
BUT I get A CTD
 

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Last edited:
Hi,
well it could be that you haven't defined the function for all possible AoA, -180 to +180 deg.

You have 6 "steps" (nabsc - 1)
and
static const double step = RAD * 22.5;
6 x 22.5 = 135
So you only defined CL and CM over 135deg range.

Either set
static const double step = RAD * 60;
or
static const int nabsc = 17; and add in another 10 CM and CL data points.

Cheers,
Brian
 
Oh, also, if you use
Code:
static const double step = RAD * 60;

then you should change this line as follows:
Code:
int idx = max (0, min (5, (int)(aoa*istep)));

(The number where the "5" is should = nabsc - 2)
 
Not sure she lands into the ground?
I reloaded and moved via editor?
if height is less than 1.5 detach chute and land
{
h = GetAltitude(ALTMODE_GROUND);
if (mode == 5)
if (h < 1.5) { // Check if we are close to the ground
if (oapiGetTimeAcceleration() > 1.0)
oapiSetTimeAcceleration(1.0);
blowChute();
mode = 6;
SetMeshVisibilityMode(1, MESHVIS_NEVER);//chute
SetTouchdownPoints(_V(0, 1.526, -1.4), _V(1, -1.501, -1.4), _V(-1, -1.501, -1.4));

}
//SetAnimation(anim_CHUTECOVERS, 1.0);
}
 

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Concur, it's interesting how the capsule behaves after landing. It usually rolls upside down for me.
 
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