My blog: 090824

tylor2000

long time orbiter fan
Donator
Joined
Jun 24, 2008
Messages
35
Reaction score
0
Points
0
Location
San Francisco
I've been wanting to become involved with orbiter for a long time but life circumstances have been hard for a long time as well. With the recession it doesn't look to become much better anytime soon either.

But right now I'm studying aerodynamics, which I've never done before. It's funny how orbiter has been a fun way to motivate many people to become more involved in science and math. I definitely have a natural interest in science ever since I was young. When I discovered orbiter I already understood orbital mechanics enough to get around. My first spacecraft was the space shuttle and it didn't take me much time to get it into orbit --even if I have a tendency toward dog ear orbital insertions. :P Save energy, don't follow me into orbit!

I've been looking at the structure of the new 2009 beta APIs with the new and improved aerodynamics implementation, just to name one difference. I've been browsing over that and trying to catch up with what other people have been doing, saying, and having problems with making add-ons and such so I know what is going on.

I have a vessel in the works but it is in limbo as I study and find resources on aerodynamics online to help me understand more before I start working on it. Mostly because I want to know what I'm doing before trying to make what is probably going to be a unique vessel. It involves maybe 200 airfoils which I'll group into groups of fifty stacked airfoils. I have to figure out spacing, the specific shape and nature of each one in the stack to maximize efficiency and performance, and engine, fuel tank, crew compartments, specs and placement. I've been finding ways where I might be able to evaluate each stack as a single aerodynamic element, which will be a help so I can do all of the above without too much error and to facilitate ease of implementation. With all that I'll be able to have a more simplistic model without a lot of separate small meshes, and hence triangles, for lower end computers. Instead of 200 separate meshes for each airfoil, I'll have maybe one mesh and four defined airfoils.


I've been watching orbiter develop over the years and it just keeps getting better and better. With improved computer speeds and abilities over the last decade has opened the doors wide for development not just for gaming in general but also for orbiter. I'm not really a gamer which is why I probably like orbiter. It's no game. It's a space flight simulator now with improved aerodynamic implementation. It's math, science, rocket fuel, and imagination.

Follow into the depths of orbiter. Follow into the depths of space.
 
Back
Top