SpaceEngine - a free space simulation program that lets you explore the universe in three dimensions, from planet Earth to the most distant galaxies. Areas of the known universe are represented using actual astronomical data, while regions uncharted by astronomy are generated procedurally. Millions of galaxies, trillions of stars, countless planets - all available for exploration. You can land any planet, moon or asteroid and watch alien landscapes and celestial phenomena. You can even pilot starships and atmospheric shuttles.
No matter where I check, including space engines website, I can't find a way to update space engine from 0.9.7.2 to 0.9.7.3. Sure, it explains how to patch it on the main website, but I don't get it. On their main page, It states, on number 2, that you must, "Make a copy of your SpaceEngine 0.9.7.2 folder and rename it into 0.9.7.3." Followed by number 3 stating, "Unpack the downloaded file into this new folder, overwrite existing files.
space engine 0.972 free download
Like, I don't get it. I only have the space engine sandbox. No 0.9.7.2 folders came with it or anything else. I downloaded the patch but that's where I am done. I had to make a Reddit account for some answers. So if possible, can you guy help?
Taking regular screenshots in SpaceEngine is easy, press F11 to capture the screen without the GUI. The screenshots you capture will end up in this folder: \SpaceEngine 0.972\screenshots\
The "tail" cone is only useful if you can't punch through the sound barrier. Once you get going mach 1.3 or so, that rear facing surface causes less and less drag the faster you go, and your engine makes more and more thrust. Depending on your angle of attack they may even make things worse. Save the mass unless you absolutely need it to reach mach 1.3, however in that case I'd recommend other ways to reduce drag that don't involve adding dead mass to your spaceplane.
2. Difficult to say since you're adding fuel it's not just dead mass unless your plane already has a mass ratio over 5. So it would depend on a lot of different factors. I will say that the longer your tail cone, the more sensitive it is to angle of attack. The more you expose those x and z surfaces to the airflow, the more drag you get. This is the main reason the aerodynamic cone is so much better than the "advanced" one and why tail cones aren't particularly effective in the first place. I love the NCS + small nose cone for its aesthetics though. They're typically the front of my mk1 spaceplane designs. It offers good aerodynamics and good heat resistance in addition to the extra fuel.
Intakes don't work properly if facing backwards in fact - as you get faster, they normally bring in more air, but facing the wrong way, they intake less which is bad news as that's just when engine demand starts to go up.
I do normally still put cones on the back of all my engines because busting mach 1 is the hardest part, the less jet engines you need for that, the more delta v or payload fraction you can bring as those things are heavy.
3. That mk3 "Space Shuttle" engine mounting plate can be very draggy if you don't use it right. Your craft notes say it was based off my "Lusitania" ship.. hopefully you copied the attachment method that thing used ? Remember folks, it has a center 2.5m part attachment node in the middle of the three "vector engine" mounts, and you get an eye watering flat plate drag penalty if you don't put something on this. I usually fit a 2.5m tri-adapter on there, for three more mk1 sized engines. I clip that adapter inside so it looks less like the airplane is suffering a prolapse, then offset the engines horizontally so it looks like they are attached to the sides of the rear fuselage.
That mk3 "Space Shuttle" engine mounting plate can be very draggy if you don't use it right. Your craft notes say it was based off my "Lusitania" ship.. hopefully you copied the attachment method that thing used ? Remember folks, it has a center 2.5m part attachment node in the middle of the three "vector engine" mounts, and you get an eye watering flat plate drag penalty if you don't put something on this. I usually fit a 2.5m tri-adapter on there, for three more mk1 sized engines. I clip that adapter inside so it looks less like the airplane is suffering a prolapse, then offset the engines horizontally so it looks like they are attached to the sides of the rear fuselage.
probably because of the wing incidence angle allows flying on prograde lock, so the engine parts and the empty nodes are now at zero angle of attack, reducing their drag, allowing you to get away with not having them. I'd still keep them personally, it's not like you're going to notice the dry mass reduction with the weight of all those nervs on such a vessel
Those strakes on the back of the main wing have 0.44 drag, if you used 4 of them to have same capacity as the fuselage tank , you'd get 1.76 drag, which is slightly higher than the mk1 tank. To an extent, you can compensate for this by busting mach 1 at a higher altitude, since the larger wings enable you to fly at low angle of attack in thinner air, but beyond a certain point thinner air makes engine thrust fall away faster than drag, so yes, you get better airbreathing performance with small wings.
Given how heavy NERVs are, I'm inclined to make all my fuel tanks Big S parts to make this part of the ascent easier (get out of the lower atmosphere faster, once you pitch up from the speed run). This does slow down the air breathing part of the climb, when you can't just fly higher because your engines need air to breathe. On the other hand it makes landing speeds so slow you're guaranteed to survive no matter where where you land and enables some of the dumb stunts i've done (mountain lake to minmus challenge on the Puffin, or takeoff/land from the VAB roof while fully fuelled)
since nervs are so heavy and underpowered, the main driver of my designs is how it flies in the hypersonic part of the flight. Getting through mach 1 is the next most important part, and you can improve this by fitting less wings than i normally do, but i don't like to do that because it makes the nerv part so much worse. You can still easily break mach 1 even with a flying wing design. That said, my designs are criticised for taking a long time to reach 1500 m/s in the speedrun, with less wings and drag, and flying lower where there is more intake air and thrust, i imagine your ssto can get to 1500 quickly, even on a single jet engine.
Most of the variables will be defined in script. The rotation matrix is used to rotate a point. However, it is inversed as the rotation matrix rotates the cube into world space, therefore, inversing this would rotate the world space point into object space. We also get a "_Cubepos" which is the position of the cube to intersect with (E.g it would be the intersector if shader is on the intersectee). This is subracted by the world pos as the rotation matrix rotates around the origin. After this it is added back to be in the correct position.
Unfortunately, Amplify shader has no good way to check if a vector lies within two vectors. So we have to break it into components. (I encourage you to learn how to write shaders). Each compare with range returns 1 if the point in object space is within the extents for each axis. If one returns 0 we use the last multiply node to make sure the final output will be 0.
Optimised for size, the 24V flat six-cylinder engine lost none of its power, avalanche of torque or addictive power delivery. The addition of Throttle By Wire (TBW) control brought with it 4 rider modes: TOUR, SPORT, ECON and RAIN; the operation of the Dual Combined Brake System (D-CBS) alters depending on the mode selected. Hill Start Assist (HSA) and Idling Stop offer ease of use and improved fuel efficiency.
A small electric screen operated from the left handlebar provides excellent wind protection yet, at the same time, a sense of space and freedom when required. Screen angle and height adjustment is step-less. Available as options are a larger screen, a fully adjustable deflector for the arms and upper body, and fixed deflectors for the lower legs and feet.
Key characteristics of Idling Stop are the ultra-quiet start-up of the engine thanks to the use of ISG, and the smooth starting feeling achieved through a combination of DCT and TBW control. When stopping at a traffic light with Idling Stop on, the engine automatically stops after 3 seconds and, when restarting, the rider only needs to turn the throttle, which immediately starts the engine.
It is also optimised for low-speed manoeuvrability, with close ratios reducing shift-shock. In the higher speed range, they are set wider apart to reduce engine rpm. In both speed ranges comfort is improved as shifting up or down is of the highest quality.
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