Kryten 2X4B 523P

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About Kryten 2X4B 523P

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  • Website URL http://krytenskerblog.blogspot.co.uk/

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  • Interests http://krytensremakes.blogspot.co.uk/ - my retro remake games site
    http://krytenskerblog.blogspot.co.uk/ - my kerbal blog

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  1. @#$&*(^ airplanes -- how do they work?

    Not played about with craft file editing, but managed to do so without breaking it and got rid of the MJ part :-) Had a play with the plane this morning - I like it! Control surface authority settings could do with being toned down a bit as its majorly twitchy, but its easy to take off / fly / land under SAS, and a pretty good stock replica of the original. Ground clearance for the landing gear is a bit tight, but thats a feature of the original. Nicely done!
  2. @#$&*(^ airplanes -- how do they work?

    Got a stock version? That appears to use Mechjeb parts on it. Love to give it a go but I dont want yet another mod :-)
  3. Work-in-Progress [WIP] Design Thread

    Still playing about with my TX range - up to 11 aircraft now. Had to make a design concession on this one though and use Tail Connector B from the next node up, otherwise same as previously in terms of parts used. Must admit, this is my favourite so far. Just goes to show you can build some interesting stuff using low tier parts.
  4. @#$&*(^ airplanes -- how do they work?

    Theres been some great advice in this thread and you seem to be on the right track now Catbus, which is good. As to equations - I dont know of any myself, but I put some rough figures together for Light Aircraft (i.e. under 5 Ton) using the Juno engine that I found successful, as follows: 1.6 lift per ton, with a very rough 5 to 1 ratio on lift surfaces between front and rear (and thats including elevons etc) landing gear - using the LY01 / LY05 with a max of 1.5T per wheel (so if using these, try to stick to 4.5 tons max weight for your plane for max landing gear reliability) Engines - for the Juno I use 1 engine per 3 tons as a rough guide. After that, the main points as previously mentioned: COM / COL is in the right spot (COL just behind COM, as a guide try to put the COL right on the edge of the COM to start) Make sure your wheel positioning is right (and that differs between tricycle and taildragger setups) - assuming tricycle setup start with this lined up with the back of the COM make sure your wheels are dead straight (rotate in absolute mode) Mount the wheels on the fuselage, not the wings Make sure your Thrust is in line with your COM - under will generally push the nose upwards, above will push the nose down (pivoting around the COM) Tweak your control surface settings as needed Make sure your jet exhaust isnt blocked / restricted in any way Veering - this has a number of causes and can be quite complex to sort out especially on bigger planes, but as a rule, do the above on wheel setup and then set the nose gear friction to half of its starting value (assuming a tricycle setup) . After that you can explore things like fuselage flexing etc It also doesnt help these some issues with low end parts as well (cockpit too heavy, swept wings has issues etc) which makes things at the early stages even more frustrating.
  5. modified original entry for resub.
  6. In that case Id better withdraw mine - although in fairness it states the airplane plus bit is optional and doesnt indicate its mandatory for for the turboprop section (and yeah, know what a turboprop is, but as its not a stock part and listed as optional then I figured something juno powered would fit the category in terms of meeting the other criteria - no worries, my bad)
  7. Figured Id have a go at this. Kryten's Engineering Konglomerate (KEK) would like to present: The KEK Accolade Mk 2 Specification: Passengers : 24 Price : 17,746,000 Take off Speed : 77 m/s with flaps (AG1) Recommended cruising speed: 155 m/s Recommended cruising altitude : 4500m Theoretical range : 100/0.04 = 2500km Max Altitude : approx 7000m Max Speed : approx 170 m/s Category: Turboprop PR: Ideal for short distance commuter or sightseeing flights, the KEK Accolade offers comfort, style and reliablility at an affordable price. For the environmentally concerned traveller, noise and air pollution kept low through the use of the venerable J-20 engine which offers quiet running and excellent fuel efficiency. Craft File : KEK Accolade
  8. Work-in-Progress [WIP] Design Thread

    Must admit, it continually amazes me what you can do design wise with even a limited range of parts in this game. Added another one to my TX range, the TX04. Same as previously in terms of parts used, but only 20 this time. Using the pitching control surfaces on the outer wing as flaps on take off gets the nose up easily, and also helps with keeping the nose up on landing. We could really do with a separate deployment range slider to go alongside the control authority slider though.
  9. Work-in-Progress [WIP] Design Thread

    I set myself a little challenge - what different aircraft could I build using a limited array of parts from only the Aviation node, keeping it under 25 parts, 200 units of LF and 2 Junos? Parts used throughout: Juno Engine, Mk0 LF Tank, Swept Wings, Small Circular intake, Tail Fin, Elevon 1, Mk 1 Cockpit, Taill Connector A, LY01 wheel, LY05 wheel. Ended up with this lot - the TX range. Left to right TX0 (18 parts), TX1 (22), TX2 (24), TX3 (22) As expected each have slightly different takeoff / landing / flight characteristics, each can be flown without SAS using just some trim adjustment (although I prefer with, just for the fun of it) TX1 is probably my favourite, with TX3 a close second.
  10. Can't achieve airplane lift/flight

    Oh agreed, but in the interests of keeping it simple for someone starting out with aircraft and as a starting point, it bears out. No point overloading someone who is already struggling.
  11. Airplane question

    Youre using wheels spaced like youd have on a car, for weight distribution. The rear wheels are way behind the COM, which will stop the nose lifting when you pitch up. That plane is light enough though that you dont actually need 4 wheels, you can use 3. Think of the COM as a pivot point or axle - to pitch up off the runway the plane will need to rotate around this point, but it cant because the rear wheels are so far back it prevents this. For the nose to come up, the tail must go down, and it cant because the rear wheels are there keeping it planted on the runway. The rear wheels need to be much close to the COM, as a guide try between the COM and COL indicators and adjust the heights as Scarecrow indicated. Steering would also be more difficult on the ground because those wheels are not steerable. Alternatively, you could try putting the wheels in taildragger configuration. Put a single, small steerable wheel at the end of the tail assembly (the LY05), and move the front wheels back a bit nearer the COM (but in front of it still). This will also give you that nose up angle you want to start with on the runway. Remember to rotate the wheels dead straight using absolute mode (F key when using the rotate tool) to help prevent veering on takeoff.
  12. Can't achieve airplane lift/flight

    Heh :-) As you probably know, control authority is all about how far the surfaces are from the COM vs how heavy the plane is - basic leverage principles. As its pitching from the tail, thats a lot of leverage given those winglets used for horizontal stabilisers. Likewise for the roll control on the elevons. But yeah, a different tail set up using just the elevons for control wouldnt need as much adjustment. 70 ms was the point I noticed it was in the air, took me by surprise actually! The actual take off speed is probably a little less, and yeah, the difference is most likely due to the extra lift you have with the bigger wings. If memory serves, you need about 1 lift per ton on the main wings for light aircraft (might be a little more, dont have my spreadsheet handy). That plane is about 4 tons, so ideally 4 lift total. Those swept wings have about 1.4 lift each (again memory), so thats 2.8 lift, a little on the low side - so it has to go faster to generate max lift to get in the air. Be interesting to see some pics of your plane.
  13. Can't achieve airplane lift/flight

    looking at that, wheel layout is probably your biggest issue, as the rear wheels are way behind the COM. However, Id make the following changes: If youre intent on having the landing gear in tricycle formation (small wheel at front, two behind, move the rear wheels so theyre roughly in line between where the COL and COM are in your screenshot, and move them up the fuselage a bit so that the nose sits pointing upwards slightly on the runway. Personally, Id turn it into a taildragger with a small, steerable wheel on the underside end of the tail connector, and two LY-01 just in front of the COM (basically right where the cockpit meets the fuselage. This will give most of that "nose up" stance you want from the start. Remember to rotate both sets of wheels straight using absolute mode (f) Move the tail fins right to the end of the tail connector. Move the horizontal ones down a little so theyre off the midline. Move the engines down until theyre on the midline - where they are at the moment will be pushing the nose down. Rotate the main wings forward a little, which should bring the COL back forwards. Rotate the wings upwards a notch to form a shallow V shape viewed from the front of the plane. Set the control surfaces as follows, if you havent already - Elevons on the wings to roll only, vertical tail fin to yaw only, and horizontal tail fins to pitch only. drop the authority limiter on each down to about 20 to start with. That should come pretty close to sorting your issues I think. Edit: After having a bit of a play / recreate it should look like the following screenshots with the above changes - note it will still need control input to get off the runway. However, if you change the landing gear as well to a taildragger like so, itll take off with no control input at about 70 m/s
  14. What did you do in KSP today?

    I built a microlight!
  15. ok, where to start.. Tail - rotate the tail fins so that theyre level. This is probably the source of the lift arrow pointing the wrong way. Move the tail fins and rudder backwards to the end of the tail connector. Rear Wheels - ditch both, theyre unsteerable. Replace with a single, small steerable wheel which will turn the plan into whats called a "taildragger" - 2 wheels at the front, one at the rear. It will steer from the back then. Front wheels - rotate them in absolute mode until theyre straight in all axes, and move them back a bit so theyre closer to the Centre of Mass (COM) Wings - these wings are a bit of a pain to use actually - use the rotate tool so theyre not swept back as much - this will move the Centre of Lift (COL) closer to the COM, but you still want it to be behind the COM a bit. Finally give the wings a little upward rotate so the wing tips are higher than their connection to the fuselage. This will give you some clearance for take off & landing. Holding shift while rotating will let you move in smaller increments. Engines - mount these on the tail connector and rotate them straight, and move them so theyre just below the COM line - this will make sure the thrust isnt blocked by the tail Control surfaces - remember to set the control authority for each control surface - for a light plane like this you want the wing surfaces to be set to roll only, on the tail the rudder should be yaw only and the tail should be pitch only. Drop the authority level to about 50 to start, you may want it lower. And you should end up with something like this - which doesnt fly too badly actually: Front: Side with COM / COL / COT