# Rpatto92

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1. ## The dissymmetry of lift on a conventional helicopter in KSP.

The issue you left feedback about is addressable in-game; once you've worked around the buggy robotics. That's why I replied to you. You may well know how helicopters work but actually implementing that in-game took some figuring out. I'm just attempting to revive interest in helicopters by reaching out to some people that have posted in past. There really hasn't been a lot of recent activity, so as you can imagine I looked back as far as 2020 because that's about how long the issue of dissymmetry has stayed unresolved in-game. Sorry, if you found this annoying.
2. ## landing a helicopter (and blade angle question)

My intention is to cover everything from the very basic, through to the most complicated parts of design and to do so as briefly as I could make it. That said, I think there's only three major takeaways.... Balance the main rotor in pitch/roll (horizontal/vertical axes relatives to centre of mass) Balance your tail rotor in roll (vertical axis relative to centre of mass) Articulate your main rotor (which you can with two hinges and a strut) I did also just revisit an old idea, of using a single grip pad in place of hinges and it works about 80-90% as good as hinges (just use rigid attach and a strut). I'll add this simpler alternative to the guide at some point too. I'm really hoping to make this simple enough for most people to be able to follow along and be making stable helicopters. Thank you for reading and replying. It's very much appreciated.
3. ## Working Helicopter anyone?

I just wrote reply on this topic... So, I'll just quote myself: "There's a bug or untended feature I've noticed when blades or control surfaces are too close to the centre of spin/centre of mass in the horizontal plain. Control surfaces become inverted and rotor blades get some weird control input mixing/inversion, that means pressing up/down will induce roll left/right and vice versa. The solution is to move the blades or control surfaces away from the centre of mass/spin. So, move them out from the centre of spin, put them on a bigger rotor hub or just offset them." Also, recently posted a helicopter guide. here's a link:
4. ## BG helicopter

Just made a guide for exactly this purpose, go check that out for more info. However, what you're dealing with (by the sounds of it) are two phenomenon; one's kind of bug and the other is just helicopter aerodynamics. So the non-bug first... Helicopters are fundamentally asymmetric, even if you're building a tandem or coaxial rotor. If either of those contra-rotating rotors are not equidistant from the centre of mass, the result is a net force in the roll axis as forward velocity increases. If you're building a single-rotor that asymmetric lift has to be accounted for another way, using rotor articulation and adjusting the height of the tail rotor. So, the roll your trying to roll out of, is most likely that. The bug... There's a bug or untended feature I've noticed when blades or control surfaces are too close to the centre of spin/centre of mass in the horizontal plain. Control surfaces become inverted and rotor blades get some weird control input mixing/inversion, that means pressing up/down will induce roll left/right and vice versa. The solution is to move the blades or control surfaces away from the centre of mass/spin. So, move them out from the centre of spin, put them on a bigger rotor hub or just offset them. Anyway, there's more detail to be found in this thread I posted. here's a link: hopefully, you're still active. It's taken me a long time to figure all this stuff out and finally make a post.
5. ## How do I cancel axial spinning on a helicopter? [Breaking ground DLC[

@xendelaar Just recently posted a guide. We'll probably never have a helicopters that stays stable over a long flight without active control but it is possible to compensate for a lot of the asymmetric lift you encounter when building a helicopter, with an articulated system. here's a link:
6. ## How to Design a Helicopter

I know it's over 3 years later but it's taken that long to sake off all the bugs and build a working single-rotor. Here's a guide I put together:
7. ## How do I build a working helicopter?

@RealKerbal3x Just posted a guide for building helicopter, if you're still building helicopters, go check it out. here's a link:
8. ## The dissymmetry of lift on a conventional helicopter in KSP.

You both need to look into articulated rotor systems, specifically the terms; feathering, flapping and hunting. I've just posted a comprehensive guide for exactly this reason. Here's a link: Sounds like you have some insight into this topic worth exploring. That may be something that could be tweaked in a config, that might be a useful mod. Perhaps, check out my demo single rotor helicopter: https://kerbalx.com/Rpatto92/Huron-Hunter-M-11 and tell me how you think I should tweak things... (craft, configs, etc. Also, check out my guide: It makes single rotors' viable but perhaps there's some ways it could be improved.
9. ## Horizontal single-rotor helicopter speed record.

@Pds314 I know this is an old post but you'll extract more speed out of your helicopters with a properly articulated rotor system. Just to clarify, I'm not talking about swashplates. By articulated, I mean a helicopter that compensates asymmetric lift using: feathering, flapping and hunting. I've recently posted a guide for single rotor helicopters, that goes into detail on how to add rotor articulation. here's a link:
10. ## Building helicopter....

@Jestersage hey, if you're still building helicopters. I've just posted comprehensive guide. here's a link:
11. ## Helicopter - Blade Authority? KAL Use? HALP!

@JoeSchmuckatelli hey, if you're still building a helicopters in 2023. I've wrote a comprehensive guide for working around these problems ksp. here's a link:
12. ## Helicopter Engine is Greedy on Fuel

It does seem like the Squad never did get around to adding more advanced parts for helicopters and as a result they were only ever really set-up to build basic helicopter designs. I've spent a good while now figuring out how to use the parts we do have, to build helicopters that have flight characteristics similar to real helicopters (without over-use of reaction wheels) So, I've wrote a guide which covers everything about single-rotors and how to use robotics to properly account for asymmetry and produce a controllable helicopter. here's a link: https://forum.kerbalspaceprogram.com/topic/218964-helicopter-build-guide/ hope this helps
13. ## landing a helicopter (and blade angle question)

@king of nowhere @Echo__3 Hey, been working on a helicopter build guide for a good while. I've figured most of this stuff out now and how exactly it translates into Kerbal. here's a link: https://forum.kerbalspaceprogram.com/topic/218964-helicopter-build-guide/ Feel free to leave me a comment or any questions you might have.
14. ## Helicopter Build Guide

If anyone wishes to download, reverse engineer and test the helicopter featured in the thread. here it is: https://kerbalx.com/Rpatto92/Huron-Hunter-M-141 I'll be updating the version shortly, to prevent side slip. Updated the version to 1.4.1 on kerbal X Craft file updated to version 1.4.1 - improved level top speed by 10mp/s (60mp/s) and static stability bellow 60mp/s changes: -angled main-rotor slightly to account for tail-rotor side-slip in hover -angled tail 5 degrees to cancel out side-slip and offset roll caused by main-rotor -raised tail to counter high-speed dissymmetry -retuned the counter-torque to account for tail height/angles adjustments -lowered feathering/flapping hinge motor size to 0 -adjust hinge angles to -2.0,2.0

16. ## New idea: Make planets in the map view blurred until you did a flyby

Like the idea but maybe shade planets darker or low the opacity, like perhaps they would be in the night sky before using more powerful telescopes.
17. ## [Removed]

Hey your thread is well laid out and everything but it's little difficult to grasp your point, especially the proposal part because it's three lines in before you say what is your proposing outside of the title of the section. Seems a little vague too. Do you know for certain the joint type being used by KSP1/2 because you suggest it repurposed rage doll physics. Is your proposed solution an existing Unity feature, some sort of known plug-in or are you proposing a bespoke solution based upon your understanding of collision? just seeking clarification.
18. ## Experimental branch?

On the planned road map true or if we even get multiplayer at all, it will arrive late and be a bug unusable mess. That's why more than perhaps any other feature multiplayer needs testing in a public test environment sooner rather than later.
19. ## Procedural trusses, panel's and beam's

Totally agree. We could have everything be entirely procedural but it would likely impact part variety; that's why I think a mixed approach is best. Having a selection of part diameters, with variants (Tanks, trusses, tubes, fairings and bays) and then perhaps only being able to just certain values (length) (maybe profile shape) for given set of parts would limit the scope of procedural parts and retain modularity we like. I've seen people suggest to add procedural landing gear but without fully describing what that entails. Personally I think adjustable landing gear (if you used the mod) are great but they don't need to be fully procedural, adjusting a few values is great (leg length, angle, etc) but they don't need scaling or to be fully customisable, just enough for quality of life. Same goes for other parts like Pod or Engines maybe a few part variants make sense, perhaps different crew configurations (number of seat/cargo storage) or rocket motors with nozzles type selection (number of nozzles) but I don't need to rescale them, don't change the entire model. Basically be very selective over what to apply procedural settings to and even then, not all adjustable parts need to be fully procedural.
20. ## Experimental branch?

I think this would actually make a ton of sense, however I also think they should do multiplayer testing on an experimental branch concurrently with the stable branch. As multiplayer almost never survives contact with the public, it is a crucial step if we're ever to see a functional version, if it's not to be outright cancelled.
21. ## Split control surfaces on wings (ailerons and elevators on same wing surface)

I don't think I've adequately explained what I meant by twist rate. Here's a Scot Manley video were he demonstrates the effects of "wing twist" I believe is the correct name for it. Basically AoA changes along the span of the wing, which has useful lift characteristics. In the video he use lots of smaller wing parts to achieve the desired affect but obviously this can't be easily done with procedural wings, at-least not without making lots of smaller segments that clearly could not be aligned. What's needed is a twist rate option under p-wings for this to be done seamlessly without using half a dozen or more smaller p-wings and ending up with a janky wing. Gonna have to look into this myself, it would be excellent if so but I haven't seen much to suggest this personally. Unfortunately those particular surfaces are so called all-moving "wings" they pivot from a central point at the root, which means they can't be used like a regular separate control surface. If the dev's were to allows us to adjust the pivot point to an off centre position and also change the axis of pivot by up-to 90' degrees, changing from the root axis to the edge axis. Then that would effectively allow players to create a great number of varied types of surfaces, eliminating the need for most other types of surface because players could create split-wing surfaces, air-brakes, leading edge, even mid wing and flapping surfaces like those on Starship. The only wing parts not covered by this would be slatted surfaces and grid fins. Even two integrated surfaces would be great as you suggest but perhaps having this scale with wing span would be a great solution to the number of allowed surfaces. Thank you for taking the time to read my posts.
22. ## Split control surfaces on wings (ailerons and elevators on same wing surface)

Players have been creating ways of doing things like split wings for ages but the current implementation of the new P-wings actually has some draw backs. So adding a couple of extra features is only gonna bring KSP2 inline with KSP1 but maybe this time with some more purpose. As for the gameplay benefit they do to players like myself. It's sometimes really difficult to control a shuttle re-entering for example, improving the aero, making things like a split wing airbrake as a stock part or p-wings option, means maybe my craft can have less parts and slow reliable for a controlled landing. Also, supposedly the dev's plan on adding automated resupply missions, a well built reusable rocket, plane or shuttle is gonna need to be reliable if it's going to simulate the whole process. (assuming there simulated not just faked)
23. ## UI tidbits

If I were on their UI team I would fear you. This pixel peeping is on point.
24. ## Uncentered Part

I've been noticing a lot of parts were the edges of textures don't quite align correctly. Tail booms and nose cones to name two.
25. ## wind tunnel testing facility

They need more things like this in general I think. Static test firing trench might also be a good one and I'd love to see this general idea integrated into the campaign/tech tree progression. (if they have a tech tree)
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