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About Servo

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    Amateur Rocket Scientist

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  1. Very interesting - thanks for sharing! Makes me curious then about why such a design isn't more common. Maybe something to do with mechanical complexity? On the contrary, this is the sort of thing I live for when building replicas. You notice a small detail, then you go down a rabbit hole figuring out why that bit made it onto such a highly engineered machine. Disregarding tail-rotor quibbles, this is a lovely replica! The solar panels really work well here, and the fuselage shaping works really well too.
  2. Double post be darned, there's updates to be made! Visually, the plane is finished, but as I should have expected, it is far from flight-worthy. The engine is fairly anemic, so it is capable of taking off, but only for short hops at the moment. There are also control issues - as you may have noticed, the visual horizontal and vertical stabilizers, as well as the ailerons are all non-functional. That means that the true control surfaces have to be hidden in the fuselage (for pitch and yaw) or buried in the wing root (for roll) It certainly doesn't help that I'm trying to get a 20t plane into the air on a single medium BG motor either.
  3. I've been quite busy these past few evenings, ever since I decided to make an unapologetically detailed replica of what is arguably the most famous plane in history - the Ryan NYP, better known as the Spirit of St. Louis One way I keep myself motivated to finish builds and ensure they're of consistent (ideally high and consistent) quality is to start working on the hardest part first. That sets the tone for the build, since it's the "weakest link" in making the craft look good. In this case, it was getting the wing right. With that done, I moved to the empennage, which caused me more trouble than I anticipated (ellipses are hard). After that came the relatively simple aft fuselage. Any time I get the chance to use the trick of inverted radial intakes, it's a good day. This section also includes probably my favorite detail I've ever put on a craft - the windmill generator for the magnetic compass which Lindbergh used to navigate across the Atlantic. Today's work consisted of the relatively minor task of adding the struts under the horizontal stabilizers, then the tricky forwards fuselage. It took a lot of trial and error and different ways of approaching the build to get to this point. I'm also really happy with how the cylinders on the Wright J-5 Whirlwind engine came through. I'm also quite pleased with how the spinner turned out - there's another classic trick there which I'm proud of. Now, the only bits that remain are the undercarriage and wing bracing, plus detailing around the door/periscope area.
  4. A solar panel cockpit and you got the flow control over the fuselage! Great job - the Tomcat is one of my favorites and you're doing it justice here.
  5. I made an excavator... without the DLC KerbalX Download:
  6. Honestly, I'm still in awe that I managed to get this thing working. For all you curious engineers out there, here's the craft download:
  7. Full Stock Excavator Four degrees of freedom, just like the real thing. All hinges utilize bending parts to create hinges and servos I feel like my reputation comes mainly from my stock replica planes, but mechanical builds of all kinds were my first love. Recently, I've been developing a new method of creating stock hinges that we're calling BendyTech. It's kinda a big deal (it even has its own forum thread) To show off the power of this new tech, I decided to make the most ridiculous thing I could think of. So I built an excavator. -------------------------------------------------------------------------------------------------- User Manual Download Link: Download link: Controls are as follows: Each of the hinges behaves a little differently, so take a little time getting used to the responsiveness of each. The servo can be rotated fluidly if you time it right, but each of the other joints are somewhat slow to respond, due to the limited actuation speed of the control surfaces. This is only a real problem on the elbow, which can easily clip into the arm. Fortunately, this doesn't break anything, and can easily be reversed. If anything breaks out of its hinge, return each of the arm joints to neutral and then use time warp (if able) to reset the joints. -------------------------------------------------------------------------------------------------- Under the Hood Waist Rotation Originally, when I was first conceptualizing uses of BendyTech, I didn’t imagine that it would be possible to exceed the rotation range of a single part, much less be able to create controlled 360 degree rotation. But, through a clever arrangement of elevons and choreographed toggling of Same Vessel Interaction, each RCS ball can be passed forwards to the next elevon in the ladder, allowing 22.5 degree actuation precision. Adding a second set of RCS balls strengthens the hinge and locks it into a single position, instead of flopping across the 22.5 degree range. Interestingly, this drive abuses the way that KSP’s physics engine calculates bending to allow for unlimited rotation with a finite spring. The core theory of computational structural analysis is Strain Energy Minimization, which tries to find the arrangement of parts which are the least stretched. Once the craft has rotated 360 degrees, there are two possible arrangements for the spring: rotated 360 degrees, and rotated 0 degrees. Because the game doesn’t have code to account for people bending something 360 degrees without breaking it, the physics engine simply takes the less stretched position, and the parts snap into place, ready for another rotation. I wish I could say that I planned for this to happen, but it was just a lucky accident. Video below: Shoulder/Wrist Rotation Each of these joints is the simplest form of bendy tech, using elevons to push smaller parts, similar to what is shown to the right. Each is strengthened by a thermometer hinge, which helps redirect the motion into rotation. Elbow Rotation Another very basic BendyTech technique here, albeit one that abuses a current bug in 1.8/9 where adjusting the Airbrake deploy angle using axis groups can extend it far past the intended limits, in both directions. It’s a cheap, dirty, way to get a large rotation angle in a small package. This element takes full advantage of the single-craft nature of BendyTech, since the best way I found for the airbrake to be set up was attached to the rotating element. Just another way that BendyTech represents a major upgrade over classic stock tech Video Below: Craft Download:
  8. Hello from Japan! Mitsubishi's next-generation derivative of the F-16 was quite fun to build, and is even more fun to fly. This is the second craft I've released utilizing BendyTech to its full potential. Here, we have all-moving stabilators which are nigh-indestructible thanks to the tech's reliability. Download from KerbalX:
  9. Aye. The project has been put on a slight hold as I wait to have enough time to be willing to sit down and get it working again. There's a reason that I typically alternate between mechanical and static builds - I love building the complex ones, but man are they draining to perfect. It's time will come, though. This project was my breath of fresh air. I'm rather happy with how well the rest of this came together. Just over 400 parts as it stands currently, though that might change as I go into ... sigh... bugfixing the stabilators
  10. Definitely! I just need to get the darn thing to work consistently I realized after several hours of annoyedness with the various hinges (I was trying to get the servo to be better at supporting weight), that it's actually the wheels which are causing all of the headaches... More work to be done here, but it's slightly frustrating that the glitchy part of this craft isn't the fact that I'm torquing pieces of it around in angles that were never intended to be reached, but the wheels... to take my mind off of things, I continued working on my replica of the Mitsubishi F-2. The vertical stabilizer, ventral fins, wings, and chines are all products of today's effort.
  11. @Castille7 and @klond, I have a new addition to your construction sites: This craft was designed to be the poster child for everything that bendy tech can do - rotate parts, control off of axis groups, and maintain control across different elements, all while still being one craft. Yeah, the DLC exists, but doing it stock is more of an engineering challenge. This is how it started the day - I added the airbrake actuation to the elbow, which has some occasional mishaps with regards to overextension, but otherwise, it works perfectly. The wrist was a very simple joint. It's slow and not particularly high-range of motion, but it gets the job done. Additionally, this shows off another amusing trick of bendy tech - fuel lines bend with the parts, so they make perfect piston analogues.
  12. Improved the servo and made a cleaner video - functions the same, except that by rearranging how the elevons deploy, I have reduced the number of action groups required to just 2 - one to tick it one step, and the other to reverse the direction. Now it leaves only to use the servo somehow. The mechanism is perfectly suited for tank turrets, but that was a little too expected for me... So I'm building an excavator. I'm currently in the mechanical testing stage on the elbow joint, which has been giving me a bit of trouble. The shoulder joint is a very simple RCS/Thermo hinge (you don't need anything fancier 90% of the time), actuated by a single elevon. That elevon is AG'd to forwards/back deploy limit adjust, giving the entire joint a 60 degree range of motion. More would be possible with an airbrake, but that runs into problems with the airbrakes over-deploying when used with the deploy adjust (devs pls fix) Because of the airbrake woes I'm having to try out a series of different joint designs for the elbow here, which needs 90 degree actuation, on a small profile. Unfortunately, those don't mesh too well, so I'm still looking for ideas (up to an including recreating the servo joint to drive this joint. Possible, just not implemented). This is an attempt at doubling the effective deploy of the elevon. I think this has the most promise, but the idea needs a bit more refinement to be proven. Here's another idea that I tried shortly - double stacked elevons. Idea is really simple: one elevon pushes the second elevon, which pushes the target. Unfortunately, due to the fact that joints prefer to translate rather than rotate, this isn't the most useful design without needing a lot of hinges (or one hinge with a bunch of rotators inside it... I've messed with stock hinges that have multiple rotating elements inside a larger hinge, so I could imagine a large Thermo hinge frame packed with thin communotrons all sharing the same hinge frame) If anyone wants to develop any of these ideas further, or has good ideas for how to multiply the rotation of elevons, I'd love to hear about it! I'm genuinely so happy that other people are joining in in my weird pursuit of springs and things, so I'd really like to see what you guys can come up with
  13. I invented a stock BendyTech servo that can rotate continuously in both directions, and function under high-stress loads. So I'm doing what any reasonable person would do given this power: I'm building an excavator. I imagined this craft as both highly detailed and highly functional demonstrator for BendyTech to really push the limits of what's possible with parts pushing each other around. As such, I'm going all-out on the details. This particular curve vexed me for a bit, but I'm incredibly happy with the end result.
  14. Thanks! I'm glad that other people are joining in and pushing the boundaries of the base game I want to thank everyone who's been experimenting with Bendy Tech, and for inspiring me and everyone else. Again, this wasn't the effort of just me by any stretch. It was these guys who saw the potential in my little experiments and shaped it into something useful. With this news, I would like to share another major breakthrough in Bendy Tech that will allow even more complexity in mechanisms than I ever thought possible. Fittingly, I have invented Bendy Tech servo motors The best analogy for how this mechanism works is a marble machine stair lifter like the one below: To step the motor clockwise, you alternate between pressing action groups 1 and 2. This bends the RCS ball ring 45 degrees, and clips it through the second ring (which has SVI disabled). When you hit the other action group, the sequences reverses and moves it another 45 degrees, by enabling the SVI on the second set of elevons and disabling it on the first. Then, the elevons return to their neutral position, which brings the ring of balls forward another step. To reverse the motion, a second pair of action groups is used, which works the same way. Craft Download:
  15. After a failed persuasion roll to not do such a thing, one of my friends has inadvertently convinced me to build a replica of the Mitsubishi F-2, a sort of Super-Viper F-16 derivative used in the Japan Air Self Defense Force. The key to this build for me was the stabilators. If I couldn't get them, it wasn't worth doing. The trouble with making good F-16/F-2 tailplanes kept me from making a high-detail replica for some time, but again, thanks to the wonders of Bendy Tech, we can now create functional control surfaces of all kinds without relying on the parts added in the DLC. Since there aren't many good blueprints of the F-2, I've brought an old technique out of the back room. This sort of framing is very useful if you're working from a three-view and you want to make sure you get the proportions right before you move into real parts.