KSP Team
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About Maxsimal

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    Lead Cat Wrangler

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  1. I'm glad a lot of you enjoyed this, but I'm surprised no-one figured out that it wasn't an April Fool's day joke. It was April JOOL's day.
  2. Glad you found some of this helpful, and that's a great tip! Helicopters are complicated, and I'm impressed with how much of the community has figured out how to work with them. In many ways I'd say they're more complicated, at least physics-wise- than rockets - more force interactions and coupling.
  3. I understand it changes with changing airspeed - one reason I think most players will prefer to use SAS - but not sure about why you think it takes a while to set up? You don't have to use trim tabs or something like that, just use the keyboard-based trim adjustment.
  4. I think you're thinking that we should have linked some not-necessarily symmetrical blades to have them somehow manage themselves, across different parts to balance your lift, through feed-forward control system? That's just not something that works well with the lego-style functionality of kerbal parts - any unaccounted for configuration is going to cause more problems, and require further dev effort, and possibly interfere in something else the player is trying to do. We avoid that when possible. Instead, and much more simply, players can either trim their roll with mod-Q/E, or use SAS to balance the forces through a feedback control mechanism. Another advantage is neither of those required new work
  5. We actually did investigate having precession something the control system would account for, and messed with some stuff to deal with it- until we realized that PhysX does not actually simulate precession at all. So no, the blades don't deal with it because it's not a thing in our physics engine.
  6. This isn't really an apples to apples comparison. What's happening here is not just that you have the Oberth effect in play, when you're comparing to a vessel that's in Kerbin's orbit but not circling Kerbin - you also have the vessel's velocity around Kerbin itself. Think about it this way - if you suddenly deleted Kerbin when you're making your prograde maneuver from LKO, assuming you're in a 0degree inclination orbit, you would not be at 9285m/s around the Sun. You'd be at 9285m/s + your Kerbin orbit velocity - so ~ 2300m/s = 11585m/s - enough by itself to do the Jool transfer. When you make that comparison, you can see that it is still more expensive to depart for Jool from Kerbin, when you're in its gravity well - you just have a lot of kinetic energy in your orbit around Kerbin that you're leveraging.
  7. One big change we’ve made this version is the addition of some advanced control code to the blades, to help you build helicopters and quad copters that work like the real thing. This blog will help you understand what the new functionality does and how you can use it. Advanced Blade Controls When you enable Pitch/Yaw/Roll control on a rotating blade now, the blades themselves will make a decision on whether the blade needs to be in cyclic or collective mode - on a per axis basis. Image 1: Blade COM alignment For this craft above, the blades are aligned with the center of mass in the forward direction - so they’ll use cyclic mode for pitch. They’re far apart horizontally, so they’ll use collective mode for roll. And because their axis of rotation is flat, they won’t attempt to provide any control input in yaw. Cyclic mode: Cyclic mode is what a normal helicopter’s main rotor does to control the pitch and roll of the helicopter. They will change their pitch - by the limits you set in the authority limiter control of the blade - as they spin around. This creates more or less lift to one side or the other of the blade’s disc of rotation. Image 2: Cyclic Mode Pitch Collective mode: Collective mode is what a normal helicopter does when it wants to change how much overall lift is created. But as you can see in the picture below, adjusting the relative lift on the two different sets of rotors will cause the craft to roll. Image 3: Collective Mode Roll Summary and Videos: So that’s what our blades now do in a nutshell. However, understanding these topics can be pretty complicated. I really recommend checking out some of these excellent Youtube videos for further study. Smarter Everyday’s series on Helicopters - Dustin’s videos are fantastic, and these are no different: Craft Building Tips: Here are a few tips to help you build your helicopters/quad-copters/etc. Make sure to set your authority limiter pretty low. One of the potential trouble spots you can have is if the blade pitches too much trying to generate control - if it goes OVER the stall limit and starts generating less lift, you’ll get the opposite of what you wanted. 2 or 3 degrees will often be enough. Helicopters can be finicky to control. Even if you’ve got everything right, any change in a helicopters forward or vertical motion affects the lift on the blades, which generate input coupling. If flying a plane is like driving a car, then flying a helicopter is like riding a unicycle - don’t be surprised if you have to constantly adjust inputs. Chinook-style craft will generate interesting and unpredictable effects due to axis coupling effects. If you want to build a really stable Chinook style craft, consider looking into how those are actually built - they adjust their whole rotor assembly plane of rotation, rather than just using cyclic/collective. The blade controls will work well for using a tail rotor, blades rotating in any axis will respond appropriately. That said - it’s still easier to manage a helicopter with two counter rotating blades. Finally - if you decide none of this is for you and you just want a helicopter without worrying about the physics so much, feel free to just turn off the Pitch/Yaw/Roll blade controls, and use a reaction wheel to generate the torque you want - no one on the dev team will accuse you of cheating, we promise!
  8. No, I'm a cat wrangler. Community manager's job is harder. Amoeba wrangler maybe?
  9. That is clearly the first thing we'd do with such a technology...
  10. Warping isn't completely unrestricted. If your PE is too low - below the edge of the atmosphere or the highest altitude + some margin, previous warp restrictions apply, to help players avoid over-warping into a planet.
  11. Phase angle between two perfectly circular 0 inclination orbits w/Keplerian orbital motion shouldn't be a range, there's an exact value that you can get to analytically for a simple Hohmann transfer. Kerbin's is perfectly circular, and Duna's is nearly so. I believe that calculator is narrowing the problem down by assuming Duna's is as well. However, even if you did use Duna's real orbit rather than assuming it's circular, I don't think the range would be that wide - transfers to other bodies with more eccentric/inclined orbits though, you're right, it would be a wider range, and dependent on which orbit you're looking at. If you notice, neither of those places mentions which Kerbal date you should depart from/asks you for which Kerbal date to search from.
  12. Every rocket I destroyed was an accident. And you can't prove otherwise.
  13. I helped make sure Kerbals suffocate to death if you try to take them to space riding in a command chair without a helmet on.