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Echo__3

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Everything posted by Echo__3

  1. Perhaps this video tutorial will help.
  2. 15t landing at 3 m/s is 135000N of force. That is like having those landing legs supporting the weight of 2 African Elephants on Earth.
  3. The best way to get into orbit around Kerbin is to use a gravity turn. You'll want a reasonably aerodynamic craft with a starting Trust to Weight Ratio around 1.3 and at least 3400 m/s of vacuum ∆v. Here is a video demonstrating the process.
  4. I made a video detailing the basics of airplane design. https://www.reddit.com/r/KerbalAcademy/comments/h96cpa/lets_discuss_airplane_design/
  5. What mods to you have installed? Your "no connection" message did not look like it is from the stock game.
  6. CommNet - Kerbal Space Program Wiki What antenna are you using, how far from Kerbin are you when you lose connection and what is the level of your tracking station (If this is a sandbox or science mode game, then the tracking station is level 3)? Do you have the extra ground stations enabled in your difficulty settings? Are you able to post pictures of your craft.
  7. For a more aircraft focused play through, it seems like an appropriate mod. It opens up the planet and makes traveling around enjoyable. Just flying among the three stock airfields gets boring quickly. Thanks for commenting. I hope you are enjoying the series.
  8. It has just a little less gravity than the Mun, so a Mun lander will work just fine. It does take a fair amount of ∆v to get there and back. You already know how to get there, but you may need 2900 m/s of ∆v to get back to Kerbin.
  9. I think console uses some different terminology. Could you post a picture of your screen with the different blade setting options?
  10. The game will try figure out what it thinks is the best way to control the blades when you assign them different control authority. I have found it to be frustrating at times as I would like to manually assign the collective and cyclic control. Even changing the pitch of the craft will cause the game to change how the rotors are controlled. The easiest way is to just use the powerful reaction wheels in the game to help orient the helicopter. It is possible to create your own systems for controlling the blades and/or yaw, pitch, roll control (which it sounds like you have already done). The tutorial I made was just to demonstrate a simple, beginner friendly helicopter. I did make a Chinook style helicopter tutorial as well. I was also frustrated with getting the controls to work right. In testing, I did come up with a system similar to yours using the torque limiter, but it did not lend itself to a beginner friendly tutorial. In the end I went the simple rout and relied on the reaction wheels for Yaw control.
  11. This is how I made it work.
  12. I was unable to see your picture. But this tutorial describes how to set up a helicopter.
  13. With helicopters, I like to run the rotors at a constant RPM and adjust the blade angle with the throttle. Airplanes I have used various methods. Sometimes I will use the main throttle like with helicopters. Other times I will assign the RPMs to the throttle and use a fix angle or adjust the angle by having it assigned to the translation controls. I have even tried a complex mix using the KAL 1000 and controlled RPMs and blade pitch together with the throttle.
  14. Do you have two rings or just the one? If nothing is countering the torque of the motor, then this could be your problem. For each action, there is an equal and opposite reaction. This is how I made my gravity ring.
  15. The vector engines are quite heavy. It is quite likely that your center of mass has shifted too far to the rear of the plane causing it to be unstable. You could try moving the main wings back a meter or two and see if that helps. You can also place docking port angled 20 to 40 degrees in the cargo bay and use the control from here option. Now you can have SAS hold prograde and keep your craft at a higher angle of attack.
  16. Looking back on it, I think you are right. I should have slowed down the video for that part. GAP is a fun mod too. I have not played with it very much, but I like the variety of missions available.
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