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salaminho

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  1. Nice! I thought about doing this, but I guess I’m too lazy. Your reaction wheels are perfect and very illustrative to understand how the real thing works. This should be stock, well done! The only problem is due to issue #22946, kal-1000 does not obey SAS command =(.
  2. Reaction wheels in real life gets saturated when they spin too fast and have an external force applied to the craft. RW in ksp 1 are overpowered not because the amount of torque they can apply, but because they don’t get saturated. So you can use RW everywhere you want, some applications would be impossible in real life, like attitude control in aircraft. Add saturation to each of three axes of rotation of RW’s. Alternatives to RW: Add Magnetorquer "A magnetorquer or magnetic torquer (also known as a torque rod) is a satellite system for attitude control, detumbling, and stabilization built from electromagnetic coils. The magnetorquer creates a magnetic dipole that interfaces with an ambient magnetic field, usually Earth's, so that the counter-forces produced provide useful torque." https://en.wikipedia.org/wiki/Magnetorquer It would also be cool if it could take into account the amount of magnetic field on different planets, so it would be useful orbiting some celestial bodies and not so much on others. Add Reaction control system that uses only liquid fuel and intake air (for vtol aircraft, like the one used on the Harrier and the F-35B). On previous version of ksp1, the player could use the drain valve to drain intake air and create a little amount of infinite thrust. Create an RCS that uses intake air + liquid fuel would solve the problem. Make engines gimbaling more customizable. For vtol aircrafts with tilting engines the automatic gimbaling in ksp1 gets really confused and ineffective when control reference is pointing forward and engines are pointing down. If there was a way to manually set up where engines should point when player input a pitch-yaw-roll command it would open a lot of alternatives for attitude control.
  3. Reaction wheels in real life gets saturated when they spin too fast and have an external force applied to the craft. RW in ksp 1 are overpowered not because the amount of torque they can apply, but because they don’t get saturated. So you can use RW everywhere you want, some applications would be impossible in real life, like attitude control in aircraft. The slider to nerf RW already exists, it’s called “wheel authority”, a good way to balance RW and RCS, without nerfing RW, would be adding saturation to each of three axes of rotation of RW’s.
  4. Thanks a lot! Precisely! The idea was to redirect thrust, but actually it just blocks it. Game simulates thrust like a vector from the center of nozzle, a line with a direction and length but zero thickness. If something gets in the way of this line within its length thrust gets blocked. So, I set deploy angle of the elevons to a 17º (+15º of positioning), it barely touches the vector so there is no effect on thrust, when angle is increased to 18º thrust gets completely blocked. The rapier engine has four nozzles, so four vectors, each elevon can block two vectors. I.g. rear mount has two engines each side, so eight vectors. When I want to pitch up, rear elevons get activated and they cut 2/8 vectors each side, there is an instantaneous 25% reduction in rear thrust that makes total center of thrust move ahead the center of mass and this create a backward torque that makes the craft pitch up. There is the same kind of setup for roll control, and a completely different setup for pitch and roll control when engines are in close cycle mode. Elevons can’t take the heat of rocket engines, but rockets can throttle up and down much faster. Yaw is provided by tilting left and right engines to opposite sides for air breathing and closed cycle mode. I chose one intake for each engine mostly for aesthetic and realistic-looking purposes, besides intakes act as drag reduction. But that was a good nugget of information anyway, thanks for mentioning. Necessity is the mother of all solutions, when you have a problem that can be solved using kal-1000 you will figure it out. Anyway, if I can help you with that fell free to hit me up. Yeah, the idea of nuke engines I got from Obi-Wan Delta-7 starfighter + hyperdrive docking ring in Clone Wars. The tug can carry the ship between planets but stays in orbit as the aircraft go down to surface.
  5. Ok I've been searching for ways to do this, but it seems there is just no way to set gimbaling the way I want in stock KSP. So, I'm looking for other ways to control big VTOL aircraft, and this thing you said about surface control kind of gave me an idea, to use elevons to deflect exhaust from engines so I don’t need to throttle up and down that is too slow on air breathing engines. Using elevons on the exhaust is a lot faster and responsive, I’m pretty satisfied with the results. Here is the link if you want to try it. https://kerbalx.com/salaminho/ASP-480-A-Drogon-SSTO-VTOL-differential-thrust https://imgur.com/a/QXVEiPY
  6. Thanks for the reply you guys. Gimbal does not help because the engines are not gimballing the right direction for vtol flight. I’ve created my own set of gimbals using the servo motors to test if gimballing would work. For yaw control, gimbaling works flawlessly. For pitch and roll it works, but the vectoring range in most of the engines wouldn’t give much torque, so using differential thrust is more effective. Pitch: https://imgur.com/ugQpIyT Yaw: https://imgur.com/EakFTHM Roll: https://imgur.com/OaDuT7C (by the way, I don't know how to use the "insert image from URL" button ) This vtol aircraft is working very well, but there are still some points to improve: 1- Setting target angle of the rotors and thrust limit to kal-1000 and hardwire it to control axis doesn’t work with SAS, only manual input. 2- Differential thrust is less responsive when using airbreathing engines since they are slow to throttle up and down, so using gimballing could work better. RCS and reaction wheels works fine for small and medium size ships, but are not effective in bigger craft, this is why I’m looking for alternatives. I tried doing this, but there should be a way to not just turn them off, but to set where it should point when I hit an axis input. This seems to be impossible.
  7. It's been a while I’m designing some VTOL aircraft. I usually use tilting engines with the BG servos, the biggest challenge is attitude control. Using engines gimbal would help a lot here. Gimballing is automatic and works just fine when the engines are pointing backwards on level flight, but when I tilt the engines downwards for VTOL flight the gimballing gets all messy and doesn’t work the way it should. I know it can work pointing down if I set control to point up, like If I click “control from here” in a dorsal docking port, but then I loose situational awareness and it get’s really hard to fly as yaw and roll control switches place. Is there a way to manually edit gimballing to point the way I want?
  8. Yep, that is what I was doing wrong too.
  9. Your decoding is correct. The line of bits for calibration is on the first message, in the "Kerbal Space Program 2: Episode 3 - Next Gen Astronauts" video.
  10. I haven't seen this thread before posting my results. Now I understand, it’s the sequence of the last message. So it wasn’t meant to be an art tile after all. Anyway, if they start selling T-shirts with this pattern, I’m buying it!
  11. Oh thanks! I was looking for a thread with the answer, couldn't find it. But it was fun deciphering it on my own, learned a few things in the progres. Now it really makes sense, agreed that looks like the kraken.
  12. Did someone else tried to decipher the audio code in the end? I got this result. Didn’t made sense at first, but then a realized this is actually a tile art. Maybe it means there will be animal life on the planets? https://imgur.com/AgoJmzw https://imgur.com/7FXmRQM
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