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About klond

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    snap all the things!

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  • Location USA
  1. Boy you weren't kidding. I was wondering how a secondary wing could be done, and there it is. I would never have thought of that. Such a unique, elegant approach.
  2. Can't wait. You got this.
  3. I didn't know about the landing leg traction. Thank you.
  4. This is for the folks that didn't see this on KerbalX. Story time. I wanted to make a 4-legged walker after I had success with the mecha-pigeon. The idea started when I saw a restored Wells Fargo stage coach and thought well, I'm gonna need some horses. I thought people would really dig a horse. I'll just use the mecha-pigeon parts x2, right? But it seemed too difficult for me to be able to keep time between two different motors, so I needed all 4 legs on one motor. After I saw Azimech's latest piston engine and other gears on kerbalx I can see now how it could be done possibly, but this all happened a few weeks ago. I pulled up some gifs of horses to see what legs moved in what order. I put each leg 90 degrees off of the previous one so each leg made a full up/down once per rotation, but in some kind of order. Too creepy for a horse. Problem is this guy just cannot balance, or run, or do anything worth anything the way it is (even though it looks to me like it should). Salvaged project by adding legs. I didn't research how spiders walk, but the direction I was heading was a bug of some type just to get more legs on the ground for balance (4x2 legs was easier than 6 I thought). The spider legs are still 90 degrees apart, but it walks better as front/rear/front/rear leg movement instead of the horses front/front/rear/rear. -Always 2 front and 2 back feet on the ground. So the spider ride is a little bouncy - more weight maybe? More motor power doesn't seem to help increase speed as traction is limited. On hills, sometimes the rear toes dig in and the whole machine can flip, so I added some weight to the front and kept the center of gravity low. @Castille7 helped me with some of the bug features to keep with the theme. I'm really happy with it. Too bad about the horse though. KerbalX
  5. It's a really good color. Well you certainly got my attention. Your gears keep time pretty well? Slipping gears made me shy away from attempting this sort of thing.
  6. Roaring Twenties Space Program I love that everything is actually useful in-game.
  7. Cigarettes in space sounds so funny to me right now.
  8. I haven't been following your build very closely. Are there plans to have the wheels pivot? Or do they already?
  9. OK! With @SpaceTrashCan's permission here's the file with spinning, um, rotor head? Not sure what to call it. And movable uhhh dump arm? Transfer arm? I didn't put a docking port on the arm, but there is an airbrake on Button1 to hold it at home position so it doesn't flop too much when driving. http://www.filedropper.com/harvesterk Combine in a space game - love it.
  10. All the photos are really nice. Oh, and I NEED that submarine.
  11. And it's a pretty accurate looking harvester! Especially the head unit. I downloaded it right when I saw it. I've always called it a Combine. You need a farm dumptruck now, or a semi truck with a hopper type trailer.
  12. It really looks like it should, but all the bunny-hopping of the landing gear made detecting any bit of thrust impossible.
  13. Yep, what @MiffedStarfish said. Throw it in a cage then attach and offset some homemade wheels (probably easier to say then do. Lemme know if you want a copy of this). Make sure your wheels slip a little because you get 100% torque instantly from the scanner. And if you're trying to turn a high-mass or high-resistance wheel you may get BOOM. @Rath and @Jett_Quasar have messed around with scanners some.
  14. I think I get what you mean, but I came up with something different. Check it out. Thanks. Here's the best I could come up with. I'll consider this final. I was gonna make it a plane but maybe some other day. The trailing edges of the wings do move further up and down compared to the fronts. I feel good in that regard. I want to think this would have worked in errordynamics. Each of the tubes there surround RCS balls that go around in a circle. The front balls (on the left) spin in a larger diameter circle than the rear ones. The pivot points (RCS balls captured in 8 horizontal and 8 vertical solar panels, twisted) reverses the movement vertically AND horizontally, so up is down, and the larger diameter ball circle in front translates to more movement to the rear of the fin. (I had it backwards initially until I figured out what was going on - lots of trial/error). Alot of the frame parts are just for show; to make it look less floaty. I put wheels on it, but forward motion was nearly zero Mostly just alot of hopping. I'll tell ya, flapping them just straight up and down is a lot easier, and a little less explodey. I'm sure there are other ways to to this, but this is all I got. I still think I like the first version better a few posts back. Anyway, though you all would like to see . On to the next thing.
  15. Welcome back! I flew the jet version of that one the other day. Super maneauverable. - I got the uh flappy bird started. Nothing new bearing-wise. It's a couple different craft. -frame -each wing part -the what-would-you-call-it, center connector? -and the electric motor This is actual speed, but she can't do much more than that. And with the wings being flat they don't do jack for forward propulsion. I wanna try another design, but with the thermometers made into tubes like on the mecha-pigeon.