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Panzerbeard

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About Panzerbeard

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  1. I'll try it with a twin rotor design tonight after work. An unpowered servo does indeed work on KSP though, as the main tutorial on helicopter rotors I can find demonstrates: I've tried reducing damping but I'll rebuild the assembly from scratch; possibly something is just attached weirdly. Cheers.
  2. I'm not using a second rotor or actively producing an opposing torque. Servos are essentially low RPM rotators used for more precise control when motorized, but when unmotorized, as I'm using them, they're able to simply spin independently of the parts beneath them. The rotation of the rotor is providing an opposite rotation to the parts beneath it. Normally this will be passed to the body of the craft, but the servo is able to spin independently of the body and so rotates opposite to the rotor; this should result in zero net torque on the body of the helicopter, without needing to active
  3. So I've never played around with Breaking Ground stuff before and thought I'd experiment a bit with helicopters. I asked on Reddit and discord but didn't really get any substantial answers. I've got a rotor with helicopter blades and a freewheeling unmotorized servo beneath it, with reversed blades on that. Rotor torque on main throttle, blade angle on up/down axis. The thing lifts off fine, but it consistently spins counterclockwise. SAS help a little but not completely. The coaxial blades on the servo *should* serve to counteract the torque from the main rotor, and th
  4. I see Kerbals as being similar to Bloody Stupid Johnson. Everything they build works, they're just not entirely sure how or why, and it doesn't necessarily do what they originally intended. They're extremely good at coming up with wildly over-engineered problems that shouldn't have existed in the first place. They're not stupid, just intelligent in a rather convoluted way, with the exception of the occasional oddball like Jeb. Jeb's just daft.
  5. A bit more information on where you're at would help You say you can fly, do you know how to reach orbit yet? Are you able to actually reach other planets and you're just confused about landing? We can't really say much other than "do the tutorials, read the guides, watch the Scott Manleys" unless we know exactly what you're having trouble with.
  6. The only mention of consoles was regarding the settings screen rewrite, which would be beneficial to the PC version as well, I fail to see the problem.
  7. Thanks. I actually tried it out while the forum was down, it certainly seems to work fine without any mods. I may install DMagic anyway, though.
  8. How important are the parts mods, here? If I choose to play without any of them, would it hinder me in any real way? (I don't know if the early aircraft progression is balanced around using firespitter before you unlock jets, for example). I tend to only roll with KER, KAS, KAC and graphical mods, don't like using mods that actually add new parts.
  9. I had no idea this mod actually existed, I ended up modding in seperate reaction wheels that only had roll torque because I couldn't find a way to disable pitch and yaw on specific ones
  10. You probably won't be able to get an encounter that accurate immediately; the further away you are, the more sensitive the trajectory is to course changes and there's not much difference between smashing into the planet and missing the atmosphere entirely. As long as you've got the intercept, wait until you're closer before plotting the course adjustment (do it before you enter the SOI, though. Maybe 20-30 days out, or so, depending on how large a change you need to make). If you're coming in at a fairly low inclination you'll want to use the normal/antinormal nodes primarily.
  11. Jool, although if I'm entirely honest I haven't really done much there, so the furthest body I've actually had a proper play with is Duna. When the update hits I'll try to focus on deeper exploration, and then when 1.1 comes out I'll probably install Outer Planets and go a bit mental with it.
  12. This pleases me. I would like to announce to the world in general that I am, in fact, pleased. Thanks for all your hard word, SQUAD!
  13. Probably no more gameplay or parts mods than I already use (KIS, KAS, KAC and KER) but I'll probably go to town on graphics mods. Jeb is going to look fabulous. Incidentally (I know this probably isn't the thread to ask in, but what the hell), am I right in thinking there won't be a RAM limit at all once we're in 64bit? Would it be worth adding more, do you think? (I'm at 8GB right now, can easily go up to 16 but never bothered because nothing really uses all of it at the moment)
  14. Norfolk, UK here, patches of cloud but I still got a good look at it. It looked amazing through my binoculars (Celestron 20x80's), sadly none of the photos I took came out too well. I'm a bad photographer at the best of times. Also got a bonus pic an hour or so before maximum Not great photos, but the memory is still there, I'll look forward to the next one
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