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About Stewcumber

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  1. Damnit, you're right. They must have defaulted back to mirror at somepoint when I was faffing around with the spacing on the wings. Easy fix at least!
  2. I made a larger "sustainable" plane. It tops out at 130m/s like my others and has 32 of the electric generators on it so can fly forever. I then tried a Stuff Delivery System, which worked surprisingly well! The idea being I will fly (or rather leave it to fly itself with light supervision whilst I do chores or whatever... but I need to sort out its 'lean' first) to one of the poles and deposit some kind of base there without having to land Got a slight issue to fix though:
  3. I made a plane that can fly in perpetuity. It doesn't "draw" power at full throttle 100% torque and the small rotors plus "B" propellers can spin at 460m/s at 50% throttle at 5,000m ASL. Maybe I will make a bigger one that can actually carry something with four engines, I reckon it will only two more of those electric generators. Benefits over conventionally powered aircraft: Can fly for a very long time Propellers look nice when they spin Drawbacks over conventionally powered aircraft: Slow-ass flying Can only fly at 1x multiplier No cargo capacity Weird physics when diving (propellers act as airbrakes once they hit 460m/s) Can't use the power of magic to work underwater Need to counter act the torque they produce
  4. I tried this a couple of weeks back and it just span my craft around the waterwheel, so I'll give it another go!
  5. Hopefully a clever person knows the physics behind this.. I made a simple "car", with 4x large propellers each on 2x counter rotating small electric rotor engines. I set it to full power and the blades immediately spin up to 460m/s, and the car gradually increases in velocity. Reload, set it to about 10% power and the blades still spin up to 460m/s. However, once I hit about 90m/s velocity, the blade rpm begins to fall. Why is this? Is it something to do with drag on the blades? When my velocity is 0, (pretty much) all of the torque is spent rotating the propellors against stationary air. When I'm moving at 100m/s the torque is also fighting against air that is pushing the blades perpendicular to the torque at 100m/s... so less RPMS per unit of torque. Anyway I ask this as I think this phenomenon is what limits the maximum velocity of my car/plane whatever. I seem to have a max velocity of about 115m/s with 2x rotor engines and 130m/s with 4x rotor engines. Perhaps if I have 3x or 2x blades (not 4x) there's less drag but also less thrust, so I would need more engines or bigger engines... I think I need to experiment but I was hoping someone would know the science behind it?
  6. Today I loaded up Kerbal for the first time in a few weeks and find we have propellers!? I've wanted propellers for years (but not enough to download a mod). They seem significantly more powerful than the "home made" propellers I made with the robotics update rotors. I've got a lot of learning to do! I wonder how efficient an electric plane can be?
  7. Ha, I have been too, but the opposite way around; tracking a moving object to blur the background but keep the object sharp (this was at the British Grand Prix). This was made quite difficult as the cars were accelerating hard out of a corner, not moving at a constant speed! I was also pleasantly surprised at how well my crappy phone handled this moving, light-y night picture!
  8. I had a bit of sucess with landing on my floating airstrip. Lots of fails too Fails:
  9. I made an airstrip. I tested it at the desert dessert airstrip. I made a super light and slow plane (I should really have used one engine) And after a few attemps crashed landed on it I had set the brakes to operate at 50 "strength" but it still tipped over. I think I'll rebalance the plane so it isn't a tail-dragger and can land on three braking wheels (nose and wings) like a modern plane. On the plus side this plane can "fall with style" at about 17m/s. Going to drive the landing strip into the sea now and land on water now! (no, I didn't have anything productive planned for today, thanks for asking )
  10. I've got two of the four "lift" motors spining clockwise and two spinning anticlockwise already (I had an r/c quadcopter at home and have mounted the wrong blades on the wrong motor a couple of times!). Without the forward and backward props it hovers just fine. The issue is just moving forward causes the craft to roll, when I would have thought the four "lift" blades would counter the rolling as they're rotating perpendicular to the roll....? But yes I think it will just be easier to put counter rotating props for forwards and backwards movement!
  11. I just messed around with rotors a bit today. I made quadcopter. OK now I know it is possible to generate enough lift, can I make it move forward and backwards? No. The torque from the "forwards" propellor rotated the craft. Which creates a problem for me as real helicopters use a tail rotor, perpendicular to the main rotor, to counteract torque. My single rotor engine at half power managed to spin me around despite having in effect four "tail rotors" perpendicular to the tail rotor... Then I thought I'd have another go at making a plane finally. 40m/s! Feel a bit like the Wright Brothers with this slow, frame of a plane. I also found out I can map the torque amount for engines to the main throttle using action controls, which will help immensely.
  12. Would anyone care for a race? People have been able to "drive" without using wheels in the past, but one of the main hurdles I've had with that is a lack of control over the axle, and lack of steering. Not anymore, thanks to Breaking Ground! Steering is possible through hinges so you can point a car where you want it to go. Rotor engines allow you to spin "wheels" at whatever speed you wish (sort of) so you can speed up and slow down. Therefore racing is possible! Rules: Drive comes from rotor engines only. No rover wheels, no jet power. Steering is done by wheels. Suspension can be used. No ready made wheels, e.g. planes or rover parts. Don't use mods that would give you an unfair driving or part-picking advantage that would break the spirit of the challenge! Time it how you want it. It's just a bit of fun. A few screenshots would be good! The Tracks You don't need to do all 3! The drag strip is fairly easy as you can start from the spawn point. Drag Race From the Dessert Airfield Spawn at one end of the runway, to the other end of the runway (marked by the lights). Low Speed Manoeuvreability Track Stay on the tarmac (other than the short grass section between R&D and Tracking) and don't cut the corners. However I appreciate it is impossible to avoid the grass all the time. If you slide off the track on the "outside", as in the opposite of cutting a corner on the inside it doesn't matter. If you cut a corner because you're crashing and it doesn't result in saved time, it doesnt matter, etc. I recommend you quick save when you reach the start! Start off of the run way so it doesn't explode. High Speed track This is much more flexible, use whatever space you want just as long as you pass by the relevent "corners". I recommend you quick save when you reach the start! Start off of the run way so it doesn't explode.
  13. I spent most of yesterday afternoon trying to make a rotor powered car. I had some success using girders (which is how I made my previous cars)... I added steering by adding four hinges, with action key 1 to turn left and action key 2 to turn right. I topped out at about 25m/s in this car. I thought I'd use a round part like heatshields (with collision set to 100m/s or so in the .cfg) but it doesn't really work - there is no traction, so they skip and bounce at even moderate power. I thought I'd add suspension. This also doesn't work. Looks cool though. This morning I started fresh with smaller girders, lower power motors and no suspension. This is my most stable design and can do 40m/s downhill. Does it solve any of the problems with existing land based transport? No Is it any better than the existing land based transport? No* Is it energy efficient? No Is it fun to powerslide around in a rear wheel drive deathtrap? Hell yeah! *actually, it drives perfectly upside down, with rear wheel steering. Flipping it over doesn't matter. I wonder how it drives on Minmus... (Terribly I think, as whenever I did any jumps the torque would try to rotate my craft. I would spend most of my time "air"borne on Minmus so would just flip around a lot I think.
  14. I've always been into making things you're not really meant to in KSP, from Aircraft carriers to propeller cars (as in, a failed plane :P). So I am very excited to play around with the robotics as movable parts have been on my wanted list for a long time! I've just got back into KSP so I thought I'd see what is what. My first creation, like many I am sure, was a snake: I made a adjustable wing plane. The hinge functioned as intended but did not appear to reduce drag (no change in airspeed). The hinge is very floppy - perhaps a more robust one is unlocked later. "Don't worry, that's probably supposed to happen" - Jeb, probably. Next I made another propeller car. I was both proud and disappointed that my own jet based propeller (turbo prop?) car was faster! I added more propellers. With them all turning clockwise, I torque steered around in a circle. With two turning anticlockwise (and the blade angle reversed) I didn't move at all... hmm.. Next I thought I would make a bird. Looks cool, doesn't work. If there are any aviators from the 1700s on here, I feel your pain! I wonder if a thread for crazy robotic creations is a good idea? Edit - new idea! Making a rowing boat!