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About me



Found 7 results

  1. Ahoy Rocketeers, Seadogs and pilots, I'd like to see how you tackle my little challenge The Challenge: Build the fastest paddle wheel boat, powered by electricity, then get in to the shore, and show us how fast will it go. The Rules: No mods or expansions for the spinny part(bearing), has to be electric Rating: Speed category: by sustainable Vmax only 1. Pds314 @ 18,4m/s Efficiency category: Vmax/power drain while at equator (power drain=power needed to move the boat at Vmax, measure without generating power at the same time, ) 1.Pds314 @ 8.97 In this challenge you will have to develop a stock bearing system, way of driving it by electric means. Even getting that to spin is a win in my book, so let's go! So far my best design reached Vmax of 9,6m/s, while draining 9,68/s, which is about 1000% better than my first aproach(actual math 2m/s with 20/s) One to get you started:
  2. So, lets build a plane. Stock. That fits in a mk3 cargo bay. A jet, naturally. So the wings MUST fold. Say they tilt forward 90 degrees and then move back flat against the fuselage. Then it moves on powered wheels. I know. It's absurd. But it's a challenge. Get building!!! Any suggestions, @Azimech and @selfish_meme? Because you two are good at building hinges stock. Is it even possible with ksp physics?
  3. (Edit: If you want to see the part about needing the bearings, go look at the more recent posts. March 9th or later). The time was in the middle of last summer. @Jon144 had built his beautiful helicopters while I had nothing to show for it (We've competed with designs in the past and I usually lost). I didn't really like the fact that stock KSP helicopters had to detach their rotors to work, requiring switching crafts to adjust throttle, and set about on the quest to see if a claw based bearing could work (tests in previous versions showed it couldn't, but I wanted to see if anything had changed). Forcing the claw to stand upright did not work, but then the entire rotor assembly tipped upside-down and started spinning like a charm. And thus I had my idea. The Clawjet Rotor So why did I call them "clawjets?" Simple. The claw is the most important part of the bearing and it uses tip-jets to spin the rotor. The Clawjet rotor's main advantage is that the power of the jets can be adjusted mid-flight without having to switch craft and lose control of the helicopter for a few moments. With a properly placed fuel tank its possible to fuel the rotor from fuel stores aboard the main craft, and the blades can clip through the main craft if you wish. The main disadvantage to it is that it's complex to set up prior to the flight and likes to break at every opportunity. That's the main reason why I never actually built a proper non-experimental helicopter using one to upload to the forums, and decided to just put the whole project on hold. So how does it work? Glad you asked and I didn't type out the exact response I wanted you to have in big blue text above this statement! The setup is effectively made up of 3 parts: The claw, the rotor, and the lock (which itself is made up of 3 parts). The rotor is placed upside-down directly above the claw. It is then detached, landing center on the claw. The claw is then set to "free pivot," allowing the rotor to tip upside-down (2 upside-downs makes a right-side up, so this is good). The rotor is then locked in place with the lock. Here's a picture: In this example the decoupler is between the fuel tank and the claw; its just that the decouper is actually attached to the structural support on the right side of the image and majorly offset over (more than the stock settings allow). Also notice how the claw is tipped back slightly. This is because the claw can't rotate fully upside-down, it just gets really close to doing so. I think this is the reason why the rotors destroy themselves at every opportunity. So then how does the lock work? Ok, the lock is divided into 3 parts, which I shall call the "rotor lock," the "detached lock," and the "attached lock." Here's the same picture with the lock parts highlighted instead: I've named the 3 lock parts in this format because it's descriptive of where they are. The rotor lock is attached to the rotor. The detached lock gets detached from the craft. The attached lock stays attached to the main craft. The attached lock and the detached lock form your typical bearing setup. The rotor lock winds up in the same place as the attached lock once the rotor has been rotated upside-down by the claw. The detached lock then detaches, locking the rotor lock and attached lock in the same place. Essentially the detached lock holds the rotor lock in place, while the attached lock holds the detached lock in place. The rotor lock is "locked" to the main craft, and thus the rotor shouldn't tip when the helicopter decides to lean. EDIT: Make sure to lock the pivot on the claw once the rotor is rotated into place. Free the pivot again when you detach the detached lock. This will make sure that the rotor lock locks properly with the detached lock. This lock setup will work with many types of bearings, and I have indeed experimented with many types of bearings. If you want to get especially creative you could have the rotor lock and attached lock be in different places; as long as the detached lock is locking the rotor in place and allowing it to spin while the attached lock is locking the detached lock in place you should be fine. Success? Flight was achieved with several prototypes, and at least 1 even landed, although they did all encounter many issues with the rotors breaking off when trying to pull maneuvers, along with the helicopters being practically uncontrollable. Eventually I settled on counter-rotating prop designs as the best option, but even that did not remedy the problem. Eventually I abandoned development because the challenges to overcome were greater than my interest in continuing development. Anyways, have some pictures: The Future? The game has gone through a couple of updates since I experimented with these rotor bearings, though I would think they'd still work in the current version. Autostrutting might do interesting things for the clawjets, and perhaps allow them to actually succeed. However, I'm definitely done with them after all the trouble they gave me and a waning interest in KSP. However, now that I'm no longer working on these things, I thought I should probably at least share my progress to the forums. So I guess that's where you guys come in. Try some things with these clawjet bearings and see if you can get them to work properly, or if the concept is so bad that it's unfeasible. And since it's the spacecraft exchange I better post a download link Below is the download for all of the experimental helicopters and rotor setups I have. All of my research into these rotors is in there, so hopefully you can go from where I left off. https://www.dropbox.com/sh/sjsjqxn4yh5xv9o/AACOVuObf-mRivggylhRmwsTa?dl=0
  4. Well. You guys asked for it! So here it is! So I am now releasing the rotor bearings used to power my popular "Kinchook" stock Chinook helicopter replica to the public. They're very simple and low part count. A single probe core between two fuselages surrounded by Ibeams can hold rotors soundly in place under even the most stressful conditions. The base bearing subassembly is only 14 parts! But don't forget to add struts on your own holding the Ibeams and structural components in place as this is necessary to keep the bearing functioning stable. As you add power and weight to the rotors or spinning application make sure to add more struts! This is a must! for example when used on the Kinchook have 16 added struts each. This number will vary based on the application and sometimes may require no struts at all. I hope you enjoy this subassembly and can make your own awesome helicopters with it. They are less suitable in other applications but that does not make them impossible. The sky is literally the limit though. Unless you can make some crazy space helicopter. Download is beneath. Make sure to paste the file into the subassembly folder of the corresponding save file you want it in. Download: https://www.dropbox.com/s/lb821ilzmcft5fx/JRFB-Mk1.craft?dl=0
  5. I'm currently trying to make a fully stock bearing (1.0.5) for...a certain evil plan I have, which cannot yet be unveiled...I found a really nice design here, but I have no idea how @JZ6 got the fairing to load whilst open. I would make a custom design based on theirs, but I can't replicate the open fairing without some serious glitching. I don't want to use someone else's bearing directly, because I want my [CENSORED] to be entirely of my own design. Any tips on making a smooth bearing that can carry a moderately heavy load? It needs to be able to withstand the mass of over 20 2x2 structural panels* in microgravity, plus several Clamp-O-Tron Juniors. *unless it can be made extremely compact, like within .6 m wide. Then it would only need to withstand that many 1x1 structural panels. Thanks in advance for helping me! BTW what I am attempting will most certainly be the first of its kind in KSP.
  6. The trebuchet was something I never built before. A pivot point seemed to be missing. The first attempt used launch clamps and a whole lot of struts. While it did function problems were stability and transportation. Started searching for bearing and most involved wheels and now with 1.1 those ideas seemed unlikely. @Majorjim thread was the idea for using thermometers and which now had inspired me to push further. The need for a pivot that could handle hundreds of tonnes of mass started me to ponder on using different parts. After shopping through the part list it was staring right at me. The structural fuselage. Now to find a suitable pin for the sleeve. The choice was the Modular Girder XL. + = AWESOME! The sleeve is attached temporarily to the girder using a stack separator. Then using the translation tool to place in into position. Once in the field the separators are staged and there are now two separate craft. This was the first version that functioned. The Ion plane Research Challenge was were it all began. Go for broke edition. Animated gif of functioning glider launcher. http://i.imgur.com/iYac5ZR.gifv For the longest time during this process it seemed the trebuchet was ordered from the acme parts catalog and I would hear meep-meep as another failure happened. So here another chapter begins. The creation of a functioning trebuchet. It will be portable, re-settable and be able to chunkin pumkin. This thread can also be for further research into using this pin and sleeve bearing. As you can tell this bearing can support some mass and the uses of a proper bearing are countless.
  7. Behold! The bane of the capitalistic leeches, the T-72, has arrived! This tanks is pimped out with rubber side skirts, view ports, spaced armor, armored primary gunner's sight, convoy light, regular lights, infrared lights, and much more. It's armed with "smoke launchers" (just aesthetic). If the turret gets stuck, just wiggle around a little. XD Don't say it's a design flaw until you've tried to design something like this yourself. I've got a reworked turret and some upgraded track equipped variants in development. https://www.dropbox.com/s/hm34raxyaqeknom/A%20Pokpung-ho%20Prototype%204_1.craft?dl=0 https://www.youtube.com/watch?v=n8TCyszwyWE
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