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Thanks to a bunch of hippies from Green Springs and their goons at the so-called Environmental Security Agency (or, as we like to call it, the Economical Screw-up Agency), we now have to limit our Kerbin circumnavigation challenges to have ZERO overall emissions. In other words, whenever we circumnavigate the planet, we have to do it in an electric vehicle. Fortunately, thanks to our folks at Kerbal Motion LLC, we now have the means to do so. It may be slow, but it is possible. In other words, the challenge is to go one full equator's length of Kerbin WITHOUT any gas-powered engines - which means ABSOLUTELY NO: Jet engines Rockets Gas-powered turboshaft engines (like the R121 or the R7000) Electric motors are okay. Here are some other rules for this challenge. Leaderboard placement will be awarded based on TOTAL MISSION TIME ELAPSED (As you may have already guessed) vehicle must be all-electric. Which means are solar panels and/or RTGs are highly recommended. Having liquid fuel and/or oxidizer is okay ONLY for weight and balancing purposes. This can come in real handy if you need to move your CoM forward or backward. Fuel cells are not permitted, since we're trying to conserve gas thanks to those pot-smoking bureaucrats at the ESA. Even if I did allow fuel cells, they won't be enough to push your vehicle through the whole length of the trip. Stock and/or DLC parts only. Autopilot/navigation/gauge mods okay. Generally, no mods outside of DLCs that come with additional parts EXCEPTION: mods that come with balloon or dirigible-related parts are permitted, but those craft go in a separate division. If you want to allow a specific mod that conforms to the other rules, let me know and I'll take a look at it before deciding if it shall be allowed. Your vehicle must come back IN ONE PIECE. Not that you should need an extra fuel tank for an all-electric vehicle. Surface vehicles are okay, but they'll get placed in a separate division. Mostly because you'll take longer to go around the planet. On the bright side, if you have to stop to recharge, you can pause and take a break IRL. Just keep in mind that any and all recharge breaks in which the MET clock is running count for your finishing time. Crew capacity is optional. Divisions are as follows: Trekker Division - vehicles that can't fly, but travels on land and/or water to complete the journey. Earhart Division - aircraft like planes, helicopters, and gyroplanes. You'll get an Earhart Division: First Class medal if you successfully fly Kerbin's equator WITHOUT STOPPING. Heisenberg Division - balloons, blimps, zeppelins, et cetera. I don't know much about the balloon/airship mods, but the reason they're a separate division is because they can stay airborne without needing to land or stop. This may provide an unfair advantage over the aircraft, since they'll have to come down and recharge for God-knows-how-long before taking off again. Sun Soaker Division - any craft that can successfully cruise at 175 m/s. More details later. Multiple entries per person allowed, but only the best-performing one for each division will be accepted. Pictures and/or video required for entry to be valid. Be sure to include: Your craft in action. Start/finish times. (Optional) the craft in the hangar. If you're having trouble getting your rotors to work, please consult this thread below. @Echo__3 and @18Watt really helped me out when I started to use the Breaking Ground DLC. Sure, I originally asked about a motor that's prohibited on this challenge. Nevertheless, the same principles still apply - and I got the electric-rotor plane to work successfully. As promised, here's an explanation as to why the Sun Soaker Division has a speed requirement: And last but not least, here's my entry. Can't wait to see what you all come up with. LEADERBOARD - (ONGOING) MARCH 7, 2023 TREKKER DIVISION (empty) EARHART DIVISION @18Watt - 3 hours, 14 minutes (FIRST CLASS) @Mars-Bound Hokie (ME) - 5 hours, 11 minutes, 30 seconds (FIRST CLASS) This was a last-minute entry. Better time than my last entry, but not fast enough to overtake the current leader @OJT - 17 hours, 13 minutes HEISENBERG DIVISION (empty) SUN SOAKER DIVISION (Could be me, but I don't really care since I was doing a speed test before sending the E-40 to Laythe) (Please let me know if I missed anything)
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Shuttle Payload Delivery Systems This mod adds: IUS Airborne Support Equipment Centaur (G/G-Prime, II, III) Integrated Support System SpaceLab Pallet with two types of "shelfs" Dependencies: Breaking Ground DLC B9PartSwitch ModuleManager Bluedog Design Bureau Shuttle Orbiter Construction Kit What version of KSP is this mod for? I tested this mod on version 1.12.3, but I think it will work with any version that BG works with. What's next? In future I want to add other shuttle payload things like SpaceHab, Integrated Cargo Carrier and more. Recommended mods: SOCK Repainted by @Arthurism SOCK Recolored by @Invaderchaos reCOLOR by @MATVEICH_YT and @AstroMods Screenshots: DOWNLOADS SPACEDOCK GITHUB Available on CKAN Special Thanks to: @CobaltWolf and @benjee10 for making BDB and SOCK @Zorg and @CobaltWolf for helping me making this mod And everyone who supports me during developing Licence: CC BY 4.0
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As the title implies, show us what electric aircraft you got. Whether they be pure stock, stock + DLC, or modded. I'm very interested to see what you all have. The only rule is that the end-stage (as in the plane itself) must run on pure electricity - no using Lf, Ox, Lf+Ox, or monopropellant for propulsion. If your plane is designed specifically for Duna/Eve/Laythe use, then your delivery rockets can use whatever is necessary to get it to its target (like on my E-38 Earhart and E-39 Earhart Junior). As long as the plane itself doesn't use up any chemicals to move, you should be good. Having those (or ore or xenon) on board the plane is okay if it's for balancing purposes. Just don't use up any to move the plane. Besides, fuel cells aren't exactly a reliable power source when it comes to battery-powered plane propulsion. And xenon is too weak to move anything outside of a vacuum. Being able to carry passengers and cargo are awesome bonuses, but not required. I'll start this thread with my own entry. The E-40 Impulse on display in the SPH It has "PLANE ONLY" in the name since I have plans to take it to Laythe later. In the meantime, I would have to test its capabilities here on Kerbin Its cargo bay is loaded with science station equipment, EVA kits, and repair kits Although I personally don't really know how to operate the science stations. I just placed them close together and hit "Interact." Here's a funny little blooper: Jeb hitting the "Reverse Thrust" button by mistake. At least he remembered to turn the nav lights on (this time). As soon as Jeb was airborne, he turned west in order to maximize the plane's exposure to sunlight If he flew east, he would inevitably enter a dark zone and lose electric charge Nice shot of the E-40 flying over the desert. This was taken before I installed nav lights and rear robot arms in the current prototype. Jeb looking at Engine One from the cockpit, as well as the mountains to the south. Engines are numbered starting with the furthest left (looking forward from the cockpit). 100 km away from the KSC, and the mountains to the west of it are in sight. Under Engine 1, you can barely see the abandoned island airfield. 1 km ASL and ~8 km away from the runway. 5 HOURS, 11 MINUTES, 30 SECONDS Since I was flying faster than the planet's rotation about its axis, I launched mid-late afternoon so I wouldn't outrun the sunny spot and therefore lose a constant power source. E-40 Test Run Performance Stats Crew Capacity 1 pilot + 2 passengers Power Plant (2 x EM-64S) x (4 x R-25) Total Empty Cargo Capacity 12 (all loaded) Cruising Altitude 7 km Cruising Surface Velocity 200 m/s Minimum Throttle Required 2/3 Blade Angle 38 degrees (45 is optimal) Optimum Takeoff Time Westward Flight Mid-late afternoon Eastward Flight Early in the morning (NOT recommended for long flights) But I did not stop there: Craft file: https://kerbalx.com/Mars-Bound_Hokie/E-40-Impulse-PLANE-ONLY What do you think? Show us what you've got.
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This assembly here is controlled by a KAL-1000 controller. It doesn't clip when it is moving. The pistons, except for the ones with servos attached, do not move. Also, the hinge on the top left doesn't move. Is there any way to move the pistons without adding servos to them?
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The title's self-explanatory, but here are the details. I recently acquired Breaking Ground and want to try the new R121 Turboshaft Engine. However, none of the tutorials I find seem to work out for me. Even my most successful attempts turned out to be failures. First attempt as it accelerates on the runway. After taking off at ~60 m/s, it rose for a bit then took a nosedive. Eventually, I crashed into the ocean. When I installed the KAL-1000 controller and tried to follow the instructions from the tutorial videos, it seems like it made things WORSE - and, apparently, wrecked all subsequent attempts to correct this error. My second prototype for testing a propeller didn't help out either. Below are the craft files of both of my failed attempts. https://mega.nz/file/TeAhwJwD#VQhNdFvCKejmi4nUusIjLx38ZOdLN_9mbQCVBWsGxzY https://mega.nz/file/yD40HTSa#sE2O_GRCPjaeAGSaIgDsw5YjQo_ET1Fcu8A014L21gw Any ideas where I went wrong? Was it due to poor aerodynamic design or improperly setting up the propeller? How can I get the propeller to work? And do I really need the KAL-1000 controller? Sure, the second prototype failed, but initial performance without it seemed promising for the first thirty seconds. WITH the controller, the plane was barely moving at all. Is there a written set of instructions I can reference - one that actually works? And does these rules apply to electric propellers too? I'll test whatever answers are given and let you all know how they work out. Thank you very much. If I can get this to work, then I can build USAF aircraft replicas and luxury vehicles for Laythe tourism.
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I am am making class-specific suits with the class icons on them, is there a way to change the glow texture. I have done everything to make a normal suit including the config and regular texture, but in is there a way to specify a csutom glow texture in the config. I have also extracted the default glow texture from the files.
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I am am making class-specific suits with the class icons on them, is there a way to change the glow texture. I have done everything to make a normal suit including the config and regular texture, but in is there a way to specify a csutom glow texture in the config. I have also extracted the default glow texture from the files.
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Hello, this is my first part release so please bare with me. I dont know how to make a fancy page yet. JxFab Utility Systems JxFab Utility Systems is the start of a parts pack that will add on to the robotics category of the Breaking Ground DLC. Currently there is one part type, the straight rail. There are four lengths of 5, 10, 15, and 30 meters, The straight rail comes in three variants. I plan on adding additional robotics parts to this pack, such as curved rails and rotational station hubs. DOWNLOAD LINKS Current Download: https://github.com/JackATac98/JxFab_Utility_Systems/releases/tag/v0 Dependencies This mod requires the Breaking Ground DLC to work! (I am working on a version that uses Infernal Robotics) KSP version 1.12.2 License This work is shared under CC BY-NC-SA 3.0 license.
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Explore the Kerbal Universe like never before with Kerbal Space Program: Breaking Ground, the latest expansion pack for KSP. Breaking Ground is all about exploration, experimentation, and technological breakthroughs. Study mysterious Surface Features on all of the moons and planets of the Solar System. Set up a base and deploy experiments for the long-term study of celestial bodies, and test your creativity with brand new robotic parts. Breaking Ground will help you and the Kerbals reach new horizons, all in the name of Science! Robotic Parts Take your creativity to the next level! Brand new robotic parts, include hinges, rotors, pistons and rotational servos. These parts come with new control mechanics and let you create all sorts of inventive vehicles and crazy contraptions to aid the Kerbals in exploring their Universe! Surface Features Find interesting Surface Features, like mineral formations, meteors, craters, and some even more curious planetary features across the solar system. Study them and collect valuable scientific data with a brand-new Rover Arm! Deployed Science Bring equipment for experiments with you from Kerbin and deploy them on the surface of a celestial body to take measurements over time. Set up a science station and put your crew to work. From seismometers to weather stations, there are plenty of experiments for you to try out! Additionally, we’ve kept our promise that all players who purchased the game through April 2013 will receive the expansion for free. To redeem the game click here and follow the instructions. Kerbal Space Program: Breaking Ground Expansion is now available on Steam, the KSP Store, and will soon be available on GOG and other third party resellers. As with every release this thread will be used to bundle all general discussion about the new DLC so that the forums can continue to actively host threads on other topics as well. CLICK HERE for the official release announcement for Kerbal Space Program: Breaking Ground Expansion. Happy launchings!
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PS4 user here. Just about got used to all there is to know on KSP basics and been building out my career nicely, last night I added another module to my munstation, about 5 modules in total. Spent a good hour getting it docked and saved game fine back to the KSC. I had a fleet of boosters in sub assembly and have been really enjoying the game. Last night I quickly loaded back into my munstation to check a few things again before closing for the night and it blue screen errored. It's done that a few times since I've been playing and usually it just loads up the last persistent save file fine. But for unknown reason on loading just now it says corrupt file keep or remove. I selected to keep but now when trying to load my career save has been removed. Noticed on here a few old threads but not for a while, as we recently had updates to breaking ground on PS4 I wondered if old bugs have crept back in or if this is just a result of poor quality on console versions? End result, I've lost hours and hours of hard graft and enjoyable gameplay... All those seat of the pants rescues and missions I've completed are down the drain and I've been forced to start new career. Am I the only one that thinks this is very poor? Even if they aren't releasing new updates anymore, surely we need a stable game to play!?
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Hi everyone, I've ran into an issue with the breaking ground DLC, none of the parts included display in the SPH/VAB, the category 'robotic parts' is present, as is all the stock craft that come with Breaking Ground, but the category is completely blank and none of the Breaking Ground stock craft can be loaded due to containing 'locked or invalid parts' and can't be loaded. Clean (and new) install of KSP 1.12.2.3167, Breaking Ground 1.7.1, Making History 1.12.1 (both appear in the bottom-right corner of the main menu), attempted to completely remove KSP and then redownload to no avail. Windows 10 Home 64 bit. EDIT: Just to note, I've never had this issue before on previous versions of KSP/Breaking Ground. A link to the imgur album showing screenshots of what I'm seeing can be found here. Any help would be appreciated.
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Do you think there be robotic parts in KSP 2? Will they be added in the base game or in a DLC? I really hope they add robotic parts in KSP 2, so I can make cranes, excavators, and other equipment in KSP 2. If they do add it, I want them to be procedural, where I can make a hydraulic cylinder really long, really short, wide, or skinny. Also, telescopic crane booms similar looking to Liebherr's TELEMATIK system, and NON-FLOPPY ROTATION SERVOS, SOMETHING VERY SIMILAR TO CRANE SLEW RINGS. Also for VTOLs and similar things.
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Note: At very low torque, this mod makes the rotors consume extremely low fuel, making them rather overpowered for small planes such as the one pictured. Balancing is in progress. The Kerbal Space Center made a biplane using the R121 turboshaft engine, and it ran out of gas before it could fly a km away from the space center. After Jeb safely whipped that baron onto the mysterious green substance that makes the scientists yell at him for not cleaning his boots, the incident report team at R&D realized that it consumed fuel 6.25 times AFP (At Full Power) faster than the small jet engine AFP! The kerbal engineers contacted C7 Aerospace Division only to receive automated replies spouting nonsense about a warranty. Fortunately, Jeb owns his own junkyard and with a bit of duct tape and some spare parts the Kerbopower 108 was good as new and ready to circumnavigate the world!* Of course it was only after all of this that C7 Aerospace Division finally bent to the countless lawsuits of failed classic airplane designs to revisit their horribly designed turboshaft lineup. As much as their management hated them, however, the recalls saw resounding success. Spacedock! Github! [Source] Find it on CKAN! Soon! Hopefully! *Circumnavigation requires frequent stops at intermediate airports. The Kerbopower 108 has a powered flight time of 25 minutes with rebuilt engine on a full tank with cruise speed of 270 km/h or 75 m/s. Range may be increased by flying at lower power. For increased fuel capacity, consider purchasing the Kerbopower 105 or Kerbopower DT-1 supplementary fuel tank (sold seperately) Graphs for smarty pants: Contains MIT License. If you have a better idea for what license to use, feel free to leave a comment. I wasn't sure which one to use because this mod is a very tiny patch to make the LF consuming rotors actually useable in career mode, so I just used the same one as another tiny modlet. Though that one was a plugin, so I may not have been correct in doing so.
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What it does Adds the ability to "slave" one robotic servo to another. When you change the master's target angle, it automatically adjusts the slave's angle accordingly. Automatically takes care of updating the slave's traverse speed and damping, too. Locking the master will lock all its slaves, too. Lock an entire limb with one click! Can slave as many servos as desired to one master. Can toggle a hinge's "slaved" status on/off, either in the editor or in flight scene. Super simple UI makes it a breeze to set up complicated robotic limb motions that are controlled from a single hinge. Easy to toggle hinges in and out of slave mode as needed. Simplifies working with the KAL-1000, too! Now you only need one track per master; the slaves take care of themselves. A picture's worth a thousand words: Download from github License: CC-BY-NC-ND 4.0 Source code [NOTE: Requires Breaking Ground expansion. It won't actually hurt anything if you install without Breaking Ground being installed... but it won't do anything for you, either.] Development status SlaveDriver is currently in pre-release status. It's functional and (I believe) reasonably "safe", both to run and to uninstall after use. It's fully playable, you can grab it now if you like. However, it still has some rough edges, known issues (see discussion below), and not-yet-implemented features, which is why I'm calling it WIP. Use at your own risk. How to install Unzip the contents of "GameData" to your GameData folder, same as with most mods. (Note, includes ModuleManager.) Why would anyone want this? The Breaking Ground expansion introduces a variety of robotic parts. These are great fun to play with, but I've found it tedious to set up multi-jointed robotic limbs, because every single joint has to be set up independently. This means a few things: It's very awkward and tedious to build and design a multi-jointed limb in the vehicle editor. Trying to get multiple joints coordinated properly requires doing a bunch of tedious math to correctly coordinate all the various traverse speeds, damping values, etc. with the angle ranges, and any time you touch any one of these, you have to do the math all over again. If you want to use the KAL-1000 to control a complex sequence, every single joint needs a separate control track, and keeping those synchronized is a nightmare-- not just to set up in the first place, but to maintain when you need to tweak things. Which you will. A lot. Because robotics requires a lot of tweaking. SlaveDriver does one very simple thing that I find highly useful, by allowing me to reduce the number of "degrees of freedom" of a collection of joints, thus greatly simplifying the build-and-control process. How do I use it? The UI is as simple as can be: When you place a hinge on your craft, SlaveDriver automatically analyzes its "parent part" hierarchy, from the hinge up to the vessel's root part. This is fully automatic, no action needed on your part. If it doesn't find any hinges along that path... it means that there isn't any potential "master" to use, so it decides it can't do anything and leaves the stock UI alone. (Note the right-click window at right, in the above image. That hinge is mounted to the root part, can't be a slave because there's no viable candidate for a master, so its UI looks standard.) If it does find anything, then it adds a "Slave to <part name>" button at the bottom, like this: By default, it doesn't change the behavior-- everything is "un-slaved" and behaves as normal by default. But if you want to put it into "slave mode", just click that button. When you do that, the UI for the part changes. Note the right-click menu for the "elbow" hinge in the above illustration, at top left. Several controls are now missing: you can't set the target angle, the traverse rate, the damping, or lock/unlock it. That's because as long as it's a slave, all of those are controlled automatically by its master. You can still see what the values are, though: it adds some display fields to show their values. The above example shows a robotic limb with six hinges in it: one at the "shoulder", two at the "elbow", and three fingers hinged at the "wrist". All of the lower five are slaved to the shoulder. Planned features and known issues This is still a work in progress. Here's the current status: Planned features The mod currently enables slave mode for all of Breaking Ground's hinges (two square hinges, three alligator hinges). It does not currently support rotational servos, though I plan to add that feature in an upcoming release. It does not support rotors, nor do I plan to (the feature doesn't really make sense for them). Pistons are not supported either. Uncertain whether I'll do those or not-- there are some interesting design issues to work out. I'll likely add an "invert" button to go with the slave button, i.e. slave is at min angle when master is at max, and vice versa. For now you can accomplish the same effect on a square hinge by just rotating the hinge 180 degrees about its axis, but that won't work for the alligators. Known issues The most important problem is a doozy: If you wiggle the hinges around a lot in the editor, then parts start to "drift" away from the hinges that they're attached to. This bug can be worked around if you're careful, but it's annoying as hell; this one bug is the thing that's stopping me from calling this a "release". If you see something that looks like this, that's what you're running up against. I believe this is a bug in KSP itself, not my mod. Sounds like it may be the same issue mentioned here. If I'm right that it's a KSP bug, then hopefully they'll fix this soon. Doesn't affect vessels in the flight scene; appears to be purely an issue with the editor. If you have a slave's UI window open when you toggle the "locked" status on the master, the the slave's UI window gets messed up. This is only cosmetic; if you close and re-open the slave's UI, the problem fixes itself. The display of the "locked" status on the slave's UI says "true" or "false" rather than "yes" and "no". Bug reports (other than the above-mentioned issues) and feature suggestions welcome! Hope folks have fun with this.
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Please see new thread here: I am very new to modding, this is my first ever KSP "mod" of sorts. All it is supposed to do is change four lines of code, but I went further and made the LF/Air-powered robotic rotors available earlier in the stock tech tree. I even have an MIT license bundled with it, even though it's copied from another tiny modlet. Basically, I made a biplane using the small Breaking Ground turboshaft, and it ran out of gas before it could fly a km away from the space center, and then I realized that it used fuel 6.25 times AFP (At Full Power) faster than the small jet engine AFP, implying turbojets are better than turboprops at low speed, which is just wrong from an engineering standpoint. Turboprops typically average about half of the specific fuel consumption as turbojets, according to a chart from MIT (and my Aerospace Engineering degree). It's not because of how fast it spins or anything either because this engine is kinda meh even for turboprop standards AFP (though for early career purposes is still quite useful). [source: https://web.mit.edu/16.unified/www/FALL/thermodynamics/notes/fig3BPRTrends_web.jpg] [source: https://medium.com/war-is-boring/stop-disrespecting-the-turboprop-c00acd3fff3a] So then I set out on my quest to make my very first MM patch. https://spacedock.info/mod/2725/Breaking Ground Propeller Rebalance source: https://github.com/Autolyzed-Yeast-Extract/KSPStockPropRebal
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Calling all Console Kerbonauts! This Wednesday the 16th, Kerbal Space Program Enhanced Edition Complete launches for Xbox One and PlayStation 4. We want to highlight the most creative Console Kerbonauts from the community in anticipation of the release. Upload your best console capture footage by September 16th using either or both of the History & Parts Pack and Breaking Ground DLC's, and we'll feature our favorites, plus contact you individually. Happy Launches!
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For a while, science experiments would show you details, such as speed, gravity, air pressure, and temperature, however there is no way to use these. I propose allowing a user with the Breaking Ground DLC to map these things to a KAL by setting the min max of these data values and allow the KAL to use these inputs to output something else, like the angle of a hinge, deploy sequences, ect.
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I feel like a real dummy here, although, I must admit the documentation of new features for Breaking Ground is severely lacking. Anywho.....how in the world does deployable science work? I've finally got to a spot in my career where I could try out these new features, I can't get them to work, and KSPedia isn't even useful to keep my control station from wobbling. Put a control station on the ground, and nothing is happening. I am not getting any type of COMMs connection to it. I've tried further away and/or damn near touching my landed craft. I looked at a youtube video where a guy places the Control Station, and gets 0.99 Comms connection. Mine is zero. I have laid down other pieces (photo panel array, goo station experiment, communications) that all say connected but seem to be lacking power. Totally confused on how to make this work, and the lack of documentation for it is frustrating. There are no Tutorials here in the forum that I see, and I haven't found anything really good on YouTube from the user community. Help?
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The task is simple, create an electrically powered aircraft catapult capable of launching a craft weighing at least 15 tons. Success Criteria; Electrically powered low part count (below 50 parts) relatively stable capable of launching a craft to 30-40m/s Pictures and download are obligatory
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Can any body tell me how to controll a propeller and throttle it in breaking ground