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  1. I've been thinking about this for a while now and I'm wondering with the new stuff with the robotic parts and the new helicopter blades, why not get ones with tip jets on them like the fairey rotordyne, reason being with the helicopter motor (R7000 turboshaft engine) produces a lot of toque and i don't want to do a duel rotor design, for mass issues as well.
  2. The primary feature of the DLC is, of course, that you can assign some variables for rotors and servos, such as target angle, target RPM, target torque, etc. as dependent variables in the KAL-1000 controller, where the independent variable is the play position of the controller. It is also possible to slave the play position to any of the game's available axes (main throttle, translatory controls, standard flight controls, etc). I am curious as to whether this relationship can be inverted - that is, whether the play position of a controller can be determined by, chiefly, the current angle
  3. Most people like to think big: Go big or go home. But how about going small? I 've designed a small VTOL. Hoverbike, Skycycle, whatever you call it, it's small (barely one ton), fast (It can cruise at up to 62 m/s, although ~55 m/s is advised), and with excellent endurance. And it seats two kerbals! Running on batteries is how I got it so small. twin rotors and SAS wheels keep it stable. Truth is, it's got more power than you'll actually need. *edit* how do I attach images? *edit2* fixed with KerbalX mod Here's the lowrider on Ker
  4. So, I got this DLC wanting to make helicopters. I found out pretty fast that metaphorically bought the tool, but not the skill. Yet. The DLC has a few stock "helicopters" which are just ducted-fan VTOLs and flying platforms. However, I'm trying to make a "conventional helicopter" so to say. A helicopter with a main rotor and a smaller tail rotor. So far, my results have been far from desirable. My first rotor-tail rotor helicopter design (image links below) was awful. All it did was break itself. https://prnt.sc/tsxyu0 http://prntscr.com/tsxz61 What's t
  5. I tried to replicate the DeLorean from the epic movie "Back to the future". I think it looks okay, but I did miss something to make it feel more authentic... That's why I reenacted a part of the last scene from the movie (poorly), just to add a bit more flair.
  6. Hi folks, I recently decided to do a circumnavigation of Duna by plane or helicopter. After many hours of testing, I finally came up with a compact helicopter that flew pretty darn well! Here are its specs: - Weight: 1.24 tonne - Top speed: ~75 m/s (65 m/s on average) - Kerbal capacity: 2 meat bags - Power consumption: ~2.5 Electrical untis/s - Max air time: infinite - KSP Version: 1.9.1 with breaking ground My goal was to circumnavigate Duna and get as much biome-science as possible. I didn't want to visit every biome, but only land on the ones that were along the pat
  7. Boeing AH-64D Apache Longbow To control the heli, start by controlling the rotor collective with Translate U/D keys I and K. Then, set the throttle to slightly below 1/3. Parts: 351 Weight: 23t Length: 13.6m Top Speed: ~35m/s AH-64D on KerbalX
  8. I created a feedback report explaining the situation in detail. https://bugs.kerbalspaceprogram.com/issues/24853
  9. I present my newest invention: Samson Mk 1.5! Inspired by the Samson Sa-2 from James Camerson's Avatar, this little helicopter is a vehicle of choice for the scouting parties both on Kerbin and other planets. Initially designed as a search-and-rescue craft by KAEC, which also made a combat prototype also known as "Samson 0", the KSCRD team upgraded it for exoplanet missions. It can carry up to 4 passengers (seats can be swapped for cargo holds), its engines can be easily tweaked for a thinner atmosphere, has an infinite range with the help of its 2 RTG generators,
  10. Hello everyone! I enjoy your interest in my previous craft Mi-26, so this community inspired me to create the second! Pretty small, stock and fun to play with! KSP 1.8 + BG 1.3 Specifications: No SAS, no reaction wheels and no RCS, only tiltable blades and several servos! Parts: 98 Crew: 1 or 2 kerbals. Possible to put up to 2 more seats, but it will nose dive almost everytime Mass: 1221 kg Main rotor diameter: 7.9 m (200 rpm) Lenght: 8 m Speed forward: 22-24 m/s Speed sideways: 17 m/s Climb rate: 5 m/s Flight time: up to 90 minutes Control groups: 1 - star
  11. Dear Kerbonauts, I am a long time KSP player but i had been gone for a while. I started playing again and became as fanatical as the first time i played. I intend to be more interactive, post stuff on the workshop, visit the KSP forums more often and i even started redditing and youtubing for the occasion. Recently i discovered the robotics. Awesome! I finaly made a functional helicopter. I Present to you: Mayakovski Helicopter: -10 person, main rotor-tail rotor configuration, lifting capable Helicopter. Flies great! Space: Toggle engine. R: Rotor brake. (Double tap to rele
  12. Hi all. It has been a while since I posted a craft, but Breaking Ground has brought me back from another hiatus. Today I present the Vertitrace three bladed helicopter. Essentially, I wanted to see if I could implement an R/C three channel helicopter design with the new Breaking Ground parts. As in real life, it was never meant to represent the most efficient or advanced use of helicopter technology. Rather, I was mainly just curious to see how it would work in Kerbal. As such, it is not fast and has a few quirks, but overall the craft can be said to
  13. I'm trying to build VTOL crafts using new helicopter blades from Breaking ground DLC. But always when I'm building it, these crafts start crazy rotation or even don't take off. I know that real helis requires propellers on a tail to kill rotation, but how the physics works in KSP?
  14. Here's my Mil Mi-24 Hind I made with the new breaking ground/1.7.3 parts, I hope you enjoy! Parts: 161 Weight: 21.613t Length: 18.8m Top Speed (asl): 50 m/s KerbalX Link Flight instructions notes First, start the Fuel cell with AG1 and turn on SAS. Next, the heli's rotors are the control point, so control the heli's vertical power with the rotor deploy angle (this control system is sensitive to changes). Set the throttle to roughly 30%, let the rotors spool up, and you're up! AG2 controls the juno engines in rotor assembly, and are used for higher straight li
  15. I'm creating a V-22 Osprey replica with the new robotic parts (incredibly original idea, I know). I am using the largest helicopter blades and the R7000 turboshaft engine. The vehicle lifts off fine, albeit with some help from vernor engines, but the second I enter it into "plane" mode the engines are massively too weak to propel it, capping at about 35m/s. The vehicle weighs 66,5 tonnes. Is there any way of improving the thrust/weight ratio without adding more rotor/jet engines? Why is it that they have enough power to lift the whole thing off the ground, but not to propel it? Since I'm
  16. This post is to share some tips at improving the efficiency of turboshaft engines, driving propeller blades (airplanes) or rotor blades (helicopters). The concepts should apply equally to electric rotors driving propellers or heli-blades. I'm using 1.7.3, the electric rotors, turboshaft engines, and propeller/heli blades are new to stock KSP, so in later versions some of this info might become outdated. It's easy to focus on either the Turboshaft Engine, or the Prop/Heli blades when troubleshooting 'why doesn't my vessel work'. The reality is you need to look at both elements to make a
  17. FOREWORD After Reactor 4 of the Chernobyl NPP exploded, large amounts of rubble, graphite moderator and other radioactive material from the destroyed reactor were ejected onto the roofs of power plant facilities. Radiation on some parts of the roof was so severe that unprotected circuitry used in remote-controlled robots failed near-immediately. To continue cleanup works rubble needed to be removed from the rooftops. Since the radiation levels would give human workers lethal doses in a matter of minutes, robotic solutions were in high demand. One of such solutions was a repurposed lunar
  18. KSP 1.7.2(Now 1.7.3) and TweakScale used. I've played this game more than 3 years and that helicopter and it's swashplate are my best work. Almost 6 month ago I created a helicopter with Infernal Robotics and huge internal swashplate, but it was difficult to fly because of incremental control and some freezes of the game. Breaking Grounds inspired new life in this old vehicle... EY-30 It's kind of a semi-copy of Mi-26 Parts: 180-186 Main rotor diameter - 25.8 m (8 blades) 110-140 rpm Tail rotor diameter - 6.3 m (6 blades) 160-220 rpm Total Length - 33 m Dry weight - 29.1 to
  19. Hi folks, I'm new to the forum but playing for a while now but now I ran into something very weird. After I got Breaking Ground I started a new game and at some point I decided to make a helicopter/drone using the new motors I watched some tutorials and then tried to do my own but I ran into something I find very weird. As I increased the torque the propellers did spin faster but no lift, only a lot of vibration. I then opened the debug tools and enabled display of aero forces. The weird thing I noticed was that as the propellers were spinning the lifting force kept alternating up an
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