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Found 8 results

  1. 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
  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. 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turboshaft engines, and propeller/heli blades are new to stock KSP, so in later versions some of this info might become outdated.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
  4. 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
  5. I haven't used this account in quiet some time, nor do I play much KSP anymore... But this has been an ongoing issue for me for ages. Any engine with a rotor, be it stock (Goliath) or modded (in this case Airplane+), the rotors seem to spin backwards. I feel that this isn't major enough to put in any other forum section and may seem trivial, but it's been bugging me for ages. Redownloading the game isn't something I want to do (due to my very slow internet and limited bandwidth) and I've tried removing all mods, but this minor issue still remains. If anyone has any ideas on what I can try befo
  6. (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 anythi
  7. I decided to stop derailing @_Rade's thread, and start a topic for the development of narrow-band scanner based rotors. It's impossible to fly with these, but they have infinite torque, because they are based on rotating colliders. Specifically, the rotating collider of the narrow-band scanner. The major parts of the narrow-band scanner rotor are the Jacket or Bracket or Holder, which locks the narrow-band scanners in place, and is attached to the gears, clutch, or to the wheels. The Clutch stops the infinite torque of the holder from breaking links in the rest of the machine,
  8. Hello! I was developing some propeller plane, and encountered a problem with stability. When plane goes too fast, rotation speed decreases relative to the forward speed, decreasing the AoA of propeller elevons to negative causing unstable lift. It seems that the only solution is changing pitch of propellers. So, are there a way to have 3 pitch angles? Any way will be great if it is stable and reliable. Perhaps some small rotors could be configured for this? Or, is it possible to let landing struts push parts in the same ship? This doesn't work when I tried... Any ideas
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