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Found 6 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. Design a SSTO that uses propellers or rotors instead of jets during atmospheric ascent I like useful challenges, and I hope this one may be considered as such. The goal, besides challenging oneself, is to create a new type of SSTO that can explore atmospheres with props or rotors, thereby saving fuel and enabling the exploration of oxygen-free bodies, like Duna. This would enable a craft to biome-hop for science or transport resources much more effectively than slow rovers and fuel-guzzling rocket planes/landers can in said atmospheres. While these kinds of biome-hopping and transport cr
  3. 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
  4. What's going on: having KVV and RCS Build Aid active at the same time draws the standard coordinate axes (longitudinal, lateral, vertical) through the COM, in both the screencap previewer and the build scene. You can use the previewer in KVV and watch as you manipulate whatever part you need to manipulate to move the rotors about: the preview and build scene will update the axial lines as the COM moves live as you move the part/s as well. Orthographic view in KVV squashes everything in the previewer into a 2D plane perpendicular to the viewpoint, which greatly assists in getting things lined u
  5. TLDR I did some tests with various rotors to determine which yields the highest lift/weight ratio for heavy payloads on either Kerbin or Eve. In the static tests I’ve performed on the ground of Kerbin and Eve, I noticed that the large helicopter Type S blades provide the most lift per tonnes rotors+motor . In my flawed tests, 8 rotors per motor work best on Kerbin and 4 rotors per motor work best on Eve. I was also able to roughly determine the maximum mass of a craft at which it would still fly. Long story I’ve been running tests with various sizes of propellers
  6. I thought this might interest a few of the propeller veterans Here's a highlight I exported from last nights stream: Craft file: https://www.dropbox.com/s/dun4pe5g1xu632d/! TR6-SemiCyclicGimbal I - LiftTest.craft?dl=0 This started out as a PM with @Azimech and after some interesting ideas from @luizopiloto regarding using klaws and some TWR calculating wizardry by @SumGuy and a few others who popped up in stream, I've come up with that I might call the most ridiculous advanced full stock propeller to date. There's two main factors being use
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