Jump to content

Search the Community

Showing results for tags 'servo'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 2
    • KSP2 Dev Updates
    • KSP2 Discussion
    • KSP2 Suggestions and Development Discussion
    • Challenges & Mission Ideas
    • The KSP2 Spacecraft Exchange
    • Mission Reports
    • KSP2 Prelaunch Archive
  • Kerbal Space Program 2 Gameplay & Technical Support
    • KSP2 Gameplay Questions and Tutorials
    • KSP2 Technical Support (PC, unmodded installs)
    • KSP2 Technical Support (PC, modded installs)
  • Kerbal Space Program 2 Mods
    • KSP2 Mod Discussions
    • KSP2 Mod Releases
    • KSP2 Mod Development
  • Kerbal Space Program 1
    • KSP1 The Daily Kerbal
    • KSP1 Discussion
    • KSP1 Suggestions & Development Discussion
    • KSP1 Challenges & Mission ideas
    • KSP1 The Spacecraft Exchange
    • KSP1 Mission Reports
    • KSP1 Gameplay and Technical Support
    • KSP1 Mods
    • KSP1 Expansions
  • Community
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
    • KSP Fan Works
  • International
    • International
  • KerbalEDU
    • KerbalEDU
    • KerbalEDU Website

Categories

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


About me


Location


Interests

Found 5 results

  1. The title's self-explanatory, but here are the details. I'm experiencing some trouble with the hinges in my XF-85 Goblin replica. More specifically, they have a tendency to freeze up while in action. Sometimes it's one hinges, sometimes it's both, other times I get lucky and they're both working properly - until they don't. Even when I revert to SPH and launch again, whether or not the hinges would work has become unpredictable. Cute, but I didn't design this just to give salutes in Air Force parades. For the record, my original plan was to have it launch from a stability enhancer - but each test ended in explosions. Here's what I have set up for both servos. As you can see, I didn't mess with the symmetry. Could you please tell me how to fix it. If you want to mess around with it and/or provide a predictably working copy (one whose servos can be trusted to work every time), here's the craft file if you want to try it out for yourself. https://mega.nz/file/fL52CQLQ#1-We2O0mCHTyx6DXuppJ_yEjQ6kJLvw47aCDoTCp400 I don't really care for takeoff stability, since it was originally designed IRL to be launched from a host plane. After I got both wings down, once I got airborne it flew very well. Thank you all very much. P.S. For the record, I made the wings fold since the real-life Goblin was designed to be stowed in a bomb bay and then deployed once the bomber was attacked by enemy fighters. That project ended up getting cancelled in 1949 due to: Too many failures in the "attach to the mothership" part during testing. Lackluster performance compared to other jet fighters. Development of aerial refueling technology for escorting fighters. P.P.S. I based the general design somewhat off of fatology's pure stock copy of the Goblin.
  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 of a rotor or servo, though I'm sure the other variables would have some uses. If this is not possible in normal KSP, is there a mod that provides a similar function? I ask this because, if this is possible, it may finally allow some aspects of lift dissymmetry to be solved.
  3. So the problem i have right now is... i have my hinges and servos for the landing leg set to lock in custom action group 1 since unlocking them made my landing gears freak out and bounce my ship when landed. As you can see in the video, when i press action group 1, my parts starts moving especially the ones connected to my wing. In the video i kept pressing action group 1 in order to demonstrate this phenomenon. They just move around and stays there forever afterward. I have to launch the vessel again every time. The servos for my wing's rotation isn't set to my action group so they shouldn't interfere with me locking bottom robotics. Here is the link to my craft file. https://www.dropbox.com/s/oajcn7o6mzuwlwx/MY bubble test.craft?dl=0 I havent used any mods for this vehicle. I have enabled autostrut and rigid attachments pretty much everywhere except the robotic parts since they stopped working when i turned autostrut on. And is there a way to stop my centre core of ships rotating? I just want the engine and wing part to rotate while the centre part of the ship stays balanced. And how do i stop my wings from wobbling even tho i have enabled autostrut on? Thank u in advance. Edit- there is a canard attached to the tail which seems to move together in the video. I disabled all the control surface on them so that it doesn't move on its own. (Just wanted to let you know that it isn't caused by it) edit2) if anyone wants to download the vessel and check what’s causing it, here’s how to do it. 1-spawn the vessel. 2-Use kal1000 or rotate servos so that engine is pointed downwards.(where the tiny con is located is the intake) 3- takeoff and press 1.(action group1 to unlock robotic parts at the bottom for landing gear) 4-Press 3 to use robotics for landing gear. Retract the gear with g key. 5-use wing servos to control the thrust vector. then if u keep pressing 1 u will see there definitely is a problem.
  4. I've been trying to use the new robotic parts to make docking vessels on the ground (rovers) easier. I'm running into some unexpected behavior, which is causing my ground-docking attempts to fail. Often, explosions are involved. I'm wondering if others here have had success with what I'm trying to do. Without robotic parts, docking two vessels on the ground is frustrating, as everything has to line up perfectly. Often, what worked during testing doesn't work on a body with different gravity, or if the mass of one or both vessels changes. I'm trying to use the robotic arms to make docking vessels on the ground easy. Here's an example rover. Has a small servo, small hinge, small piston, another small hinge, and a Dock Port Jr. The arm has enough articulation and extension available to reach and align with docking ports at various heights. However, here's what happens. One vessel (sometimes both) is thrashed violently. Sometimes ends in explosions. Sometimes ends with one vessel flung away. This one is probably going to end with a bang.. What appears to be happening is during docking, one docking port instantly changes it's orientation, dragging the vessel it's attached to along with it. Here's one example: Here's another example. The docking ports were lined up perfectly, but ended up looking like this after they joined. I'm using a stock game, 1.7.2 (2555), with Making History and Breaking Ground, no mods. I've tried different size docking ports and robotic parts, with similar results. Auto struts is disabled (although I tried auto struts on as well). I'm stumped.
  5. Hi I have konstruction mod on v1.3.1. I can't use PAL claw, or forklift, etc. No right click options. No servo button. Any ideas? Thanks...
×
×
  • Create New...