Jump to content

Search the Community

Showing results for tags 'airbrakes'.

  • 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 6 results

  1. Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Microsoft Windows 11 Pro 10.0.22621 64-Bit | CPU: AMD Ryzen 9 3900X 12-Core Processor (24) | GPU: NVIDIA GeForce RTX 3090 (24340MB) | RAM: 65459 Attach an AIRBRAKE to any part. Launch the vehicle. Press Q/E for rolling. Result: AIRBRAKES will deploy with the roll input and even exceed their angle limit doing so. See video and bug package file for more details. Included Attachments: BUG124.mp4 BUG124_logs.zip
  2. SafeBrakes 1.1.6 Save your airbrakes on reentry. FEATURES You can activate the brakes by pressing the modifier key and brakes simultaneously (alt+b by default on Windows). When activated, the anti lock system (ABS) temporarily deactivates the brakes to avoid drifting and crashing onto the runway during landing. The anti-overheat system (SAB) deactivates the brakes to prevent the airbrakes from overheating and reactivates them when they are cooled down. INSTALLATION Download the mod from Spacedock, GitHub or CKAN CHANGELOG Mod licensed under a Creative Commons Attribution 4.0 International License.
  3. I've often wondered what the deploy function was for on winglets and tail fins. They didn't seem to have much use at all. So I've never, ever bothered binding that function to an action group. This is my current "Science Plane" - It's got an octo for stability control - a load of science bits a couple of engines and two tail fins, the reaction wheel is not necessary, I just like it for making "on the spot" turns instead of faffing around taxiing in a circle. Its ugly but it flies pretty well and it does the job. The wing section at the front is for a kerbal to stand on when they climb out of the cockpit. As long as you are doing less than 80m/s you don't get blown off the wing. Though I wouldn't recommend "let go" or "climb out" or you will disappear into the distance which is why everything can be reset from the cockpit door - no the wing is to stand on to take surface samples when landed really. Anyway back to my point - I've always had to slow down to do EVA's in flight and to reset the science stuff. This has led me to wish I had air brakes. Today though I thought "I wonder?" so I went back to the SPH and bound the deploy function to RCS toggle because I only have basic action groups available right now. Lo and Behold a PAIR, you must have 2 or things will go very bad for you, a PAIR of fins turn in on each other and produce a massive amount of drag working just like an air brake!. This resulted in my first ever successful landing at the abandoned island air field. As you can see the tail fins are turned inward this allows me to really control my speed on approach to a runway and indeed on the runway itself to aid in braking. I would highly recommend this kind of setup (2 fins or winglets ) to anyone making planes because it's just so useful. The first deployables you get are in Aviation ( Tail Fin ) and Flight Control ( AV-8 Winglet) - Obviously you need Aviation for making planes anyway but there may be a use for deployed winglets in aerobraking maneuvers.
  4. Just wondering. Can you land using drag alone? Parachutes don't count here.
  5. While using them, my craft started spinning, so naturally, I wondered if I rotated it a bit, I could slow it down with the spinning. I'd also like retractable propellers for drag reasons. So, does it work? I've seen airbrakes used as wings for cruise missiles, which means they are aerodynamic, so why not propellers?
  6. I copied my design for an Mun and Minmus LV-N passanger craft. Seen here docked to miner. Inflatable heat shield, reaction wheels, MK2 landing can cockpit, MK3 passenger cabin, cargo bay for science, life support and light cargo, Fuel tank, with radial LV-N, this version miss the airbrakes but the follow up has 6, landing legs on wings to get it wider. In 1.13 I could aerobrake this at 40 km then comming back after an dip outside Kerbin SOI, it would put AP around 200 km. in 1.2, going below 45 km makes it tumble even with rcs and vernier running returning from Minmus so speed would be lower. My heavy tanker has much of the same issue yes its a bit too large for the heat shield so legs and rcs has problems but that should just make it more stable?
×
×
  • Create New...