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Found 69 results

  1. Using the new robotics hinges, rotors and pistons released with Breaking Ground DLC, build a catapult, trebuchet, onager, ballista, mangonel or just an overly enthusiastic Ferris wheel to fling a Kerbal to the Island Airfield. Since I'm still tinkering with the parts and not 100% this is possible (UPDATE: @neistridlar has categorically proved that it is!) there will be 2 leaderboards: Distance - Furthest distance from the launch site reached by your intrepid Kerbal Time - If anyone actually managed to reach the Island Airfield, then the entries will be ranked by fastest time Rules: Stock KSP, Making History and Breaking Ground (or any subset of these ) Other informational, visual and audio mods that don't modify gameplay, including KER and MechJeb allowed No reaction engines - spin, flip or twist your way to victory instead! Decouplers are OK, but any thrust gained should be incidental. No physics exploits e.g. ladder drives or phantom collider force powered shenanigans However reaction wheels and/or stock bearings are fine, if you're crazy enough! Start from the KSC launchpad or runway Craft should be unpowered after it leaves the...erm...device. Gliding or personal parachutes to eke out extra range is fine. There will be a Rogues' Gallery category for folks who want to go their own way Check this out thread for inspiration: Distance: 33.6 km @neistridlar 32.1 km @neistridlar 16.3.km @neistridlar 6.9 km @neistridlar 1.0 km @Vanamonde 375m @SkunkTwerks Time to Airfield: 9:54 @neistridlar Applying an ingenious combination of pistons and leverage, was the first to catapult a glider all the way to the Island Airfield. ~~~Rogue's Gallery~~~ Folks who took the challenge in a different direction... @Tyr Anasazi Applying the time honored MOAR LEGS approach, kicked a capsule on a ballistic trajectory all the way to the Island Airfield in a speedy time of 2:17. Nice shuttlecock air brake design on the capsule ensured a smooth stable ride on the way over.
  2. Servos and propellers and surface science, oh my! The Breaking Ground DLC created new possibilities for players to build new craft with. These mini mods add additional functionality and new parts inspired by NASA’s robotics research. Servo Controller Ever wish you had a centralized GUI for directly controlling your servos? Do you wish you could automatically position your robot arms to grab payloads at different locations? Then the Servo Controller is your answer! This plugin-only mini mod adds additional functionality to the KAL-1000 controller to: Provide a centralized GUI manager from which to control servos assigned to the KAL-1000 Take snapshots of servo states to make it easy to preposition arms for deployment Download here Source License - Servo Controller: GPLv3 License - Module Manager by Ialdabaoth/Sarbian, CC-share-alike S.L.O.T.H. The Sophisticated Lightweight Optimized Transportation Helper (SLOTH) is inspired by NASA’s Tri-ATHLETE rover system. It lets you build robotic rovers to help set up and move your bases. Works best with Servo Controller. License: All art assets are All Rights Reserved. Download here More Servos These new servo parts are inspired by the International Space Station’s Canadarm 2 and offer more parts for your robotic needs. Works best with Servo Controller. License: All art assets are All Rights Reserved. Download here
  3. 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 crafts do exist, they don't seem to exist in reusable SSTO form, it seems. Props and rotors, unlike jets and intakes, also have the benefit of not being dead weight on Duna. So while props may offer worse performance on Kerbin, they'll pay you back during Duna ascent. Or at least, that's the theory. Requirements: No airbreathing engines. The craft must be capable of flight using rotor/prop power alone in the destination planet’s atmosphere, but you can obviously use rockets to get to and fly in space. Self-sufficient SSTOs only. So, ISRU mining is allowed, but no assistance from external ships (asteroids are OK). You may not jettison any parts other than payloads that don’t help the main vessel in any way. Normal difficulty or harder, but for convenience, you may ignore commnet—pretend a network is already in place. The SSTO must be useful in career mode. There’s no point in a spacecraft if you can’t bring any Science, Kerbals, or payloads along. Carry at least one kerbal (chairs allowed), OR if you wish not to carry kerbals, carry at least 0.2 tons of parts from the “science” category, OR deliver a payload weighing at least 0.5 tons. You may drop payloads once you are landed at your destination. If your destination is Jool, you may drop it low Jool orbit or into the depths of Jool. Payloads must be attached/detached using docking ports, not decouplers. No mods or part tweaks other than official DLCs, FAR, aesthetic mods, and piloting or planning assists. Challenge Tiers: Tier 0: "Proof of Concept" (Normal): Build a prop/rotor SSTO that makes it to Kerbin orbit. Must be capable of takeoff/landing in Kerbin’s atmosphere on rotor/prop power alone. Example: Reddit user u/chargan’s Orbital Chopper Tier 1: "Practical Problems, Sober Solutions" (Hard): Fly your prop/rotor SSTO to Duna's surface and back. Must be capable of takeoff/landing in Duna’s atmosphere on rotor/prop power alone. The challenge is simple in concept, but hard in practice. But, if you manage to accomplish Duna, there are other destinations to try, where almost no SSTO crafts have ever gone before... Bonus Badges: Within each tier, entries can receive the following awards. Ordered roughly by importance in career mode. (ISRU comes last as you are strongly encouraged to use it.) V: Heaviest payload delivered IV: Greatest tourist capacity (No chairs - tourists can’t go on EVA) III: Cheapest craft II: Lightest craft (Wet mass, excluding payload mass) I: No ISRU (Multiple entries can earn this.) Leaderboard: Good luck! If you have any trouble completing the challenge, browse this thread or just ask for help—there are many posts here with tips and links and instructions.
  4. I would like to be able to hear the signature chopping sound from the helicopter blades. It would really add to the immersion, it feels kind of weird to have a massive chopper flying around that makes no sound at all. Bonus points if the chopping sound becomes quitter on Duna and disappears in a vacuum. Here's a concrete list of additions I would like: Blades make "chop" sound effect that depends on the speed and atmospheric pressure Electrical engines have a slight electric hum, bigger engines could hum louder I was actually really surprised when I discovered this wasn't in the game already Thanks for reading
  5. Whenever i try to load up kerbal space program it gets to the end then stops. and says, "Loading expansions/Serenity" and it just sits there log file?:https://drive.google.com/file/d/177jjnAjfy-5eb1a_MtEZdUneud7YEAf4/view?usp=sharing I am not very experienced So let me know if you need anything else I will put a picture in soon. Picture: https://drive.google.com/file/d/1ol0oG2UddmC97k8F0daJp-PzDgtf7yHX/view?usp=sharing
  6. Hello everyone! Kerbal Space Program 1.9.1 is live! This patch focuses mainly on solving issues encountered in the base game and both the Making History and Breaking Ground Expansions. Check out this patch's Changelog for further details: =================================== v1.9.1 ============================================================ 1.9.1 Changelog - BaseGame ONLY (see below for Making History and Breaking Ground changelog) +++ Localization * Fix Drain Value Resource Names Localization in PAWs. +++ Bugfixes * Fixed an NRE when the warning "Warning No Control!" and player was able to click another facility while the dialog is open. * Fix altimeter dropdown in flight from being locked under certain incorrect conditions. * Fix some issues on Kerbin texture atlas for Ultra Detail Shader. * Fix broken propellant tooltips for abbreviated propellant names in stage icons. * Reverted Wheel Friction and Brake changes to 1.8.1 behaviors. * Fix Ground physics material settings for EVA kerbal interactions. Stop that sinking feeling. * Fix for kerbal helmet safety not being applied after cheating a vessel to airless world * Fix unable to drag maneuver nodes on future patched conics. * Fix Set position cheat overheating vessels set into position within an atmosphere. * Fix error in Intake air resourceDefinition config that marked it as drainable. =================================== Making History 1.9.1 =================================== +++ Localization * Fix unlocalized text in the Intermediate Tutorial. +++ Bugfixes * The VAB and SPH should not be open in the stock Meet me in Zero G mission. =================================== Breaking Ground 1.4.1 =================================== +++ Bugfixes * Fix non-motorized robotic parts being free moving. Remember that you can help us find bugs/issues by reporting them into our bugtracker and that you can also upvote reports to make them more visible. Happy launchings!
  7. I feel like a real dummy here, although, I must admit the documentation of new features for Breaking Ground is severely lacking. Anywho.....how in the world does deployable science work? I've finally got to a spot in my career where I could try out these new features, I can't get them to work, and KSPedia isn't even useful to keep my control station from wobbling. Put a control station on the ground, and nothing is happening. I am not getting any type of COMMs connection to it. I've tried further away and/or damn near touching my landed craft. I looked at a youtube video where a guy places the Control Station, and gets 0.99 Comms connection. Mine is zero. I have laid down other pieces (photo panel array, goo station experiment, communications) that all say connected but seem to be lacking power. Totally confused on how to make this work, and the lack of documentation for it is frustrating. There are no Tutorials here in the forum that I see, and I haven't found anything really good on YouTube from the user community. Help?
  8. 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 up. Please note that the lines will only draw through the COM, despite RCS Build Aid being able to track the ACOM and DCOM. For quadcopters/tandem birotor craft, the crossmarks through the axes can be used to gauge distance from the COM to balance things out without using differential thrust. I am not sure if having Hangar Grid is essential in getting the lines to draw (as can be seen in my mod toolbar), as it draws its own guide lines for part rotational assistance.
  9. Hola gente! Me surge esta situación de imposibilidad de escaneo con los brazos robóticos del DLC breaking ground. Estoy al lado del monolito del KSC y no es posible hacer el escaneo (el brazo lo instalé torcido) Desconozco si se me está escapando algún requisito básico o tal vez sea por incompatibilidad con algún mod, pero pregunto aquí por si a alguien más se le ha dado la situación. Gracias.
  10. Every time I try to load KSP since 1.9.1, it gets stuck on "Verifying Expansion: Breaking Ground SquadExpansion/Serenity". I've tried waiting and reinstalling KSP but nothing seems to fix the problem.
  11. Tutorial covers the basics of the UI, how the timeline works, as well as examples & tips to make things far easier to work with. Breaking Ground - Robotics Tutorial on Youtube
  12. Hello, first time posting here I'd like to know if it's possible to change the direction of a motor in flight with the controller. I noticed in the KAL-1000 controller there's an option to "toggle motor direction" but I don't know how to use it. I included an image below: https://imgur.com/a/GigkXF0 I've tested it in flight and it doesn't change the motor direction when I play the rail. Any ideas?
  13. I bought KSP when it was still early in production, so i automatically get all the expansions (Making History, Breaking Ground). I love that . But for some reason unknown to me, I do not seem to be able to open my Kerbal inventories, or deploy the deploy able experiments. Can someone please tell me how to open the Kerbals inventories, and how to deploy the deploy able experiments in the 1.9 version.
  14. Hello everyone! Kerbal Space Program 1.8.1 is live! This patch focuses mainly on solving issues encountered in the base game and both the Making History and Breaking Ground Expansions. Check out this patch's Changelog for further details: ===============================v1.8.1================================ 1.8.1 Changelog - BaseGame ONLY (see below for Making History and Breaking Ground changelog) +++ Localization * Fix missing Chinese characters on main menu. * Fix missing units in the Maneuver editor UI in Chinese. * Fix a few dV KSPedia slides showing corrupted characters in Russian. * Fix autoloc instead of vessel name appearing in target set screen message. +++ Bugfixes * Fix game settings being reset every time game is started. * Fix Linux mousewheel scroll direction. * Fix bug with interstage fairings not occluding everything within. * Fix the mk3 shuttle cockpit lights. * Fix duplicating module info on part extended tooltips in editor and RnD scenes. * Fix shroud shading on disconnected sub-assemblies in editor scene. * Fix FloatEdit and ScaleEdit UI prefabs. * Fix KSC vessel markers becoming too persistent and not leaving the game when switching between buildings at the KSC until game is restarted. * Fix NREs in Portrait Gallery when kerbals die in flight. * Fix T-100 fuel tank clipping on surface attach node. * Fix kerbal helmet/heads becoming unclickable when on ladders. * Move the CB cast shadows game setting to the graphics section of settings where it should have been. * Fix Easter eggs, monoliths, randoliths not receiving CB shadows. * Fix parts still being considered shielded from airstream after deploying a fairing in some use cases. * Fix Action groups icon not appearing in Editor scene when switching between facilities with different upgrade level. * Fix Altimeter and Staging tumblers disappearing at some scale values. * Fix walk paths around Level 3 R&D building. This includes texture artifacts for the Linux version. * Fix material artifacts in level1 and level 2 grass tiles. * Fix error when pressing undo while holding a radial symmetry part. * Fix Ocean on Eve. * Fix DragCube generation discrepancies in partdatabase - was affecting drag and thermals. * Fix NRE in editor scenes when reverting from flight and using transform gizmos. +++ Mods * FloatEdit and ScaleEdit PAW prefabs fixed. Making History 1.8.1 +++ Bugfixes * Fix unable to select "Create new mission" button on Mission play dialog the very first time. +++ Missions * Fix mission "Meet Me in Zero G" does not complete in certain conditions when landing back on Kerbin. * Fix Manufacturer name on engine plates and tubes. Breaking Ground 1.3.1 +++ Bugfixes * Fix items in PAW switching positions in a group depending on state of fields. * Fix generation of free Electric Charge for robotic parts if stopped with the PAW closed. * Fix setting robotic part motors to disengaged in editor and then persisting that way when vessel is launched. * Fix bug related to being able to delete endpoints on KAL-1000 tracks by disabling ability to delete them. * Fix bug when removing parts from vessel and they have multiple actions mapped in KAL. Remember that you can help us find bugs/issues by reporting them into our bugtracker and that you can also upvote reports to make them more visible. Happy launchings!
  15. Okay, so I set up my deployed science on Eve. After reaching orbit I noticed I had no communication device set up. Okay, sending a rover with a relay and regular antenna to get some distance. Then I noticed that the basic module has a first hop distance of something like 33 Mm. It just directly communicates with a satellite in Eve orbit. Now my question is: Why is the science not transmitted? Weather analyzer and Mystery Goo station have 100% science generated, but still at 0% transmitted data. I have two RTGs with a total of 6 power set up. The modules are powered, but not "enabled". I really don't understand how that stuff works and I am a bit bummed out because I have contracts open for those things. I am on 1.8.1, if that's important.
  16. Explore the Kerbal Universe like never before with Kerbal Space Program: Breaking Ground, the latest expansion pack for KSP. Breaking Ground is all about exploration, experimentation, and technological breakthroughs. Study mysterious Surface Features on all of the moons and planets of the Solar System. Set up a base and deploy experiments for the long-term study of celestial bodies, and test your creativity with brand new robotic parts. Breaking Ground will help you and the Kerbals reach new horizons, all in the name of Science! Robotic Parts Take your creativity to the next level! Brand new robotic parts, include hinges, rotors, pistons and rotational servos. These parts come with new control mechanics and let you create all sorts of inventive vehicles and crazy contraptions to aid the Kerbals in exploring their Universe! Surface Features Find interesting Surface Features, like mineral formations, meteors, craters, and some even more curious planetary features across the solar system. Study them and collect valuable scientific data with a brand-new Rover Arm! Deployed Science Bring equipment for experiments with you from Kerbin and deploy them on the surface of a celestial body to take measurements over time. Set up a science station and put your crew to work. From seismometers to weather stations, there are plenty of experiments for you to try out! Additionally, we’ve kept our promise that all players who purchased the game through April 2013 will receive the expansion for free. To redeem the game click here and follow the instructions. Kerbal Space Program: Breaking Ground Expansion is now available on Steam, the KSP Store, and will soon be available on GOG and other third party resellers. As with every release this thread will be used to bundle all general discussion about the new DLC so that the forums can continue to actively host threads on other topics as well. CLICK HERE for the official release announcement for Kerbal Space Program: Breaking Ground Expansion. Happy launchings!
  17. So I've landed on Duna and I have a contract telling me to get some science from a Duna Sand Dune. I've found pictures and such on the web, but I'm still unable to find one. Is there a specific biome I have to be in (I'm in the Duna Midlands), or something like that? Here's a link for an image (I don't know how to properly insert images): https://imgur.com/SISCsHN SOLVED: I have found one. It was sorta glitched into a normal rock. It seems to look more like a rock with a dune texture. They stand out cuz they're slightly lighter than the rocks and surface of Duna (that's how I found mine).
  18. So I'm building an insectoid walker and for some reason the game refuses to keep the ordering I've assigned to the different tracks: I've lost count how many times I've tried to re-order "L B Hip 1" to appear below "L M Ankle" and "L M Pad" the game simply refuses to keep the ordering I assign them whenever I load the craft. I've tried deleting/re-saving the craft, saving under a different name, opening the file in a stock game... no avail. The weird part is that if I open the .craft file in Notepad++ and go looking for those entries, their rowIndex is consecutive (even if their physical location within the file is a little jumbled up) and as I'd expect them to be: L M Ankle = 10, L M Pad = 11 and L B Hip 1 = 12... Granted, this isn't a huge issue, but it's annoying, and it's bugging me.
  19. I have the money for one of the expansions, but I have no clue which one I should get. I’m leaning towards Breaking Ground for the robot parts and science stuff, but I’m not sure. Any advice?
  20. Breaking Ground, the second expansion of Kerbal Space Program is coming to PlayStation 4 and Xbox One on Dec 5th! Console players will be able to enjoy this content-filled downloadable expansion at its fullest, all from the comfort of your couch, so get ready to join the Kerbals in exciting new scientific endeavors! Collect data with brand new deployable science experiments, explore mysterious surface features across all of the moons and planets of the Kerbolar system, and test your creativity with a new suite of robotic parts. Kerbal Space Program Enhanced Edition: Breaking Ground will help you and the Kerbals reach new horizons, all in the name of Science! These are the most significant features coming to this DLC: Robotic Parts Brand new robotic parts will add a whole new level of creativity to your craft. These parts will include some fresh control mechanics and will allow you to create all sorts of inventive vehicles and crazy contraptions to aid the Kerbals in exploring their universe! Surface Features Scattered across the Kerbolar System, you’ll find interesting Surface Features, like mineral formations, meteors, craters, and even more curious planetary features. Study them and collect valuable scientific data with a brand-new Rover Arm! Deployed Science Bring equipment for experiments with you from Kerbin and deploy them on the surface of a celestial body to take measurements over time. Set up a science station and put your crew to work. From seismometers to weather stations, there are plenty of experiments for you to try out! New Space Suit Kerbals are also getting a fresh new space suit to wear for their scientific endeavors! This sleek futuristic suit will make your Kerbals look flashy while they explore the canyons of Duna, the shores of Laythe, or any other exotic destination. The suits also allows for customization where you can choose which color emanates from the suit’s light panels. Kerbal Space Program Enhanced Edition: Breaking Ground Expansion will be released on December 5th for PlayStation 4 and Xbox One for $14.99 USD. Free Update Coupled with the Expansion, Kerbal Space Program Enhanced Edition is getting a content-filled console-optimized update that will contain long-requested features like the Improved Burn Time Indicator, the Delta-v per Stage and Delta-v Tool App, an Altitude toggle function to the Altimeter, Axis Group binding, dozens of Part revamps, as well as performance improvements, bug fixes, and more! Do you want to learn more about the upcoming DLC and free update? Then make sure to stay tuned for our next KSP Loading… where we’ll take a deep dive into the content and features of this exciting addition to Kerbal Space Program Enhance Edition! Happy launchings!
  21. So I've been thinking about some ideas for Breaking Ground and maybe some solutions for ideas. Let's get into it. If you would, when contributing, please leave your idea, a short description of your idea, and when Breaking Ground comes out, please come back and edit your post to say if your idea worked. Problem 1: -Rotors/Servos too slow to be used as propellers. [evidence = watch ShadowZone's review] Possible solution: -Put the tiny jet engines on the rotor and set the rotor to free spinning/free pivot mode. -Crossfeed seems to work from what I've seen his ShadowZone's video, or at least I saw no fuel lines. Anyway, the jets would be completely perpendicular with the aircraft, meaning no jet thrust would be propelling you. If this works, it would spin the rotor fast enough, possibly, for props to become actually viable. I would suggest going for a 3 bladed prop with 2/3 jets spinning it. You could even pull a trick with making a radial engine possibly. Worked: Yes, it works, but the rotor osculates with the jet engines on. I did a test. One rotor with just the motor, one rotor with jet engines, and one rotor with both jet engines are the rotor. The rigs: Rotors: EM-64 Heavy Rotor All 3 rotors have 3 Elevon 1s set to about 45 degrees roughly. 2 rotors have 3 J-20 jet engines set perpendicular to the rotor. All 3 rotors have Aerodynamic Nose Cones. Test results: Rotor with only motor: Average: ~299RPM Max: ~299.1 Rotor with only jets: Average: ~337RPM Max: ~340 Rotor with both jets and motors: Average:~387RPM Max: ~394 Conclusion: Jet powered rotors with the assistance of the motor do work, but are unstable as they osculate pretty badly. Use with caution. Problem 2: -Some of the parts seem weak [evidence = watch ShadowZone's review] Possible solution: -Put multiple of the same part then attach the parts using struts. If struts are immune to the stretching glitch that fuel lines seem to have that is. If the Struts hold and don't stretch, I think they could be able to aid the first robotic part. Worked: TBD Problem 3: -Rotors provide torque, meaning for a artificial gravity ring, you would need two Possible Solution: -Instead of two gravity rings, make one and add two more rotors in front and back of the ring, spinning the opposite direction to counter the torque rotation Worked: No, not for me at least, couldn't figure out how to get the rotors to cancel each other out. Actual Solution: Stick two rotors on the gravity ring center piece, one on each side, and then place Girders going from the part in front of the forward rotor, to the part behind the rear rotor. Now attach struts to the girders and the station parts, make sure not to attach it to any of the gravity ring parts. This cancels out any torque caused by the rotors since it can't spin the station parts now. Important Note: You do need TWO gravity rings in order to cancel out the torque completely, one spinning in each direction. Important Note 2: Set the RPM limit to 10 for a comfortable speed. Don't leave it at max at all, it will be too much and not even the counter rotations will stop the torque as the rings are heavier than the station and the torque wants to spin the lighter object. Wouldn't hurt to take a few reaction wheels. Side note: Time warp STOPS the rotation dead in its tracks, but it will restart again. Build advice: -Make sure that the small rotating disk is touching the GRC and not the big spinning disk. -Build your gravity rings like this: -Make sure no struts are touching the rotor or the gravity ring center. Struts won't let the rings spin at all. M - Motor set to clockwise GRC - Gravity Ring Center M - Motor set to counter clockwise Spacer part (Fuel tank, crew compartment, etc) M - Motor set to counter clockwise GRC - Gravity Ring Center M - Motor set to clock wise Craft File for anybody who would like to study my design and learn how it works: https://www.dropbox.com/s/78322rrpgykejh3/Artificial Gravity Ring Tester.craft?dl=0 Picture of the internals: https://steamcommunity.com/sharedfiles/filedetails/?id=1756796840 Made a tutorial video on how to make a gravity ring station (Not the same one as the craft file above): https://www.youtube.com/watch?v=pdJxUUbcWSE&feature=youtu.be Idea 1: F-14 Tomcat Idea 2: The drill ship from the movie The Core Idea 3: Reverse thrust on a leer jet style plane using the tiny jets and rotors/servos. Idea 4: B-36 Peacekeeper - 6 turnin 4 burnin Idea 5: Thunderbird 3 Idea 6: Any and all rovers Idea 7: Restackable rockets - Think SpaceX Starship and Star Booster.
  22. So, I spent the afternoon building this: It's using two of the largest rotors in a contra-rotating arrangement, with four fuel cells as power. My problem is, it stubbornly refuses to leave the ground, at least without tipping over and ripping the rotor blades off. I suspect this is something to do with the contra-rotating rotors cancelling each others' motion out, but I'm not sure. Since I've seen a lot of successful helicopters being build since BG released, I'm asking the experts how to get my chopper into the air safely.
  23. I have made a helicopter that works except for one part. Once it gets up if it rolls one way i cant get it to roll back without changing the pich of the intire copter. How would i fix this problem??
  24. I have been making a vehicle transporter, but i need a gantry rail that can attach radiallyto move a docking port. The pistons are good and all, but after a certain distance they become posessed by the noodle syndrome.thanks for your time.