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  1. 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!
  2. 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?
  3. Bug: I am not sure where to post a bug, I have never posted a bug or been on the forums before today, but here seems like the best place. I have encountered a bug with the LT-2 landing strut. When ever I put one on a robot part from breaking ground its feet clip into the ground and make the whole craft wobble. If the strut is under significant weight the whole spacecraft jumps into the air and the landing strut becomes possessed by the kraken. I know this is a 1.8 issue because I had a Mun lander that used LT-2 landing struts on hinges in 1.7.3 and it worked fine. But now after the update everytime I land everything blows up. Bug Replication: Step 1: create a craft with some considerable weight Step 2: place a robot part from breaking grounds dlc on your ship Step 3: place a LT-2 landing strut such that it comes incontact with the ground on the robot part you placed previously Step 4: have fun as your ship bounces, wobbles, or slides as if it was in an 80s disco club Videos: unfortunately i couldn't find a way to insert videos into this post so i created a link to a google drive folder with all the videos https://drive.google.com/drive/folders/1znXCZ6mAPUEfhA7yj8Ssy-FT8bZJGqMF?usp=sharing
  4. Hello everyone! New gadgets are coming from the Research and Development facility, the kind that will get Kerbals screaming: MOAR BOOSTERS!!! A brand new update is here and with it comes better performance, fresh new features, improved visuals, and new parts being added to our players’ creative repertoire! Kerbal Space Program 1.8: Moar Boosters!!! is an update focused on making the game perform and look better, all while introducing more quality of life features that will improve the overall player experience. We’re also bringing some new solid rocket boosters to the VAB, as well as introducing some exclusive treats for owners of the Breaking Ground Expansion. Let’s go through some of the update’s highlights below: Unity Upgrade Moar Boosters!!! brings an upgrade to the underlying engine of the game to Unity 2019.2, which helped us implement performance and graphics improvements, as well as better rendering performance and a reduction of frame rate stutters. With the new tools that this upgrade provides, we’ll be able to continue refining the game in upcoming updates. Celestial Body Visual Improvements Mun, Minmus, Duna, Ike, Eve and Gilly have new high-quality texture maps & graphic shaders, and now look sharper and more realistic! You will also be able to select the celestial bodies’ shader quality in the settings and set them to low (legacy), medium or high, with improvements being visible across the board. These are just part of the first batch of celestial bodies being overhauled, slowly but surely we will continue this endeavor. Map Mode improvements Map mode received some adjustments too! Now you can use docking mode and stage your craft whilst in map mode. The stage display button (formerly stage mode) now serves as a toggle to show and hide the stage stack, whether you’re in flight or map view, and selected map labels will now persist when going back and forth between map and flight mode. New SRBs! A range of new solid rocket boosters have been added to the game. From the tiny .625m stack size Mite to the titanic 2.5m wide, 144ton Clydesdale, these new boosters will offer a range of versatile solid-fuel options. Making History owners get an extra bonus here too with the “Pollux” and a 1.875m nose cone to fit on top of it. Breaking Ground Exclusives Kerbal Space Program 1.8: Moar Boosters!!! also includes some exclusive content for owners of the Breaking Ground Expansion. A new set of fan blades and shrouds will continue to push the creativity of KSP players even further. Use them to create drones, ducted fan jets, or anything you can imagine. Improvements to the helicopter blades and the robotic part resource consumption have also been included. The latter will now have better info on consumption and improved options for power-out situations. And more! To learn more you can read the full Changelog here: =================================== v1.8.0============================================================ 1.8.0 Changelog - BaseGame ONLY (see below for MH and BG changelog) +++ Improvements * Upgrade KSP to Unity 2019.2.2f1 version. * Standalone Windows build now uses DX11 Graphics API. Many visual improvements to shaders and FX. * Implement Unity Incremental Garbage Collection. * Implement new celestial body shaders and textures for Mun, Minmus, Duna, Ike, Eve, Gilly. * Update Main Menu Mun terrain shader. * Add Terrain Shader Quality graphics setting. * Improve the TrackingStation load time. * Implement ability to edit Action Groups in flight. * Performance improvements to the VAB/SPH scenes. * Performance improvements in the flight scene. * Performance improvements in the Tracking Station scene. * Add ability to edit resource values in PAWs using the key input. * Add Warp to node button on dV readout in NavBall display. * Add enable/disable wheel motor Actions to all wheels. * Add ability to limit the maximum size of PAWs via settings.cfg. * Improve the Action Groups/Sets UI. * Add PAW_PREFERRED_HEIGHT to settings.cfg for players to set a prefered max height. * Made staging and docking UI available in map view * Pinned labels in map view now persist pinned even when leaving and re-entering map view * "Delete All" functionality for messages app has been implemented. * Improve the KSC grass and asphalt texture and shader to reduce tilling. * Improve textures for the VAB building on level one. * Model revamp for the level one and level two Research and Development nissen huts. * Increased precision for eccentricity in advanced orbit info display. * Upgrade VPP and improve wheel and landing leg function. * Expose global kerbal EVA Physics material via setting. * Add do not show again option to re-runnable science experiments. * Add actions for same vessel interactions functionality. * Implement per-frame damage threshold on destructible buildings. * Add vessel name title to flag PAWs. * Add a confirm dialog with the option of “Don’t display again” when a kerbal removes a science experiment data. * Disable Pixelperfect on UI Canvases to improve performance - available to configure via settings.cfg. * Increase precision for numerical editing of maneuver nodes. * Kerbal position on ladders and command pods improved. * Add ability for users to add their own loading screen pictures to the game. Folder is KSP/UserLoadingScreens +++ Localization * Fix incorrect naming of The Sun. * Fix Action Sets text in VAB/SPH for some languages. * Fix Text in dV KSPedia pages in Japanese. * Fix Chinese Localizations. * Fix dV readout for Chinese language. +++ Parts New Parts: * S2-33 “Clydesdale” Solid Fuel Booster. * S2-17 “Thoroughbred” Solid Fuel Booster. * F3S0 “Shrimp” Solid Fuel Booster. * FM1 “Mite” Solid Fuel Booster. * Protective Rocket Nosecone Mk5A (“Black and White” and “Gray and Orange”). * Add rock/dirt debris FX to the Drill-O-Matic and Drill-O-Matic Junior. Updated Parts (reskinned): * Service Bay (1.25m). * Service Bay (2.5m). Color Variants: * Protective Rocket Nose Cone Mk7 (New “Orange” color variant) * Protective Rocket Nose Cone Mk12 (New “Orange” color variant) +++ Bugfixes * #bringbackthesandcastle - Fix the Mun sandcastle easter egg from not appearing. * Fix Maneuver editor so that the mouse wheel adjusts the node now in the contrary direction (same behavior as dragging down/up). * Fix a null reference error when player threw away a vessel with fuel flow overlay turned on in the editor. * Fix an input lock when switching between Editing the vessel and the Action groups menu. * Fix user created vessels disappearing from the vessel spawn dialog. * Fix the random selection of Mun vs Orbit scene when returning to Main Menu. * Fix input field rounding on Maneuver Node editor fields. * Fix a Null reference in the Editor when selecting a part and opening the Action Part Menu. * Fix pressing Enter key confirms the game quick save dialog. * Fix PAWs will now scale downwards from the header keeping more consistency on the fields. * Fix an input lock issue where some PAW buttons disappeared when editing a numeric slider field. * Fix Menu Navigation was missing in the quicksave dialog. * Fix Mini Settings had some items that would be skipped when navigating with the arrow keys. * Fix for remove from symmetry causing NRE in flight scene. * Fix the FL-A10 collider no longer mismatching its geometry. * Fix Control Surface and Aero Toggle Deploy Action not working in all situations. * Joysticks and gamepads on Linux are again recognized and usable. * Fix Action Groups UI and Color issues. * Fix the LV-T30 Reliant Liquid Fuel Engine ́s bottom attach node. * Fix a texture seam on the Probodobodyne Stayputnik. * Fix a z-fighting issue on the destroyed VAB at level 3. * Fix the Z-4K Rechargeable Battery Bank ́s bottom attach node. * Fix the concrete tiling texture of the SPH at level 3. * Fix a grass texture seam in front of the VAB at level 3. * Fix missing texture and animation on the level one Administration Building flag. * Smoothened Kerbal IVA expression transitions to avoid strange twitching. * Make the LV-TX87 Bobcat exhaust FX more appropriate. * Fix kerbal portraits when launching vessel with multiple kerbals in external command chairs. * Fix drills operating when not in contact with the ground. * Fix thrust center on the Mainsale engine. * Add bulkhead profile to LV-T91 Cheetah, LV-TX87 Bobcat, RK-7 Kodiak and RE-I12 Skiff. * Fix re-rooting of surface attach nodes. * Fix kerbal IVA expression animations transitions. * Fix shadows at KSC and in flight. * Fix “sinker” warning during game load. * Fix lengthy Map Transition when lots of vessels in the save. * Fix overlap in vessel type information window. * Fix a Null Reference when copying parts with alternative colours. * Fix an error where the custom crafts were not loaded in the Load Craft dialog after navigating the tabs. * Fix a null reference when clicking the Remove Symmetry button on some parts. * Motorized wheels no longer keep generating torque even when the motor is set to ‘Disabled’ * Re-centered an off center scrollbar in the mini settings dialog. * Rebalance decoupler, MK1-3, MK1 lander can, MK2 lander can, separators costs, crash tolerances, weight. +++ Mods * Target framework now .NET 4.x. * DXT3 DDS formatted textures are not supported by Unity or KSP any more. You must convert to DXT5. * Added UIPartActionWindow.UpdateWindowHeight to allow mods to dynamically set the PAW max height * MapviewCanvasUtil.GetNodeCanvasContainer created as more performant method than MapViewCanvasUtil.ResetNodeCanvasContainer. Use the rest one only when you need to force a scale reset * ModuleResourceAutoShiftState added that can be used for startup/restart of parts based on resource availability. * VesselValues are now cached per frame. Can use ResetValueCache() to reset the cache. 1.8.0 Changelog - Making History DLC ONLY +++ Improvements * User can now click and drag and release to connect two nodes in the mission builder. +++ Parts New Parts: * THK “Pollux” Solid Fuel Booster Updated Parts (reskinned): * Kerbodyne S3-14400 Tank * Kerbodyne S3-7200 Tank * Kerbodyne S3-3600 Tank +++ Bugfixes * Craft Thumbnails are not shown/generated for stock missions. * Fix Kerbals spawning on EVA in missions spawning on their sides (very briefly). * Fix Intermediate and Advanced Tutorial becoming stuck. * Fix Typos in some part descriptions. * Fix vessel width and height restrictions on Woomerang and Dessert in career games. * Fix camera becoming stuck if in IVA mode when a vessel spawns in a mission set to change focus to that vessel. * Fix hatch entry colliders on the M.E.M. lander can. +++ Missions +++Miscellaneous +++ Mods 1.8.0 Changelog - Breaking Ground DLC ONLY +++ Improvements * Add renaming of Deployed Science Stations. * Add alternators (producing electric charge) on LiquidFuel Robotic Rotors. * Add propeller blade AoA, lift and airspeed readouts to their PAWs. * Add Reset to built position button in PAWs of Robotic parts which causes them to reset their Angle, RPM or Extension. * Add shutdown/restart function to robotics parts based on resource availability. * Add preset curves functionality to the KAL controller. * Add part highlighting on mouseover in KAL. * Improve Robotic Part Resource usage info in editor. * Add interact button to open PAW for Deployable Science parts. * Added new KSPedia slides for Grip Pads, Propellers and Track Editor. * Improve Robotics Parts Resource usage to use less resources when moving slower. * The PAW button “Reset to Launch Position” for robotic parts now reads as, “Reset to build:” + Angle, RPM or Extension depending on the robotic part to avoid confusion. +++ Localization * Fix description text on R7000 Turboshaft Engine in English. * Fix localization of resource name in robotic part PAWs. * Fix KAL help texts. +++ Parts New Parts with Variants: * S-062 Fan Shroud * S-12 Fan Shroud * S-25 Fan Shroud * R-062 Ducted Fan Blade * R-12 Ducted Fan Blade * R-25 Ducted Fan Blade * Readjusted the liftCurve, liftMachCurve and dragCurve values on the propellers and helicopter blades. Rebalanced Robotic Resource Consumption values: * G-00 Hinge * G-L01 Alligator Hinge * G-11 Hinge * G-L12 Alligator Hinge * G-W32 Hinge * Rotation Servo M-06 * Rotation Servo M-12 * Rotation Servo M-25 * Rotation Servo F-12 * EM-16 Light Duty Rotor * EM-32 Standard Rotor * EM-64 Heavy Rotor * EM-16S Light Duty * Rotor, EM-32S Standard Rotor * EM-64S Heavy Rotor * 1P4 Telescoping Hydraulic Cylinder * 3P6 Hydraulic Cylinder * 3PT Telescoping Hydraulic Cylinder * R121 Turboshaft Engine * R7000 Turboshaft Engine +++ Bugfixes * Fix Deployed Science Log and Message system spam. * Fix Deployed Science parts sometimes exploding when coming off rails if in contact with another part (kerbal, etc). * Fix Deployed science parts being visible during the astronaut complex when opening that scene from the Editor. * Fix Robotic Parts using EC when moving to initially set position on launch. * Fix slider numeric values in some PAW fields could go out of range. * Fix autostrut processing for some use cases regarding root part being robotic part. * Fix autostrut delay when vessel comes off rails for vessel with robotic parts. * Fix Actions at the end of KAL track not firing in Play Once mode. * Fix separation of the blades when attached to an active rotor. * Fix rotation of cargo parts in extended tooltips. * Fix cargo part icons appearing in Astronaut Complex when pinned. * Fix drag on pistons. * Fix cargo parts now rotate at the same speed as in the Editor on the inventory grid during Flight. * Fix mirroring of hinges and rotation servos. * Fix KAL Window not closing when vessel goes outta range. * Fix incorrect naming of the Sun in science experiments. * Fix mirrored attaching to rotor side nodes. +++ Miscellaneous +++ Modding Kerbal Space Program 1.8: Moar Boosters!!! is now available on Steam and will soon be available on GOG and other third-party resellers. You will also be able to download it from the KSP Store if you already own the game. Click here to enter the Grand Discussion Thread for this release. Happy launchings! By the way, you can download the new wallpapers of the Moar Boosters!!! art here: 1080x1920p (Most Phones) 1080x2048p (Galaxy S9) 1440x2560p (iPhone X) Desktop 1920x1080p Desktop 2048x1080p Desktop 2560x1440p
  5. Dear Kerbonauts, I am a long time KSP player but i had been gone for a while. I started playing again and became as fanatical as the first time i played. I intend to be more interactive, post stuff on the workshop, visit the KSP forums more often and i even started redditing and youtubing for the occasion. Recently i discovered the robotics. Awesome! I finaly made a functional helicopter. I Present to you: Mayakovski Helicopter: -10 person, main rotor-tail rotor configuration, lifting capable Helicopter. Flies great! Space: Toggle engine. R: Rotor brake. (Double tap to release first time. Only works when engine is engaged) Throttle: Lift. 1: toggle grapler and landing lights. I use Q/E for yaw and A/D for Roll, i dont know wether that causes issues for others. Part count: 57 Length: 15.5m Width: 13.3m Heigth: 3.7 Top speed: 50m/s Needs Making History and Breaking Ground DLC Side view: Front view: Youtube footage: Workshop page: https://steamcommunity.com/sharedfiles/filedetails/?id=1866487775. Reddit post: ttps://www.reddit.com/r/KerbalSpaceProgram/comments/d6whw7/my_first_helicopter_and_my_first_reddit_post/ KerbalX Entry: https://kerbalx.com/Robdjee/Mayakovski-Helicopter Kind regards, Robdjee
  6. Typically I hang out in the subreddit and discord, but I thought these ideas were worth sharing here on the forums, too! Enjoy. My Robotic Contraptions
  7. Backstory I started a mission report a few months back. I liked sharing my missions and people liked reading them. But then my computer died and for a while I couldn't recover the data. And during that period of time, I started playing @Galileo's Planet Pack. And I love it. So I've discontinued my initial save, even if I may recover the data someday (TM), and started another save. Boring! Do you have anything else to say? I am playing on Moderate mode, but I have increased the science! returns so that I can do whatever I want as soon as I want. Moderate mode means that I have to pay to unlock new parts. Still boring! How about a modlist? I have: This continues to be boring! A chapter list? I only have 1 chapter at the moment, but... Chapter 1 started with this post. Still quite boring! Some launch scripts? Here's my Google Drive. But there are no ships to launch them with! Fine! Here are the first pages of Starwind (in GPP): The Ceti Campaign Oh yes, I kept the Original Four Gaelans and added the Original Four Kermen. So I have Eight. Tune in next time for Val making orbit, and an Iota flyby!
  8. The Origin of this Thread (BORING INFORMATION): I wanted to post about my new career mode save with both MH and BG, as I thought we (that is, me + whoever decides to read my undoubtably poorly written mission report) would find it interesting to learn about the application of the robotic parts to career mode. I was going to post about it earlier, but I thought it might be nice to write about it a little. So I made up a vague storyline referencing something (if you get it I will give you rep) and somehow, I ended up with a not-half-bad graphic-novel style mission report. Mods List (SLIGHTLY LESS BORING INFORMATION): I am playing on Moderate difficulty (one harder than Normal), mainly meaning that I have to pay to research a part once I have unlocked it with science. I am also playing with a few mods installed. Here are the ones which impact gameplay: - Both DLCs - KAC, Transfer Window Planner, KER and Trajectories: Essential for any KSP play-through. - Stock Visual Enhancements and Scatterer: So my pictures are less boring. - KAS and KIS: In order that I can flat-pack rovers. - SCANsat: To give more purpose to probes and to add a little challenge. Also because I like the maps. - ReStock and ReStock+ : To make the parts look better (in my opinion) and to add some parts I feel were missing. - USI-LS: In order to make longer duration missions harder (but not impossible). - K&K Planetary Base Systems - they have a nice Extraplanetary Launchpad and an Algae Farm which turns Ore -> Fertiliser (+Mulch -> Supplies). - OSE Workshop - to produce spare parts if, like I invariably will, I forget antennae. - MIP (Modification of Inner Planets) - To add a couple more destinations. You will see them as the story progresses. - NF Solar and Electrics - Because USI-LS makes me use a load more EC. And (stock) solar doesn't work so well at Jool. Also NF Solar is *really cool*. - Heat Control - Because NF Electric makes loads of extra heat. - MkIV Spaceplanes - I HATE ROCKETS and now I can fly bigger payloads into orbit without them. - Kerbal Atomics - I love these 2.5m NERVAs. I am also imposing the restriction upon myself that there may only be 1 rocket launched per day. Chapter List (NOT VERY BORING INFORMATION): Links to Imgur albums. Only finished chapters included. Chapter 1 - Professional Kludges Chapter 2 - I Need to Do More Calculations Chapter 3 - Designing and Refining The beginning! (NOT VERY BORING STORY): Tune in next time for me going to the Mun and getting orbital science. Or don't. (Tune in, that is. I will be getting the orbital science anyway, and you cannot stop me. Muahahahaha.)
  9. 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!
  10. 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.
  11. Hello everyone! Kerbal Space Program 1.7.3 is live! In this patch we focused on taking care of additional details of both 1.7 and the Breaking Ground Expansion. We’ve fixed nearly 40 bugs for this patch, and we added brand new features based on your feedback as well as some other elements to enhance the KSP experience. With substantial improvements to the KAL-1000 Track Editor, and the addition of new parts like true propellers, grip pads and turbine engines, we can't wait to see what crazy contraptions you will come up with! Check out this patch's Changelog for further details: =================================== v1.7.3============================================================ 1.7.3 Changelog - BaseGame ONLY (see below for Breaking Ground changelog) +++ Improvements * Added same vessel part collisions advanced tweakable. * Adjusted KerbalEVA Action messages to be above center screen. * Made KerbalEVA screen position configurable via Game Settings - EVA_SCREEN_MESSAGE_X,EVA_SCREEN_MESSAGE_Y * Add ability to switch secondary docking ports (docked) to primary via the PAW. * Add advanced tweakable to docking ports that allows the user to set the attraction force percentage as they are docking. * Convert same vessel docking connections to real docked connections whenever the vessel undocks or decouples elsewhere on the vessel. * Remove from symmetry functionality added to all parts. * Add capability for text entry on float fields in the Part Action Window. * Clear some references on returning to the main menu to release memory. * Add ExternalCmdSeat Ejection Force (advanced tweakable). * Add Leave Seat KSPAction. +++ Localization * Fix Contracts using Greek alphabet from failing to display when game set to Russian Language. +++ Bug Fixes * Fix maneuver node tabs being interactable in flight mode even when tabs are hidden. * Fix temperature renderer messing with child part renderer parameters. * Fix EVA portrait when launching a vessel with Kerbal in external command seat. * Fix kerbal highlighting during mouse over. * Fix radiator panels not rotating properly. * Fix loss of axis and extended action group data when copying parts in the editor. * Fix assigned action/axis bindings not highlighting in action group editor when action sets are enabled. * Fix part positioning errors on vessel spawning far from Unity Origin. +++ Mods * Part class now has isVesselEVA property which handles when vessel is null. * Add ability to override default flow mode on ModuleResource. * Add activeEditor attribute to BaseAction to allow these to be disabled. * Add GameEvent onPartActionNumericSlider when Numeric Slider button is pressed on a PAW. * Add GameEvent onSceneConfirmExit, runs after user input to leave scene prior to FlightState saving. 1.7.3 Changelog - Breaking Ground 1.2.0 DLC ONLY +++ Improvements * Deployed Science Parts will appear under Deployed Science filter and have map nodes if not connected to a Control Station. * Add Seismic Science Screen Message even if in sandbox game mode. * Add grip pad Parts. * Add Propeller Parts. * Add LF/Air Rotors. * Add Nose Cones. * Changed compound part editor behavior to follow robotic parts. * Changed Rotor Torque to now affect strength and not RPM. * Re-balanced all rotors. * Add Extra animations for interacting with Deployed Science. * Add Surface Features VFX - apply forces. * Add Kerbal taking rock sample animation. * Add priority value to KAL - highest priority wins, equal priorities the values are averaged * Add ability to assign axes controls to KAL. * Add axis Functions to KAL: Move Up, Move Down, Copy/Paste Row, flip Axis vertical/horizontal, align ends, clamp values. * Add resize/scale function to KAL. * Add play speed slider. * Add additional KSPActions for all servos - engage, disengage, lock, unlock, etc. * Add shadows LOD settings on Surface Features. +++ Localization * Fix for piston showing variant names in English for all languages. * Fix Action Groups KSPedia page in Japanese. +++ Parts New Parts with Variants * GP-004 Grip Pad. * GP-036 Grip Pad. * GP-156 Grip Pad. * GPS-025 Grip Strip. * GPS-156 Grip Strip. * EM-16S Light Duty Rotor. * EM-32S Standard Rotor. * EM-64S Heavy Duty Rotor. * R121 Turboshaft Engine. * R7000 Turboshaft Engine. * Propeller Blade Type A. * Propeller Blade Type B. * Propeller Blade Type S. * Helicopter Blade Type A. * Helicopter Blade Type B. * Helicopter Blade Type S. * Tiny Nose Cone. * Very Small Nose Cone. * Fixed 36P Hydraulic Cylinder colliders. +++ Bug Fixes * Fix kerbal transfer being blocked by scanner arm. * Fix input locks on EVA kerbals if they ragdoll whilst playing the deployed science part interaction animation. * Fix EVA kerbals speed when they interact with a deployed science part whilst running or walking. * Fix Science Completed percentage on deployed science experiment PAWs when they are deployed in an invalid situation. * Fix Deployed Science experiments continuing to generate science after their Control Station is terminated in the tracking station. * Fix pistons not starting in correct position at launch when locked in the editor. * Fix collecting Surface Features failing due to kerbal movement caused by animation. * Fix excessive EC draw by scanner arm when time warping. * Fix hinge rotation when using mirror symmetry. * Fix piston drag not changing as extension changes. * Fix Deployed Science parts appearing too high above the surface in some situations. * Fix WCoM math of parts with servo rigidbodies. * Fix SAS cancelling angular velocity of rotors. * Fix Robotic Parts Resource information in extended tooltips. * Fix EVA kerbal speed when interacting with Deployed Science parts. * Fix default science display in Deployed Science Experiments in invalid experiment situation. * Fix default 3P6 Hydraulic Cylinder has a noticeable gap when attaching parts to it. * Fix misspelled word in the description of the Grand Slam Passive Seismometer. * Fix texture seams are present on Hydraulic Cylinders, Pistons and Servos. * Fix an NRE is generated when pausing the title at the Space Center after crashing a vessel with a Deployed Seismometer. * Fix keyboard keys still manipulate gameplay when changing the name of the Track Editor of the Kal-1000 in flight mode and the Editors. * Fix Geyser and Cryovolcano force is not synced with audio and particles. * Fix deployed science parts missing 3rd animation. * Fix Kerbals lose their ROC-hammer after quick loading. * Fix PQ celestial bodies shadow casting option is not enabled when "Celestial bodies cast shadows" setting is on. * Fix Rotors not able to reach maximum RPM when un-motorized/motor disabled. * Fix KAL controlling parts across vessel. * Fix KAL controller being affected by space bar. * Fix stage manager display having empty headers in Chinese. * Fix kerbal Ragdoll with future suits when they stumble. * Fix rotor joints when node attaching parts to rotors. +++ Miscellaneous * Added colliders to the Communotron Ground HG-48 dish. * Added unfocused capability to CtrlSurface PAW to reinstate easy access for KrakenTech. +++ Modding * Changed servo current values (extension/position/angle) to be float fields for mod support. 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!
  12. 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.
  13. KSP 1.7.2(Now 1.7.3) and TweakScale used. I've played this game more than 3 years and that helicopter and it's swashplate are my best work. Almost 6 month ago I created a helicopter with Infernal Robotics and huge internal swashplate, but it was difficult to fly because of incremental control and some freezes of the game. Breaking Grounds inspired new life in this old vehicle... EY-30 It's kind of a semi-copy of Mi-26 Parts: 180-186 Main rotor diameter - 25.8 m (8 blades) 110-140 rpm Tail rotor diameter - 6.3 m (6 blades) 160-220 rpm Total Length - 33 m Dry weight - 29.1 ton Max takeoff weight - 40 ton Max speed - 50 m/s Max altitude - 5000 m Fuel - 134, oxidizer - 164(3 tons) Power exchange: Fuel+oxidizer --> generating electric energy --> battery --> rotations Consumption - about 0.03/s Controls: 1 - start engines Throttle - angle of blades and motor speed of main and tail rotor Q-E roll W-S pitch A-D turn Recomended to use joystick! Changes: 15.07.2019 - main rotor limit 150 rpm - tail rotor 180-210 rpm - max payload 9 tons, possible to lift above 500 m - increased strength of axles due to changes in 1.7.3, so maybe bigger helicopter comes next. 05.09.2019 - 5-bladed tail rotor - Improved swachplate - 2 KAL group controlles for main and tail rotor separatly(inside cargo bay) - 3 tiny J-20 on main rotor axis for sound and air flow imitation. (Squad, why robotic parts and air surfaces are completely silent?) 1.7.3 Craft file
  14. 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
  15. Level: Intermediate/Advanced Craft used to illustrate this tutorial: BAK-52NS Version history: 1.2 - Updated with a note on 1.7.3 built-in rotor and propeller blades 1.1 - Updated with better rotors, thanks to a tip from @Hotel26 1.0 - Original version About this tutorial This tutorial is a basic primer on stock helicopters made with parts from the Breaking Ground DLC. It does not discuss pre-Breaking Ground stock rotary motors, nor helicopters made with mod parts. I have limited experience with both and it would expand the scope of the tutorial rather too much. I also do not claim to being the inventor of any of the construction techniques or principles discussed here; a quite a bit I have discovered on my own, and a quite a bit I have picked up around the forums. If you feel you ought to be credited, please say so and I'll add you. What's a helicopter? A helicopter is an aircraft that flies by producing lift from one or more powered rotary wings, or rotors. If the rotor is not powered it is not a helicopter, it is an autogyro; they are also very cool but out of scope of this tutorial. And if the rotor is not used to produce lift but for some other purpose -- thrust, for example -- then it is not a helicopter either. Helicopters can have other forms of propulsion as well: real-life choppers with jet engines bolted on exist and work well. If it's necessary to make the distinction, they are known as compound helicopters. This is a helicopter. It's the BAK-52NS. This variant uses hydraulically sprung and damped landing skids instead of wheels, making precision landings easy...ish. How is it different from an airplane? Airplanes fly by producing lift from airflow around wings. They need to be moving forward to do this and stay in the air. With helicopters, the spinning rotor moves the lifting surface through the air, producing lift. This allows them to hover. However, the big rotating propeller on top of the craft produces a whole set of complications, many of which are shared by kerbal helicopters and human ones; others however are specific to one or the other because kerbal physics aren't quite like real-life physics, and stock kerbals lack certain highly useful bits and pieces used to make human choppers more manageable. On the other hand, kerbals have some amazingly powerful components to build with. Cyclic and Collective Another obvious difference between a plane and a helicopter is how they're controlled. Planes are controlled by moving control surfaces -- rudder, ailerons, elevators, and canards -- which modify the lift produced by each lifting surface, applying forces to the plane and causing it to turn. Pull the stick back, and the control surfaces move to produce more lift near the nose and less lift near the tail, pitching the nose up; push it right, and port control surfaces move to produce more lift while starboard ones produce less, causing the plane to roll to the right. Since helicopters need to be controllable even when they're hovering, they work differently. The primary controls on a chopper are cyclic and collective. Cyclic means adjusting the pitch of the rotor blades differently depending where they are in the cycle of rotation. Imagine that your chopper sits in the middle of a clock face, nose pointing at 12 o'clock. Now, if you want to pitch up, you will want the blades to increase their pitch as they near the 12 o'clock position, and decrease their pitch as they near six o'clock, thereby producing more lift towards the front and less towards the back. You'll also want to adjust cyclic as you start going faster: if your rotor spins counterclockwise, the blades at three o'clock will have a faster airflow over them than the blades at 9 o'clock, because the airflow from your forward motion will get added to the airflow produced by the rotor's rotation. This means you'll want increased pitch around 9 o'clock and decreased pitch around 3 o'clock, or else your craft will roll to the left. This makes helicopters rather hard to fly in real life as well as on Kerbin. What's more, kerbals have no direct control over cyclic: instead, when you adjust the pitch, yaw, or roll, the magic control surfaces try to figure out what you want them to do. This works acceptably with regular aircraft; with helicopters, not so much. So cyclic control on Kerbin is crude at best and you will need partial or total workarounds for this. ~ * ~ UPDATE: FooFighter has built a working swash plate with collective and cyclic control. If you want to make a realistic helicopter that is controlled without reaction wheels, now it's possible! https://kerbalx.com/FooFighter/Swashplate ~ * ~ Collective is a much simpler proposition: it just means the average blade pitch on the rotor. Increase collective and the rotor produces more lift, causing you to gain altitude. Increase it more and your motor will run out of torque to spin the rotor: the RPM will drop and eventually the rotor won't be able to produce any more lift. You'll leap up and then drop down again. Increase it too much, and your rotor will stall, causing you to plummet rather precipitately. And conversely, decrease collective to descend and reduce the torque needed to spin the rotor, allowing it to rotate faster. Collective gives really fine control over hover, and makes a helicopter extremely responsive in vertical motion, comparable in KSP only to a wildly overpowered rocket-powered VTOL. Thankfully, it is possible to make a really nice collective in kerbal helicopters. Perhaps surprisingly, hover on a helicopter isn't actually controlled by throttle. The motor's job is just to keep the rotor spinning; collective and cyclic do the rest. Torque effects In addition to the asymmetrical aerodynamic effects described above, rotorcraft have one more issue to contend with: torque. Spinning up a rotor and, when flying, pushing against the air to produce lift requires torque. Because Sir Isaac Newton is no fun with his laws of motion, this torque will have to get transferred somewhere in an equal but opposing manner. If you don't want your helicopter to spin in the opposite direction of the rotor, you will have to find some way to balance out the torque produced by spinning the rotor. Most real-life helicopters do this with a tail rotor: the helicopter has a pretty long tail which works like a lever arm, and at the tip of the tail is a propeller producing thrust in the opposite direction of the main rotor's torque. The pilot controls the pitch of the tail rotor using yaw controls, and will in fact be continuously adjusting it in different flight conditions (unless he has a computer to do it for him). Sadly, this does not work all that well in KSP. It is possible to make a smallish single-rotor/tail-rotor that is somewhat controllable, but it is hard, it won't be all that easy to fly, and it will very likely require a lot of reaction wheels to paper things over. That's why we're going to discuss a different type of helicopter here: one that flies with twin coaxial contra-rotating rotors. This solution neatly balances out the asymmetrical torque and aerodynamic effects, making for a stable, neutral basis for your craft. By all means attempt to make a conventional main rotor/tail rotor helicopter. Just expect it to be quite hard! This has real-life counterparts as well, notably the Soviet/Russian Kamov Ka-50 and its relatives, and the solution is used there for the same reason it works for kerbals. It makes the craft stabler and easier to fly. By Dmitriy Pichugin - http://www.airliners.net/photo/Russia---Air/Kamov-Ka-50/0920728/L/, GFDL 1.2, https://commons.wikimedia.org/w/index.php?curid=5896037 The coaxial contra-rotating twin rotor powertrain The simplest kerbal rotorcraft powertrain uses a similar solution as in the Ka-50. Kerbals have the advantage of having incredibly powerful, yet compact electric motors that can be placed anywhere, so that's what we're going to do. The powertrain only consists of two parts: at the top a motor (the standard or heavy electric rotor work well for most craft), and below it, a flat servo with its motor disengaged (with no motor at all). The rotor blades attach to the motor above, and the freewheeling servo (or the bottom half of the motor) below. When you spin up the motor, the torque will be evenly split between the two rotors, which will start spinning in opposite directions. Note: this isn't the only way to make a contra-rotating powertrain; you can also use two electric motors surface-mounted to a base, then gizmoed into being coaxial; in this case, each motor will be spinning its own rotor. It has twice the power. For most purposes, the single-motor/freewheel solution is sufficient, however, and has the advantage of being simpler and stabler. Collective Since KSP 1.7.3, Breaking Ground includes propeller and rotor blades as parts. Clip them onto a motor, deploy them, and bind their authority limit to an axis group to control collective (e.g. up/down). Note that they come in clockwise and counterclockwise variants: if building a contra-rotating powertrain, be sure to use mirrored variants for each rotor so that the marking decals point the same way on each, and set the deploy direction on each of them so that adjusting collective up increases pitch on both of them. When building your own rotors (see below), mount an elevon on a servo as pictured above, limit the servo's angle to some relatively sane values, and bind it to an axis group as above. Rotor design The built-in rotor and propeller blades differ greatly in performance from ones made from elevons. They are much more powerful in the lower atmosphere, producing a great deal more thrust/lift. However, their performance drops off much more abruptly and their service ceiling is much lower. A craft powered with a rotor made from elevons can reach 20 km on Kerbin and operate easily on Duna. Therefore, for such special off-world uses, hand-built rotors still have a niche. With rotors, light weight is everything, so use the lightest components available for the job. Your rotor blades should be control surfaces -- FAT-455 for bigger rotors, elevons of various sizes for smaller ones. Here's the best way I know to make a rotor: Place servos onto the motor or the freewheel in radial symmetry. Small ones work most of the time; for very big rotors you might want to use larger sizes. Attach a control surface to the servo and rotate it to the correct orientation. Hold down the shift key and offset it outwards to your desired radius. Set the angle restrictions on the servo. Values of about 12 to about 35 degrees depending on rotor size work for me. If making a bigger rotor, add a second control surface and repeat step 3 for it. Optional: add a strut connector from the servo to the nearest control surface. It won't do anything much but it will make it look better. Copy the entire blade assembly onto your other power element and turn it upside down. Assign servo angle on both sets of servos to up/down, reversing one of them. Important: Disable yaw control on all the control surfaces on your rotor, leaving pitch and roll enabled. Powering it Rotorcraft require electricity to run the powertrain (and also operate collective). Small craft like the BAK-52NS "Kranefly" above could actually run just on a pair of the larger solar panels, or you could bring enough batteries to give you the endurance you want, but the all-around easiest solution is to use fuel cells as above: the golden tank contains enough fuel to fly the Kranefly for probably longer than you have patience, and it only needs a few cells to run. For the heavy rotors you pretty much have to use fuel cells; a pair of large fuel cell arrays is sufficient to power a single heavy electric motor. Controlling it You can set up whatever control scheme you like of course, but I have found the following to work for most things: Action group 1 Toggle fuel cells and engage motor(s) Main throttle[1] Adjust engine torque (you'll want this at maximum most of the time) Up/Down axis Adjust collective (K increases pitch, I decreases pitch -- this places them at the same positions on your right hand as pitch on your left) [1] Since 1.7.2, F/B in 1.7.0-1.7.1 Additionally, brake will apply brake on the motor driving the rotor. Because you have a freewheel between the rotors and the craft's body, this means you can stop the rotor very quickly by disengaging the motor (action group 1) and hitting the brakes -- both rotors will stop with the torque canceled out between them. The magic of reaction wheels Kerbals may not have cyclic but by the Kraken's tentacles they have reaction wheels. You can paper over minor misbehaviours in the craft by adding some reaction wheels... sometimes quite a lot really. Don't feel bad, it's a kerbal solution. Tuning it The powertrain described above is fairly docile and you can stick it on top of the centre of mass of pretty much any craft light enough for it to lift, and it will fly and hover. Getting it to fly well is a different kettle of fish altogether. If there is a science to tuning kerbal rotorcraft I haven't discovered it -- all of my tuning has been through trial and error. I suspect the unpredictability is due to the way KSP translates control inputs into control surface positions on the rotor, which is a bit on the flaky side: Change the number of rotor blades. I've had good results with rotors from 2 to 6 blades. More blades require more power but run smoother. Adjust blade length. Larger rotors are more efficient but less stable unless you feed them with more power. Move rotor forward/aft. Moving it forward and back changes the craft's tendency to pitch forward or back as you increase/decrease collective; it also changes its sensitivity to roll and yaw controls although I have no idea exactly why and how. Even tiny adjustments can make massive differences; less than a "click" of snap-to motion can completely change the handling characteristics of a chopper. I suspect this is due to the way the rotor blades respond to your control inputs. Move rotor up/down. Up tends to make the chopper more stable but less responsive to control inputs, down does the opposite. It's quite possible to make a really numb chopper that only goes up and down and barely even responds to pitch, roll, or yaw controls! Tilt rotor forward. It does something so it's worth a try. Adjust control authority. Less authority means less judder but less control; more does the opposite (and might cause blade stalls which is no fun at all). Adjust the craft's centre of mass. Generally speaking you will want a high centre of mass, close to the rotor: this is why the fuel tank is right below the powertrain in the BAK-52 above. Add or remove reaction wheels. Tip: Tune with SAS off. You might find that your chopper flies rather pleasantly without it in fact! Flying it To fly a helicopter, spin up the rotors with collective at zero, engines at maximum torque. Then increase collective until it takes off. Pitch to accelerate, slow down, or fly backwards; roll to fly sideways, yaw to spin around. When you're moving forward at a decent pace airplane-like aerodynamics start to enter the picture which is fun and different. Developing it further The basic Ka-50 style craft plan is just one possibility among many. Once you've got the power train figured out, you can make bigger ones and smaller ones, choppers powered by more than one set of rotors in a variety of configurations, tilt rotors with heavy servos making for an Osprey-style VTOL craft, and so on. You can stick on a jet or two just below the rotor assembly to make it go faster -- making fast choppers is a completely different and much harder challenge than making fast planes, since the limiting factor is stability rather than thrust to weight ratio; you will need to design rather different rotors for choppers that go very fast. You can also attempt different solutions altogether, like with non-coaxial contra-rotating rotors, or even attempting a main rotor/tail rotor style craft. There's a lot of room for tuning in rotor design as well, and if you feel the stock electrics don't quite produce the oomph you want, research turboprops and start breaking records (ht: @Azimech). You might have to get creative to find a practical use for helicopters in career missions but they are a lot of fun to build and, eventually, to fly. There are at least two helipads on the KSC just begging to be used, so go out and use them!
  16. I'm trying to build VTOL crafts using new helicopter blades from Breaking ground DLC. But always when I'm building it, these crafts start crazy rotation or even don't take off. I know that real helis requires propellers on a tail to kill rotation, but how the physics works in KSP?
  17. Hi all. It has been a while since I posted a craft, but Breaking Ground has brought me back from another hiatus. Today I present the Vertitrace three bladed helicopter. Essentially, I wanted to see if I could implement an R/C three channel helicopter design with the new Breaking Ground parts. As in real life, it was never meant to represent the most efficient or advanced use of helicopter technology. Rather, I was mainly just curious to see how it would work in Kerbal. As such, it is not fast and has a few quirks, but overall the craft can be said to be flyable. If you choose to download and try it out, keep in mind the following: -Rear rotor is bound to pitch axis. -Custom 1 cuts power to and brakes the rear rotor. You must do this if you intend to enter into a hover and/or land the craft. -Custom 2 enables motors with 100% torque. Throttle controls RPM only on main rotors. It is more stable when two small reaction wheels are added to the lower railings (line of fuel tanks that connect to the landing skids), but I wanted to build something that did not need wheels in order to fly. Here is a link to the .craft file for any interested parties: Vertitrace Thanks for reading! Please let me know if you have any questions. *Update: Custom 1 no longer has effect. Rear rotor rpm is tied to pitch. Old version had rpm and torque tied to pitch.
  18. Brand new downloadable content for Kerbal Space Program is on its way! Filled with new content and features, Kerbal Space Program: Breaking Ground Expansion will give new meaning to the Kerbal scientific endeavours. Breaking Ground is all about exploration, experimentation, and technological breakthroughs. Study the soaring plume of a cryovolcano on Vall, mysterious craters on Moho, and even more new features on all of the other moons and planets of the Solar System. Deploy experiments for the long-term study of Minmus and let them collect data while you explore further sights. Test your creativity with a new suite of robotics parts. 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 Kerbal Space Program: Breaking Ground Expansion. Robotic Parts Brand new robotic will add a whole new level of creativity to your craft. These parts will include some 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 Scattered across the Kerbin System, you’ll find interesting Surface Features, like mineral formations, meteors, craters, and some 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 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. Kerbal Space Program: Breaking Ground Expansion will be released on May 30th for PC for $14.99 USD. And yes, we’re keeping our promise that all players who purchased the game through April 2013 will receive the expansion for free. We’ll provide more details on how that will work before launch. Do you want to learn more about Breaking Ground? Then make sure to stay tuned for our next KSP Loading… where we’ll take a deep dive into the content and features of Kerbal Space Program: Breaking Ground Expansion! Happy launchings! P.S.: Click here to see the full High-Res screenshot album.
  19. I was fortunate enough to be granted early access to Breaking Ground, and accordingly I put together a short video summarizing the DLC.
  20. Tupolev Tu-95 Bear Replica I made with functioning turboprop engines using breaking ground and stock parts. Thankfully it's not as loud as the real thing Press AG1 to start the rotors, AG2 to turn on the fuel cells, and stage to start the jets. Top Speed: 220 m/s at sea level KerbalX Link My other Russian aircraft replicas
  21. [Moderator note: This topic was split off from the KSP 1.7.3 announcement thread, since it's primarily about a technical issue for an individual user.] MacOS version doesn't work for me
  22. i need to upgrade breaking ground expansion for ksp 1.7.3 my expansion is 1.0.0 and it needs 1.2.0 how can i upgrade ? and all my mods and expansion does not have any sounds*, how can i fix it ? * 1/2 mods does not have their objects or planets . thats not normal :
  23. Greetings Kerbal Forums, I have no idea how to counteract the torque on a propeller plane like those in World War 1. I've been trying to make a Fokker-style plane, but I have this problem where my airplane will have a clockwise rotation when going fast on the runway and especially taking off, leading to many a KIA Kerbals. This is not due to landing gear - they are as they should be, vertical relative to the ground, and the plane does not exhibit any veer due to parts bending. Center of gravity is slightly forward of center of lift as it should be. I cannot send a picture of the aircraft as any design I try from the bottom up exhibits this torque. I wish to not use engines nor RCS thrusters as that would defeat the purpose of it being WW1 style.
  24. I finally got around to using the deployed science experiments and was frustrated with the choice of cargo containers. Squad missed an obvious size to me. The side bays of the updated Mk2 Lander Can are screaming for a cargo box. It seem like the natural place to stash the experiments, but the stock cargo box doesn't fit as nicely as I'd like, so I ended up sizing one to look built in. This is just a Module Manager patch to rescale the small cargo box and modify it's attributes for the larger size. At the same time I added attachment nodes to the sides of the Mk2 Lander Can itself to make fitting the part simpler. It should snap in place as shown in the picture Based on the new volume compared to the stock part it should hold about 11 parts, but I've left it at 9 as I think the stock cargo box in undersized for 3 experiments. The storage locker is a little larger than the side bay and does clip into the Lander Can. This is intentional to eliminate any gaps around the part and give it a built in look. Dropbox download link Download and save the config file somewhere under GameData. The only requirements are Breaking Ground DLC and Module Manager. The entirety of the patch is in the spoiler if for some reason the dropbox link goes away at some point. Consider this Public Domain. There is no code beyond the MM patch. I'm not posting it to CKAN, so don't ask. This should work until Squad renames or deletes the parts, so if you pester me about it working in later versions, I'll probably ignore you. I have little interest in user support. I'm posting this in case others find it useful.