-
Posts
2,116 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by V8jester
-
[1.1.3] K.R.X Kerbal Rotor Expansion 0.31.1
V8jester replied to Eskandare's topic in KSP1 Mod Releases
Yup same here. And yeah I have to do the same. As lift increases from the wings I decrease thrust at that tipping point. I am curious if the real v-22 does the same thing. I have a feeling the flaps on the main wing, on the real plane cancel a lot of this out. Coupled with the fact the props are actually rotors. I used an IR Rotatrons to spin an RKE arm section with B9 Proc control surfaces to achieve my 90 degree rotating flaps. And it helps but in some situations it provides a little too much lift / stopping power.- 264 replies
-
- engine
- helicopter
-
(and 1 more)
Tagged with:
-
[1.1.3] K.R.X Kerbal Rotor Expansion 0.31.1
V8jester replied to Eskandare's topic in KSP1 Mod Releases
See in that statement you can understand why it was such a pain building an Osprey my CG was just under the wings. Because in plane mode the thrust would push around the CG and set the craft into an unrecoverable nose dive. Aero forces and a high CG where the only way to get it flying with neutral trims on all axis. I swear I spend more time in the SPH building planes and helicopters now. Especially since you gave us KRX!- 264 replies
-
- 2
-
- engine
- helicopter
-
(and 1 more)
Tagged with:
-
[1.1.3] K.R.X Kerbal Rotor Expansion 0.31.1
V8jester replied to Eskandare's topic in KSP1 Mod Releases
Yeah the osprey rotors were increased probably because of me. I built my osprey with over 200 parts. So it's pretty heavy (can't recall ATM how heavy it is) but I had recommended to Eskandare to increase the output. And a trick I used was surface attach a structural part with a node to the outside of the helicopter. Then stack 4-6 aditional SAS rings to that and offset the whole thing inside the helicopter. It's a cheat, but on some crafts it's almost necessary.- 264 replies
-
- engine
- helicopter
-
(and 1 more)
Tagged with:
-
[1.1.3] K.R.X Kerbal Rotor Expansion 0.31.1
V8jester replied to Eskandare's topic in KSP1 Mod Releases
Sounds about right. When you have an excessive power to weight ratio. Strange things tend to happen. You might even want to decrease the power output in the SPH. Typically my rule of thumb is. 1/2 - 3/4 power to achieve liftoff. You want the heli to feel just a little heavy. If it's too powerful / maneuverable. It really won't be as controllable. VTOLs are a delicate balance to get just right.- 264 replies
-
- engine
- helicopter
-
(and 1 more)
Tagged with:
-
[1.1.3] K.R.X Kerbal Rotor Expansion 0.31.1
V8jester replied to Eskandare's topic in KSP1 Mod Releases
Twin rotor helicopters are tricky. Use the COM / COT alignment as a guide but not a concrete rule. If it does a backflip. Try moving more the weight forward slightly. Another trick is tilt both rotors slightly forward say 15 degrees or less. An keep the COT through the COM. Now when it flips are the engines on the tail running? And how fast are you going straight up? Wind resistance will also figure in to an extent.- 264 replies
-
- 1
-
- engine
- helicopter
-
(and 1 more)
Tagged with:
-
[1.1.3] K.R.X Kerbal Rotor Expansion 0.31.1
V8jester replied to Eskandare's topic in KSP1 Mod Releases
It's actually just a BD 20mm Vulcan on a custom gimbal made from RKE Kanadarm and IR Rework parts. Took several iterations before I figured the whole setup out. One AG to deploy the turret and FLIR ball, and another to retract everything. Once deployed I use "JKIL" to aim the turret and IR / Hull cam FLIR ball.- 264 replies
-
- engine
- helicopter
-
(and 1 more)
Tagged with:
-
Advanced Aircraft, Building Techniques And Help
V8jester replied to V8jester's topic in KSP Fan Works
Whenever you mod a game you run a bit of risk breaking it. In answer to your question "Yes" you can use most everything that is listed under that tab. Also remember that I am posting my system specs along with how I achieve 60-100 FPS. This wont take a game running at 10-15 fps and catapult it to awesomeness. I'm simply outlining my game settings and there general effect on the game. Or how to run OpenGL / forcing Directx 9 and running the game in Popup window. That's why I asked if you tried any of the listed info first. Everything outlined is not game breaking just general game setup tips to run the game smoother.- 214 replies
-
- craft ideas
- insiration
-
(and 1 more)
Tagged with:
-
Advanced Aircraft, Building Techniques And Help
V8jester replied to V8jester's topic in KSP Fan Works
Did you try any of it before you asked?- 214 replies
-
- craft ideas
- insiration
-
(and 1 more)
Tagged with:
-
Ah! That makes sense on the buoyancy. And as far as airpark. You can yet again chuck that up to me moving too fast. In 1.1.3 you can park go to the hanger and return with no ill effects..... But on the older version for 1.0.5 you cannot. I've been bouncing between them a lot the last few days so ignore that one. Sorry
-
[1.0.5] Stryker's Aerospace and Armory (Continued by SM)
V8jester replied to strykersm's topic in KSP1 Mod Releases
The Kerbal Warlord is at it again -
Oh man I really need to revive that project... My cousin was going to help me with that one as a lot of time would get wasted on charicter animations. But RL intervened, and I just don't have a clue where to take that story. Hopefully someday that one will get some life breathed back into it. RL keeps me stupid busy (building engineer)
-
Hey @SpannerMonkey(smce) I have noticed some oddities with the Medium hull parts (the ones in my latest video) the boat I built didn't have engines because with the water jet engines installed the boat would either sit in the water properly, and then after about a minute the well deck would seperate from the rest of the boat. Or with my hover craft inside using KF repulsers. The water jets would not go into the water. Leaving the tail up in the air. (This is all using Vessel Mover btw) The other thing I noticed is air park has no positive affect on the medium parts. Ship will belly flop on either loading a parked ship. Or air park, fly away then back. I'm not sure where to attack this one to help you out.... I'm honestly a little confused on this one. I'm not sure if it's a cfg balancing issue or not.
-
totm oct 2023 Post Your Cinematics Here! (Cinematic Enthusiasts)
V8jester replied to Halban's topic in KSP Fan Works
Been working on something a little different, an LCAC Hovercraft -
Yeah I'm pretty sure you were about to put your computer on the curb with a big free sign when 1.1.x dropped. I still can't bring myself to actually build anything in 1.1.3 just hasn't been the same till KF and Adjustable Landing Gear are up to speed. What point is there building anything when you can neither land or drive it?
-
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
V8jester replied to sirkut's topic in KSP1 Mod Releases
Sounds like you got it, but yes. "Uncontrolled" means just that. You have no control in flight. They show up and can be moved in the SPH but not in flight. These are for things like trailer hitches or any kind of free moving joint. You want to use the thicker "Controlled" version. How did you install IR and what download / downloads did you use? Just can't use wheels or the science drill. And as long as you have the newest version of KAS installed the Grasper should work just fine. And all the moving IR parts in rework are fine. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
V8jester replied to sirkut's topic in KSP1 Mod Releases
Well on that note. Using 2.0.5 in 1.1.3 I have seen similar behavior. Usually when combining IR with certain parts like SXT crash bags or inflatable habitat modules. Seems like Unity setup has a lot to do with it. Another issue I have seen is when you are moving IR parts in the SPH in 1.1.3 they become misaligned unlike in 1.0.5 where everything was very accurate. That being said, if you built your contraption and did all the IR setup without actually moving any of the IR bits in the SPH. It would work fine in flight.