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Everything posted by Gman_builder
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Well ya but it is essentially the same as staying it constant throttle. So you guys get some frame of reference here, I am basing all my knowledge about helicopters off the Sab Goblin 380 I own. Which, I know, is RC but the rotor head assembly is basically exactly the same as the ones used on real helicopters. Same principles at least.
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That picture is of a fixed pitch rotor head. The "pitch" is referring to whether or not there is a cyclic to change the pitch of the blades as throttle input, instead of using variable engine power to spin the disk at different speeds. A collective pitch swashplate is comprised of TWO separate plates that are linked together. The bottom plate controls attitude input, and the top plate controls throttle input. That diagram is strange though. As normally you would have 2 cyclic controls instead of the 4 seen here. 1 servo for pitch, and the other for roll. Yaw is controlled by the tail rotor. You can clearly see the cyclic controls but no throttle controlling linkages.
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Ya that's exactly what I was saying. Someone did however make a fully functional collective pitch helicopter swashplate with IR. The part count without a turboshaft engine was immense already. So it wouldn't be applicable in a aircraft. But it was proof of concept I guess. It worked really well. Your little model is kind of a swashplate but kind of not as well. It's more of a Universal Joint made for helicopter functionality. Side note, current helicopters use a Fixed Pitch rotor head, which is inefficient and less responsive than a collective pitch rotor head so that could be something to work towards. Fixed Pitch = fixed blades that use engine throttle to control thrust. Used in RC helis and models. Collective Pitch = Engine is always at full throttle. Actuators and servos are used to control the pitch of the blades, intern controlling thrust. Used in REAL helicopters and VTOL aircraft. Also used in high performance/high value RC's and model. Collective pitch rotor heads: Fixed pitch rotor head: So obviously the bottom one seems much simpler. Because it is. But in KSP, constantly changing the RPM could lead to engine failure. So, my theory is this. somehow engineer a collective pitch swashplate and linkages. Then you can keep the engine at a constant RPM, minimizing risk of failure. The only problem, obviously.... is how do you engineer such a device in a game with broken physics and screwed up part collisions? The world may never know....
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Do you mean actuate? Ya it's pretty much impossible to build a stock swashplate and linkages to actually actuate the rotor disk. Side note, IR is really bad for making turboprops and bearings. The free moving docking washer has a RPM limit built into it so your really not going anywhere using that. Even as a gyrocopter's rotor you wont generate enough RPM to get off the ground.
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But it looks way cooler and helps with the shaping a TON. It's like scaffolding for the plane. I'd also like to be able to remove the cabin section in the end without taking the entire cockpit with it. Also higher structural integrity and less struts of you just attach the body panels to the frame. I use EER for my turboshaft engines and turboprop planes.
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Ya when its done I will upload it for sure. Feel free to do whatever you want man!
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Fastest aircraft possible
Gman_builder replied to Gman_builder's topic in KSP1 Challenges & Mission ideas
Ok good. -
Thanks! I think i'm just going to finish the cockpit and engines. As the part count would be near 1000 if I did the whole plane.
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100% Scale Boeing 777 I have been working on this project for a couple of weeks and I have decided to share the progress so far with you all. It is no where near done, but it is starting to really take shape. I will only be making the cockpit area and maybe the engines as subassemblies because the part count is through the roof on this craft already. Along with the time it would take to built the entire plane. This is where she's at currently. There's a normal MK3 cockpit for comparison on the last image. I will update this post when the cockpit is nearing completion, but to give you a frame of reference for this plane..... It takes me around 5 to 10 minutes to apply Each body panel. I want it to look as real as possible so I am going to spend a lot of time tweaking and tuning every panel so they line up and fit as perfectly as possible. Stay tuned! Comment any suggestions or question! I would appreciate it!
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screens boi
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Beautiful! Absolutely Beautiful! I also love how you rendered it in real life places too. Very cool effect.
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Fastest aircraft possible
Gman_builder replied to Gman_builder's topic in KSP1 Challenges & Mission ideas
Did you fix the weird fuel consumption bug with your game yet? -
Fastest aircraft possible
Gman_builder replied to Gman_builder's topic in KSP1 Challenges & Mission ideas
Aight sick ill update the leaderboard -
Fastest aircraft possible
Gman_builder replied to Gman_builder's topic in KSP1 Challenges & Mission ideas
Send screenshots bruh -
Alrighty, so what are you going to do with this new-found info and technology? Will he build a car..... Will he built a plane..... Will he build a helicopter..... The world may never know..... I have been working on a silly little engine for about a month now I call the G-47-4F. It makes 45 rad/s in a 1.8 meter diameter form factor(excluding prop). I was planning on using it for my endurance challenge for it's inherent efficiency(only 24 Juno's) but I might move the project over to the "Land vehicle Division" of my crazy KSP laboratory. I will be able to create much smaller and hopefully faster cars with the new engine. I also had an genius idea for a super simple stock gear shifter. More on that later.