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EpicSpaceTroll139

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Everything posted by EpicSpaceTroll139

  1. Managed to replicate the blue energy flash from my previously mentioned truck explosion. Somehow it made the runway go dark. Also peculiar, but not as surprising, was the cubic smoke effects afterwards. Unrelated to this I've been working on a ground attack aircraft. I've been debating with myself as to whether to move the wings down. This would allow me to place more equipment immediately above the wing roots where it would be shielded from ground fire, and perhaps even remove some of the armor now directly above the wing, thus making it lighter. On the other hand, if I keep them where they are, they can remain attached to the heavily shielded back spine, giving them the least possible chance of getting knocked off by a well-placed shot*. Ah! Decisions! Decisions!
  2. Accidentally discovered blue explosions when going full Aloha Snackbar on the R&D. Also discovered Kerbals are even tougher than I thought... That's right... My Kerbal survived despite his truck obliterating around him! KSP logic at its finest! Don't have a screenie tho bcc I was so mystified by the blue light. I must replicate it!
  3. That is a really peculiar problem. Perhaps try redoing the action group? Or reinstalling KSP? I have never seen that happen before
  4. Discovered the amazing power of hybrid stock and mod weapon technology. I'll let you guys try to figure out what exactly this does. Hint: it also did that job to the VAB
  5. "Size Height: 406.1m Width: 380.4m Length: 406.1m" HOW??? IT FITS INSIDE THE SPH AT THAT SIZE?!?!? Seriously what's up with that? Looks cool though!
  6. I've been making progress on that cyclic mechanism I showed earlier. I took it for a static control run today. As soon as I decoupled the parts, before it even started rotating, it spat out the linkage module, which dragged the swashplate with it. This may not seem like a good start, but considering the ruggedness that the freely pitching blades showed afterwards, (only coming off at high rpm, and apparently only due to my flimsy mounting of the upper shaft bearing), I believe this thing has a great chance of working. Things left to do include: Tweak the internal bearings to prevent the linkage module from being kraken bait. Redo main shaft bearings for sturdiness. Connect lower swashplate to servos aka control surfaces. And fix any other problems that will undoubtedly present themselves during testing.
  7. What kind of control problems? Is it not turning as fast as you want, or turning in a direction 90° clockwise from where you want it to? Or something else? If it's one of the first two it is likely caused by gyroscopic effects of the rotor. You can either override these by adding moar reaction wheels, or try to minimize the rotor's moment of inertia by trying to keep most of its mass near the hub (remove fuel from the mark0 tanks at the ends, and if needed, put the fuel tanks at the blade root or in the center). If it's the latter, what's going on? As for the rotor exploding: Is it expanding before exploding? Such may indicate it is spinning fast enough to rip apart. Solutions could include removing fuel from the Mk0 tanks (so as to reduce tension on the blades) and/or adding more blades without adding more torque (tip jets) so the rotor will get more lift while spinning at a lower speed. If the rotor is exploding in a different manner I have no idea what's going on. Anyways, hope some of this is helpful! Let me know if you have any questions for a turbohead.
  8. I've been working on a stock cyclic mechanism since KOS has been proving hard to work with. It's still a WIP but it is turning out to be quite compact, and so far all its parts have their COM on the rotation axis, so none of them should get flung off... in theory.
  9. This is already a thing http://imgur.com/a/d4HYi (Sorry imgur insert isn't working so I gave the link).
  10. It should definitely require a kerbal or a significant mass cost to retract it (at least in space), because when you think about it, when in space, a non-elastic balloon (which is what I guess the heatshield would be) won't exactly deflate if you take the air out of it. It would just become less rigid. It would need to be shoved back into place. Inside the atmo the pressure might be able to repack a deflated one, but even then that's iffy.
  11. Was doing aerobatics and wondered if a friend was nearby, so I switched to external view. Yes. Yes he was.
  12. Alt + F12 --> click enable part clipping in editor You now have your attachment node back!
  13. You actually don't need any cubic struts for this thing. Just attach the tanks by their nodes to the ibeams and use the gizmo to rotate them so they are pointing the right direction. Then just use the offset tool a little so the aren't clipping into the beam, and voila! Your tank is attached exactly the way it looks in this picture, but without the annoying cubic strut! This is not to say I wouldn't be happy with everything being radially attachable (that would be awesome).
  14. Monopropellant (quads and linear) ISP in vacuum: 240 Thrust: 1-2 Bipropellant (vernor) ISP in vacuum: 260 Thrust: 12 The thrust and ISP on the vernor is better. I don't usually use them on landers, but then I don't usually build large landers. I can easily see them being useful on medium to large size landers. I typically use them on space shuttles for their stabilizing power during reentry. Their use of LFOX means that I can use them a lot without needing a separate fuel source, which is nice, if not completely necessary.
  15. Since kerbals became able to EVA I have yet to have an update in which I wasn't able to spaghettify them in some way, whether on accident or on purpose.
  16. Sure a superonic beam would do probably break a heli if it hit it in the right spot. Problem is that it's really hard to hit another flying object with an unguided missile in ksp, unless you're like maybe 10 meters away and it's staying still and not trying to avoid you.
  17. Thanks a million! I'm planning to create a code for otherwise stock helicopter cyclic controls so this will be a must-have
  18. Is there by any chance an up to date page which lists all the commands that KOS recognizes? I've looked all over and all I can find is this out of date KOS Wiki page. http://kos.wikia.com/wiki/KerboScript This mod is awesome btw
  19. It has a glowing fish mouth now? LOL (jk it looks cool) On a different note, this is some of the stuff I've got so far. http://imgur.com/a/vy2uq -- A graph I got from an experiment using really basic rig: I also found this thread that shows how lift varies with angle of attack I'm going do some tests to verify this though. Sorry if this seems off topic. It's going towards KOS cyclic controls
  20. @Azimech that is amazing! What's the most common killshot? Main rotor bearing? Tail boom? Something else that holds it all together? Anyways I've been doing research in KSP aerodynamics so I can get equations for use in a KOS heli cyclic code. I might post pics of my test results in a bit
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