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jimmywa

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  1. Some Helicopter Physics for you to engineer kerbal solutions to! 1)gyroscopic precession https://blog.aopa.org/aopa/2012/01/29/gyroscopic-precession/ on my stock heli's I just turn my joystick 90 degrees to realign the bump from the reaction wheels with the resultant tilt of the rotor disk 2)advancing blade drag: as you move forward faster the speed increases the effective airspeed on the advancing blade side of the rotor disk. the drag from this makes it harder for the motor to turn the rotor the faster you go. Around 40-50 m/s the motor usually becomes overcome by drag and the rotor RPM drops. This is bad! You really really want to maintain a constant rotor RPM. 3)retreating blade stall: as you move forward faster the speed decreases the effective airspeed on the retreating blade side of the rotor disk. You will need to trim the roll of the helicopter to remain level. Critical retreating blade stall is usually about 40-50m/s in KSP. So about 40-50m/s the motor is working super hard to keep up RPM. Then the retreating blade is losing lift. When the RPM begins to drop from advancing blade drag, the retreating blade really stalls and stability is lost. hope that is some help
  2. I have made stock rotors work in a standard helicopter configuration. Using reaction wheels for control and tail rotor blade angle bound to yaw and turning my joystick 90 degrees to counter the gyroscopic effect. collective is by blade angle. Main and tail rotors are both constant rpm. Correctly trimmed, it will happily fly strait and level with sas off and hands off and can be precisely landed. Range about 100km. It can pick up a 400u fuel drum and place it for local ops.
  3. I have somewhat solved the cyclic problem in 1.7.3. I use a constant rotor rpm and use blade angle as collective. I have the blade direction axes inactive. I then turn my joystick 90 degrees on my desk so that normal reaction wheels will have the correct sense of movement with the control forward. using normal reaction wheels this way the gyroscopic effects mostly corrected for.
  4. hi @sDaZe , can you help me to get saturn rings to appear? Also The gravity on Titan is about a hundred times real life. It's way too high at like 13g. Can that be fixed please? Thanks! Here's a log: https://www.dropbox.com/s/ig2rjuvfyyhrimh/ksp.log?dl=0 thanks for your time! -J
  5. Titan's gravity is 13.9g seems too high. what do you think?
  6. hay what ksp version does this work up to please?
  7. Hi Necro, I removed most my other mods and still I'm seeing the tech tree Massive Structure node but none of the other Massive nodes appear. The only spacey parts that appear in VAB are the big separation and the quad-mainsail structure. Can you plz help me get SpaceY parts working? Here's a log: https://dl.dropboxusercontent.com/u/30684938/KSP.log thanks for help
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