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Everything posted by IkranMakto
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totm june 2018 Work-in-Progress [WIP] Design Thread
IkranMakto replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
It's destiny of this rocket -
https://forum.kerbalspaceprogram.com/index.php?/topic/140762-a-guide-to-posting-a-craft-in-the-ksp-forums-please-read-before-posting/
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totm june 2018 Work-in-Progress [WIP] Design Thread
IkranMakto replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Did you use contra-rotationg fans? I think it is possible to balance even without reaction wheels. -
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totm june 2018 Work-in-Progress [WIP] Design Thread
IkranMakto replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Have you used Breaking Ground propellers for marine crafts? -
Seems like it is no more GEV. And I think it has more thrust than its weight.
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One follows from the other. Free energy is "too high" efficiency, which comes from too high thrust/lift compared to drag. Developers choose the worst way to simulate helicopter blades just to make it easy to use. And very unrealistic. Instead of explaning to players what is dissymmetry of lift and how avoid it using blade flapping and feathering.
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totm november 2019 1:1 STRATOLAUNCH FULL STOCK
IkranMakto replied to Kronus_Aerospace's topic in KSP1 The Spacecraft Exchange
Amazing! P. S. "Look, but don't touch" craft :p You didn't even write specifications -
The Rockleford E-Series
IkranMakto replied to TheKSPKerbalGuy's topic in KSP1 The Spacecraft Exchange
That's how a craft post should looks like! But actually this rocket is pretty simple and I think engines are too powerful, so it loses some dV on air friction and riscing to be burnt. Make TWR between 1.2 and 1.6 at launch and 0.8-1.5 for upper stages, so it will increase efficiency.- 3 replies
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Maybe it is called.... ground effect? Sure!
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Since you use(and code) TweakScale, why not to make main rotor using scaled FAT elevons? Unlike previous lifting surfaces new damn blades cannot autorotate(as I tested). Also you can try to make cyclic and collective. I'd like to help with it.
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Kwad copter, anyone tried this?
IkranMakto replied to Redacted's topic in KSP1 Gameplay Questions and Tutorials
That's a big question why developers made pitch, roll and yaw axises in action groups uncontrolable by SAS. -
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Kwad copter, anyone tried this?
IkranMakto replied to Redacted's topic in KSP1 Gameplay Questions and Tutorials
It allow. I already done it multiple times. No, If done right of course. And again no. Squad messed up angular momentum, so better to keep RPM constant. It's pointles since an actuator/blade/motor can be controled with with multiple KAL-1000. Please, don't miss the fact that every blade in this vechicle is really bound to 3 KALs (throttle & roll & pitch), otherwise it won't be even controlable. Only Yaw is done by differential tilting. Look, it deploys from 1 to 7 degrees -
There's a simple mod creating ground effect lift so these "seaplanes" can glide near surface with very small wings.
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Kwad copter, anyone tried this?
IkranMakto replied to Redacted's topic in KSP1 Gameplay Questions and Tutorials
Their deploy angle is 90 degrees, that's pretty wide and more than enough because stall AoA is 15-20 degrees. Most of time you'll need to deploy them between +1 and +5 degrees using KAL controller , but not directly by throttle. -
Kwad copter, anyone tried this?
IkranMakto replied to Redacted's topic in KSP1 Gameplay Questions and Tutorials
Quad-copters are slow, I think VTOL or STAL plane would be faster and more efficient. For example? I already wrote my opinion about new blades in BG discussion Use blade deploy angle instead of changing RPM. More precise and faster method. -
Kwad copter, anyone tried this?
IkranMakto replied to Redacted's topic in KSP1 Gameplay Questions and Tutorials
It works, but in multiplicative way. If you have 2 axis from -1 to 1, f.e. pitch and roll controlling a rotor, so pressing pitch down will result as -0.5. Here's the craft. Flying. Slowly, not always stable, but it works without reaction wheel. 451 kg. It's actually foldable by locking rotors(toggle brake) and pressing control group 0 Designed for Duna, but has not enough lift. Enjoy https://kerbalx.com/IkranMakto/Stock-Qcopter -
Kwad copter, anyone tried this?
IkranMakto replied to Redacted's topic in KSP1 Gameplay Questions and Tutorials
Watch this GIFs again and you'll notice that angling of rotors is just a way to keep vechicle horizontal, but not to pitch or roll it. You can lock all this four servos and it will fly, but slower. Collective control is main. You'll get rid of that problem is you will use elevons or small wings as blades. Squad gave too much moment of inertia and too low drag to their new blades. I'll make simple quad-copter for you later. -
Bigger Reaction wheels.
IkranMakto replied to Arugela's topic in KSP1 Suggestions & Development Discussion
Currently existing reaction wheels are highly overpowered and you want even stronger? Use phys warp to reduce rotation time. -
Kwad copter, anyone tried this?
IkranMakto replied to Redacted's topic in KSP1 Gameplay Questions and Tutorials
STOCK, WIP My most complex quad-copter without reaction wheels, 8 rotors. I used KAL-1000 for each axis control ( pitch | roll | yaw | thrust ). Rotor speeds are constant - 350 rpm. It is able to fly 60 m/s forward and hower precisely without changing control, balancing or triming. I can't show my basic Quad-copters because I used Tweak scale for them and deleted this mod after updating to ksp 1.8