With breaking ground we can finally create stock propeller/rotorcraft. However there are a few oversights that I am sure the developers never meant to make.
1. Single rotor rotorcraft cannot function realistically without a cyclic and collective control. We have the ability to adjust blade angle but it is relatively crude. We do not however have the ability to properly control cyclic. A stock swashplate would solve this issue with a dedicated swashplate part dedicated to each size of rotor available.
2. There is no ability to set predetermined blade angles to a function key, or set a limit on blade angle authority. This means you cannot quickly and easily change your blade pitch to course, fine or feather. It also means doing an auto-gyro landing in a rotorcraft is damn near impossible since you cannot immediately set the blade angle to that predetermined setting.
3. The new turboshaft and turboprop engines do not include generators/alternators. This means no electricity, which I really believe was just forgotten.
4. Because there is no way to "link" or sync (with a ratio) rotor motors and engines to one another you cannot properly create a tail rotor to balance torque force on a rotor craft, or phase sync multi-prop aircraft. This is especially terrible for rotorcraft because you cannot balance out the torque on a single rotor rotorcraft without using counter-rotating rotors or by using an ungodly amount of reaction wheels. You can manually adjust blade angle on the tail rotor but this is extremely cumbersome and makes most realistic rotorcraft damn near impossible to fly.
Thanks for the amazing DLC and I cannot wait to see what you guys do with it. The fan shrouds look awesome but if you devs could please look into these issues I am sure the entire community would love you dearly! Cannot wait for KSP2 by the way