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Posts posted by MichaelMoore

  1. On 3/27/2020 at 12:27 PM, mystifeid said:

    I'm gonna go out on a limb here and say that the green arrows show the amount of and direction of the torque of the engines. You've reversed the rotation of one of the engines so the green arrows should point in opposite directions. However you also reverse the deploy direction of the propeller blades on the engine with reversed rotation so that the thrust arrows (I'm assuming they're the pink ones) all point in the same direction. It looks like you might have some vibration judging by the splayed appearance of the green arrows - compare to :


    Why is the left gree arrow looking backwards? I don't understand. Or it's just an exampe?

  2. On 4/4/2020 at 8:38 PM, XLjedi said:

    Well try flying these and tell me if you consider them "helicopters" ?



    I get into irritating semantics arguments regarding these at times...  People telling me they are gyrocopters (they're not) and not helicopters and complaining about cyclic controls. :rolleyes:  Technically, the craft would be classified as either "Compound Helicopter" or "Gyrodyne" which simply means they have a forward propulsion component that makes them fly fast like a jet.  Which is what actually makes them useful in this game.  As for the lack of true cyclic... If it were implemented or functioned a little better in game; I would use it.  As it is now, I ignore it.

    To start, I would recommend:

    1. Ignoring and disabling cyclic controls on the rotor blades
    2. Go with a coaxial design and no tail rotor
    3. Use a reaction wheel or two (five... ten?) for yaw control
    4. Look at how I setup the KAL-1000 as a helo ECM (engine control module)

    So you would be focusing almost entirely on your control setup, the collective and stable hover.  ...from there you can expand and build in about any direction you want to go.  Even dabbling in the use of the cyclic and a tail rotor, although... it's just not that good.  My "spinny things" guide here is still valid, although I had to add a few notes at the bottom of the OP to deal with changes that occurred between 1.7 and 1.9.1.




    Tried them, seems good but still not heli

  3. On 4/8/2020 at 3:13 PM, RealAxons said:

    Hey all, are there any (good) quadcopter tutorials? I've been trying to build one with no success. I think my issue has something to do with not using the rotor blades properly? (Once I get the rotors up to max RPM, nothing happens despite the vehicle being quite light).


    Many thanks

    Make it lighter lol)

  4. On 4/6/2020 at 10:04 PM, Paul G said:

    Running the following on MacOS:

    • Kerbal
    • Making History 1.91
    • Breaking Ground 1.41

    I'm reasonably advanced in the Tech tree - I have unlocked the bits necessary to build a rover, but I'm struggling to come up with a reliable way of getting a rover to my destination.

    My lander shown below, will land me on the Mun or Minimus, and allow me to leave the base of the lander behind (with a scientist), and return the science I collect back to Kerbin.

    My rover is secured via a docking port, and whilst I can get to my final descent quite happily (politely ignoring the slight plume impingement on my rover if I manoeuvre the wrong way). I've tried slowing my descent to single figure ms at low heights <50m, or even landing and then undocking the rover, but the undocking is so energetic my rover is flung to the floor and explodes, or tips my lander over (on Minimus) if I release whilst landed.

    There must be a more elegant way of getting a rover down safely., but I can't see how I would release it - should I be looking at using hinges to make doors/ramps to a space in my lander where the rover sits until I'm landed, or should I be building rovers as landers in their own right?





    It's literally impossible

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