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KSP2 Release Notes
Everything posted by luizopiloto
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Moonbase alpha text to speech in ksp 2.
luizopiloto replied to Catto's topic in Prelaunch KSP2 Discussion
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I fly IVA... I even made a custom IVA for the MK3 pod...
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You can use docking ports on structure that needs to close a loop in the tree branch... in the editor it will remain disconnected, but it will load docked and form a strong connection. Just don't abuse it too much because a large number of same-vessel docking can trigger that bug where docking ports are unable to undock.
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Moonbase alpha text to speech in ksp 2.
luizopiloto replied to Catto's topic in Prelaunch KSP2 Discussion
TTS? not a good idea... We will type "plant the flag" and kerbals will probably say "Hanna banana!" -
KSP 2 Multiplayer Discussion Thread
luizopiloto replied to Johnster_Space_Program's topic in Prelaunch KSP2 Discussion
Multiplayer can be more like a co-op mode with a limited number of players. The host can be the one with timewarp privileges. And the possibility for multiple players managing the same craft, so one player can be the pilot and others can manage fuel/science or navigation (maneuver nodes, map view info, etc). and I'm sure the most fun part will be each player controlling a kerbal in EVA...- 1,629 replies
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procedural tanks wih fixed radius, with the option to set length, fuel type and texture. And multiplayer. And robotic parts...
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Cópia descarada do tópico "ban the user above you"
luizopiloto replied to EuSouONumero345's topic in Portuguese (Português)
banido... pq vc não fala mais nada do jogo q vc tava fazendo.. ಠ__ಠ -
Can we get Gears?
luizopiloto replied to quitessa's topic in KSP1 Suggestions & Development Discussion
I don't think so... Krakentech™ gained a lot of attention recently... It's a completely new way to play KSP. A new pack of parts specific created to be used for Krakentech™ and, if possible, some tweaks on the physics simulation to make those contraptions work a bit more smooth, will give KSP a new life... Krakentech could probably be the next DLC theme... -
Your flapping blades technic is the best one I know to make helicopter rotors... Specially when used in conjunction with kOS. Even Infernal Robotics have problems to make this work right.
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It landed in one piece... Val was the test pilot that day...
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I was collecting telemetry data to improve my helicopter cyclic script... I flew for too long... I had to autorotate the thing in the end... xD https://github.com/luizopiloto/kOS-Scripts/blob/master/turbo/Hue-H7K_Lynx_20180509.csv
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I removed all the reactionwheels from the K variant, reinforced the rotor and added a jRCS (Juno Reaction Control System) for Yaw control... This will prove the thing can fly w/o SAS help... Also, I improved the script with @Aphobius help... It's way more smooth and maneuverable now if you use it in conjunction with the Module Manager config on the previous post.
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I simply substitute the part by a stock structural girder or some other dummy part... The only problem is if the part to be replaced have multiple nodes and parts attached to it... I never had to deal with this kind of problem, but I think it's possible to change it from node to radial attachment.
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Or you can use this module manager cfg: @PART[airlinerCtrlSrf]:FINAL { @MODULE[ModuleControlSurface] { @actuatorSpeed = 250 } } Now the thing moves 10x faster...
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Yes... A bit slow, because the control surfaces can not move fast enough to give the force needed to maneuver like a combat helicopter... That's why AG3 toggles all the reaction wheels... to test if the cyclic is really doing something...
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No, RUDs are totally random... can probably be caused by a bug, because sometimes the blades hit the cargo ramp w/o visually getting close to it... Yarg had this problem with one of his designs and almost freaked out... It's not called Krakentech for any reason...
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Flapping blades reduce the gyroscopic precession and the blade stall when moving forward. If you watch close you can see the rotor tilting to the sides to compensate those forces, and makes the craft more maneuverable because the main craft is not completely tied to the rotor. Also, to minimize the roll when moving fast forward, try reduce the blades authority... The forward speed will give you the extra lift you need to fly. Unfortunately, the longer blades in this design is more susceptible to this problem... The original flapping blades design was a really good tech demo: https://www.youtube.com/watch?v=pA1e2hHXWCs unfortunately, the original creator removed it from kerbalx...
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This one have 2 variants Stock: https://kerbalx.com/luizopiloto/Hue-H7-Lynx kOS: https://kerbalx.com/luizopiloto/Hue-H7K-Lynx kOS variant uses a set of scripts to enable full cyclic controls, enabling the helicopter to be way more responsive/maneuverable.
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Something I always wanted was a way to enable crafts with missing parts to load by removing those parts from the craft file. Is it possible? I was able to do it manually before, but an automated way can be very handy...
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Cópia descarada do tópico "ban the user above you"
luizopiloto replied to EuSouONumero345's topic in Portuguese (Português)
em homenagem póstuma ao q um dia foi um subforum vivo e saudável... banido... -
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I had to overclock kOS for this to work properly... Blades flutter a bit when applying full pitch/roll... And still needs reaction wheels for yaw control... But it's fun to fly even with those problems...
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Finally made a kOS script that adds full cyclic control to stock helicopters w/o exploding the CPU... Also... I improved my bearing design to resist all the gyroscopic forces imposed by the cyclic control...
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you forgot to set the Navball to surface + , on that FDAI Guid mode panel... :P