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luizopiloto

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Posts posted by luizopiloto

  1. 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.

  2. 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... :P

  3. 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... :P

  4. 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...  :P

    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.

  5. On 5/5/2018 at 7:02 PM, katateochi said:

    That seems like it could be really simple in some cases and horribly awkward in others! What was your approach if you have a missing part that has other parts attached to it? Do you remove that whole branch from the missing part onwards, or did you try and change what the other parts are attached to, essentially moving them up a part?
    That's not something I'd planned for this mod, but it can go in the "might have" pile.

    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.

  6. 6 hours ago, EpicSpaceTroll139 said:

    ...Does the cyclic script allow the helicopter to fly without reaction wheels?...

    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... :P

  7. 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... :P
    It's not called Krakentech for any reason... 1.0

  8. 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... :P

    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...

  9. Finally made a kOS script that adds full cyclic control to stock helicopters w/o exploding the CPU... :P
    StQi2aw.jpg
    Also... I improved my bearing design to resist all the gyroscopic forces imposed by the cyclic control...

     

    Spoiler

    snip of the most important part of the script :P
     

    
    //Get rotor angle
    function rotorang
    {
        parameter vess. //Main vessel.
        local x is vdot(vess:facing:forevector, ship:facing:upvector).
        local y is vdot(-vess:facing:starvector, ship:facing:upvector).
        local res is arctan2(y, x).
        if res < 0 {return 360 + res.}
        else {return res.}
    }

     

     

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