Jump to content

Search the Community

Showing results for tags 'breaking groud'.

The search index is currently processing. Current results may not be complete.
  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 1
    • KSP1 Discussion
    • KSP1 Suggestions & Development Discussion
    • KSP1 Challenges & Mission ideas
    • KSP1 The Spacecraft Exchange
    • KSP1 Mission Reports
    • KSP1 Gameplay and Technical Support
    • KSP1 Mods
    • KSP1 Expansions
  • Kerbal Space Program 2
    • KSP2 Dev Updates
    • KSP2 Discussion
    • KSP2 Suggestions and Development Discussion
    • Challenges & Mission Ideas
    • The KSP2 Spacecraft Exchange
    • Mission Reports
    • KSP2 Prelaunch Archive
  • Kerbal Space Program 2 Gameplay & Technical Support
    • KSP2 Gameplay Questions and Tutorials
    • KSP2 Technical Support (PC, unmodded installs)
    • KSP2 Technical Support (PC, modded installs)
  • Kerbal Space Program 2 Mods
    • KSP2 Mod Discussions
    • KSP2 Mod Releases
    • KSP2 Mod Development
  • Community
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
    • KSP Fan Works
  • International
    • International

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


About me


Location


Interests

Found 10 results

  1. With apologies to the great movies starring Anna Kendricks. Ever get frustrated that your propeller aircraft don't seem to gain speed? Annoyed that mapping blade deploy angle to throttle can result in less thrust with more throttle? Wish you could just use the throttle to control the force of your propeller without finicking around? Well now you can! This mod will handle all of the details while you just fly. How to use: Add blades to any rotor. Make sure that they are aligned in the disc plane in their undeployed state and that increasing the deployment angle makes them take a bigger 'bite' of the air. Set them deployed. On the rotor hub, select which mode you want: Thrust: Keeps the blade at its maximum thrust angle. Throttle the motor's RPM or torque to control your thrust. Throttle: Makes the blade produce thrust proportional to the throttle setting. Set your motor to the desired RPM and a torque setting that will enable that. This is the default and probably easiest to fly with. Efficiency: Keeps the blade at its most efficient (Thrust/Torque) angle. Throttle the motor's torque to control your thrust. This mode is likely the least useful unless you're trying to build a maximum range craft and even then... Fly. For you extra 'Kerbal' types, the math is there to try to optimize weird, non-radial or conic propellers but I don't guarantee it will be able to optimize anything. The steps above are well tested but I can't predict everything you'll try. If something doesn't work, please let me know and send me the craft file. Also, a caveat on my promises of optimization: this optimizes the thrust of the propeller blade, not thrust-drag of the propeller blade. At high forward speeds, it might be a few fractions of a degree away from absolute perfection. I'm working on that. Reverse thrust is also roughly implemented, but isn't perfect yet. I'm still actively developing this but it's good enough to start. Downloads: GitHub: https://github.com/DBooots/Pitch-Perfect/releases SpaceDock: https://spacedock.info/mod/2616/Pitch Perfect License: MIT Dependency: Breaking Ground
  2. I was experimenting with high altitude propeller assisted launch vehicles for low eve orbit. I can just about reach 20k in height before loosing speed and flipping out. The propellers don’t rotate the craft and are at the com. They are constantly getting fed power so I don’t see what I’m doing wrong. I want to be able to reach 30k or higher to save vessel mass but I was wondering if anyone has help for this issue. Also the launcher can go into orbit. It just needs props that can go that height.
  3. I've been trying to complete contracts to scan mun craters with the scanning arm and bring mun stone back to kerbin. I've landed a rover and small ship on the moon in the biomes where it tells me the features will be but I cannot find any anywhere. I have done my best to search this issue on here and reddit but no solutions yet. - My save was created recently (long after the BG DLC was installed) and I have checked my persistent file in my save folder to check that it has a valid ROC seed which other posts say should mean surface features are active. - I have turned terrain scatter down to 0 so there is literally nothing on the surface and mun stone should stand out. - I've also used the debug menu to turn on the surface feature finder but I see no indicators. - I have double checked the BG expansion is installed on steam - I have tried multiple biomes across large sweeping areas and I have not found a single crater or mun stone and I am out of places to search for answers. Any help would be massively appreciated.
  4. With this short tutorial I'll show you how to build an automated tracking craft without the KAL controller, which you can use in several ways, to improve your gameplay.
  5. After more research and testing, I would like to share what I have learned about designing and flying helicopters in the game.
  6. KerbWes

    CARS!

    Anybody tries the grip pads in BG (Breaking Ground) as car bodies? Basically indestructible and cool looking too! I made a car w/ it and rammed it full speed into the VAB, only the front lights broke! And, with BG, you can make convertibles! YAY
  7. Last Update: 23/05/21 This thread is where I will organise and share all of my Naval Vessels, Naval Aircraft and other useful subassemblies. The Catalogue will be split into 3 main sections, Surface/Subsurface vessels, Aircraft and Subassemblies, more will likely be added but for now I will stick to these three - this should hopefully allow for an easy to navigate catalogue of all my craft (And hopefully encourage me to actually release some on a semi regular basis). The TEK Shipyards (Telnya-Karkov) is a fictional company that handles the building of everything from the smallest boats to the largest aircraft carriers and beyond. The TEK designation, e.g. TEK-66-1 denotes the Manufacturer - TEK, the Length in metres rounded to the nearest convenient number - 66, and the suffix denotes the variant which is not always present. All but the 1st generation of Naval vessels at least Breaking ground to function due to the use of electric propellers and the 3rd and 4th generation of vessels use config editing to drastically reduce part count. This is done to make sure that all of my craft can be enjoyed at a reasonable FPS and without your computer reaching the temperature of the sun. The adjoined company to TEK, Karkov Helicopter concern, often contracted to Karkov is the parent Company of TEK handling all sorts of aeronautics. Starting from helicopters, Karkov has gradually Evolved into an aerospace giant handling everything from passenger planes to carrier based SSTOs. The close partnership between TEK and karkov allows them to develop complete naval systems with organically integrated aircraft. For example, the Karkov universal Landing gear system for medium and heavy carrier aircraft allows TEK to create a one-size-fits-all tie down system allowing for the securing of aircraft whilst lacking the complexity and overengineering of a full docking system. "Efficiency, Efficiency By Design" ~ The TEK Motto Surface/Subsurface vessels 1st Generation 2nd Generation 3rd Generation 4th Generation Aircraft Fixed Wing Rotary Wing Mods that I find essential; Any thoughts, suggestions and requests would be appreciated.
×
×
  • Create New...