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Found 4 results

  1. Avid engineers within the community may already be aware of the famous 19th Century opus that is 507 Mechanical Movements by Henry T. Brown; others in the community may not yet have seen this resource, nor become aware of its potential value in designing their own creations. The goal of this community challenge is to build up examples of all of these movements, making videos and other resources available to the community at large, using KSP as the medium. As a community project we should be able to create some - perhaps even all - of these movements - though some (such as pulleys etc.) may require a certain amount of... ingenuity. Some ground rules: 1. The movement should translate a force from a powered device to an unpowered device: e.g. a motor through to an unpowered motor. That the output is powered solely by the mechanical movement and not directly is a given, and this should be made obvious in any submission. 2. We are aiming to use stock parts only for this challenge: visual mods etc. are fine. Obviously DLC is permitted, though not obligatory. 3. Electricity hacks are permitted (though use of clamps should generally negate any need for this). Other hacks, such as reducing gravity, may be used if absolutely necessary, but are discouraged. 4. For compatibility, I suggest 1.7.1 be the minimum version used (this is, I believe, when self-interaction was added), and generally the newest version available should be preferred. 5. Videos are preferred, but not essential. 6. Craft files should be made available if possible. The best examples of movements will be put here: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 141 161 181 201 221 241 261 281 301 321 341 361 381 401 421 441 461 481 501 501 503 504 505 506 507 As an example, here is my take on movement #27
  2. stock walker! or mech or gundam or whatever. To all the fans of the genres; I do not know all the differences. I do remember having fun playing Mechwarrior back in the day. And I think chicken-walker is reserved for a certain type of leg or knee (Star Wars, Robocop, etc). Short version - The guys are out flying around looking at the old space center so Val is test-piloting this robot - a pretty top-heavy wobbley one. I guess I got the jerking motion right. Unit was never meant to be a bird, but, well that's what it started to look like as it came together over the last few days. I thought any theme was better than no theme. KerbalX Edit: Sorry, can you move this to Spacecraft Exchange please?
  3. link to where the work began Edit: no mods! Well it's more a tracked rover than a tank. And it's technically one big track, not two. Ten thermometers per bearing really pushed up the part count. I think it's 19 separate craft + all the unexploded separators. Focus the motor in the back and set full trim, then focus main machine to twist slowly left or right via SAS (controls might be backwards). Unit can also reverse. Tracks will probably start falling apart after a few minutes. I hope Jeb's ok with that. Giving each track part a separate job and only 1 job helped me troubleshoot issues and improve reliability at the expense of machine complication and part count. Each track pair is in 3 sections -The ouside parts are the frame of each piece and its foot. -Mid sections are bearings. -Inside parts are the guide balls that slide in the frame guides, gear notches, and idler. Check out these MS paint skills. Here's some other important things I had to figure out. How do we keep the bearing balls from popping out of their holders? Use way too many thermometers and pray to the kraken. Keep motor torque low and try to figure out why/where sticking points are. Keep total vehicle weight low. It helps if drive gear allows some slippage so parts aren't under high pressure when there's a hangup. How do we get the tracks to turn around the gear without stretching and binding? My answer - put each bearing perpendicular to direction of travel AND exactly on the centerline of the guide ball making that the horizontal axis. This way we can have a small diameter gear and not have to worry about a tight radius turn. The gears originally had 4 thermometer cups to catch the guide balls and pull them around, then release. I could not get the cups shaped right for good release, plus there was no slippage to allow for slack and hiccups. How do we prevent track explosions? Choose high tolerance parts like the RCS port and the Vernor engine, keep speed low. How do we prevent the track from slipping out of it's groove. Put railings on the gears and idlers to prevent lateral motion. Remember, it's one big track, not 2 separate ones, so both sides help with alignment. Slow rotation speed helps. If each track piece can rotate, how do we keep the feet facing the right way? Each track piece's bearing shell contains a ball from the one before it, all the way around in a big loop, each side. Each piece drags the one after it and is pulled around by the one in front of it, and force each other's orientation. Since both the left and right side are connected it's more like a bike chain than a rubber band - you can't flip it inside out. What she looks like with guides missing. Credit to Majorjim! and RedshiftOTF KerbalX
  4. Credit to @Majorjim for the thermometer bearing, as per usual. No download yet, as this is still very WIP. But if flies, and it folds. What more can you ask for? Surprisingly, it doesn't fall apart unless you try to do stupid things with it. Folded wing: Shrinks width by 1.2 meters. I made it better! Now you people are allowed to butcher it all you want. https://www.dropbox.com/s/v7r799najon2t5t/Corsaircanard%20MKII%20-%20Copy.craft?dl=0 That's the name of the current version. Instructions: -Launch in the SPH -Activate stage 2 -Press action group 4, wait until legs go down -Activate stage 1 -Fly like you would a normal plane, takeoff speed is around 100 m/s Folding: -Decouple wings (stage 2) -Activate AG 1 and throttle up until wings arrive at max height. -Activate AG 2 to keep them in place for storage. ________________________________________________________ -Deactivate AG 2 and activate AG 3 to push the wings back into flight pos -Use AG 4 to lock the wings in place.
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