Jump to content

Advanced Aircraft, Building Techniques And Help


V8jester

Recommended Posts

53 minutes ago, gilflo said:

Hey Jester

How do you deal with turning big parts as you do on your OPT protolift??

I am trying to make 20T engines turning 90° to land on VTOL on my OPT SSTO but any of the robotic parts from Magicsmoke industries (Extendatron, pivotron, rotatron or hinge or whatever can't bear such a weight ? and what about strut and auto strut?

Any tricks?

 

Rotating nacels are one of my favorite things to build :)

so what I do is indeed use in modified IR Rotatrons and in the case of the protolift, Sliding rails.

The reason the nacels appear so stable is because I use quantum struts to lock them in whatever position I have them in during maneuvering. Just run a strut from the nacels to the biggest / heavyset section of the main hull you can then I set them to an AG to toggle them.

Edited by V8jester
Link to comment
Share on other sites

OK i looked at all my robotic hinges, pivotron, rotation and so on.........

None is able to support a 20T engine, even when tweak scaled....In fact i modified the breakforce and the torque of all my robotic stuff and now i can attach big engine to rotate them.

Only the VTOL rotatron was able to take engines less up to 9.9T but it's not convenient for what want to do..

Thank's for your reply  

Link to comment
Share on other sites

45 minutes ago, gilflo said:

OK i looked at all my robotic hinges, pivotron, rotation and so on.........

None is able to support a 20T engine, even when tweak scaled....In fact i modified the breakforce and the torque of all my robotic stuff and now i can attach big engine to rotate them.

Only the VTOL rotatron was able to take engines less up to 9.9T but it's not convenient for what want to do..

Thank's for your reply  

Are you using KJR with the modified .xml file to work with IR? If not I know it was talked about on the rework thread. I can probably find the link if you have trouble tracking it down.

Link to comment
Share on other sites

Not using KJR but I downloaded the KJR 3.3.1 for KSP 1.2

I read a lot in the magic smoke thread, but english being not my native language, i am not sure to understand everything...

Here is what got in  my magic smoke industries folder

- Infernal robotic version 2.0.8

-Assetbundles folder

-IR tweakscale.cfg

-IR sequencer folder( version for KSP 1.1.3) with its plugin

-Parts folder with Legacy folder, Rework-core folder (with Probe folder and robotic folder) and Rework-expansion folder ( with a probe folder) and the Rework-tweakscale.cfg

-Plugin folder, with plugin data>infernal robotics<config.xmlml

-sound folder

 

They should be up today, but there's so many links to get all of them that i am not sure of that...And maybe I made some mistakes managing the MagicSmokeindustries folder....

So if you have links to check that, i would appreciate.

 

In fact my main concern is to set up a 2.5m nuclear engine from MRS, (the Quad engine) on a hinge able to turn it from horizontal to vertical, so 90° move, for vertical landing on low gravity planet.

I must up 4 engines on my OPT.

I made a try with the IR close Hinge from the legacy part, Torque and BreakingForce being at 9999 versus 999 and it car bear heavy engines.

In the SPH it moves easily from 0° horizontal to 90° vertical, then I block it with toggable Quantum struts. But when I try on the runway, I must move the hinge to approximatively 150° to get a 90° move!

Thank you for your help!!

 

 

 

Link to comment
Share on other sites

Hey

I am struggling with quantum strut.

I set them on a action group number 0, to toggle on or off

When in SPH they strut my engine in horizontal position, then I de activate them, hitting 0, I lower engine to vertical position, then I toggle 0 and 2 other QS strut them in this position.

When I hit again 0, they de activate and  i set my engine in horizontal position and they don't want to activate again

I got an alarm : QS:"found recast hit; Fetching target part", But they are aiming at the target part!!! So what is it?

Do they have to hit a particular part of the engine? because there's only engine, they can't hit the attach point...

Edited by gilflo
Link to comment
Share on other sites

4 hours ago, gilflo said:

Hey

I am struggling with quantum strut.

I set them on a action group number 0, to toggle on or off

When in SPH they strut my engine in horizontal position, then I de activate them, hitting 0, I lower engine to vertical position, then I toggle 0 and 2 other QS strut them in this position.

When I hit again 0, they de activate and  i set my engine in horizontal position and they don't want to activate again

I got an alarm : QS:"found recast hit; Fetching target part", But they are aiming at the target part!!! So what is it?

Do they have to hit a particular part of the engine? because there's only engine, they can't hit the attach point...

Quantum struts are very useful but when using them with IR it takes some practice. The engine nacelle will often torque a bit under load once you deactivate the strut. And with IR any part at the end of a moving IR contraption can clip through the main vessel. If the quantum strut clips inside of the part you are aimed at it, it may not "hit" or connect on your toggle AG.

The trick here is check where the quantum strut hits in both VTOIL and normal flight modes in the SPH. And allow for some flex here. Also do everything you can to connect the nacelles to the heaviest part of the ship. This will be the most stable option. So as far as flex, imagine where the quantum strut will be after IR flexes under the weight of the ship. And when flying your ship, try to avoid any aggressive maneuvers unless quantum struts are locked. Another trick I have used is use a B9 light or any light really and tweak the color to something like red / blue anything obvious. And then only assign that light to a toggle AG along with Q-struts. This will give you a visual sign the struts are toggled on or off.

Hopefully that helps, I need to buy a good headset so I can do tutorials on youtibe. Just not much of a talker I guess :)

 

edit

I also just read your last comment. I really want to suggest KSP 1.2.2 and IR 2.0.10 it works way better! There were a lot of time warp nugs with IR 2.0.8 and 2.0.9.

What mod is holding you up from upgrading to 1.2.2? I might be able to help you out.

 

Edited by V8jester
Link to comment
Share on other sites

Thank's for your reply. I just change on KSP 1.2.2 and i think i got the right IR.

Now the trick is to re balance the OPT SSTO to be stable in pitch and yaw, as I moved a lot backwards all the engines du to robotic.....

not so easy that i was thinking....The baby is very heavy: 700T

Link to comment
Share on other sites

2 hours ago, gilflo said:

Thank's for your reply. I just change on KSP 1.2.2 and i think i got the right IR.

Now the trick is to re balance the OPT SSTO to be stable in pitch and yaw, as I moved a lot backwards all the engines du to robotic.....

not so easy that i was thinking....The baby is very heavy: 700T

700T Holy Expletives Batman!

Yeah My heaviest Duna VTOL so far was 200T. My new OPT VTOL was only 90T With a rover and a full load of cargo. So your OPT VTOL was a quad nacelle setup correct? Share some pics when you get it flying I'm curious to see what you're working on.

Link to comment
Share on other sites

You can see it on OPT showroom, page 7. It's the OPT tanker S81. He's 6500DV left once in 600 km orbit. There 4 big MRS quad nuke engines to fly it in the vaccum. This one is perfectly bakanced in pitch and yaw, according to CORRECTCOL. mod from 110m/s on take off to 2600m/s at 60kms.

The trick is to to fit the Nuke with a robotic system to set them vertically to land on low gravity planets. I can't move the whole nacelle because they are under the wing in front position and over the wings at the rear. The only robotic stuff that's working for that in the pitch axis is the 180 Hinge and i must set them one by one because otherwise the opposite side is upside down! Always!

Doing this i move back the COM and destroy the balance of the craft and believe it or not it becomes impossible to balance the aircraft the first thing being to set them at equal distance from COM when they are in vertical position to facilitate landing.

so i am wondering if i am going to leave this and design a new smaller OPT......

Link to comment
Share on other sites

I am also working on a Mark IV-B9 wings  Cargo tanker of 1300T able to carry my AESV and a reckon satellite. She so big because I wanted her to be able  to carry freight far away without refueling. She gets more than 6000DV left in orbit....

sShe is powered by 2 giant OPT J61starwaster and to giants MRS Quad Nuke engines

AESV is an autonomous science véhicule 42T 10000DV with a lab, able to do science and to drill and converts ore to fuel. 4 atomic bulb engines in vertical position allows interplanetary flights, and easy jump flights on planet. It cannot fly in atmosphere as it is not protected against overheating and as its engines are always overheating but stay in limit when in vacuum. It's also impossible to use them in transitional flight as aircraft overheating will make them explode.

Final version with Drills and converter at the rear

Spoiler

363812screenshot212.png

 

Stellaris hold with Satellite and AESV

Spoiler

774560screenshot194.png

 

Stellaris climbing to orbit

Spoiler

390391screenshot207.png

 

AESV on Mun

Spoiler

449618screenshot211.png

 

 

 

Edited by gilflo
Link to comment
Share on other sites

  • 3 weeks later...
2 minutes ago, The-Doctor said:

the base parts

Asking the question exactly in the same vegue way does not tell me "exactly" how I can help. What "base" parts? The big structural white squares? Those are SXT

Edited by V8jester
Link to comment
Share on other sites

I don't know you remember me or not, I asked you at youtube about F-22N 5 days ago. I have already download most of the mod in the list and tried many time of myself. but I still have a problem that I have no idea about the pad just at the back side of F-22N which I circle it, what is it? would you mind to give me a hand?

 

http://imgur.com/UjRPHjx

Link to comment
Share on other sites

You're going to laugh when I tell you what that is :)

Its 3 parts. Fist a cylinder procedural parts "structural Element" then another structural element at the rear configured as a "Smooth Cone" with a BD ray dome at the front. (Or just another structural element. - Then just clip the whole thing into the plane and voila!

Welcome to the forum by the way

Edited by V8jester
Link to comment
Share on other sites

21 hours ago, V8jester said:

You're going to laugh when I tell you what that is :)

Its 3 parts. Fist a cylinder procedural parts "structural Element" then another structural element at the rear configured as a "Smooth Cone" with a BD ray dome at the front. (Or just another structural element. - Then just clip the whole thing into the plane and voila!

Welcome to the forum by the way

Thank you very much!!!
My  dream plane is going to be come true!
However many mod are not able to use in 1.2.2 is still a problem

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...