MiscelanousItem Posted June 8, 2019 Share Posted June 8, 2019 @HB Stratos thats definitely a Conair Firecat Quote Link to comment Share on other sites More sharing options...
sturmhauke Posted June 8, 2019 Share Posted June 8, 2019 It's probably not an X-wing. Quote Link to comment Share on other sites More sharing options...
Bottle Rocketeer 500 Posted June 8, 2019 Share Posted June 8, 2019 @HB Stratos It is the Concorde! I see that it says "based on original BAC system drawing" in the picture of the landing gear you posted. Quote Link to comment Share on other sites More sharing options...
Torn4dO Posted June 9, 2019 Share Posted June 9, 2019 After hours and hours of changing, tuning and many many headaches I have given up on getting this tripod to walk. I think i might be because of the short legs in combination with losing balance since having 3 legs isn't to stable. If any of you have some suggestions I'm all ears... if not I'll just wait untill someone uploads a similar looking tripod, maybe I could use that walking script. For now this one will be tucked away in some dark wip closet. Quote Link to comment Share on other sites More sharing options...
Shadow dream Posted June 9, 2019 Share Posted June 9, 2019 1 hour ago, Torn4dO said: After hours and hours of changing, tuning and many many headaches I have given up on getting this tripod to walk. I think i might be because of the short legs in combination with losing balance since having 3 legs isn't to stable. If any of you have some suggestions I'm all ears... if not I'll just wait untill someone uploads a similar looking tripod, maybe I could use that walking script. For now this one will be tucked away in some dark wip closet. A tripod might be pretty hard to be reliable on it's own - at least without RW since you need to lift one leg at a time for walking and therefore end up with only two (-> unstable) legs on the ground. Try it with four legs and make sure to have the CoM within the three-feet triangle that makes it stable. Quote Link to comment Share on other sites More sharing options...
Vanamonde Posted June 9, 2019 Share Posted June 9, 2019 4 hours ago, Torn4dO said: After hours and hours of changing, tuning and many many headaches I have given up on getting this tripod to walk. Aw. It looks nifty. Why not spam it with reaction wheels to keep it from falling over while unbalanced? That is, after, essentially what human bodies do. Quote Link to comment Share on other sites More sharing options...
Shadow dream Posted June 9, 2019 Share Posted June 9, 2019 On 6/3/2019 at 11:17 PM, Shadow dream said: Edit: Update Stacking a second rotor in did help with the thrust. However I somehow lost the ability to use Auto Strut (Parking Mode won't work anymore), but it does not seem to cripple performance much - just glitching here and there. In a testflight I almost reached the Island Runway, unfortunately I miscalculated the EC requirement and went for a swim instead. Reveal hidden contents Continuous RW use for leveling flight drained the batteries faster than expected. I added a fifth big fuel cell and changed the AoA on the wings to reduce RW use. She's still a B**ch to fly, so check your chutes before flight! For those still interested: I just updated my craft to improve stability during flight. My last iteration was ok, but had a high tendency to spin especialy during transition. Also her center of thrust was off, as I noticed. From what I can tell she does better now and is smooth to land. Also I have updated the Hotkeys due to unnecessary "redundancy" of torque and rpm setting. RPM is now always maxed, axis 1 controls torque. axis 4 is gone. If you have downloaded my Osprey, please concider the update. Quote Link to comment Share on other sites More sharing options...
Lapis Posted June 9, 2019 Share Posted June 9, 2019 4 hours ago, Shadow dream said: For those still interested: I just updated my craft to improve stability during flight. My last iteration was ok, but had a high tendency to spin especialy during transition. Also her center of thrust was off, as I noticed. From what I can tell she does better now and is smooth to land. Also I have updated the Hotkeys due to unnecessary "redundancy" of torque and rpm setting. RPM is now always maxed, axis 1 controls torque. axis 4 is gone. If you have downloaded my Osprey, please concider the update. Is it Stock or Vanilla? Quote Link to comment Share on other sites More sharing options...
RocketSquid Posted June 10, 2019 Share Posted June 10, 2019 (edited) Trying to make a nice giant spider mech, and it's going... fine... yes, perfectly fine. Has not exploded or anything. I might want to change up the hinges, they're the cause of most of the problems. I've heard servos are a bit stronger. Edited June 10, 2019 by RocketSquid Quote Link to comment Share on other sites More sharing options...
Shadow dream Posted June 10, 2019 Share Posted June 10, 2019 12 hours ago, lapis said: Is it Stock or Vanilla? She uses the breaking ground DLC, appart from that she is stock. https://kerbalx.com/Shadow_dream/Bell-V-22-Osprey-MK3 Quote Link to comment Share on other sites More sharing options...
Torn4dO Posted June 10, 2019 Share Posted June 10, 2019 (edited) I found a solution to my tripod problem, at least now the design doesn't go to waste ^^ Edited June 10, 2019 by Torn4dO Quote Link to comment Share on other sites More sharing options...
sturmhauke Posted June 10, 2019 Share Posted June 10, 2019 Skynet intensifies Quote Link to comment Share on other sites More sharing options...
Mignear Posted June 11, 2019 Share Posted June 11, 2019 16 hours ago, Torn4dO said: I found a solution to my tripod problem, at least now the design doesn't go to waste ^^ Guntank? Quote Link to comment Share on other sites More sharing options...
Torn4dO Posted June 11, 2019 Share Posted June 11, 2019 4 hours ago, Mignear said: Guntank? More like mechtank but that doesn't sound good Quote Link to comment Share on other sites More sharing options...
Shadow dream Posted June 11, 2019 Share Posted June 11, 2019 Just messing arround with a prototype 30 rpm is safe to drive. But slooooow...... Quote Link to comment Share on other sites More sharing options...
Frozen_Heart Posted June 12, 2019 Share Posted June 12, 2019 (edited) Trying to make a dimensional Anchor, to hang above the KSC. Six K-Drives placed to cancel out. It works... briefly. Game crashes after a few seconds though. Might try inserting a kerbal into the core to see what happens.... Probs need a more stable K-Drive design. This one is pretty glitchy. Edited June 12, 2019 by Frozen_Heart Quote Link to comment Share on other sites More sharing options...
Lapis Posted June 12, 2019 Share Posted June 12, 2019 38 minutes ago, Frozen_Heart said: Probs need a more stable K-Drive design. This one is pretty glitchy Try something with robotic parts if you have the dlc On 6/10/2019 at 5:22 AM, Shadow dream said: She uses the breaking ground DLC, appart from that she is stock Nice. Vanilla is base game. Stock is with expansions (I think) Quote Link to comment Share on other sites More sharing options...
Frozen_Heart Posted June 12, 2019 Share Posted June 12, 2019 36 minutes ago, lapis said: Try something with robotic parts if you have the dlc Not had any luck making the robotic parts work on it sadly. The pistons seem immune to K-Drive shenanigans. Quote Link to comment Share on other sites More sharing options...
FleshJeb Posted June 12, 2019 Share Posted June 12, 2019 22 minutes ago, Frozen_Heart said: The pistons seem immune to K-Drive shenanigans. I've never built a K-Drive, but I know that if you push two docking ports together with a piston and then retract it, they stay docked, even though the moving port returns to its original position. Perhaps this is useful? (It's also a great technique for keeping a structure under tension or compression.) Quote Link to comment Share on other sites More sharing options...
Lapis Posted June 12, 2019 Share Posted June 12, 2019 5 hours ago, Frozen_Heart said: Not had any luck making the robotic parts work on it sadly. The pistons seem immune to K-Drive shenanigans. Oh that's a shame, one of the reasons I bought the dlc for kraken summoning. ): Quote Link to comment Share on other sites More sharing options...
Frozen_Heart Posted June 13, 2019 Share Posted June 13, 2019 (edited) 13 hours ago, lapis said: Oh that's a shame, one of the reasons I bought the dlc for kraken summoning. ): The parts have potential. My next idea involves landing wheels, pistons, and struts... Edited June 13, 2019 by Frozen_Heart Quote Link to comment Share on other sites More sharing options...
Frozen_Heart Posted June 13, 2019 Share Posted June 13, 2019 (edited) It's a rough prototype, but I've just invented the variable thrust K-Drive! I can adjust its power using a piston, rather than the simple on/off function of earlier models. I'm still looking for the holy grail of K-Drives; a working version which is a single craft, rather than decoupling. The issue is that parts on the same craft will phase through each other, rather than interacting. Strusts are the exception, but I've not managed to make them connect to wheels. Edited June 13, 2019 by Frozen_Heart Quote Link to comment Share on other sites More sharing options...
sgt_flyer Posted June 13, 2019 Share Posted June 13, 2019 (edited) 7 hours ago, Frozen_Heart said: It's a rough prototype, but I've just invented the variable thrust K-Drive! I can adjust its power using a piston, rather than the simple on/off function of earlier models. I'm still looking for the holy grail of K-Drives; a working version which is a single craft, rather than decoupling. The issue is that parts on the same craft will phase through each other, rather than interacting. Strusts are the exception, but I've not managed to make them connect to wheels. Sorry Frozen_heart - variable and redockable krakendrives already exists since at least 1 year - feel free to use any idea from there to improve yours more krakendrives is fun just a word of caution though - the wheel stress seems to increase more and more the farther away you get from the center of the SOI (until the wheels break) Edited June 13, 2019 by sgt_flyer Quote Link to comment Share on other sites More sharing options...
Frozen_Heart Posted June 13, 2019 Share Posted June 13, 2019 1 hour ago, sgt_flyer said: Sorry Frozen_heart - variable and redockable krakendrives already exists since at least 1 year - feel free to use any idea from there to improve yours more krakendrives is fun just a word of caution though - the wheel stress seems to increase more and more the farther away you get from the center of the SOI (until the wheels break) Nooo thought I was on to something there lol. Ah well the ones a year ago didn't have pistons though, which makes things really smooth. Still going to keep trying to make one a single craft though, as all the current ones have to be undocked to use, even if they can redock later. Quote Link to comment Share on other sites More sharing options...
Castille7 Posted June 14, 2019 Share Posted June 14, 2019 (edited) SPACE DOCK AZIMUTHUpdate: 6.13.19 I can't believe how long it's been! I'm knocking the dust off of this project and making more attempts to get it complete again. I've been struggling with the Panels that I am using for the Bay. These are very difficult to Launch and put in orbit because I want them to be free of any structures or struts at the lower end as seen in the Hangar here. My recent changes are the reduction of lights on the panels in the Docking Bay, this is helping with my computer lagging. Also I am using the Large Docking Ports instead of the smaller ones. This required putting this Box in Orbit again.....very difficult! Another difficult challenge is getting these sections to dock nice and even. Here I managed to get one Bay Section attached and it's not perfectly even but still looks nice for now. I may incorporate a Large Reaction Wheel on each end and attempt to undock and align them, that's the plan for now but we know how that could go. Docking this takes extreme patience, the panels flap around like a sheet of paper in the wind. I hope to have video of this when the Space Dock is completed. As I've said before this is a very long term project. These struts on the rear of the Spacecraft SpaceTech were part of the structure used to get this section in to Orbit, I forgot to add decouplers to release it. This caused maneuvering issues like you would not believe! but the determination was there to get this done. As I make trips to the Dock I learn what is needed, what is not and what not to do. More Photos Spoiler Edited June 14, 2019 by Castille7 Quote Link to comment Share on other sites More sharing options...
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