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[Stock Helicopters & Turboprops] Non DLC Will Always Be More Fun!


Azimech

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1 hour ago, Pds314 said:

Well, it's not just props. I'm fairly sure anything to which physics applies that isn't being contained by a physicsless cage will break down above 51 rad/s. Like look at Azimech's spinning shaft in the GIF he posted?

I think the rad limit before your shaft started to jiggle depends on it's part count. My shaft has 2 parts and there is zero vibration up through 60 rad/s. Whereas Azimech's example was a shaft with a lot of parts vibrates a lot at 50 rad/s.

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2 minutes ago, Gman_builder said:

I think the rad limit before your shaft started to jiggle depends on it's part count. My shaft has 2 parts and there is zero vibration up through 60 rad/s. Whereas Azimech's example was a shaft with a lot of parts vibrates a lot at 50 rad/s.

That could be the case, but props definitely don't like 50 rads/s, even if they're bolted to a physicsless part.

Hmm. I'm gonna try an experiment. It involves sending thing to SPAAAACE.

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Alright. I sent a propeller to space.

Without the propeller, the physicsless rods can reach arbitrarily fast speeds. 5000 rads/s causes no problems.

Adding the smallest prop blades makes anything over 48.57 rads/s draggy for no apparent reason, and pushing it higher makes it spazz out, growing as it approaches 60 then suddenly and violently contracting.

Edited by Pds314
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5 minutes ago, Pds314 said:

Alright. I sent a propeller to space.

Without the propeller, the physicsless rods can reach arbitrarily fast speeds. 5000 rads/s causes no problems.

Adding the smallest prop blades makes anything over 48.57 rads/s draggy for no apparent reason, and pushing it higher makes it spazz out, growing as it approaches 60 then suddenly and violently contracting.

How do you make a stack of physicsless parts spin in space?

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38 minutes ago, Gman_builder said:

How do you make a stack of physicsless parts spin in space?

cubic struts are physicsless. =)

(which, come to think of it, explains the reliability of the older E4 engines vs. the newer)

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3 minutes ago, Pds314 said:

cubic struts are physicsless. =)

(which, come to think of it, explains the reliability of the older E4 engines vs. the newer)

Ya I mean how do you get a stack of cubic struts to spin that fast without reaction wheels or a command module

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9 minutes ago, Gman_builder said:

Ya I mean how do you get a stack of cubic struts to spin that fast without reaction wheels or a command module

One command module at the center. No problem because everything is attached to an octagonal strut attached to the mk2 command pod. I used the O-10 engines, also physicsless, on the ends.

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21 minutes ago, Pds314 said:

One command module at the center. No problem because everything is attached to an octagonal strut attached to the mk2 command pod. I used the O-10 engines, also physicsless, on the ends.

oh ok

So you know how FAR has body lift for everything and stuff shaped like airfoils produces lift? Well I wonder if you could make a prop out of physicsless parts in FAR

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24 minutes ago, Gman_builder said:

oh ok

So you know how FAR has body lift for everything and stuff shaped like airfoils produces lift? Well I wonder if you could make a prop out of physicsless parts in FAR

You could, but FAR also seems to independently cap at 31.4 rad/s just like stock, and doesn't obey the physics.cfg

You'd also substantially reduce the lift of any wing that isn't literally perfect.

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50 minutes ago, Gman_builder said:

d a m n i t

In other news, I'm experimenting with a modified Varpulis. It's a big enough modification that I'm probably gonna call it the Varpulis 2.0 or 2.x. Features include total shaft bearing replacement, at least 70 fewer parts, at least a 2.5 tonnes reduction in mass, and a marginal improvement in torque radius.

What this means is that I can reduce the part count of my Jumboliner from 701 down to probably 550, thus improving the framerate considerably.

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22 minutes ago, Pds314 said:

In other news, I'm experimenting with a modified Varpulis. It's a big enough modification that I'm probably gonna call it the Varpulis 2.0 or 2.x. Features include total shaft bearing replacement, at least 70 fewer parts, at least a 2.5 tonnes reduction in mass, and a marginal improvement in torque radius.

What this means is that I can reduce the part count of my Jumboliner from 701 down to probably 550, thus improving the framerate considerably.

k

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46 minutes ago, Gman_builder said:

k

Also, it appears I'll be putting hyperspeed technology in the Varpulis 2! Though the prop certainly can't handle those speeds.

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1 minute ago, Pds314 said:

Also, it appears I'll be putting hyperspeed technology in the Varpulis 2! Though the prop certainly can't handle those speeds.

I still don't know what you mean by hyperspeed technology. Whats different between hyperspeed technology and current normal technology

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9 minutes ago, Gman_builder said:

I still don't know what you mean by hyperspeed technology. Whats different between hyperspeed technology and current normal technology

I managed to make a cage structure that is extremely simple and makes shafts spin up to 80+ rad/s. It involves encasing the thin parts of the avionics nosecones in atmospheric fluid spectrovariometers parallel to the shaft.

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LOL, ksp logic:

Plane is perfectly intact after hyperediting the g-force of the planet to 200!!! and then turning off invulnerable.

Plane's wing immediately disentigrate detonate when loaded in hacked gravity (0.01 G) without invulnerable.

Edited by Pds314
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Wierd... with both versions of the Varpulis, I'm getting odd behavior. It isn't necessarily at a specific RPM, as the current Varpulis 2 engines can and do go well into jigglyprop mode if over-revved and often survive, but somehow or another, the shaft splits. It isn't at max RPM, since at low pitches it can reach 50+ or even get the jiggles on the runway (sidenote: the jiggles tend to cause erratic thrust output, random drag, and eventual prop failure, if you're flying an engine that has started jiggling the prop, increase the pitch or suffer the consequences), and it isn't necessarilly at a specific thrust, since both versions of the Varpulis can briefly exceed 600 on the runway at fairly high RPM.

The back avionics cone seems to just... pop. Like, explode inside the engine. A handful of seconds later, the prop, now down to about 2k RPM, begins to lean to one side and collides with the engine, ripping half the engine out.

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11 hours ago, Pds314 said:

Wierd... with both versions of the Varpulis, I'm getting odd behavior. It isn't necessarily at a specific RPM, as the current Varpulis 2 engines can and do go well into jigglyprop mode if over-revved and often survive, but somehow or another, the shaft splits. It isn't at max RPM, since at low pitches it can reach 50+ or even get the jiggles on the runway (sidenote: the jiggles tend to cause erratic thrust output, random drag, and eventual prop failure, if you're flying an engine that has started jiggling the prop, increase the pitch or suffer the consequences), and it isn't necessarilly at a specific thrust, since both versions of the Varpulis can briefly exceed 600 on the runway at fairly high RPM.

The back avionics cone seems to just... pop. Like, explode inside the engine. A handful of seconds later, the prop, now down to about 2k RPM, begins to lean to one side and collides with the engine, ripping half the engine out.

Jees. 2000 RPM!?!?!?!? That's insane! I've reached 450 lol!     Why are you editing the gravity of planets?  

I made a turbojet style engine a while ago that had a very long shaft and eventually all the blades went into jiggley mode and it actually MAINTAINED speed! About 80 m/s but still that's pretty good for a something that looks like a octopus having a seizure.

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2 hours ago, Gman_builder said:

Jees. 2000 RPM!?!?!?!? That's insane! I've reached 450 lol!     Why are you editing the gravity of planets?  

I made a turbojet style engine a while ago that had a very long shaft and eventually all the blades went into jiggley mode and it actually MAINTAINED speed! About 80 m/s but still that's pretty good for a something that looks like a octopus having a seizure.

woops. 2k deg/s. LOL. 2k rpm would be like 200 rads/s. not gonna happen.

Has anyone experimented with making realistic chopper rotors? I.E. One including some sort of cyclic pitch? I feel like making a big heli, but I haven't got a clue how to turn it without simply slowing everything down to a couple of fps and manually adjusting pitch.

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2 hours ago, Pds314 said:

Hmm.. My Jumboliner is powerful enough that it can fly acceptably well under stock drag. No clue what the drag profile of a Varpulis engine is, but apparently it makes enough thrust.

What's it's top speed in stock drag and with the slider set to zero?

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2 hours ago, Gman_builder said:

What's it's top speed in stock drag and with the slider set to zero?

Well, the problem is the Jumboliner is having the aforementioned engine problems. It's not really gotten into cruising flight. It reaches between 105-135 m/s before something bad happens, and it does so both at 0.1 and 8 drag multiplier. (note: this is with twice its mass in fuel onboard. No idea how it flies with little fuel)

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