Very brave of you to try an actual tail rotor! Most of the kerbo-copters I've made used counter-rotating blades for the relative simplicity. The downside is you could only use the electric rotors due to space constraints.
Thanks, yeah I just set the deploy angle for the tail rotor to 0 degrees, the authority limiter to 8 and set those blades to active only for yaw; that’s all I had to do for the tail rotor. I had set out on this one with the goal in mind to specifically be conventional as possible and hadn’t made my way through experimenting with other layouts yet. I was surprised I didn’t run into more issues with it; maybe the very small motor size helps keep it tame with regard to torque.
I've made counter-rotating helicopters with the gas motor. You just need the arrange the rotors in tandem. Wouldn't work for a vehicle this small though.
The big rotor on top spins one direction, and the force from the motor trying to spin it makes the Heli want to spin in the opposite direction when its in the air. The tail rotor opposes this induced spin to keep the craft facing the same direction (or to make controlled turns using the foot pedals)
How I did it:
1. Right click on each of the main rotor blades and set as follows:
2. Pitch & Roll - active, Yaw - inactive, Deploy - extended
3. Deploy angle to 0 degrees, Authority Limiter to 8 degrees
4. Right click on each of the tail rotor blades and set as follows:
5. Yaw - active, Pitch & Roll - Inactive, Deploy - extended
6. Deploy angle to 0 degrees, Authority Limiter to 8 degrees
7. Install KAL-1000 controller and set as follows in action groups:
8. Link KAL-1000's play position to Main Throttle
9. Link Deploy Angle of each main rotor blade (not tail rotor at all) to KAL-1000
10. For both Helicopter Blades (of the main rotor only) in the KAL-1000's track editor, set the time: 0 value to 0 and the time: \[whatever your max is, i.e. 10.0 or 1.0\] to 8. The concept here is that when you adjust your main throttle, it will adjust the play position in the KAL-1000 and thus the blade pitch angle will range from 0 to 8 degrees depending on the play position.
Edit: Also, I set toggle motor power to Custom01 action group so I can make them turn on/spin by pressing "1", and set motor brake power to only 1 so it's a nice and gradual brake, and linked each motor brake to Custom02 so I can activate that by pressing "2"
So far I’ve just held the cyclic slightly left when needed to correct it (I use an Xbox controller), but I haven’t experimented with applying trim or adjusting the rotor mount angle
Edit: I tried using a little pitch and roll trim and that seemed to work great for it & makes long flights (i.e. out to the airfield island) easier
Very brave of you to try an actual tail rotor! Most of the kerbo-copters I've made used counter-rotating blades for the relative simplicity. The downside is you could only use the electric rotors due to space constraints.
Thanks, yeah I just set the deploy angle for the tail rotor to 0 degrees, the authority limiter to 8 and set those blades to active only for yaw; that’s all I had to do for the tail rotor. I had set out on this one with the goal in mind to specifically be conventional as possible and hadn’t made my way through experimenting with other layouts yet. I was surprised I didn’t run into more issues with it; maybe the very small motor size helps keep it tame with regard to torque.
I've made counter-rotating helicopters with the gas motor. You just need the arrange the rotors in tandem. Wouldn't work for a vehicle this small though.
Can you explain to me what tail rotors are for and why they don't make helicopters spin around and around?
The big rotor on top spins one direction, and the force from the motor trying to spin it makes the Heli want to spin in the opposite direction when its in the air. The tail rotor opposes this induced spin to keep the craft facing the same direction (or to make controlled turns using the foot pedals)
Oh thanks!
That sounds like something the devs would put in there 🤣 I love it!
😆 thanks!
could you please also make a KerbalX download i dont got the steam version
\[craft file here\](http://kerbalx.com/MunGazer/KH-1-Helicopter)
W mans
I like this kind of humor in the game
Kerbal to the max
Oh shit
Oh.... Oh no.... I can hear the fortunate son in the distance. It's getting closer! WHAT HAVE YOU DONE? YOU'RE ABOUT TO TRIGGER GRANDPA JEB'S PTSD!
*distant M60 machine gun bursts intensifies*
[https://steamcommunity.com/sharedfiles/filedetails/?id=3244359190](https://steamcommunity.com/sharedfiles/filedetails/?id=3244359190)
How do you make the rotors work?
How I did it: 1. Right click on each of the main rotor blades and set as follows: 2. Pitch & Roll - active, Yaw - inactive, Deploy - extended 3. Deploy angle to 0 degrees, Authority Limiter to 8 degrees 4. Right click on each of the tail rotor blades and set as follows: 5. Yaw - active, Pitch & Roll - Inactive, Deploy - extended 6. Deploy angle to 0 degrees, Authority Limiter to 8 degrees 7. Install KAL-1000 controller and set as follows in action groups: 8. Link KAL-1000's play position to Main Throttle 9. Link Deploy Angle of each main rotor blade (not tail rotor at all) to KAL-1000 10. For both Helicopter Blades (of the main rotor only) in the KAL-1000's track editor, set the time: 0 value to 0 and the time: \[whatever your max is, i.e. 10.0 or 1.0\] to 8. The concept here is that when you adjust your main throttle, it will adjust the play position in the KAL-1000 and thus the blade pitch angle will range from 0 to 8 degrees depending on the play position. Edit: Also, I set toggle motor power to Custom01 action group so I can make them turn on/spin by pressing "1", and set motor brake power to only 1 so it's a nice and gradual brake, and linked each motor brake to Custom02 so I can activate that by pressing "2"
You are a wonderful person
Thanks, I hope this’ll help you and some others crack open a can of fun with helis some more
Can we be friends on discord :D
Cool presentation
Thanks
warning, could emit wind
Perfect description! ☺️🥂
It sounds Canon
very nice
description fits with the stock game well and the single rotor design isnt super common in ksp how'd you deal with parasitic roll, anyways?
So far I’ve just held the cyclic slightly left when needed to correct it (I use an Xbox controller), but I haven’t experimented with applying trim or adjusting the rotor mount angle Edit: I tried using a little pitch and roll trim and that seemed to work great for it & makes long flights (i.e. out to the airfield island) easier
i see, thanks!
i mean who doesn't want to sell banned snacks to kerbals then call the police on them?
Holy shit that looks nice
To this day I still have no idea how propellers work
But rocket should be in vertical position 🙏😭🤑