4/16/2023 0 Comments Rcs kerbal space program controls![]() ![]() ![]() So if you have an engine being used for both pitch and roll, and you pitch forward, it will only be set to 50% throttle. Using the same engine for multiple KAL controllers causes it to average all of the inputs.Though, practically speaking, if your craft is big enough to warrant this method, the small amount of extra weight won’t matter that much. LFO engines weigh much more than standard RCS thrusters.You might need to use fuel ducts to ensure all your engines are working properly. Fuel doesn’t flow around the whole craft like monopropellant does.This can be helped by using traditional RCS systems for the minor adjustments. The SAS system can’t control these engines, so you have to rotate manually.You don’t need to carry a bunch of monopropellant, since everything uses LFO.Your craft needs far fewer parts than it would if you were using RCS thrusters or reaction wheels, which helps reduce lag.In my experience, this is the most practical method for rotating extremely heavy craft.You can add more groups as well, such as for roll or lateral motion. ![]() This will allow you to enable and disable the RCS engines.Īnd you’re done! Before you activate the engines through staging, trigger the action group to make sure they don’t turn on without independent thrust. Go to a free action group and, for every engine you bound to a controller add Toggle Engine and Toggle Independent Thrust. Now, repeat this process with any remaining sets of thrusters. You might need to reverse the direction to get the rotations to feel correct. This way, when you pitch forward, the timeline will jump to the beginning, pitching backward will jump to the end, and not pressing any button will keep the timeline in the middle. Also, make sure you change the right icon to Absolute Control. Action Groupsįinally, you need to bind the Pitch Axis Group to the controller’s Play Position field. Each set of engines that fire together should have 3 timeline values at the beginning, middle, and end: either or. Add the relevant engines to the controller, and make sure the controller is changing the Throttle.įor pitching forward, you want the engines on the opposite side of the craft to activate so they will produce a net torque. In this case, one for pitch and one for yaw. You need one controller for each axis of motion. Next, you should wire up the controllers. Just like with RCS, placing engines far away from the center of mass on opposite sides of the craft is recommended. To make sure all the engines are in the same relative position, you can radially place some structural components, then place the engines on top of them individually. The most important thing to remember is you cannot use symmetry when placing the engines. For this guide I’m using the Dart LFO because it has high thrust and a small form factor. Engine Placementįirst, you need to add the engines that you will be using as RCS thrusters. You will need the Breaking Ground expansion for access to the KAL-1000 Controller. Perhaps this is common knowledge, but I did some quick searching on the web and couldn’t find anything about it. I quickly realized that it was almost impossible rotate, even with dozens and dozens of RCS thrusters. One time I tried to make a fuel shuttle with the largest fuel tank. Using Rocket Engines as RCS Thrusters Introduction
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |