Echo 3, your variable sweep wing design does not work. Your wings "flap" around. There is a good way to make sweep wings. You need to use the engine plate as a base, as the nodes have a unique property of "FIXED_JOINT" and rigid. This means that when you attach those Rotation Servos to the engine plate, they will not wobble around at all and be perfectly fixed to the body. You need to set "same vessel interaction" to true on the wing segment at the root, and create other sections, including the engine plates as a "sandwich" to keep the wing fixed in position as it deploys(these need "same vessel interaction" set to True also). Basically same as you see on the real aircraft. Then you can have large, practical, variable-geometry wings and they will not "flap". Took me a very long time to figure out how to do good variable geometry wings, you seem like someone who is worth sharing the info with. Remember you can toggle "same vessel interaction" in the KAL so if you are making a deployment animation, you can have the wings overlapping inside the body, and become fixed when they are deployed only.
Love your videos. I gave up on swing wings a long time ago, but this video got me trying once again. I have something working and it's fun. As long as nobody moves it can lock into place without becoming flappy bird. I'm going to try what Gavin suggested but I'm honestly kind of confused.
I probably should make an update to this video. Gavin is correct. You will need a plate of some kind above and below the wing. You will need to have advanced tweakables enabled, but you can enable same vessel interaction. That will help keep the wings stable.
@@Echo3 Well I would love to see that! I did end up fiddling around with your design and if you make the swing wing as a subassembly with a bunch of little wings on the opposite side of the servo so that the center of lift and drag are in the center of the servo... then place a pair of those on your aircraft, it's nearly counters all aerodynamic torque on the servo. I also am trying to run unmotorized free moving hinges through the center of the servo that have docking ports aligned with docking ports inn the body of the aircraft. These would dock to each other when the craft loads in. This should create a servo that can spin but is also rigid. It might also summon the Kraken.
Hey echo I know you probably wont see this but what about piston-activated swing wings? From what ive tried they are more stable at high speeds and loads but are heavier and have more limited swing angle? Also sometimes they dont work due to space(trig) limitations or stuff. So can you look into them?
I read every comment. This is a small channel. I've never used pistons for this application. Do you still use an unpowered hinge or server as the rotation point with the piston?
@Echo__3 yes, one hinge that connects the wing to the plane, 1 that connects piston to the wing and 1 with struds to connect the piston back to the body
Using same vessel interaction on the wings. Then add some sturdy parts like engine plates above and below the wings also with same vessel interaction. Lock the servos when you are not moving the wings.
@@RP_Duval This is an issue that I have also struggled with, but using powerful servos helps. Turn off the dampening. You could even try overclocking the servos torque to make them stronger. I have a KAL-1000 tutorial that shows how to overclock parts.
@@ethanprice5075 Do you have advanced tweakables enabled? It should be an option in the game settings. Locking the servos helps keep the wings from wobbling as much.
Echo 3, your variable sweep wing design does not work. Your wings "flap" around. There is a good way to make sweep wings. You need to use the engine plate as a base, as the nodes have a unique property of "FIXED_JOINT" and rigid. This means that when you attach those Rotation Servos to the engine plate, they will not wobble around at all and be perfectly fixed to the body. You need to set "same vessel interaction" to true on the wing segment at the root, and create other sections, including the engine plates as a "sandwich" to keep the wing fixed in position as it deploys(these need "same vessel interaction" set to True also). Basically same as you see on the real aircraft. Then you can have large, practical, variable-geometry wings and they will not "flap". Took me a very long time to figure out how to do good variable geometry wings, you seem like someone who is worth sharing the info with. Remember you can toggle "same vessel interaction" in the KAL so if you are making a deployment animation, you can have the wings overlapping inside the body, and become fixed when they are deployed only.
Thanks for the great explanation. I call these tutorials discussions because I hope to generate comments exactly like yours.
Engine plate? I haven’t seen a engine plate anywhere.
@@JacKnife3705 its in making history dlc, you musst buy it to get it
You are a genius
That video was recommended to me, its 1am and im sure that by tomorrow there will be thousands of people watching this
Thanks. Hope my videos are helpful for you.
Lol I was just now building my own F-14 in ksp for a video and I suddenly stumbled along this just looking for inspiration 😅 Nice video tho!
Thanks. Variable-sweep wings can make for a fun craft to fly.
Love your videos. I gave up on swing wings a long time ago, but this video got me trying once again. I have something working and it's fun. As long as nobody moves it can lock into place without becoming flappy bird. I'm going to try what Gavin suggested but I'm honestly kind of confused.
I probably should make an update to this video. Gavin is correct. You will need a plate of some kind above and below the wing. You will need to have advanced tweakables enabled, but you can enable same vessel interaction. That will help keep the wings stable.
@@Echo3 Well I would love to see that!
I did end up fiddling around with your design and if you make the swing wing as a subassembly with a bunch of little wings on the opposite side of the servo so that the center of lift and drag are in the center of the servo... then place a pair of those on your aircraft, it's nearly counters all aerodynamic torque on the servo.
I also am trying to run unmotorized free moving hinges through the center of the servo that have docking ports aligned with docking ports inn the body of the aircraft. These would dock to each other when the craft loads in. This should create a servo that can spin but is also rigid. It might also summon the Kraken.
@@Echo3 when you make an updated video on sing wing for ksp 1 can you please link it? I'm looking forward to it!
Hey echo I know you probably wont see this but what about piston-activated swing wings? From what ive tried they are more stable at high speeds and loads but are heavier and have more limited swing angle? Also sometimes they dont work due to space(trig) limitations or stuff. So can you look into them?
I read every comment. This is a small channel. I've never used pistons for this application. Do you still use an unpowered hinge or server as the rotation point with the piston?
@Echo__3 yes, one hinge that connects the wing to the plane, 1 that connects piston to the wing and 1 with struds to connect the piston back to the body
Thanks dude
Here after the last scrappy build. Rumors on swing wing design in the comment section. Anyone else?
Swing wings are fun to build, but generally pointless in the game.
Is that the full ver of ksp?
This is the full version of the game with the Making History and Breaking Ground DLCs.
god its been a year but im still going to ask this, how do you overcome the wing flexing ?
Using same vessel interaction on the wings. Then add some sturdy parts like engine plates above and below the wings also with same vessel interaction. Lock the servos when you are not moving the wings.
@@Echo3 my plane says servos are moving even though they are not
and even if i lock before takeoff its still is unstable as f and wobbles all over the place
@@RP_Duval This is an issue that I have also struggled with, but using powerful servos helps. Turn off the dampening. You could even try overclocking the servos torque to make them stronger. I have a KAL-1000 tutorial that shows how to overclock parts.
@@Echo3 won't these plate generate a lot of drag ?
Does this require any expansions?
This uses the breaking ground servos
You can try using mods, like infernal robotics
What mods did you use to make this
None.
@@Echo3 i did the samething youve done except i dont see dampening or i cant lock the servos
@@ethanprice5075 Do you have advanced tweakables enabled? It should be an option in the game settings. Locking the servos helps keep the wings from wobbling as much.
@@Echo3 ohhhhhh its in settings got it now
Both of my wings only move to the right please help 😢
Are you using a KAL 1000 to control their movement. Once placed, removed the hinges from symmetry and set them up separately in the KAL.
@@Echo3 I am using the kal 1000 I'll try what you said thank you for the help
@@Echo3 I did what you said but it still isn't working
@@redboi4206 Is everything working correctly in the SPH when you test the KAL?
@@Echo3 the wings move but one will move to the right and the other one will also right instead of both moving forward and backward
Is this that hard
no
Step by step would be better. More instructions on action groups. Less opinionated talking more information. Pretty please