Servo

Members
  • Content count

    285
  • Joined

  • Last visited

Everything posted by Servo

  1. My C-5 just keeps getting bigger and bigger... 54 meters long, 44 meters wide, and 15 meters tall.
  2. The Jet-of-the-Day Collaboration A collaboration between NorthAmericanAviation and Servo Recently, @NorthAmericanAviation and I have been working on replicating every U.S. military jet, from the first P-59 Airacomet to the F-35 Joint Strike Fighter. We will be posting one a day, in the order that they entered service, along with photos, information about the plane, and of course, a download link. June 1943 - Bell P-59 Airacomet The Bell P-59 Airacomet was the first U.S. Jet fighter to see production. It was first flown in 1942, and the first production models were delivered in June of the following year. Test pilots, including Chuck Yeager, flew the P-59 and found it to be unsatisfactorily slow, though they noted that it flew very smoothly. Ultimately, the P-59 never saw service due to the multitude of problems the design faced, including slow engine response time (accurately modeled by the Juno engines on the replication) and lateral instability. In order to disguise the P-59 from aerial reconnaissance, a plywood propeller was used to prevent spies from realizing that the P-59 was a jet fighter. Despite these shortcomings, the P-59 was a pioneering jet in many aspects. It was the first jet to integrate the engines and intakes into the fuselage - prior ones such as the Gloster Meteor and the Me 262 carried their engines in nacelles under or on the wing. Additionally, the experience the U.S. gained with turbojet design would be shown in later fighters, such as the F-59's immediate successor, the P-80 Shooting Star, and later, the F-86 Sabre. Replica Stats: Builder: Servo Service Ceiling: 10km Part count: 71 Crew: 1 Mass: 9.5 tons Powerplant: 4x Juno Top Speed: 140m/s Dimensions: 4m x 11.7m x 10.2 m The P-59 flies pretty well, though like the original, it is a bit clunky. Due to the engine position, it is slow to respond to pitch controls. Additionally, the rear landing gear are almost directly above the center of mass, so landings have to be really gentle. Apart from that, the P-59 is really easy to fly, stable without SAS (given a little bit of trim), and at high time warp without too much trouble. Download Link: https://kerbalx.com/servo/Bell-P-59-Airacomet Tomorrow's craft: Lockheed P-80 Shooting Star Find the spreadsheet with all craft here
  3. Continuing on my C-5. This is a BIG plane. Almost definitely the largest thing I have ever made in KSP - and it's only at 75% scale! The closeup on the door hinge. It leaves an unsatisfactory amount of space for loading, but given the part count of this behemoth, it's unlikely that I'll be transporting stuff with it. Still plenty of room, if you feel so inclined. I added wings, engines, and landing gear next. It takes off really easily, but as with my KC-135, it pitches up too easily. I found that the answer is a large angle of attack and lots of pitch control, so modifications are being made. The tailplane was the final piece of the craft. It still needs a lot more pitch control, but this is a start.
  4. July 1967 - General Dynamics F-111 Aardvark The F-111 was a multi-role supersonic attack aircraft that served from 1967 until 2010 (with the RAF). It could serve as an interdictor, strategic nuclear bomber, reconnaissance platform, and electronic warfare aircraft. The latter role is probably its best known, as it was a dedicated Wild Weasel aircraft. Another major feature of the F-111 was its ground-scanning radar. It allowed the Aardvark to follow the ground and keep a constant altitude at extremely low levels (200 feet). This protected it both from detection by ground radar stations and from missiles, which couldn't pick the F-111 out from the terrain noise. This allowed the F-111 to fly penetration missions without the danger of being shot down by SAMs. The F-111 was subpar in many aspects, and the planned F-111B naval interceptor was scrapped. All was not lost, because the loss of the F-111B gave us the F-14, something that I’m sure all of us are fine with. In the 1990s, the F-15E Strike Eagle assumed most of the F-111’s roles as an attack platform, the F-16 assumed the Wild Weasel role, and the B-1b took over as the supersonic bomber. Despite this, the F-111 continued to serve in the Royal Air Force and in the Australian Air Force until their retirement in 2010. Replica Statistics: Builder: Servo Part Count: 95 Mass: 19.5 tons Crew: 2 Top Speed: 280m/s Service Ceiling: 5km Powerplant: 2x Panther Dimensions: 14.18 x 9.91 x 5.18 This F-111 was a testbed for a new type of swing-wing that I developed. It uses airbrakes sandwiched by RCS ports to pivot the wings. This makes the wing sweep extremely quickly, with the downsides of not docking (so no time warp), as well as taking up a lot of space in the fuselage. Simply press 1 to switch the position of the wings. Occasionally it misaligns (this typically occurs when swinging the wings while in mid-high g-loads. If this happens, the plane is still completely controllable, just a little wonky. Fear not, and fly home for a refund. Download Link: https://kerbalx.com/servo/F-111-Aardvark Tomorrow's Craft: SR-71 Blackbird This will be the first (and probably last) guest appearance on JotD. @eorin and @Exothermos did such a great job on their SR-71 that we just couldn't top it.
  5. Just giving credit where credit is due, I first saw this method on @klond's mini Osprey. It's a really solid method, and I'm using it on my F-111 too. I was impressed as to how sturdy the Valkyrie was on the first few attempts too - it holds up to Mach 3 like a champ. *Loving the swing-wing discussion here :)*
  6. Looks great! Looks like you know what you need to know to really start messing around with swing-wings (they're both awesome and frustrating at the same time). I wouldn't mind a download (if you're ready) - I'd like to see the guts of the machine. As for my F-111... The exploding stopped, which is great. I also went through the tedious process of changing the cockpit (the root part) to a more accurate design. I'll post the JotD shortly. I also began working on this behemoth of an airplane for tomorrow: 55 meters long and that's at 75% scale. There's a reason it's called the Galaxy. Hopefully this version will have a working nose gate (it's cooperating for now), as well as an obscene amount of cargo space.
  7. I developed a comparatively simple method of controlling swing wings, and it even works! It uses airbrakes sandwiching RCS pods to actuate the wings, which are hinged by thermometer bearings. All that translates to a lot of part-on-part interaction and a lot of chances for exploding in midair. Some modification will be required before I post this tomorrow (JotD - F-111 Aardvark).
  8. I had to take a short break from my Jet-of-the-day collaboration (although tomorrow's craft still keeps exploding randomly), so I started up a new stock+ career. This was the second launch of the space program (the first was a RT-5+Mk1 pod + Parachute), Atlanta 1. It was the first of a series of RT-2 based missions. This one had a stage-and-a-half design using RT-2 thrust to explosively decouple the spent stages. It was an intended feature, I swear. These maxed out at about 50km altitude, and provided enough science to unlock larger SRBs. Able 1 was a simple proof-of-concept for using the RT-20 as a suborbital booster. All went well, and Able 2 was the first suborbital flight of the program. Able 2 was the first stumbling block for the space agency. After a number of simulations, it was determined that the only way to slow down sufficiently to deploy the parachutes was to use a "face-first" re-entry profile. It works, people. With the A-class suborbital missions accomplished, it was time to move on to the B-class orbital launches. Belltower 1 was the first attempt at orbital flight, albeit an unsuccessful one. However, it did prove the 5x BACC launch vehicle as a capable design, just one that needed steerable fins. The suborbital Belltower jaunt allowed the design was modified into Belltower 2, and the first orbital flight was accomplished. Belltower 2 spurred a series of queries from the scientific community, as well as some strange guy named Tito who just won't shut up about wanting to go to space. Belltower 3 was happy to oblige him, for a price. Another development of the Belltower program was that Kerbals can't survive indefinitely as it was once thought that they could. Until a way to store electricity is discovered, orbital missions will have to be limited to less than a day long. While waiting for the scientists to invent batteries, a new type of engine was discovered that allowed prolonged atmospheric flight. Engineers quickly designed a craft to take advantage of these strange rockets, and promptly started racing each other around KSC. Their usefulness as rovers was also noted, and several experiments were done around KSC. Finally, I leave you with this sunset. It was so pretty that I forgot to deploy my main parachutes and splashed down too hard in the ocean and died. True story.
  9. Missed a day there! There will likely be a "flashback" JotD when we get a chance to upload this one. February 1967 - LTV A-7 Corsair II The Corsair II was designed as a subsonic carrier-based attack aircraft by the Ling-Temco-Vought corporation to replace the aging A-4 Skyhawk. The Corsair II bears an extremely strong similarity to the F-8 Crusader that Vought produced. The Corsair II was built on a similar airframe, but has a shortened fuselage and lacks the variable-incidence wing of the Crusader. It also lacked the afterburner required to reach supersonic speeds. As a result, the Corsair II could carry heavier bomb loads and still operate from carriers. Pilots appreciated the Corsair II as both a nimble aircraft and a stable bombing platform. However, they often complained about the general lack of engine thrust. This would plague the A-7 in Vietnam, where the hot, humid air robbed the engines of even more power. Pilots would have to fly for twenty miles after takeoff before retracting the slats and gaining altitude, and had similar problems on carrier launches. The unsatisfactory solution of using reduced bomb loads was reached, but even then, the A-7 underpreformed. Replica Statistics: Builder: Servo Mass: 13.1 tons Part Count: 100 Crew: 1 Top Speed: 320m/s Service Ceiling: 8km Powerplant: 2x Panther Dimensions: 14.69 x 12.47 x 6.32 LWH Fortunately, this replication is just as maneuverable and stable without the takeoff issues. Download Link: https://kerbalx.com/servo/Vought-A-7-Corsair-II Tomorrow's Craft: General Dynamics F-111 Aardvark
  10. September 1964 - North American XB-70 Valkyrie The XB-70 was a supersonic bomber that was the sister program to the F-108 Rapier. It would fly at Mach 3 and 70,000 feet to avoid interception from any aircraft of the era. It was planned that the B-70 would fly so fast that radar stations wouldn’t be able to scramble interceptors fast enough to catch it, making it effectively immune to interception. However, with the discovery of extremely capable Soviet surface-to-air missiles, the U.S. bombers were forced to shift to low-level penetration missions where SAM radar couldn’t get an effective lock on the bombers. The B-70 would have been ineffective at this role, providing only marginal advantages over the B-52 at the cost of shorter range and much higher cost. The program was cancelled in 1961, before the first prototypes were even built. Despite the cancellation, two prototypes were still built in order to test high-performance characteristics, and a third was planned. They tested high-speed, long duration flight, a holy grail of aeronautics. Of the two prototypes, one was destroyed in a mid-air-collision involving a F-104 and the second is on display at the National Museum of the Air Force in Dayton, Ohio. Replica Statistics: Builder: Servo Part Count: 189 Mass: 49.4 tons Crew: 2 Top Speed: 1600m/s Service Ceiling: 20km (Cruising) Powerplant: 6x Whiplash Dimensions: 28.15 x 18.95 x 6.42 LWH This particular recreation models the variable incidence wing found on the actual XB-70. For subsonic flight, the wingtips are kept horizontal, and in supersonic flight, the wingtips droop to increase lift and take advantage of the unique compression shock. This enables the XB-70 to harness the power of the sonic boom by using the high-pressure air in the shock cone to generate more lift. To use the wings first stage to decouple the wings, then use action group 1 to toggle the wings up and down. It’s really easy, and should work any time in the flight path. Just don’t pitch up too hard. That ends poorly. Download Link: https://kerbalx.com/servo/XB-70 Tomorrow's Craft: Lockheed C-141 Starlifter
  11. I'm trying to get pics to work in the original A-6 post, but it's not working. I'll drop them here instead.
  12. Navy Prowlers were decommissioned in 2015, the Marine Corps still has a three active squadrons with a total of fifteen EA-6Bs.
  13. Whoops... I'll fix that once I get home, there are pictures in the WIP design thread and on the kerbalX page for now.
  14. Good point, though from the coding side of things, I would find it significantly more interesting to have a weather modelling system.
  15. That's high praise! Thank you, and I hope we will continue to impress. Today is a short one, as I've got a bit of homework that needs attention. February 1963: Grumman A-6 Intruder The Grumman A-6 Intruder was a twin-engine attack aircraft designed for penetration, low-level bombing, as well as precision strike craft. It replaced the long-lived piston A-1 Skyraider, and served until the 1990s when LANTIRN-equipped F-14 Tomcats replaced them in all active units. The Intruder was also modified into the EA-6B Prowler, an advanced electronic warfare unit that is still in service today. Modifications included adding two more seats for electronics countermeasures officers, as well as pods on the wing and tail. Replica Statistics: Builder: Servo Part Count: 49 Mass: 9.9 tons Crew: 2 Top Speed: 288m/s Service Ceiling: 7km Powerplant: 2x Juno + 1x Wheesley Dimensions: 9.2 x 7.86 x 3.95 This A-6 is a solid aircraft that flies nicely. If you increase the thrust limiter on the Wheesley in the tail, it can actually go supersonic. It's also really conservative on the part count, clocking in a less than 50 parts. Download Link: https://kerbalx.com/servo/Grumman-A-6-Intruder Tomorrow's Craft Cessna A-37 Dragonfly
  16. totm

    I do love Thing Explainer, but I forgot that it was in there. A group of people from a state that sounds like "pen" were also called the brown horned animal tails, and fought in the north angry people group in the fight between north and south. They fought in the pen state and the angry people group of the water road that the most important city is on. They fought on the day that a lot of people died and on the four days that even more people died. The angry people group first met when a person told a lot of people that could shoot well to come fight with him. They all wore normal clothes and a brown horned animal tail on their hat. The people had a special person-killer that was not like the other that the people in the north used. You stuck the person-killer ball in the back end instead of the front end, something that not a lot of person-killers did.
  17. That would be great! I find prop planes so much cooler than jets, but I've never dedicated the time to getting good at turboshafts. I didn't expect you to make all of them! It's just that those are the most iconic prop planes that I'd love to see replicated. Any single one would be awesome!
  18. totm

    There is a lady from the land that has been in two parts for five times ten years. She has been big woman of that land for five years, and is the first big woman of the land in two parts, and also in all of the really big land across from the five times ten small lands in one. Ten times seven days ago, a lot of people in the land in two parts decided that they didn't like their big woman any more and wanted her to stop. This is because some of her helpers didn't play by the rules of her land. The people walked around and said things like "we don't like her" and "she doesn't play by the rules". The not-so-big-but-still-kind-of-big people in the land in two parts decided that they Also didn't want her as big woman anymore. A little more than ten days ago, they made her not big woman any more, and are looking for a new big person. I like writing like this very much. It makes me happy.
  19. I have absolutely 0% of the coding experience to design something like this, but the idea has been floating around my head if I ever make the foray into modding (sometime after I learn to code next year). My basic instict would be to work up from a fairly simple model and expand (from a coding standpoint, not actual implementation to the game). Also, a weather mod existed way in the past, so it's doable. For all I lack in coding experience, I have a pretty good handle on how stuff interacts, so I'm pretty sure this would work. Step one: Temperature models. This seems to be pretty simple, and at its core it is. Basically have a temperature map for Kerbin (and other planets, I guess, but that's tertiary), which can interact with other cells. Different biomes would add modifiers to the temperature, and it would vary day-night. The cells would interact with their neighbors, attempting to average their temperatures, and random shocks could be added to keep things interesting. The number of cells that are rendered would be a very easy way to change how CPU-intensive the setup is. Farther-off cells could be grouped together, while closer ones (to the active vessel) could be subdivided for more accuracy. The interactions could also have a game-of-life system built in, so that they interact with each other, creating a dynamic system. I modeled a very basic (4x4) weather system on a short scale, and very simple algorithms work very well. Ways to increase the accuracy (and complexity) of this model. -Set the loser to the average of the two temperatures instead of the winner's temperature. -Favor warmer temperatures over the ocean, at the equator, and during the day, and cooler temperatures at the poles, over land, and during the night. -Introduce extremes by having large blocks of warm cells spawn a few hot cells, and a large block of cool cells spawn a few cold cells. This would mostly eliminate the need for shocking the system to reintroduce diversity. All three of these are also scalable (play into the increased/decreased number of cells), and require comparatively little algorithm to accomplish. An example of how I would design the code is below. From there, everything else is comparatively simple. Step two: Wind Wind is basically the flow between temperature blocks. This would be extremely easy to implement, as the basis for everything is laid out in step 1. Wind would be a static force on the craft, which I'm sure somebody who's actually coded can figure out how to do. The magnitude of the force would be determined by the difference in temperatures between the cell the craft is currently in, and the temperatures of the surrounding cells, and direction would be found in a similar fashion. Sea/ocean breezes and mountains could also be factored in in more advanced versions. Step three: Cloud Fronts Fronts form along boundaries between temperatures, much like winds. I don't imagine that it would be too difficult to render a line of clouds above where temperature gradients were larger than normal. Higher-altitude clouds or some scattered clouds could be added to places where there aren't fronts to keep things interesting. Step Four: Precipitation Where there are fronts, there is (often) precipitation. Type could be determined by local temperature, and apply a weather filter to obscure vision, and coefficients of friction would be decreased. Adding in to temperatures, precipitation causes local temperatures to drop, so that would be factored in. I'm not saying that it would be easy, and it sure as heck wouldn't be simple. I'm just saying that it's doable if its broken down enough, and a good base for the entire model is built (in this case, the temperature gradient).
  20. You've made the Hurricane, why not complete the iconic WWII fighters? P-51 Mustang, Supermarine Spitfire, BF-109, Fw-190, Zero
  21. I was flying my XB-70, and decided to turn around and fly home. Half of the plane agreed with me. These were taken pretty much immediately after one another. The plane just decided that it was having none of that "yaw" business. The pilots survived, somehow, despite breaking up at 1200m/s and 16km altitude.
  22. I've been working on a few projects in addition to my Jet-of-the-day collaboration (which is less than a month from being complete, it feels like last week that I started it). This is the most successful screenshot to come out of my turboshaft explorations. I've been playing around with extremely small engines a la @klond, but most of my designs have been too underpowered to get off the ground for long. This particular design uses four junos spinning a battery via thermo hinges. It spins up just fine, but when I increase the angle on the blades, it can't keep up. As you see here, it jumps off the ground just fine, but then it drags down and lands. My best jump was 22 meters, but most were sub-10m. Any tips for increasing the power of these engines, or does it all lie in minimizing the mass of the rest of the craft? And, as expected, some military jet replications that I've been working on. There's something to be said about elegance in simplicity. The Prowler (top one) is less than 50 parts, while the F-16 is only 39. Both are a bit below 1:1, but that's expected when doing kerbal-scale replicas. Not everything can be like my F-14, which is an upside (these actually fly reasonably well). Which reminds me, I have a sub-30 part F-86 that I showed off a few weeks ago that I never put up for download if you guys are interested.
  23. March 1961: Northrop T-38 Talon The Northrop T-38 Talon is one of the most widespread training aircraft in the world. It was introduced in 1961 as a variant of Northrop’s extremely successful F-5 program, and the similarities to the F-5 are obvious. The two main differences between the F-5 and the T-38 are the second seat for instructors and the lack of hardpoints for weapons/drop tanks. The Talon was the first supersonic jet trainer, and as such, has trained many future fighter pilots and astronauts. The T-38 has seen service in the fleets of the USAF, SAC, NASA, and six countries. It will likely remain the jet trainer of choice for many years to come, likely flying for well over sixty years. Replica Statistics: Builder: Servo Part count: 82 Crew: 2 Mass: 12.0 tons Top speed: 400m/s Service Ceiling: 9km Powerplant: 1x Panther Dimensions: 14.67 x 8.2 x 4.45 LWH True to its role as a supersonic trainer, the T-38 can edge its way above the sound barrier at 5km altitude, and handles really well. Download Link: https://kerbalx.com/servo/T-38-Talon Tomorrow's Craft: North American A-5 Vigilante
  24. Stock 1:1 F-14 Tomcat The F-14 Tomcat is one of the most iconic U.S. fighters, ranking along the P-51 Mustang, F-86 Sabre, and the F-4 Phantom in the lists of the greatest fighters of all time. Its wide versatility, immediately recognizable swing-wing, and appearance in Top Gun add to its appeal. In the air, the F-14 was a Mach 2.2, carrier based fighter-bomber designed with experience fighting MiGs in Vietnam. As a capable dogfighter, the F-14 earned 160 kills versus only 10 losses to enemy fire in the Iran-Iraq war in the 1980s. And now, finally to you, so you can take the highway to the danger zone while reliving tales of aerial combat and trial by fire. This is a 1:1 scale replica of the F-14 Tomcat, complete with a pair of air-to-air missiles and swing wings. Controlling the wings is simple. Simple use action group 1 to toggle the wings forward, and action group 2 to toggle them backward. Note that you have to stage to release the wings first. Most of the time, the wings should snap into position by themselves, but sometimes you have to adjust the limit on the airbrakes manually in order to move the docking ports so that it docks. The F-14 can be flown without/halfway docked wings, but landing and time warp are discouraged. Takeoff is really simple. Pitch-up at 40m/s and it's off like a rocket. Landing is much harder. To land safely, come in really hot, at full throttle (non-afterburning), above 120m/s at a low glideslope. As soon as the wheels stick, kill the throttle and brake hard, and it comes to a stop quickly. Guide for Aerial Combat: Due to the magic of Target Hold on SAS, it is very easy to control a large number of craft in the air at the same time. When I was flying my dogfights, I had a single "lead" aircraft that each of the other craft were targeting. This made flying the entire swarm around very easy, once they made it into the air. Getting five planes airborne at the same time was a feat in and of itself. My method is extremely quick, and requires lining up aircraft slightly farther apart than their takeoff roll (this is extremely easy with the F-14s, which take off in under 200m). The intent is so that as soon as you lift off with one craft, you are passing over the next one in line (within 200m), so the entire chain takes off before the lead plane passes the end of the runway. From there, it is merely a matter of maintaining speeds (ideally, they should be equal, but 2-3m/s is excusable) so that one plane doesn't turn into a guided missile. From there, simply have the lead plane make a hard yaw to spread out the chase planes, and begin dogfighting. In order to fire the missiles, decouple them and select the target and the target hold on SAS. After you have done that, you can switch back to the F-14 and continue flying. The missiles are fire-and-forget, so multiple can be targeting a plane at the same time. This can lead to swarms of missiles chasing their target, as for what they lose in accuracy, they make up for in flight time. Often, unless the probe core is destroyed, they will follow their target all the way to the ground. I am also including the F-5 (or MiG-28, if that suits your fancy), as it has a very comparable top speed, and is armed with two unguided rockets. They can make excellent target dummies adversaries in dogfights. Download Links: F-14: https://kerbalx.com/servo/F-14-Tomcat F-5: https://kerbalx.com/servo/F-5-Freedom-Fighter I would like to give a massive thanks to the people upon whose shoulders this was built on, first and foremost @Torquimedes for his own amazing stock F-14, which inspired me to begin building swing-wing aircraft in the first place, and also to @Jon144 for designing the bearing which I ultimately used on the F-14 wings. Enjoy! -Servo
  25. @DarkOwl57, your time has come - two days early, to boot. December 1960: McDonnell Douglass F-4 Phantom II The F-4 Phantom II was a Mach 2.2 fighter aircraft developed by McDonnell Douglas in 1958. It served for over 30 years in the Air Force, Navy, and Marine Corps in many roles, most famously the anti-scud Wild Weasel squadrons. There they would attempt to outrun and outmaneuver enemy ground-to-air missiles in the Gulf War, while destroying enemy radar installments. These squadrons would use such tactics as provoking enemy SAM launchers to fire radar-seeking missiles in order to allow other aircraft to locate and destroy the stations. In all roles, the F-4 would serve in the Air Force, Marine Corps, and Navy, proving itself a very versatile and formidable fighter. Replica Statistics: Builder: Servo Part Count: 71 Mass: 14.0 tons Crew: 2 Top speed: 380m/s Service Ceiling: 8km Powerplant: 2x Panther Dimensions: 12.75 x 9.84 x 4.49 LWH This Phantom is a bit sluggish, thanks to the odd shape and KSP's aerodynamics model. I imagine that it would fly quite nicely in FAR, though. Download Link: https://kerbalx.com/servo/F-4-Phantom-II Tomorrow's Craft: Northrop T-38 Talon