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  1. Great help but could u help me with this. Im in the breaking grounds dlc so i have rotating engines. Where should the center of lift be relitive to senter of mass?
  2. Lockheed Martin F-35B Lightning II STOVL Parts: 254 Length: 12.4 Weight: 26.5t Download _____________________________________________________________________________________________ To take off vertically: -Set throttle to 75-90% -Press AG2 and AG3 to set the plane into STOVL mode -Press AG4 to engage the Lift-fan turbines -Stage to start the Jet engine my other american aircraft
  3. Download: https://drive.google.com/file/d/1YYHUBYEws321V8jARv2VeULZ-sSHXV9S/view?usp=sharing Mass: 692 tons Part count: 828 DLC Breaking ground
  4. I'm trying to build VTOL crafts using new helicopter blades from Breaking ground DLC. But always when I'm building it, these crafts start crazy rotation or even don't take off. I know that real helis requires propellers on a tail to kill rotation, but how the physics works in KSP?
  5. The Osprey VTOL Testbed is an experimental airplane built to test the amazing new invention, the hinge! It handles well in forward flight, but nobody cares about that. The engine tilting is controlled with the 1 and 0 keys. The 1 key reverses the movement and the 0 key plays/pauses the movement. The Osprey takes off best with a bit of forward cowbell and will tend to pitch up until aerodynamic control can be established, so be quick with the transition to forward thrust once you take off. The plane is unstable in the full down position, but it’s useful for slowing down. To get a true hover you need to adjust the position of the hinges by reversing and play/pausing until the perfect angle is achieved. If you develop any lateral or reverse movement at sub 20m/s airspeed, you will crash. For vertical landing it’s best to carry about 10-15m/s forward velocity just to keep the nose pointing the right way. At that point it’s just a matter of controlling descent rate with the throttle. Enjoy. KerbalX link
  6. this take off looks amazing. i'm planning to add more features to the craft.
  7. So someone recently challenged me to make a replica of the Quinjet from the Marvel Cinematic Universe. It is a cargo VTOL aircraft with a similar purpose to Boeing's V-22 Osprey. I wanted to make my replica unique, so I decided to make some stock electric/jet powered propellors for the VTOL function. But I've never really delved into the world of stock propellers before. So I was wondering if any of you had any tips on building them, or which design would be most appropriate (are high TWR propellors even possible)? Preferably they need to be relatively low profile, although I acknowledge that I may have to lose some aesthetics for functionality. The design for the aircraft will probably use MK3 parts although I could switch to MK2 for lower mass. Any help/criticism is welcome!
  8. Craft File: https://kerbalx.com/GillyMonster/WH40k-Valkyrie-VTOL I had to take a second swing at this aircraft with all the tricks I've learned in the last 8 months. Hope you all enjoy!
  9. In the interest of creating a proper VTOL similar to the F-35C or Harrier, I've been trying to work on creating a powered, locking hinge assembly that would allow an engine to be undocked, rotated 90 degrees, and redocked, reversibly and repeatedly, using only action groups. I've worked on it for quite a while and I've never been able to get it perfect. Here's the closest I've come: So the challenge is this: create a rotating assembly, in stock, that uses action groups to complete a powered 90-degree rotation that can be repeated indefinitely. Level 1: Create and demonstrate only the assembly. Level 2. Demonstrate that engines can be affixed to your assembly. Level 3. Build a VTOL aircraft around your assembly and demonstrate liftoff, hovering, transition, translation, and vertical landing. Level 4. Build a VTOL SSTO around your assembly and demonstrate liftoff, hovering, transition, ascent, orbit, deorbit, re-entry, and vertical landing. Lowest-mass hinge assembly wins.
  10. EDIT: I redesigned this to look much better and with a slightly improved control scheme. Pictures updated. Did you ever sigh wistfully as you admire the aerobatic antics of pilots piloting their magnificent machines through barrel rolls, hammerhead stalls, and the Immelmann turn, and finish off with a perfect vertical landing on a helipad at the top of a high building? You need the Brikoleur Aerospace Kombine (BAK) Karmilla. The Karmilla is the ultimate teach-yourself-to-fly (and hover) machine. It makes any kind of take-off or landing easy – horizontal, vertical, or just jet-assisted short – and is so easy to fly that it gives even a novice pilot the kind of confidence that will end in a smoking hole in the ground. Just remember: the hover jet bays have to be OPEN before using the hover jets! NOTE: Brikoleur Aerospace Kombine does not endorse the kind of hotdogging depicted in the publicity shots. Controls: Gear - Toggle gear and hover jet bays 1 - Toggle forward jet 2 - Toggle hover jets 3 - Toggle thrust reverser 6 - Toggle hover jet bays 8 - Control forward 9 - Control up The BAK Karmilla is inspired by the beautiful de Havilland Vampire, with which it bears a passing resemblance. Craft here: https://kerbalx.com/Brikoleur/Karmilla
  11. Duna presents particular challenges for spaceplane design. The low gravity and thin atmosphere means that you need big wings, but once you have them, you tend to keep going forward until you drift down low enough and smack into a dune. In other words, landing can be a nerve-wracking process and it is hard to do it at all precisely. Similarly, take-off can be very dangerous as you need to build up a significant amount of speed to have enough lift to un-stick, and sufficiently flat areas for this aren't easy to find. The Brikoleur Aerospace Kombine (BAK) Zephyr solves this problem with full (Duna) VTOL capability. It carries a full science payload, a retractable solar panel for orbital use, and has reasonable crew capacity. On-surface refuelling requires the Klaw; it has an inline docking port for in-orbit refuelling. If precise positioning is not important, it's easiest and cheapest to make rocket-assisted short landings, where your hover rockets provide the lift your forward velocity doesn't. The same applies to take-offs. Craft: https://kerbalx.com/Brikoleur/Zephyr NOTE: Since the Zephyr is optimised for Duna, it is not able to even take off from Kerbin under its own power. If you want to play with it at KSC, replace the Terriers with Darts. It won't have the dV to reach orbit, but you should be able to land on the heliport at the top of the VAB. Atmospheric entry and flight to destination Set your Pe to around 10,000 m above the destination. Enter at a moderate pitch, ca. 30 degrees, and once Pe reaches the surface, control your precise landing spot with pitch (steeper = slower). Aim for a spot a few km before the target. Approach When approaching your target, slow down by making S curves or holding a steep pitch and climbing. Maintain a nose-up attitude, lower gear (which also opens the hover thruster bays), shut down the forward jets (Action 1), and start the hover jets (Action 2). You should be able to get to about 100 m/s while maintaining normal aerodynamic flight. Short landing Maintain a nose-up attitude (10-20 degrees) and gradually apply throttle to control your descent rate. Once you're down to a safe touchdown speed (recommended 40 m/s or less), lower throttle, touch down, and brake to a halt. Hover and vertical landing Pitch up sharply and apply throttle to the hover jets to kill your horizontal speed, activate RCS. Use RCS retrograde if necessary. Then switch control to up (Action 9), level out (use SAS Surface/Radial Out if necessary), control your altitude/descent rate with throttle and your horizontal vector with RCS; to move forward toggle the main jets on and off briefly (Action 1). Lower yourself to the surface by controlling throttle. Short take-off Activate both forward and hover thrusters (Action 1, Action 2), switch on RCS, apply full throttle, and pull up. Once you have enough forward speed, kill the hover thrusters (Action 2), retract gear and close the hover thruster bays, and fly yourself to orbit. Vertical take-off Activate hover thrusters (Action 2), set control point to up (Action 9), SAS to Surface/Radial out, RCS on. Then apply throttle to lift yourself off the surface. When at a sufficient altitude, activate forward thrusters (Action 1). When you have built sufficient speed, set SAS to normal mode, control forward (Action 8), RCS off, deactivate hover thrusters (Action 2), raise gear and close bays, and you're off.
  12. First aircraft I have released in years on here. Just recently got in the mood of building interesting space and aircraft designs. Even managed to build a few new vehicles. Without further ado, here is the Spasho-I VTOL Aircraft: https://imgur.com/a/9csHn Download Link: https://www.dropbox.com/s/7rsehhtcvsl0bqr/Spasho-I.craft?dl=0 Few might remember of my earlier attempts at VTOL space/aircraft. A good majority of them failed and haven't really built many even after 1.0 came out. I might look into bringing back the challenge about VTOL that nobody really participated in due to the sheer difficulty (even with aerodynamics added) at the time.
  13. Ok, guys, I did something especial for you. After the years of hard work - ummm, ok, months of hard work - I presented the "Fidget". It doesn't a spaceplane which broken dV barriers, which can fly to the Eeloo, or did something similar. No, it's a workhorse. Cabotage ship, to orbit and back. But - with style, comfort, and without any recovery. Just refuel it, and fly to orbit again. Characteristics Ship class Spaceplane Wet mass 31 494 kg Dry mass 19 994 kg Part count 73 Cost 79 807 ker$ Engines 2 JX-4 Whiplash 3 J-404 Panther 1 T-1 Aerospike Dart 1 LV-N Nerv Fuel mass fraction: 36.5% Crew 1 pilot, 2 passengers Max atmo speed on ramjets 1450 m/s For vertical takeoff and landing used a group of Panther's, no LFOx engines. Transfer of center of mass close to zero for all flight time. Powerful RCS, reaction wheel, and good classic aerodinamic scheme did it stable on reentry, stable on vertical takeoff and landing and highly maneuverable (for spaceplane, I mean). dV reserves on orbit - 150-200 m/s for Aerospike, plus 500-700 m/s for LV-N, so it more than enough to reach space station on low orbit, docks with it, and returns to Kerbin with good Lf (and Ox) reserve to vertical landing. Runway doesn't needed more. Of course, its pure stock. Some more pictures: Full album: Download craft from KerbalX: https://kerbalx.com/Ajiko/TA-28VN-Fidget Flight profile and some notifications on the page of craft on KerbalX.
  14. I may potentially create another version of this craft with a more functional cargo bay (or passenger cabin as it's referred to in the video) that can contain an SRV or probe. Suggestions are always welcome, thanks!
  15. After few days experimenting with mining spaceplanes, i've found this is not really suits my needs. 200t+ spaceplane with VTOL engines blocks that able to carry convert-o-tron 250 and few Nerv engines is too bulky and have not really good delta-v (so, requires refuelling at orbit with other ships often) with very slow acceleration rate and quite hard to operate. So, i've decided to switch to copter-style ships. Build simple one with 16x nerv engines (in 8x blocks with two engines), 28t Mk3 liquid tank, 14.57 Mk3-2.5m adapter with LF+OX, 4.57t Mk3 monopropellant tank, some Mk1 LF tanks, two large drills (one at top - for asteroids mining and one at bottom - for planets harvesting) 2700 ore capacity (had few contracts for mining and hauling ore around), RCS, grab unit, Sr docking port and full set of scientific stuff with 3 kerbals crew capacity (one engineer and two scientists in mobile lab). Also features many lamps to mine at dark places (well, wasn't really good idea as it kills my videocard at places like Duna when turned on, i guess because it tries to calculate atmosphere's light paths). The ship is quite self-sufficient, 5000+ delta-v with quite good push (so, less boring time while accelerating), able to land and take off Duna and smaller bodies, has ability to refuel other small ships on orbits. Because large ore tanks - it is able to get large bonus delta-v (about 20%, so it will have 6000+ dv!) as you can start from small bodies full of ore and convert it is to the fuel after taking off and finishing first maneuvers. Cost is about 1 million (with first two stages to get on orbit, could save a bit if have used vtol-landing stage but was a bit lazy to build such large pusher). Contains only stock stuff, except mechjeb (can be removed, of course). Launched the ship to 200km orbit, headed to Minmus to complete "get ore from Minmus to Kerbin's orbit" contract, flew to the Ike and brought 2700 ore to the Duna's surface (had 1.7mil contract on this), made atmosphere fly with copter-style flying to get closer to old Duna base, picked experienced crew there and went back to Ike (to finish "make EVA on Ike's orbit). At launch pad To 200km orbit Final separation at orbit Heading to the Minmus Landing at Ike Mining at Ike Hauling ore to Duna Landing at Duna Picking up crew at Duna Ugh, forgot to install ladders... Well, EVA jetpacks were enough... ...But a bit tricky Taking off from Duna
  16. Zettai ryōiki (絶対領域, lit. "absolute territory") One Morning I woke up and felt like creating the coolest car I ever made. So I did Kerborghini! Lately, in the forums and in KerbalX there seem to be a crazed with realistic looking jet-power racecars elaborately constructed out wings and fuel cells stock parts, each made with hundreds of parts carefully placed and rotated in such a way that it resembles an artist forming his vision with delicate strokes of a paintbrush on a canvas. Except the vision of these artists were to create vehicles capable of outperforming one another, either in looks or in some sort of lap time or even both. What seems like a fad in a minor sect of the KSP community soon turn into a (somewhat) fierce but ultimately healthy competition. What a handful of dedicated builders did was greatly advanced the way cars should look and handle, with new designs and techniques to conquer the road. There was a flavor to each car, a distinct telltale style that makes it easy to tell which car was built by which person. With every new uploaded craft that somebody shared with the world was one that tried to outdo the one uploaded just before, each car you could see the work and soul put in it to be the very best. I used to believe that one of the weakest aspects about KSP was the rovers. Rovers were by far my least favorite thing to build and use ever since wheels were added to the game. Rover wheels were slow, they had to be slow else they would either pop on the slightest bumps and cracks or flip out the entire vehicle when making any turn above 20 m/s unless you abused some ridiculous looking exploit. I was a kid who grew up on racing video games~I have a natural craving for speed. All the rovers felt like driving Reliant Robins with skis instead of wheels, going downhill in a sand dune while it is raining. It is just not fun for me to drive a car that doesn't look like a car, doesn't feel like driving a car, and there aren't any streets in Kerbin to drive them on. Car building was something I consider obsolete and never was part of my focus. It was something I did not understand, did not care, and did not try. It wasn't until the newer updates like 1.2.1 were the more refined physics allow for greater building. This is why I found all the new types of cars that people were building recently to be so interesting. Cars that look and drive like cars should - It was thrilling. A new unknown side of this game reveals itself to me like exploring the dark side of the mun for the first time. I grabbed the hand offered to me and wanted to see what I can do myself. I too wanted to try to the very best myself. People have told that this car is unique in the way that it looks, that it is different in design from the others, but I disagree on a personal level. To me, this car was built with somebody who holds on to old ideas and designs rather use the new techniques. If you ask me in 2015 at version 1.0.5 of the game to build a car it would look identical, down to the decision of foreboding rover wheels with aircraft landing gear instead and the placement of the Juno engines and the nosecones would be the same. It would look and handle just the car you see now. I don’t feel like I truly did create a car that feels new, that uses the newer building styles, a craft that doesn't hold up with the craft of the artisans before me. I fail my job to evolve with the community. To call it unique feels like a cruel joke because it is like saying I am the only one who builds kerbal cars like this anymore. I feel outdated, however, I do find the idea of being an artifact also charming. Why am I writing this before the post? I personally do not know. Maybe I wanted to find meaning and fulfillment by concentrating my thoughts into the screen. Maybe I just wanted to share what goes through my mind at least in theory, because when you can make others understand you, you can understand yourself better. Nah dude I'm just talking out of my ass the entire page. I just wanted to build a cool car. What Do you expect some funny text here? I just want people to download my car Special mentions to @he_162 for getting me into kerbal cars and @azimech for probably single-handedly making cars in KSP better in general and special mentions to @LABindustries who started track times and races that made everything more competitive. Bless to anyone who I forgot to mention. Did you just watch Bladerunner for the 8th time? Do you have an Itch that can only be scratched by a futuristic hovercar that can rule both the air and the land? Boy do I have the car just for you! Boring details: [Type]: SPH. [Class]: rover. [Crew]: two (2) member inside isolated cockpits, can be operated unmanned with two probecores, one (1) probecore cube at root part of the vehicle and one (1) probecore flat facing upwards for VTOL controls located on the roof. [Powerplant]: four (4) Juno turbofan jet engines and a single (1) thrust vectoring afterburning panther turbofan jet engine for horizontal Thrust two (2) panther engines in S version), twelve (12) Juno turbofan jet engines divided in four (4) groups in subsets of three (3) located at the four (4) tire like nacelles and two (2) thrust vectoring afterburning panther turbofan jet engines located centerline radially from CoG. [Ground platform]: four (4) medium size aircraft grade landing gear and four (4) small size aircraft grade landing gear used for grounded driving and maneuvering. Settings depend on version. [Controlled]: four (4) large size reaction wheels, two (2) small control surfaces for yawing, three to four (3-4) thrust vectoring engines, eight (8) aircraft landing gear steering, four (4) airbrakes. : 5.36 x 2.8 x 8.78. [Role]: VTOL flying and driving in atmospheric bodies. From Left to Right, Grade B, Grade A, Grade S It is actually three slightly different versions of the same car this time. They differ in appearance and handling. It uses a Grade based naming system but no car is really much better or worse than the other. The difference is as follows: Grade A is the standard model version and Grade B and S are derivatives. Grade B sheds weight and drag by exposing most of the bodywork giving it unparalleled agility in the air and has the best VTOL Grade S has two panther engines instead of 1 for horizontal thrust making it the fastest version of the car on the ground. Has more weight and higher part count. Grade A details Class Rover Type SPH Mass 28.18t Cost 110,743.0 No. of Stages 1 Crew Capacity 2 Part Count 175 No. of Struts 0 Root Part probeCoreCube Built in KSP 1.3.0 Size 5.36 x 2.8 x 8.78 https://kerbalx.com/Colonel_Cbplayer/Zettai-Ryouiki-Grade-A Grade B details Class Rover Type SPH Mass 26.3t Cost 98,143.0 No. of Stages 2 Crew Capacity 2 Part Count 151 No. of Struts 0 Root Part probeCoreCube Built in KSP 1.3.0 Size 5.36 x 2.8 x 8.49 https://kerbalx.com/Colonel_Cbplayer/Zettai-Ryouiki-Grade-B Grade S details Class Rover Type SPH Mass 30.72t Cost 122,743.0 No. of Stages 2 Crew Capacity 2 Part Count 202 No. of Struts 0 Root Part probeCoreCube Built in KSP 1.3.0 Size 5.36 x 2.8 x 8.79 https://kerbalx.com/Colonel_Cbplayer/Zettai-Ryouiki-Grade-S https://kerbalx.com/Colonel_Cbplayer/Zettai-Ryouiki-Grade-A https://kerbalx.com/Colonel_Cbplayer/Zettai-Ryouiki-Grade-B https://kerbalx.com/Colonel_Cbplayer/Zettai-Ryouiki-Grade-S
  17. I've been planning to establish a long-term colonization on Laythe for a while now, considering so far the only non-Kerbin planet I ever sent Kerbals to was Duna, with a very lackluster base. Because of it being long-term, I plan to have a space station orbiting Laythe with two landers on standby, which must be almost completely reusable and be able to ferry at minimum six Kerbals from the station to the base(s), with maximum efficiency. With those restrictions in mind, and considering that I plan to keep the space station at an altitude of 150-175km(to make the rendezvous easier for me), I managed to design a hefty lander packing 3.8 m/s of dV, space for seven Kerbals, and a jumbo docking port on the bottom, which also counts on being refueled when landing on Laythe by virtue of the base(s) being equipped with fuel refineries and rovers able to ferry the fuel: As you can see, the reason for the unusual placement of the docking port(below instead of on top) is in favour of a RealChute parachute, designed to work flawlessy(mostly) on Laythe - which is why the lander is not completely coated in 'chutes. Unfortunately, RealChute has a hardcoded limit of 10 uses per parachute part, after which it will no longer work; as it will have to be replaced by a new parachute part through KIS, this is why the lander is only 95% reusable - and not using parachutes at all is a terrible idea as the lander completely loses control when entering Laythe's atmosphere - being the very first craft I've seen that prefers to fly face-first when I intend it to fly butt-first, while it's normally the other way around. (Re-entry heating is disabled in my save file because I have barely mastered proper drag-friendly crafts, let alone drag-friendly heat-freindly crafts) Nevertheless, using HyperEdit, I did multiple simulation flights with Laythe and, despite those shortcomings, de-orbiting and landing in Laythe is something the lander can do(with some trouble regarding loss of control; it can end up flying sideways and therefore gliding far away from its intended destination). The true problem is taking off again and reaching orbit: It just doesn't have enough fuel. Sure, it can attain an apoapsis that's above the atmosphere(thanks to a planet pack, the atmo height is raised to 66km instead of 50km; pressure and grav are unchanged), but it will be left with just 900-800m/s of dV left, when over 1100m/s are needed to complete the circularization. And this is without accounting the fact that the lander would still need to rendezvous with the soon-to-be space station at 150-175km of altitude... Either the lander is fuel-inefficient, or I am doing a wrong ascent profile. And I did check a guide for ascent profiles, but when I tried that, it just resulted in the lander deciding to fly into the ground. (Considering that guide was aimed toward large Kerbin crafts, it's possible its advice just doesn't apply for this situation) Thus, I'm wondering if anyone is able to help me with either/both problems. I'm looking to try and optimize its fuel consumption as much as I can(the aerospikes are the most efficient engines available: the Terrier is too weak, and everything else is either too powerful/inefficient, or has a mismatching size) to be useful in case of an emergency, and find out a more efficient way to get the lander up into Laythe orbit. As well as possibly find out what's causing the lander to completely lose control when braking into Laythe, as that will definitely end up causing problems later on regarding landing precision and the time spent ferrying Kerbals and fuel. And yes, the Center of Mass is above the Center of Lift, which is above the Center of Thrust. And here is the lander's .craft file, in case you need it or just want it.
  18. https://gfycat.com/BothCreativeInganue This is mostly based off of another F-35B I put together about 8 months ago, but it required extensive use of vessel switching to manually control the VTOL engine. Plus, it was rather difficult to fly. Comparison album: https://imgur.com/a/RcBz6 Now, it requires minimal effort to engage and disengage the VTOL system. In fact, here's the proper procedure: Engaging VTOL: 1. Press Action Group 4 Disengaging VTOL: 1. Press Action Group 2 ... That's it. Really. I mean, when switching back to CTOL you might want to have some spare altitude/velocity, but of course that's only a suggestion. Schematic View album: https://imgur.com/a/kLOOX KerbalX Download Link: https://kerbalx.com/JollyGreenGI/F-35B-Lightning-II-ver32 The download link has much more documentation on additional features and helpful tips for operation, check it out! ______________________________ Hey guys, this is my first actual post here on the forums! Any suggestions on anything, really, will be greatly appreciated!
  19. In a feat of Kerbal engineering, the boys at the SPH have devised a way to make fully stock hinges and pivots! Using this breakthrough, the technology has been incorporated into the design of a new SSTO to give it VTOL capabilities, as well as enough fuel to go to Laythe and back without refueling or need for mining! In order to rotate the wings, the tilt-wing section un-docks to become a separate craft that can move independently of the main ship. It's held in place by two rings of cubic octagonal struts around some of those Oscar-B fuel tanks as a sort of axle. Torque wheels are used to rotate the wing and lock it into position using the 'radial out' marker on the navball. Finally, 4 small docking ports lock the section back in place- rejoining it with the rest of the craft fairly securely in a quadruple seal! As a lot of you have found out, in order to get the craft working as intended the nuclear and RAPIER engines had to be modified by altering their config files. Here's the video I made that I have had in the works for a while now. A lot of time and effort went into making this but I am really happy with it so I hope you enjoy watching it!
  20. Hello! As a new kerbal engineer with less than 100 hours played, it's a great honour to me to present you the first VTOL supersonic plane I've made that I think may be worth it. Inspired in the new-gen USA VTOL multirol plane F-35, the Diana MkII features two J-404 "Panther" Afterburning Turbofan for horizontal movement, as well as two T-1 Toroidal Aerospike "Dart" Liquid Fuel Engines to achieve the vertical take-off and landing. Some Vernor Engines have been installed to improve stabillity during the vertical take off and landing phase and counteract the variety in the mass center due to the fuel consumption. Featuring a great maneuverability as well as a very good speed, flying the Diana Mk II is a very fun experience you won't regret it. But be aware, the fuel consuption of the T-1 Engines is so large that it will deplete all your fuel in a blink of an eye if you are not careful. The plane is 100% stock! The action groups are configured as follow: AG1- On/Off J-404 Engine AG2- Dry mode/Wet mode J-404 Engine AG3- On/Off T-1 Engine AG4- None AG5- Deploy/Retract airbrakes I really hope you enjoy and love this little aircraft as much as I have creating it! Be absolutelly free to comment what you think about it, and what you think would be good to add/remove. Post your modifications in this very post if you want, and we will discuss it! See you in the skies! DOWNLOAD LINK: https://kerbalx.com/Hipocampo/Diana-MkII
  21. Pytheas Class Explorer This is a fully function SSTO capable of a vertical take off and landing, and weighs a total of 558.445 tons. This is by far my largest successful SSTO, let alone VTOL Album Download
  22. HUMMINGBIRD Stock propellor VTOL/HTOL Gyroplane* * I've no idea what this would be classified as, so I'm guessing it's that. A stock, 106 part turbo-jet powered dual propellor VTOL with the ability to fly like a plane too, so you don't just fall out of the sky when you run out of fuel. FLIGHT It's really like controlling a normal jet-engined craft, no vessel switching and with so little engine wobble as to make a brave kerbal weep. Simply stage, engage SAS, throttle up and fly. She does have a slight tendency to tilt backward (the CoM really should be shifted forwards) but meh, it keeps you on your toes this way. In forward flight, you can switch off the rotor engines and fly like a plane but getting those rotor engines started again can sometimes be a bit temperamental! Give the plane a little shake if one or both of the rotors fail to spool up. And do it quick! CONTROLS AG1 Toggle forward engines AG2 Toggle forward engines dry/wet AG3 Toggle rotor engines AG4 Toggle rotor engines dry/wet DOWNLOAD Hummingbird.craft 164Kb Hope you have fun with this. If you've got any questions about the craft, I'd be happy to answer them, most probably at great length and ksp-nerdiness.
  23. i know i need to put the engines on equal sides of the center of mass but i cant seem to figure out where they are. i know where the center of mass is but i need 2 engines on either side of it to be equal.how do i figure this out?
  24. Welcome to my thread(I'm new to the forums) and here I post my big, small and everything in between creations
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