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Found 52 results

  1. =TKOL= The King of Laythe Challenge (BDArmory 3 vs 3 AI Duels) This is 3 vs 3 sci-fi aircraft duels, taking off from Laythe's ocean and firing future weapons. INCEPTION PHASE: OPEN TO NEW IDEAS AND SUGGESTIONS - This phase will end 24 APRL EOB Mods allowed: B9AnimationModules B9PartSwitch B9 Aerospace B9 Procedural Wings BDArmory Firespitter FutureWeapons JSI KerbalJointReinforcement OPT ProceduralParts TweakScale BDMk22 Submit Rules: Your craft should be added to the TKOL hangar https://kerbalx.com/hangars/18442 Your plane should be able to take off from water! The max part limit is 70. Check that your craft has enough fuel for 15 mins at full throttle. Only weapons from Future Weapons part pack is allowed - Don't forget to add power to your future weapons otherwise it will not shoot!. Turrets should have angles fixed with 0 º. Test your craft against the current King of Laythe before posting! Challenge Rules: - Challenges to the King of the Hill will be processed on a first-come first-served basis. - The first winning 3 rounds wins. - To win a round or claim title to King of Laythe, one of your surviving craft must: Still under AI control and flying without issues (It is not about to crash...) Still appear on the VS list in the BDA GUI (your weapons module hasn't been shot off) if there are no survivors with all the above, the round will be considered a draw, and a new round required. - In case of a draw or bugged round, a round will be added to the match. - Only AI and Weapons Manager changes are permitted to the TKOL champion between matches to fine-tune their AI response to upcoming challengers. No other part changes are permitted to the TKOL champion. - All challengers are permitted to make any changes they wish to their craft up to and just before their match vs the current TKOL champion.
  2. Airplane Plus Powerful stockalike parts for aircraft enthusiasts. Feedbacks would be helpful. And if you have time, please take the Poll: Click here to vote on what part do you want to be added Download at: Spacedock · Curseforge Optional: User Patches: Tweakscale Compatibility RPM Compatibility AJE Compatibility F-16 Cockpit RPM Remotetech Config Sound Issue Workaround is under "Issues" Below If you want assist in hovering, I recommend this mod I'm using -- Album disappeared because of forum issues, here's the link - http://imgur.com/a/6kDLM -- Landing Demonstration (with the f Extra: Video of the Rotary Engine and Demo of Helicopter Latest Changelog: Installation: Copy the GameData folder into your root folder. -Included in the pack are AirplanePlus and Firespitter folders. It also packs ModuleManager* *I do not own these mods, I merely packed them in for Airplane Plus to be functional and avoid linking downloads for dependencies. Big thanks to their Authors. Known Issues: Possible NREs with Rotorwings (FS) No CoT in SPH if Rotorwings are used (FS) Sound: Sounds only play in the right channel. Sounds never soften even if you're far from the engine. These are firespitter issues and I can't do anything about it. Workaround: License: *I only take credit on my parts. Firespitter and Modulemanager which are included in the pack are made by different authors with their own licenses. Most performance configs powered by @Tanner Rawlings Shout out and big thanks to @acc for doing a test run back then. @kiwinanday helped a lot on producing important info in reconfiguring performance, thanks a lot!
  3. The Ministry of Space (Aeronautics Department) (MAD) proudly presents it's first product: No dependencies, but works well with FAR. Uses stock mk1 IVA. Download Parts: Known bugs: Planned parts: If anyone has any suggestions please let me know. Licence: LGPLv3
  4. SERIES IV AS @inigma CAN NO LONGER MANAGE ASC IV DUE TO HIS DEMAND FOR TIME ARE A LITTLE STRAINED. BECAUSE OF THAT, I WILL BE HOSTING ASC IV. Air Superiority Challenge - King of the Hill 4v4 AI Duels (WW2 Theme) How Long Will You Claim Air Superiority? Test your design against the current King of the Hill, then Submit your entry to the ASC KerbalX Hangar and post a link in this thread to enter! King of the Hill: TBA Number of Wins: TBA Registered belligerents: P-18 Falcon by @epicman81 0 wins (ELIMINATED) KB-45 Falcon by @Wildcat111 0 wins (ELIMINATED) K-13-A Vivamente by @TorchedForever AVRO Kraken Mk. 1 by @GDJ 1 win AVRO Kraken Mk.2 by @GDJ 3 wins P-26 Hornet Mk.1 by @Wildcat111 P-83 Super Scythe and P-97 Broadsword and P-76 Discord by @Rezolution DF-47 Stinging Nettle by @DoctorDavinci 0 wins (ELIMINATED) Mosquito Mk.1 by @Bob_Saget54 TL.43 Dryad L,and TL.43 'Dryad' T Mk XVI by@JollyGreenGI It began with a challenge... inigma claimed King of the the Hill on April 3, 2016 with a pair of Fighter Papa-1s over KSCand KSC Islands. Not soon after, his son challenged him with a pair of dp class fighters of his own. The Air Superiority Challenge was born! The Air Superiority Challenge is a rotating challenge series from a catalog of currently adopted rule sets: No Restrictions, Modern Style, WWI Style, and other ideas we come up with by consensus. Only one series is active at at time, but each series will be posted in rotation. Most Series last a month. Some longer or shorter depending on interest, time, and new software releases. What never changes is the general format: two AI teams dueling for control of a piece of territory, most commonly KSC Island, using stock and BDArmory parts only (with a little Kerbal Aircraft Expansion thrown in here or there for spite). How long your team will claim the ASC KOTH title depends on how many times your designs survive challenges to your reign. Air Superiority Challenge IV Match Rules: All matches are hosted in KSP 1.1.3 64. bit with the latest BDArmory, Kerbal Aircraft Expansion, Airplane Plus and Aviator Arsenal mod versions. To ease the load of the match hosts, and to increase confidence in your submission, you may only submit an entry that you've tested against the current King of the Hill. Your post must state you've done so. Challenges to the King of the Hill will be processed on a first-come first-served basis by whichever match host volunteer happens to be available to do so (you can join the ASC Host team, PM Wildcat111 to do so). Challenges are best 2 out of 3 rounds of 4v4 take off from near KSC runway in opposite directions, BDArmory Tournament Mode: 4km re-engagement over KSC. To win a round or claim title to King of the Hill, one of your surviving craft must: have a Kerbal in your craft have at least one engine remaining (out of fuel ok) have at least one weapon attached (empty ok) still appear on the VS list in the BDA GUI (your weapons module hasn't been shot off) if there are no survivors with all the above, the round will be considered a draw, and a new round required. In case of a draw or bugged round, a round will be added to the match. 3 draws in a row will result in the match going to the current King of the Hill. Any craft that has disengaged is considered lost. All seats on a craft will be filled. Two seater? Two Kerbals. Yes, Kerbals weigh a few. All matches will be made available on my YouTube playlist when ASC IV is concluded. The aircraft that wins 2 out of 3 times is the winner. Air Superiority Challenge IV Entry Rules: 4 aircraft (must look like a plane) required per team (can be same or different crafts), all must be manned with at least one Kerbal, all Kerbals in command seats, no closed cockpits. All craft must be built in KSP 1.1.3 No cockpit reaction wheels. 10 fixed guns maximum, no turrets EXCEPT FOR PLANES THAT FLY SLOWER THAN 80 M/S, THEN 2 50. CAL TURRETS, ONE ON THE BOTTOM AND ONE ON THE TOp IS ALLOWED, BUT THE 50. CAL TURRETS MUST BE IT'S ONLY DEFENCE Closed cockpits are allowed. Clipped engines and parts are allowed. All stock parts permitted except the following prohibited stock parts: all stock engines EXCEPT JUNO ENGINE all Mk3 sized parts Big S wing Big S elevon SAS modules reaction wheel modules No mod parts permitted except the following: BDArmory (required for AI Flight Computer, and AI Weapons Manager. The .50 caliber Browning machine gun is the only weapon from this mod permitted in this series.) Aviator Arsenal (any fixed non-turreted weapon from this mod is permitted) - ASC KOTH.cfg file (to fix issue with Aviator Arsenal's antenna part, goes anywhere in your GameData folder) Kerbal Aircraft Expansion (required for liquid fueled propeller engines only, no other parts permitted) Airplane Plus (optional) http://forum.kerbalspaceprogram.com/index.php?/topic/140262-113-airplane-plus-r40-wwi-early-flight-4-engines-more-custom-sounds-aug-8-2016/ B9 PWings (optional) http://forum.kerbalspaceprogram.com/index.php?/topic/94621-102-b9-aerospace-procedural-parts-040-updated-090615/ Procedural Parts (optional) http://forum.kerbalspaceprogram.com/index.php?/topic/96402-113-procedural-parts-parts-the-way-you-want-em-v125-july-3/ No restrictions on AI, or Weapons Manager settings. Entries must contain download link for the craft file(s) to the ASC IV KerbalX Hangar and posted to this thread (static links prevent me having to update the OP with your new versions). Only AI and Weapons Manager changes are permitted to the ASC champion between matches to fine-tune their AI response to upcoming challengers. No other part changes are permitted to the ASC champion. All challengers are permitted to make any changes they wish to their craft up to and just before their match vs the current ASC champion. If you are next in line, please notify the match host so your changes are committed to the match. If the match host missed your note, it's not their fault. Just re-submit your craft. Only one active entry per person at a time (to prevent dueling yourself). Match hosts will only engage staging once to turn on your engines at 0 throttle up to 3 minutes before match start, so be sure to tie in any components you want activated to the staging action group (competition start engages staging automatically), and be sure to include enough electricity to keep them active while stationary and throttled to 0. You may not trigger the Weapons Manager, or AI, or any of their settings, via the staging or SAS action groups. This prematurely enables fighting, and crafts that do will be disqualified. You may create a fake cockpit using a chair and some landing gear and stuff Hosting Details: Rounds will be processed depending on our time and general availability (hopefully semi-daily). With that in mind, let's see how far we can take this! You are welcome to host your own matches and publish the results in this thread, just let me know. If you decide to host an ASC match, you must have a dedicated KSP 1.1.3 64 bit install that only has the following mods installed: Aviator Arsenal ASC KOTH.cfg file (Fixes issue with Aviator Aresnal antenna. Goes anywhere in your GameData folder) BahamutoD's BDArmory BahamutoD's BDAVesselSwitcher BahamutoD's Vessel Mover BahamutoD's DestructionEffects Kerbal Aircraft Expansion Take Command Optional Mods: B9 PWings, http://forum.kerbalspaceprogram.com/index.php?/topic/94621-102-b9-aerospace-procedural-parts-040-updated-090615/ Visual mods are permitted as long as they don't seriously degrade your match processing THE DEADLINE FOR SUBMITTING IS SEPTEMBER 20. YOU MAY UPDATE YOUR CRAFT, BUT YOU HAVE TO LET ME KNOW. YOU MAY POST MULTIPLE CRAFTS. KerbalX Hangar: https://kerbalx.com/hangars/10351 ASC MATCH HOSTS: @GDJ @DoctorDavinci and @Wildcat111 Let's begin! Wildcat111
  5. Ha, Ha. Jester's Thread This is my multipurpose thread. Screenshots, pointers, downloads and general discussion for advanced building techniques. Using things like Infernal Robotics, part clipping and stabilizing. This is to post my ideas as well as allow you guys to show off your own creations. Basically anything you feel was a complex mess to get flying, driving or floating. The whole idea here is to pass ideas and info around so everyone can build some great stuff. Don't just post a picture and run, This thread is more about "look what I built, and here's how I did it" There's already a thread for Screenshots My Newest build and favorite helicopter of all time the RAH-66 Comanche - More under "Projects" I've also been working on Air to Air Refueling. Using a custom cfg I wrote for a squad docking port, altering the scale as well as increasing the magnetic force and acquisition distance. Mechjeb, Tweakscaled RKE Kanadarm components and Quantum struts to hold everything together. More to come on this. I've only just begun Projects 100+ Mods And Running Strong! 1.2.2 Mod List 1.0.5 Mod List How To Hit 60-100 FPS 64bit - AVP - EVE Help - KSP 1.0.5
  6. Carrier Vessel eXpansion You can Download it here! Album: https://imgur.com/a/L3mph Images: Videos: What is CVX? CVX is a low parts mod that allows you to build a Nimitz class Aircraft Carrier. The mod currently contains 5 parts: 1 screw, 1 rudder, 1 hull, 1 radar tower, 1 bridge tower. The idea behind CVX is so players can explore Kerbin while carrying aircraft and not have to worry about having enough fuel, or... You just want an aircraft carrier without worry about tanking your cpu with parts count. What is Included? 5 parts: 1 rudder 1 screw 1 hull 1 radar tower 1 bridge tower Why only one carrier? More ships are on the way. Soon I'll be releasing a Wasp-class LHD, Essex-class CV (for recovering the Kapollo) and an Admiral Kuznetsov CV (for all you Krussians) in the first phase. The second phase is experimental carriers such as a submersible carrier and a helicarrier. Why are there no weapons or radar? There are already mods covering that, and a list of recommended mods are further down the page. Where can I get that F-14 craft? The F-14, made by GrandAdmiralJon, can be found here on KerbalX. Recommended Mods: BDArmory (Continued) [1.2.1] (maintained by pappa_joe) SM Marine [1.2] [SpannerMonkey(smce)] BoomsticksRev3 [1.2] [SpannerMonkey(smce)] Master Tech Weapons [1.1.3] (TMasterson5) Blue Hawk Industries [1.1.3] (TMasterson5) MalFunc Weaponry [1.1.3] (Themorris) North Kerbin Dynamics [1.1.3] (harpwner) Never Enuff Dakka Redux [1.2] [SpannerMonkey(smce)] Kerbal Attachment System [1.2.1] (maintained by IgorZ) Kerbal Inventory System [1.2.1] (maintained by IgorZ) Hanger Extender is helpful for building very large crafts. Hanger Extender (recompiled for 1.2 by Alewx) The following is for placing the carrier in water. VesselMover Continued [1.1.3] (maintained by pappa_joe) Boat Launch Central [A channel marker buoy made by SpannerMonkey(smce)] For use with Kerbal Konstructs. [1.2.1] Hyper Edit [1.2] The following is for keeping the massive vessel together. Kerbal Joint Reinforcement [1.2] Arrester Cable and Hook, By Flywlyx Aircraft Carrier Accessories [1.2.1] Bugs and Issues: The big glaring bug this mod has is the Boat Kraken in 1.1.3, this is where the vessel is flung into the atmosphere, caused by a floating point error. The release of KSP ver 1.2 fixes this so there is nor more the need for either use FAR or AirPark but both are excellent mods, try them anyway. The new current problem is the stock joint system, where even rigid attachment will allow parts to separate, KSP's attachment nodes weren't designed for such heavy masses. I recommend using the cheats for both inserting into the water and operation until Kerbal Joint Reinforcement is updated. Change Log: 0.12: Various fixes and adjustments: -Models and Dependencies updated to KSP 1.2 -Model recompiled as a second attempt to fix the Light Dim Bug. -Added normal maps -Added new hull textures -Added new resource, KSteam -Adjusted screws (still not perfect, still goes too fast for a carrier, 40m/s, but hey this is a game.) -Adjusted Buoyancy, hull rests at waterline. -KSP 1.2 has better floating point so no more boat bounce -Fixed phantom forces with rudder, but is as useful to steer a carrier as a fly swatter. Hopefully a solution coming soon. 0.11: fixed issues with rudder settings. 0.10: Initial Release Additional Credit: Snjo and RoverDude: for FireSpitter (*.dll Packaged with C.V.X.) RoverDude: for Community Resource Pack (Also packaged with C.V.X.) This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  7. A pack of select vanilla-inspired parts for your aircrafting needs! Powered by Firespitter, special thanks to Snjo for his plugin and continued support! Download: KAX v2.6.4 for KSP 1.2.2 Curse Download Mirror Image Album: http://imgur.com/a/hXkEA Included Parts: -Turboprop -Radial Engine -Electric Propeller -Helicopter Main Rotor -Helicopter Tail Rotor -Heavy Landing Gear -Jump Jet Engine -2M Aircraft Cockpit -2M Fuselage (jet fuel) -2M Structural Fuselage (empty) -2M Tail Boom Installation: Extract the KAX folder, Firespitter folder, and ModuleManager.dll into your KSP Gamedata folder. Be sure to properly extract the Firespitter/Resources folder or you will have FScoolant errors on loading the electric prop. If you already have Firespitter and/or Module Manager, use the latest versions of their .dll plugins. Changelog: v2.6.1 -Reduced volume SFX of Main Rotor & Tail Rotor -Added stagepriorityflow to Main Rotor for proper fuel flow v2.6 -Complete rebuild of Main Rotor to improve animation -Overhaul on animation for Main Rotor and Tail Rotor -Added KAX Choppah example craft v2.5.4 -Fixed Tail Rotor animation -Tail Rotor now produces 15 thrust to compensate for broken Firespitter rotor control MODULE. Maximum thrust can still be adjusted in-game; set to 0 for aesthetic use. -Improved Main Helicopter Rotor torque control v2.5.3 -Compatibility patch for KSP 1.0.5 v2.5.2 -Heli Rotor now has torque -Minor fixes for Rotor and Tail Rotor -Updated Firespitter.dll v2.5.1 -Balance work on Turbo, Radial, and Sport engines -Engines will now draw fuel evenly from all tanks -Updated packaged Firespitter.dll to 7.0.5613.30088 -Moved Radial and Sport engines to Aviation tech tree -Reduced price on Radial and Sport engines v2.5 -Added A7 Aerosport 2-bladed prop -Fixed sound pitch for all engines -Added KAX Horizon and KAX Bungalow example craft -Textures converted to .dds v2.4.2 -Reduced heat output of all engines -Increased thrust of electric prop -Increased electrical efficiency of electric prop -Decreased volume of electric prop, turboprop, and radial engine -Added KAX Predator and KAX ESpirit example craft -Updated KAX Sparrow example craft -Updated packaged Firespitter.dll to 7.0.5609.6768 v2.4.1 -Updated packaged Firespitter.dll to v7.0.5603.17274 -Tweaked thrust output for Turboprop & Radial prop (note: this is a temp fix) -Redesigned KAX Sparrow example craft v2.4 -Updated packaged Firespitter.dll to v7.0.5598.23279 -Updated packaged module manager to v2.6.3 -Cleaned out old example craft -Added new KAX Sparrow flying wing example -Fixed attachment issue -Increased Kuey Main Rotor thrust from 65 to 105 -Reduced volume of Turbo Prop and Radial Prop -Updated thrust curves for Turbo Prop and Radial Prop (note: might be out of balance for 1.0.2) v2.3.4 -Updated Firespitter.dll with RadarManFromTheMoon's rotor thrust switching fix -Kuey Tail Rotor now properly switches thrust with user input -Fixed KAX Agents .cfg v2.3.3 -Fixed prop hub freeze issue -Increased electricProp thrust from 6 to 7 v2.3.2 -Module Manager support added for FAR -Added VentureStar AMP Example Craft v2.3.1 -Compatibility patch for KSP 0.90.0 -Updated Firespitter.dll to v7.0.5463.30802 -Fixed incompatibilities with FAR/NEAR mod v2.3 -Compatibility patch for KSP 0.25.0 -Updated Firespitter.dll to v7.0.5398.27328 -Updated example crafts -Fixed Kuey Tail Rotor animation v2.2.2 0.24 HOTFIX, Note: Not all features have been reimplemented -Updated Firespitter.dll to v7.0.5313.17967 -Fixed Kuey Main Rotor -Adjusted thrust on Kuey Main Rotor to account for changes in Firespitter aero model v2.2.1 -Removed props blur disk cast shadows -Added blade colliders to turboProp and radialProp -Performance changes to turboProp and radialProp: radial now has better takeoff performance, turbo now has better high altitude cruise performance -Reduced mass of heavy gear -Reduced mass of 2M structural fuselage -Reduced tailRotor volume -Fixed radialProp thrustTransform to align with prop -Rescaled radialProp, turboProp, jumpJet, kueyRotor, and tailRotor to rescaleFactor 1.0 v2.2 -Added NS90 Tail Rotor (found in the Control parts section) -Added blade colliders to Main Rotor and Tail Rotor; they will now impact with objects and parts they touch while spinning -Reduced unnecessarily large texture size on Kuey Main Rotor -Updated XH-7 LIFTR with new tail rotor v2.1.1 -Increased performance of Kuey Main Rotor to improve lifting power [using KAS] -Replaced XH-5 Hopper with XH-7 LIFTR v2.1 -Added KH-1 Kuey Main Rotor -Added XH-5 Hopper helicopter in example crafts folder -Changed jumpjet part name to KAXjumpjet (save breaking) -Updated packaged Firespitter.dll to 6.3.5239.37254 -Added ReadMe file with credits v2.0 -Added Radial Engine -Added KAX P-25 "Pee Wee" to crafts examples folder -Turboprop thrust reduced by 10%, but will now perform better at higher altitudes -Turboprop tech unlock moved to Advanced Aerodynamics v1.9.1 -Fixed FX offsets on Jump Jet -Reduced thrust on Jump Jet v1.9 -Added Jump Jet Engine -Fixed KAX Kerbardier Dash-8 .craft in example crafts folder. It will now load properly. v1.8.1 -Added hatch and generic cockpit interior to Horizon cockpit; Kerbals will now enter and exit properly. Note: Hatch located on left back side near circular window. v1.8 -Added Heavy Structural Fuselage -Added Heavy Fuselage (2M jet fuel) -Added KAX Kerbalheed TriStar .craft in example crafts folder v1.7 -Added Heavy Tail Boom -Removed FSanimateThrottle from electric prop to fix null errors v1.6 -Added C2-B Horizon cockpit v1.5.3 -Fixed Turboprop shutdown sound v1.5.2 -Fixed Heavy gear right click menu -Increased heavy gear brake strength v1.5.1 -Updated to latest Firespitter.dll (included) -Further reduced heavy gear wobble; craft should no longer flip or steer off the runway v1.5 -Adjusted heavy gear physics to reduce wobble -Heavy gear now attaches in the correct direction in the editors (NOTE: You will have to rotate the existing heavy gear on your crafts 180 degrees) -Added turboprop shutdown sounds -Added updated Firespitter.dll with sound fixes (thanks Snjo!) -Added intake to turboprop v1.4 -Turboprop and Electric prop part names renamed in config to prevent conflicts with other mods (NOTE: SAVE/CRAFT BREAKING) -Turboprop thrust reduced and curve values changed for balance -Turboprop fuel efficiency increased v1.3 -Complete Unity rebuild of GS-580 Heavy Gear Assembly to fix animation timing and parenting -Minor tweaks to other parts v1.2 -GS-580 Heavy Gear Assembly added v1.1 -e50 Electric Propeller Engine added V1.1 -PT100 Turboprop made lighter -Fixed prop rotation -Polished animation transition -Added KAX Kerbardier Dash-8 .craft in example crafts folder v1.0 -PT100 Turboprop /r/kerbalspaceprogram release known issues: -Heli Tail Rotor doesn't produce thrust (dependent on Firespitter.dll) -Heli Main Rotor hover feature inoperable (dependent on Firespitter.dll) -Add ladder to cockpit so Kerbals can exit and enter properly License: -Copyright Overview- KAX models, textures, and sounds are created by Keptin, who retains all copyrights. Snjo retains all rights for the Firespitter plugin. You may: Modify KAX in anyway for your personal use Use KAX models, textures, and assets to create derivative works Distribute sufficiently modified versions of KAX parts or newly created derivative parts Distribute video, screenshots or other media portraying unmodified or modified versions of KAX All other rights are reserved Specifically, you may not: Distribute unmodified versions of KAX, in part or whole, without permission Use KAX for any commercial purpose For help on how to make aircraft in KSP, see my guide: http://forum.kerbalspaceprogram.com/threads/52080-Basic-Aircraft-Design-Explained-Simply-With-Pictures
  8. SERIES III Air Superiority Challenge - King of the Hill 4v4 AI Duels (WW1 Theme) How Long Will You Claim Air Superiority? Inigma's YouTube Channel Test your design against the current King of the Hill, then Submit your entry to the ASC KerbalX.com Hangar and post a link in this thread to enter! ASC Match Hosts: @inigma | @jrodriguez | @g00bd0g | @Hobbes Novakoff | @Draconiator | @colmo Check out these other ASC Divisions: ASC-IV (No Restrictions) Coming July! | ASC-A (PvE Arena Ladder) Coming Soon! King of the Hill: TorchedForever - K1A Volante Number of Wins: 8 Registered belligerents: The Optimist - 2 Woodpecker, 1 Desert Moth Type 3, 1 Fighter Beefalo - DEFEATED! GDJ - Avro Super-Bee - DEFEATED! He_162 - Heinkel P3 - DEFEATED! Triop - FU-247 - DEFEATED! epicman81 - 1 mk25 Llama (20mm), 1 mk25 Llama (50 cal), 2 mk24 Starfish - DEFEATED! Draconiator - Kerbwith Alpaca - DEFEATED! AlexTheHu - ASC Tri - DEFEATED! qzgy - PointyStickFish Mk 11 - DEFEATED! It began with a challenge... inigma claimed King of the the Hill on April 3, 2016 with a pair of Fighter Papa-1s over KSC and KSC Islands. Not soon after, his son challenged him with a pair of dp class fighters of his own. The Air Superiority Challenge was born! ASC Series Playlist: The Air Superiority Challenge is a rotating challenge series from a catalog of currently adopted rule sets: No Restrictions, Modern Style, WWI Style, and other ideas we come up with by consensus. Only one series is active at at time, but each series will be posted in rotation. Most Series last a month. Some longer or shorter depending on interest, time, and new software releases. What never changes is the general format: two AI teams dueling for control of a piece of territory, most commonly KSC Island, using stock and BDArmory parts only (with a little Kerbal Aircraft Expansion thrown in here or there for spite). How long your team will claim the ASC KOTH title depends on how many times your designs survive challenges to your reign. Air Superiority Challenge III Match Rules: All matches are hosted in KSP 1.1.2 with the latest BDArmory, Kerbal Aircraft Expansion, and Aviator Arsenal mod versions. To ease the load of the match hosts, and to increase confidence in your submission, you may only submit an entry that you've tested against the current King of the Hill. Your post must state you've done so. Challenges to the King of the Hill will be processed on a first-come first-served basis by whichever match host volunteer happens to be available to do so (you can join the ASC Host team, PM inigma to do so). Challenges are best of 3 rounds of 4v4 take off from near KSC runway in opposite directions, BDArmory Tournament Mode: 4km re-engagement over KSC. To win a round or claim title to King of the Hill, one of your surviving craft must: have a Kerbal in your craft have at least one engine remaining (out of fuel ok) have at least one weapon attached (empty ok) still appear on the VS list in the BDA GUI (your weapons module hasn't been shot off) if there are no survivors with all the above, the round will be considered a draw, and a new round required. In case of a draw or bugged round, a round will be added to the match. 3 draws in a row will result in the match going to the current King of the Hill. Any craft that has disengaged is considered lost. All seats on a craft will be filled. Two seater? Two Kerbals. Yes, Kerbals weigh a few. All matches will be made available on the official YouTube playlist embedded above. Air Superiority Challenge III Entry Rules: 4 aircraft (must look like a plane) required per team (can be same or different crafts), all must be manned with at least one Kerbal, all Kerbals in command seats, no closed cockpits. All craft must be built in KSP 1.1.2 50 part limit maximum per craft. 2 fixed guns maximum, no turrets All stock parts permitted except the following prohibited stock parts: all stock engines all Mk3 sized parts Big S wing Big S elevon SAS modules reaction wheel modules No mod parts permitted except the following: BDArmory (required for AI Flight Computer, and AI Weapons Manager. The .50 caliber Browning machine gun is the only weapon from this mod permitted in this series.) Aviator Arsenal (any fixed non-turreted weapon from this mod is permitted) - ASC KOTH.cfg file (to fix issue with Aviator Arsenal's antenna part, goes anywhere in your GameData folder) Kerbal Aircraft Expansion (required for liquid fueled propeller engines only, no other parts permitted) No restrictions on AI, or Weapons Manager settings. Entries must contain download link for the craft file(s) to the ASC KerbalX.com Hangar and posted to this thread (static links prevent me having to update the OP with your new versions). Only AI and Weapons Manager changes are permitted to the ASC champion between matches to fine-tune their AI response to upcoming challengers. No other part changes are permitted to the ASC champion. All challengers are permitted to make any changes they wish to their craft up to and just before their match vs the current ASC champion. If you are next in line, please notify the match host so your changes are committed to the match. If the match host missed your note, it's not their fault. Just re-submit your craft. Only one active entry per person at a time (to prevent dueling yourself). Match hosts will only engage staging once to turn on your engines at 0 throttle up to 3 minutes before match start, so be sure to tie in any components you want activated to the staging action group (competition start engages staging automatically), and be sure to include enough electricity to keep them active while stationary and throttled to 0. You may not trigger the Weapons Manager, or AI, or any of their settings, via the staging or SAS action groups. This prematurely enables fighting, and crafts that do will be disqualified. Hosting Details: Rounds will be processed depending on our time and general availability (hopefully semi-daily). With that in mind, let's see how far we can take this! You are welcome to host your own matches and publish the results in this thread if any of the ASC match hosts fail to respond within 7 days to the next belligerent challenge. If you decide to host an ASC match, you must have a dedicated KSP 1.1.2 64 bit install that only has the following mods installed: Aviator Arsenal ASC KOTH.cfg file (Fixes issue with Aviator Aresnal antenna. Goes anywhere in your GameData folder) BahamutoD's BDArmory BahamutoD's BDAVesselSwitcher BahamutoD's Vessel Mover BahamutoD's DestructionEffects HyperEdit iPeer's InFlightFlagSwitcher Kerbal Aircraft Expansion Malah's QuickBrake Take Command Texture Replacer Visual mods are permitted as long as they don't seriously degrade your match processing. Match hosts must post all rounds to YouTube channel with KSP: ASC III KOTH belligerent vs king (Round # of # or Full Match) BDArmory AI Dogfight Battle and update this thread with a link. Shall we get started? Who will be the first to challenge the ASC King of the Hill? Air Superiority Challenge Series III - Line of Succession SuicidalInsanity - SI-5 Tyrant - 1 win Draconiator - Super Llama - 1 win JollyGreenGI - K&K Sweep - 2 wins Bananders - Crown Nightingale Mk2 - 1 win The Optimist - 2 Woodpecker, 1 Desert Moth Type 3, 1 Fighter Beefalo - 2 wins TorchedForever - K1A Volante - 8 wins Previous ASC Series Top Reigning Kings: ASC-I - SuicidalInsanity - Solarius III - 6 wins ASC-II - g00bd0g - VulcaRaptor - 10 wins - ASC Grand Champion ASC-III - TorchedForever - K1A Volante - 8 wins
  9. Sector 7 Space Laboratories Aircraft Repository Here you will find many Aircraft builds I've posted in the past, you can find the original links, craft files, videos and pictures here. As craft are posted in the future I will periodically update the Thread. Some builds are old ones and I have updated pictures and links, if you see one that is not posted message me about it and I will gladly get it posted. I would also like to thank everyone that have downloaded any of my builds and hope that you have enjoyed them as much as I have enjoyed building, flying, driving, launching, diving, steering and crashing them with you. Today's Featured Aicraft This one is for all you casual Fly Boys! The craft has been really fun to fly, it's very graceful and has lots of hang time when landing. Add more fuel for distance trips. Craft File: Softwind 107 Parts: 32 Mass: 5.134t Height: 2.2m Width: 10.8m Length: 8.5m Operation: At Takeoff engage SAS and apply full Throttle, when landing reduce speed and AG2 for Flaps. Action Groups 1- Toggle Engines 2- Toggle Landing Flaps ( Got this little tip from @Azimech ) 3- Toggle Landing Lights S7-F14 TomCat Bomber Original Post Craft File S7-F14 TomCat Rapid Fire Original Post Craft File S7-F14 TomCat 2 Original Post Craft File S7-F14 TomCat 3 Original Post Craft File S7-F14 TomCat Original Post Craft File S7-F14 TomCat Fighter Original Post Craft File Beech Model B18 Original Post Craft File Beech Model S7-MJ Original Post Craft File Beech Model S7-MJW Original Post Craft File S7-X3B Original Post Craft File Sailplane Combo Original Post Craft File AirService - One Original Post Craft File SailTech Original Post Craft File Lil Tiger Original Post Craft File Mini Enterprise AC-1 Original Post Craft File Mini Enterprise AC-2 Original Post Craft File The Benoist XIV Airboat Original Post Craft File Executive Express Original Post Craft File Executive Express II Original Post Craft File LiL Bit Original Post Craft File The Mrs. Chrissy Original Post Craft File Invader Original Post Craft File The Mother Load Original Post Craft File Sector 7-427 Original Post Craft File Velocity 7 Original Post Craft File Agents of S.H.I.E.L.D. Aircraft Original Post: Only on KerbalX Craft File Ziggy K.A.R. Original Post Craft File Strike Force Original Post Craft File
  10. Howdy, This craft sways once it achieves mid altitude. I was hoping that that someone fixes it while I go and eat dinner Any suggestions would be nice. http://www.mediafire.com/file/8x9gxw5evf8nivn/Frostflux+m5.craft Sigh, attachments seem to be very buggy... EDIT: Well I've fixed everything so now it is a working SSTO. Thanks, Chris (Heretic391)
  11. Consolidated B-24 Liberator I've known for many years that my Uncle SSgt Lee G. Castille was a casualty of WWII but never knew how he died. Thanks to some help from a kind fellow Kerbonaut @EVA_Reentry sharing his research expertise with me I've gained some details about this incident. He was a crew member of a Consolidated B-24 Liberator. After discovering this it compelled me to build one. I would also like to mention a New Stock Propeller Design, I'm using the Small Nose Cone and the Communotron DTS-M1. Note: I liked the idea of the Old Movie look on the video and also liked the original look so I decided to create both videos. Consolidated B-24 Liberator The LIB 1940's Craft File: Consolidated B-24 Liberator Parts: 248 Mass: 48.24t Height: 6.0m Width: 25.0m Length: 25.5m Action Groups 1 Cargo Doors 2 First Set of Bombs 3 Second Set of Bombs 4 Toggle Forward Guns 5 Toggle Puff Engines 6 Toggle Roof Guns 7 Toggle Puff Engines 8 Toggle Rear Guns 9 Toggle Puff Engines
  12. @Munbro Kerman, @MajaeV, @chadgaskerman Planes you three have requested have arrived! Avro Vulcan - https://drive.google.com/open?id=0B_ZkNlM8j7rjOEpZSW11Uk9XOU0 F-15 Eagle - https://drive.google.com/open?id=0B_ZkNlM8j7rjZldKd3Z4N3NBeEk SU-47 - https://drive.google.com/open?id=0B_ZkNlM8j7rjc0w1Mnd2ZHhSRE0 Sukhoi SU-34 - https://drive.google.com/open?id=0B_ZkNlM8j7rjZHB1dzBjazMzb1E MiG-21 - https://drive.google.com/open?id=0B_ZkNlM8j7rjRldvZ3N3VllpOG8 Pictures! http://imgur.com/a/XLczV All aircraft are stock, no mods needed to use. I try to make them as close to 1:1 scale and as high of detail as I can. If you have an aircraft you'd like me to build, please don't hesitate to ask me in the comments, because I will gladly build them. Have fun with them! - TheKorbinger
  13. Turns out Kerbals have a Santa Claus too, and his ride is pretty sweet! And, of course, it wouldn't be a Kerbal Christmas if Santa's sleigh wasn't rocket-powered! Enjoy, and happy holidays! DOWNLOAD
  14. Aircraft Mobile Unit This craft was intended to be a Ground Mobile Unit until I thought about trying to fly it, and of course with a little more structural design wah la! we are Airborne. Now you can fly Multiple Aircraft without a mod. You could also detach all the Aircraft and add your own creation by creating an attachable sub assembly. The Aircraft I am using is the Cessna7, this is not an actual craft, most all my craft that indicate 7 or S7 are my look alike or look somewhat a like or just some idea I designed. In this case it's somewhat like a real Cessna Aircraft. Aircraft Mobile Unit Craft File: Aircraft Mobile Unit Parts: 274 Mass: 67.727t Height: 5.6m Width: 47.7m Length: 23.7m Cessna7 Craft File: Cessna7 Parts: 24 Mass: 5.506t Height: 3.7m Width: 11.3m Length: 9.1m Operation: Engage SAS and apply full Throttle, liftoff near 80 m/s. Use action group 1 to kill the Mobile Unit's Engines then action group 2 to deploy Parachutes. As always don't forget the Kerbals if you are planing to fly multiple Aircraft. Action Groups 1- Toggle Mobile Unit's Engines 2- Deploy Parachutes
  15. The Revolutionary 5 These Craft builds were all inspired by a Video I found shown here, titled 5 Revolutionary Aircraft. I like to keep my builds stock so all craft are using Jet Engines rather than the Aircraft Props. I wouldn't say these are replicas because the original craft have so many functions I was unable to replicate, I would like to say these are just my version of each craft as close as I could build them. I recommend watching the original Video first. Aeromobil 2.5 Craft File: Aeromobil 2.5 Parts: 24 Mass: 5.980t Height: 2.8m Width: 9.7m Length: 8.6m Cobalt Valkyrie Craft File: Cobalt Valkyrie Parts: 22 Mass: 8.565t Height: 3.8m Width: 8.9m Length: 7.8m E FAN Craft File: E EAN Parts: 39 Mass: 6.156t Height: 3.0m Width: 10.7m Length: 10.2m EHANG 184 Craft File: EHANG 184 Parts: 61 Mass: 5.692t Height: 2.2m Width: 4.8m Length: 6.4m Icon Craft File: Icon Parts: 42 Mass: 5.288t Height: 4.0m Width: 10.8m Length: 9.9m
  16. The Benoist XIV Airboat St. Petersburg, Florida, is not generally considered a city that can boast of an aviation ‘first.’ But on January 1, 1914, the St. Petersburg-Tampa Airboat Line was born there–the world’s first scheduled airline using winged aircraft. A plaque on the entrance to St. Petersburg International Airport proclaims: ‘The Birthplace of Scheduled Air Transportation. There are a few reasons I almost kept this craft from being released. The sensitivity of it's handling is extreme, a tailspin is most likely going to happen if you are not careful. The craft will not takeoff from the water and does not travel well on the water, landing on the water is possible but not too graceful. Craft File: The Benoist XIV Airboat Parts: 255 Mass: 24.427t Height: 7.9m Width: 30.1m Length: 22.8m Operation: Use extreme caution & patience, use the quick save before making your first maneuver because you will most likely go into a tailspin. I use very small increments when flying. Keep your speed between 30 and 40 m/s. Landing on the runway or the turf? Well we haven't made that test yet!
  17. Here is a picture of a little portion of all my aircraft creations, I think that along all the time, I have created more than 100 different aircraft models.
  18. Sector 7 Space Laboratories Kerbal Air Racing Set Katateochi (KerbalX Dev) posted this cool idea for an Air Racing Course about a year ago, see it here. When I stumped across this it gave me an idea to make some Pylons to add to the idea. The Pylons are mobile so you can place them on land and on water to design your own course. My craft is named Velocity7 and it's been going through a lot of testing but still not a great craft for running a course like this. I will later try a single engine air craft, that is what this thread is intended for, to encourage others to share their craft design that can run a course like this. Katateochi has one named The Deadbolt MkII (Version 0.90) it has lots of wing surface and looks like a hard banking Aircraft. I have the craft files below if you would like to build a course or you could just use the layout Katateochi has provided (The KSC Obstacle Course). If you decide to build a craft and share it please add the initials K.A.R. to indicate that your craft is designed for Kerbal Air Racing. Velocity7 - Craft File Parts: 30 Mass: 11.750t Height: 4.0m Width: 8.8m Length: 10.0m Race Pylon- Craft File Parts: 96 Mass: 33.840t Height: 28.3m Width: 16.5m Length: 19.4m Finish Line Pylon- Craft File Parts: 76 Mass: 35.130t Height: 30.2m Width: 16.5m Length: 19.4m Water Pylon- Craft File Parts: 277 Mass: 73.788t Height: 29.8m Width: 25.5m Length: 30.5m Bleachers- Craft File Parts: 129 Mass: 22.612t Height: 3.0m Width: 27.8m Length: 10.8m Crew Hauler- Craft File Parts: 56 Mass: 36.903t Height: 3.3m Width: 7.3m Length: 19.4m Air Racing Course Saved Game Link Here
  19. Sector 7 Space Laboratories LiL Bit This craft comes with an incredible challenge to land. This was something I stumbled upon during testing. When attempting to land electricity, speed, angle, no air brakes and the touch down force all come into play at very intense precision. I think even Top Gun Pilots will find this craft very challenging and most will not land without damage. I've landed twice and both times the engine was destroyed, at this point I don't no if LiL Bit can be landed without damage. I could have tweaked this craft for easier handling but decided to leave it as is for the challenges it brings. It is a fun little craft to fly hope you enjoy it. Craft File: LiL Bit Parts: 21 Mass: 0.945t Height: 1.5m Width: 3.6m Length: 2.8m Operation: Full Trottle at Takeoff, small taps on the S key near 35 m/s then reduce speed if you are planning to make maneuvers otherwise hold a steady course and LiL Bit will get close to 325 m/s. Edit: Here's some extra instruction that may help with flying LiL Bit. Allow the craft to calm itself at the runway before takeoff with full throttle. Kill the engine a long distance out to allow speed to reduce and when nearing the runway do a quick save in order to make multiple attempts. If I do succeed I will post a video.
  20. Sector 7 Space Laboratories This craft may have never been imagined if it were not for the friendly request of KerbalsAreKute on KerbalX. I don't advertise request for builds but I will always do my best to deliver any request. AirService - One is a double cockpit aircraft similar to the P38 design with a coupler at its lower center wing. This combo comes with an experimental craft named SailTech. The craft has a unique style of control with its wing tips. On another note, I have a few craft builds on my plate right now and will do my best to complete each of them, if you have one in mind that you have seen recently in my projects and would like to see it as the next project to complete PM me with your request. AirService - One Craft File: AirService - One with SailTech Parts: 131 Mass: 106.717t Height: 10.7m Width: 39.9m Length: 30.9m SailTech Craft File: SailTech Parts: 44 Mass: 4.200t Height: 2.7m Width: 17.6m Length: 14.1m Operation: Apply full throttle & SAS at takeoff, the craft needs the full lenght of the runway to liftoff. Spacebar will release SailTech. Action Group 1 will reverse engine thrust on AirService - One to help with braking on landings.
  21. In the style of Danny and Nexter's Lab... I present my own take on "funny moments"! I'm starting a new series with some other really cool people, Matik2002, Sylver and myself. We decided to make a 'tv series'-like series on the channel, and so there will be a few of these videos dotted around my usual ones.I feel like i really want to re-visit Kerbal Space Program again, because I really enjoyed it last time, and I know a lot more about it now. So prepare for some more challenges! Of course I won't upload JUST Kerbal Space Program so don't get worried.I spent a good few days on this video, even though it looks a bit short. That's because I'm learning Premiere Pro CS5 (2015) and it's pretty difficult to start with. I hope you enjoy the video and I would really appreciate it if you guys left a like (and smashed that sub button with a pancake). Sidenote: please don't get mad at me if it seems like I "copied" Danny and Nexter - They are really successful with their videos and it seems with my others that I'm doing something wrong. Aside from that, the video is from the characters' Point of View instead of my own/narration. I hope you enjoy!
  22. The Kerbin sightseeing and pigeon feeding society contacted Farnsworth Rocket Surgery a while back. They asked us to design a craft suitable for visiting points of interest, or points that have no interest at all! They never did pay for the design work so we are releasing it to the public (lucky you)! The images are from the brochure that we had. It has some landmarks in it, so some may consider it a spoiler. Introducing the Ray long range flying wing. The Ray will rotate off the runway fully fueled at around 65 m/s. Cruising altitude is 8km @ 250 m/s The aircraft flies wonderfully! You will experience some wandering when you start the take off roll, but it will center back up without any input. The craft is a swept wing design and as such it does suffer from yaw-roll coupling at high speeds. However, I have not experienced any issues with yaw-roll coupling at landing speeds. The aircraft will fly with SAS without any issue, but I recommend using Atmospheric Auto Pilot for any aircraft. It just makes life so much better. Maybe you don't like flying slow. Don't worry! We have a solution! Introducing the Ray HS flying wing. Cruising altitude is 19km @ 900 m/s The Ray HS comes equipped with drop tanks. The fuel in the drop tanks is used first and gives the Ray HS the ability to reach it's cruising altitude without burning any of the fuel in the aircraft. I hope you enjoy them as much I enjoyed making them! Ray: https://kerbalx.com/Dr_Farnsworth/Ray Ray HS: https://kerbalx.com/Dr_Farnsworth/Ray-HS
  23. So I've got some EVA cluster missions far from KSC. I'm playing with an absolutely brutal set of difficulty settings, and I'm getting bored with flying tourists around to scrape together enough cash to finance science missions. I take the EVA and 'below' observation missions near KSC because they pay well for a 100% recoverable craft (aircraft) and they also give science while I'm at it (yay!) For near EVA missions I use a build I call the 'Science Jetcar.' It's a wingless aircraft with a pair of Junos and the basic landing gear, a low-science rover, basically. Great for scooting around @ 50m/sec. In addition to doing EVA missions on the opposite side of Kerbin, I'd like to get a 100% recoverable craft to some of the more distant biomes in KSP as well for science purposes. Before 1.0 I would follow Scott Manley's VTOL construction video and basically build out a Harrier jet. Is that build still viable? Are there any tips for building VTOLs with stock parts? Any designs people want to share? I haven't finished unlocking all the 45 science point nodes yet, so it's vitally important that we do this with basic parts.
  24. I've been playing around with aircraft over the past couple days, only to find that no matter how low I set the pitch authority, they tumble and crash at the slightest hold of the "S" key. Is there any way to reliably fix this? Also, I would like to know how I can tweak my aircraft to make them smooth at the controls. Thanks for any answers!
  25. Good news everyone! The remnants of a vintage Jeb-Flyer flying machine was discovered last month! A curious engineer found the dusty pieces while rummaging though an old dilapidated hangar on the outskirts of town. Farnsworth Rocket Surgery has painstakingly recreated the antique contraption and added a few nifty safety features (just a seat belt). How to operate: 1. Eva out of the capsule and board the command chair. 2. Stage to separate the propeller from the flying machine. 3. Change focus to the propeller ( [ or ] ) and trim the roll all the way to the left (alt + q). 4. Make sure you yell Contact when the prop starts spinning! 5. Change focus back to the craft and stage again to release launch clamps. 6. Make sure SAS is on. 7. The flying machine will eventually lift off, eventually. Top speed in level flight is somewhere around 51 m/s. It can be flown without SAS if you trim the elevators a bit. It flies wonderfully! It may be the most enjoyable craft I have ever made. Special thanks to @The Optimist for the bearing design that I "borrowed". Download here! https://kerbalx.com/Dr_Farnsworth/Jeb-Flyer-MKII