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  1. Hello, forum-goer! This is my first KSP craft collection thread, and I'm hoping to fill it with my random aerospace-related craft and vessels. This includes replicas and original craft, jets, props, and maybe helicopters if I'm feeling especially adventurous. All craft will be downloadable through KerbalX. Also, to make things easier, I tend to stick to standardized action groups, which also helps because AFAIK KerbalX doesn't save action groups. So here's the standard set for BDArmory fighter jets: CRAFT LIST
  2. Ok, so, just like with the numbers only one, our goal is to reach 100,000 or beyond by means of counting by vehicles. Standard Forum Rules Apply. Game Rules: 1. Each player shall add to our count by using a vehicle that has a clearly visible number on it. The visible number on said vehicle must add 1 to the prior entry or be used in combination via 2 or 3 vehicles added or subtracted to achieve the required sum.* 1*. The need to add or subtract should in theory diminish as the count rises and vehicles (ex: trains) have double or triple digit or higher numbers on them. Letters such as N for an aircraft registration such as N915NN a B737-800 in TWA heritage livery with American Airlines are considered for counting purposes to not exist. Only the 915 in this example is considered in the count. 2. Each player may choose what ever vehicle they like. Plane, train, boat, car, motorcycle so long as it meets the above. 3. Players may make multiple posts in a row if so desired if a minimum of 10 minutes has passed between additions.* 3*. If by chance the count is nearing a value that has a special meaning such as an example 1111 or a consecutive sequence, if your next entry is with in a value of 2, you may double tap your entry to achieve it if the following is met: the entry prior to the entry that would require the double tap is a value of 3 off the target value and a period of 8 hours or longer has elapsed since the aforementioned entry value of 3 off said target was posted. Each vehicular addition in said double tap exception must meet the other outlined rules. Any values of 4 or greater or time intervals of 7 hours 59 minutes or less do not merit or permit the double tap exception. 4. Each post should increase the count by 1. This can be done by using multiple vehicles and a combination of adding or subtracting each vehicles representative numbers. This should be limited to a maximum of 3 vehicles per post. It can be difficult to locate a vehicle with a number suitable as a single unit hence additive or subtractive methods my be employedif needed. 5. If you see a chance for a nerdy or perhaps pop reference such in your turns number you are encouraged to try to work said reference into your post. I hope we can reach 100,000 or more! Lets get started! 093708202023 094308202023 adding a further exceptions clarification in 3* added further clarification to rules per an oversight on my part as indicated by @TwoCalories in their post and related question. 112508202023 230809302023 - time interval rule 3 adjusted
  3. Adding biplanes parts to the game would be a dream come true for me, we would be able to build historical planes and make great game capture of it, it would also be a fun way to learn how ancient models of planes worked in the early days of aviations. here's some examples of biplanes parts we should see in the game
  4. I have read dozens of posts on "Why does my plane turn 90 degrees and explode on the lawn?" I have made certain that my wheel are straight and started using universal to line them up. I have made sure CoL is slightly behind CoM and wheels are just at the CoM so you can actually lift off. That hasn't changed. I am making bigger aircraft and they need bigger wheels. Ever since I started using anything bigger than the small retractable or the fixed landing gear, no plane makes if off the runway. They wobble back and forth at around 35 m/s, turn hard left or right at about 45 m/s. I would not think that you could get away with using small gear on a medium or large airplane or STO. For one, the back end of the plane would get knocked off if you nosed up even slightly. Is it something with the level 3 runway? With KSC in general for plane takeoffs? As a side note, I took off in a small supersonic plane and flew to and landed on then took off from the northern ice caps. Planes are working.
  5. Ill be updating the roster as i make more note worthy stuff Decided to compile a little pack of my slightly more note worthy builds. Its got both commercial and military craft. Sadly i cant fully realize some of them yet due to bugs, but there at least visually where i want them to be, more or less :p Commercial 1. Draken falcon 1x LKO delta.v: 1000m/s Parts: 21 Weight: 9.5 / 4.3t Dimensions: 1.6 / 9.4 / 7.1m Rapier count: 1 Objective: Small single seater private plane with ample delta.v reserves Notes: Takeoff is a bit hairy since i didnt want it to have a horizontal stabilizer for reasons. 2. Draken skipper 4x LKO Delta.v: 500m/s Parts: 28 Weight: 12 / 6.5t Dimensions: 2.4 / 11.7 / 11.3m Rapier count: 1 Objective: Compact commercial ssto capable of ferrying 4 passengers in to lko or a mother ship/station Notes: Re-entry is kinda sketch as you got very little elevator authority, probably want to enable ailerons to work as elevators. 3.Draken minotaur 35 LKO Delta.v: 1000-200 (depending on payload) Parts: 44 Weight: 48.5 / 18.8t Dimensions: 3.9 / 20.1 / 18.15m Engines: Rapiers-4 / Poodle - 1 maximum payload - 35t Objective: ability to lift medium mass payloads in to lko. In theory it should be able to lift the classic orange tank, but the cargo bay is literally the exact same size as the tank so it cant realistically fit it. Notes: If you want to lift anything in to orbit, you have to make sure both ends of the cargo bay, and your payload are capped off with aerodynamic cones, the cargobay is bugged. Once lifted off the ground, reduce elevator authority to 5o or the ship will rip it self apart if you try to pitch up at speed. This craft 100% requires either strutting or increased joint rigidity in config files. Ship could probably use some rcs which i was to lazy to add, as it barely has any authority in a vacume. 4. Ark royal LKO Delta.v: 1200m/s Parts: 43 Weight: 26.4 / 11.2t Dimensions: 2.25 / 12.6 / 15.2m Rapier count: 2 Objective: Luxury private jet capable of lifting up to 4 fancy kerbals and 2 pilots in to lko with ample delta.v for small tours. Military 1.HMS Daring LKO delta.v: 500m/s Parts: 71 Weight: 29 / 12.5t Dimensions: 3.25 / 14.7 / 14m Engines: rapiers - 2 / whiplash - 2 armament: 2 nrb30s medium range hybrid atmospheric / interplanetary missiles. Objective: Heavy fighter/interceptor/ssto. This ship is meant to be a single craft solution for any first response mission. In the atmosphere, this ship posessis high speed and good maneuverability with high twr (1.65 fully loaded) which allows it to intercept targets quickly as well as engage them in a dogfight. It can also achieve lko to fire off its interplanetary armament. Notes: Due to its ability to pull high aoa (or have good maneuverability at low speeds) , frontal canards should be disabled, and aileron authority should be reduced when attempting to reach lko. Nrb30s firing sequence: 1.Disable main engines 2.Open the bomb bays 3.throttle up and engage rocket engines 4.decouple the missiles. 2.HMS Vulture LKO delta.v: 2000m/s Parts: 51 Weight: 37 / 11.4t Dimensions: 2.8 / 11.3 / 13.35m Rapier count: 2 Objective: Medium torpedo destroyer, capable of lifting 2 medium torpedoes in to lko and intercept capital ships. Notes: Due to cargo bay bug, i wasnt able to add torpedo bays or torpedoes them selves. Just imagine that the side board fuel tanks are torpedo tubes xD 3.HMS Lightning LKO Delta.v: 3000m/s Parts: 40 Weight: 74 / 18.4t Dimensions: 4.1 / 17.8 / 19.6m Rapier count: 4 Objective: Patrol frigate capable of intercepting crafts within the near solar system. Notes: Very low thrust-to weight makes it difficult to get off the runway. Once at speed, reduce elevator authority. Additional notes for all ships: 1. Ive modified my game files to reduce the noodle effect by increasing joint rigidity. If you run stock noodle mode, you may need to add struts (or just change the config, stock rigidity is not right). 2. Since there is no re-entry heating, i didnt really feel like testing re-entry or dry performance of these ships, so some of them may be a bit jank on re-entry. Since half of these are basically not finished due to bugs, ill likely revisit them at a later date and finish up additional features along with re-entry balancing. Download link: https://www.mediafire.com/file/96629klfuix2s55/ssto_pack.7z/file Hope you guys enjoy
  6. This little plugin lets you map the airplane trim controls to joystick and keyboard keys. (because alt+WASD is meh!) Nothing more, nothing less. here is a screenshot: TRIM_PITCH_UP / TRIM_PITCH_DOWN: press to trim the plane up or down TRIM_ROLL_LEFT / TRIM_ROLL_RIGHT: press for roll trimming TRIM_YAW_LEFT / TRIM_YAW_RIGHT: press for yaw trimming RESET_TRIM_PITCH reset pitch trim to zero RESET_TRIM_ROLL reset roll trim to zero RESET_TRIM_YAW reset yaw trim to zero RESET_TRIM like pressing RESET_TRIM_PITCH, RESET_TRIM_ROLL and RESET_TRIM_YAW at the same time SET_TRIM_PITCH : 1. level out plane 2. press and hold button 3. release pressure on the stick 4. release button. The plane is now trimmed out SET_TRIM_ROLL: Like SET_TRIM_PITCH but with roll SET_TRIM_YAW: Like SET_TRIM_PITCH bit with yaw SET_TRIM: like pressing SET_TRIM_PITCH, SET_TRIM_ROLL and SET_TRIM_YAW at the same time Source Download license: GPL v3
  7. I usually make planes and fly them in KSP, so I frequently have to deal with a big bug: if you attach landing gears to big wings, like the commercial airplanes wings or a sistem of wings, the plane immediately starts to bounce and never stops, and it makes taking off literally impossible (mainly if you have a big part of your wing going further to the fueselage than the gears), and the only solution is to attach the gear to the fueselage and move it, but I think this is a big bug and deserves some attention.
  8. What if (in at least multiplayer) you needed to transport materials, parts, etc to other KSC's? Maybe you could even transport Kerbals to other KSC's to be launched in different places, and maybe run different airports? Just an idea from making different passenger planes in stock ksp and realizing there's no use for planes (not SSTO's, just passenger or cargo planes).
  9. DOWNLOAD: KERBAL X ONLY STEAM (SOON) https://kerbalx.com/InterstellarKev/KDF-K-81-ROC Description Inspired by the famous B-2 Stealth Bomber the KDF K-81 Roc will deliver a payload that can devastate the opposition. Coming with a functioning cargo bay that can supply a host of armaments as well a full cockpit that your two pilots will have enough room to walk around and the view will insure a great flight experience. This is a Fully Stock + DLC Craft (no MODS) RCS Toggle Cargo Bay AG1 Toggle Engines AG2 Switch Modes AG3 Deploy Ladder in Cargo Bay Flags required for the full look (not a mod) place in your Flags folder in your kerbal space program folder DropBox: https://www.dropbox.com/s/fy3irumwf9rt5ru/ROC.zip?dl=0 Google Drive: https://drive.google.com/file/d/1k6GFgBn-dMsuXv-OnA-33quBDXuMkmRh/view?usp=sharing A stock aircraft called KDF K-81 ROC. Built with 523 of the finest parts, its root part is strutCube. Built in the SPH in KSP version 1.12.2. Details Type: SPH Class: aircraft Part Count: 523 Pure Stock
  10. Challenge is closed. New challenge: The challenge is simple: Make an airplane or spaceplane that is at least capable of carrying 1 kerbal, and should only use jet engines. Both DLC's are allowed, and parts expansion mods are not allowed as usual. Post screenshots or videos of your plane. Optional: post the craft file as well! Mine: F-16 Fighter Jet (bombs not included) Closing Date: 31/7/2021 Badge: Get it if your name is on the leaderboard! And also subscribe to my Youtube Channel! I'm aiming for 1K by the end of the year! Leaderboard: 1. Sivako Aerospace Vought F7U Cutlass 2Nantares NA-XB 01 X 3 doggonemess KLF-101 D VTOL. 4 Mars-Bound Hokie Bill's Car 5Young_Keddish K22 raptor 6TheLordHeadass C7 Partridge 7 8 9 10
  11. I used to have this amazing mod with lots of stockalike cargo plane and fighter jet cockpits, but can't find it anywhere. I know it worked in 1.10 - 1.11. Some of these cockpits include a C130, Dassault Mirage F1, F-14, and lots of other European fighters.
  12. so i'm using a xbox 1 s and I've been building many planes. On some of these planes when i try to roll to the left, it rolls me to the right and even if i roll to the right it goes to the right. Any solutions?
  13. I would like to see some heat-resistant aerodynamic parts for the leading edges of shuttles and SSTOs, which tend to overheat. A shuttle nose cone and medium-sized elevons with a resistance of 2600K would be very useful.
  14. Can someone make a mod that allow you to control multiple crafts from on craft
  15. Hi, i want to make a ksp mod to simulate the proverse yaw effect caused by the bell-shaped lift distribution formulated by Prandlt. As a layman, i have no idea how to program and create a mod to do that, so, maybe i can get some help. The mod would be very simple, it would create trust at instead of drag when aileron is applied, and it could also have UI that allow you to switch on and off this effect and control its intensity. The bell lift distribution create this effect, as you aply aileron to generate more lift on the wingtip you also generates more trust, thus yawing in the same direction of the turn. For understanding more of this you can search for the prandlt-D project that is made by NASA. I want to reproduce this effect on KSP to make better flying wings projects, i hope you can help me with this project! Here is a link for the NASA's Prandlt-d project: https://www.nasa.gov/centers/armstrong/news/FactSheets/FS-106-AFRC.html If you know how to make this mod but dont have the time or just is not in the mood, could just tell me how i could make it myself?
  16. Hi, i want to make a ksp mod to simulate the proverse yaw effect caused by the bell-shaped lift distribution formulated by Prandlt. As a layman, i have no idea how to program and create a mod to do that, so, maybe i can get some help. The mod would be very simple, it would create trust at instead of drag when aileron is applied, and it could also have UI that allow you to switch on and off this effect and control its intensity. The bell lift distribution create this effect, as you aply aileron to generate more lift on the wingtip you also generates more trust, thus yawing in the same direction of the turn. For understanding more of this you can search for the prandlt-D project that is made by NASA. I want to reproduce this effect on KSP to make better flying wings projects, i hope you can help me with this project! Here is a link for the NASA's Prandlt-d project: https://www.nasa.gov/centers/armstrong/news/FactSheets/FS-106-AFRC.html
  17. Can you use hinges to make a plane switch between super maneuverability and speed. I need this for a fighter type thing
  18. Hi, i want to make a ksp mod to simulate the proverse yaw effect caused by the bell-shaped lift distribution formulated by Prandlt. As a layman, i have no idea how to program and create a mod to do that, so, maybe i can get some help. The mod would be very simple, it would create trust at instead of drag when aileron is applied, and it could also have UI that allow you to switch on and off this effect and control its intensity. The bell lift distribution create this effect, as you aply aileron to generate more lift on the wingtip you also generates more trust, thus yawing in the same direction of the turn. For understanding more of this you can search for the prandlt-D project that is made by NASA. I want to reproduce this effect on KSP to make better flying wings projects, i hope you can help me with this project! Here is a link for the NASA's Prandlt-d project: https://www.nasa.gov/centers/armstrong/news/FactSheets/FS-106-AFRC.html
  19. Humble Begginings:The Early Evolution of Rocketry Chapter 1: Loss of Vehicle Engeneer Carol Kerman watches over the only hangar of the EATA-1 (Experimental Aircraft Testing Area-1). 4 engeneers, Philip, Carol, Quiana, and Helga were moved to a new division of the air force. The constant tension between countries forced the air force to start rapid development of new aircraft. One recently built commercial airfield was on sale after the company that build it went bankrupt. The dirt runway, the abandoned hangar, and a single land vehicle to taxi small aircraft. All operations would have to be crammed here for up to a year. Experimental Plane 1B, a bomber body with modified wings and two small rotors with 2 small propellers instead of 1 big turboprop, was being integrated on the hangar. A new, cheaper tail fin system was to be tested in a month. Carol went down the stairs of the Control Tower, and joined Hanmal, a scientist who planned to use the new planes to run experiments on the upper atmosphere, was underwhelmed by the aging engines' capabilities. The scientific load would have to stay over 8500 meters for half an hour. the plane could stay over that threshold for less than a minute. Once Carol got in, Hanmal drove the van to the hangar. 5 people would have to sleep on the hangar for a month. The engeneers questioned the tail design, but they had orders from above to keep working on the flawed design. During integration, a test pilot, Don Kerman arrived at EATA-1. After weeks of work, EP-1B prepared itself for its first flight. EP-1B, piloted by Don Kerman, prepares for lift-off The two turboprops, even while being old and ineficcient, were overpowered for the hollow and light body of the plane, resulting in high speed and altitude capability. Quiana, sitting alone on the control tower, spoke: "Status?" "Nominal, 120 m/s, 120 meters AGL, 900 ASL", responded Don. "You can start a steep climb" "Copied" The overpowered engines kept a speed over 140m/s while mantaining 50° angle of attack. "8400 ASL, Engines choking, going back" "Copied. You are authorized to land" Don turned off the engines, at this point throwing black smoke, due to the unburned fuel. Pointing down, everything started to go wrong. "Emergency, I'm unable to control roll or pitch", screamed Don. "Eject at 4500 ASL if you don't recover" "Landing gear broke!" "EJECT NOW!"-Blurted Quiana After ejecting, Don impacted the left wing. A few tense minutes later, Don touched down and sent his approximate location. Philip quickly boarded the van, and drove the 11 kilometer distance between the airfield and the landing site of Don. This was only possible due to the new solar pannel on the van. After picking up Don, Philip drove to the crash site. Only part of the wing remained. That night, Quiana filed a mission report representing the team: [TOP SECRET] EP-1B Flight One Report: Outcome:Loss of vehicle and payload. Pilot Recovered. Cause: Aerodynamic Failure Highest recorded altitude:8970 meters ASL Highest recorded speed:203 m/s Mission Data: Engine Array: Success Aerodinamic Surfaces: Failure Cargo: Success Crew Cabin:Success Landing Gear: Partial Success -Quiana Kerman, Flight Control -Don Kerman, Pilot -Carol Kerman, Lead Engeneer -Helga Kerman, Engeneer -Philip Kerman, Engeneer -Hamal Kerman, Lead Scientist [TOP SECRET]
  20. KSP desperately needs larger (1.875 and 2.5 meter) jets, to bring down part and engine-count for players who build really large spaceplanes (since they take so long to get to orbit, the only way to do them, IMHO). I would like to request a modder build a simple mod with stock-alike 1.875 and 2.5 meter jet engines. The objective, eventually, would be to hopefully get SQUAD to work with that modder to make the engines Stock. So focusing on doing a really, really good job with just a few parts would be preferable.
  21. Low Altitude Speed Challenge This challenge is pretty simple. Your goal is to attain the fastest possible speed at the low altitude Body: Kerbin Max Height: 1000 meters Things to note: There will be scoreboards for each part size 0.625, 1.25, 1.875, 2.5, 3.75, 5. The largest part on your vessel determines your class. Your craft need not fully survive the ordeal. If you choose to execute a dive some form of evidence will need to be provided that you did not hit a max speed above 1000 meters. Rules: Don't cheat, part clipping is discouraged but allowed for aesthetics and radiators. Part mods are not allowed. Game difficulty should have normal difficulty or higher level heating. These rules are subject to change as I may have missed something Scoreboard 0.625 1. Pds314 1680 m/s 2. 3. 1.25 1. UndefeatedOrca 1755 m/s 2. 3. 1.875 1. 2. 3. 2.5 1. Klapaucius 1760.2 2. 3. 3.75 1. UndefeatedOrca 1964 m/s 2. 3. 5.0 1. 2. 3. My two submissions in the spoiler below Good Luck and have fun!
  22. There are many good tutorials on how to build a plane. This tutorial is about piloting the plane. I shall use my LKA-1A https://kerbalx.com/TheFlyingKerman/How-to-fly-a-plane-in-KSP for demonstration. I recommend the reader to download the plane for practice. It helps to have a plane that is easy to handle at low speed. I am not going into details about how is plane is constructed but note that its COL is just behind the COM and has wing incident. Get Jeb (or other pilot) into the plane and launch. 0.1 Before taking off, get off and plant a flag just off the west end of the runway. Then get back to the plane, or just recover the pilot and plane and launch again. Taking off 1.1 Turn on SAS (T). Deploy flaps AG2 1.2 Turn to full throttle and stage (space) to start engine. 1.3 When speed reaches 40m/s, pull up lightly (S). 1.4 Retract flaps after the main gear leave the ground. Maneuvering 2.1 Climbing and descending is easy, just press S or W to pitch up/down. 2.2 To make a large turn left, first roll anti-clockwise (Q), then pitch up (S). When the plane is heading the desired direction, level the plane. Vice versa for right turns. 2.3 To make a small turn left, roll a few degrees anti-clockwise (Q), then yaw left (A). Level the plane when done. 2.4 For practice, climb to 7000m, fly to the mountain range west of KSC, do a crew report and then fly back to KSC. Landing We will land right back to the KSC runway, from the west. This the hardest part of the tutorial. It is know the runway runs from west to east, and is 70m above sea level. Imagine the runway extends east and west, and you should be flying along the runway. 3.1 Begin the approach from about 30km away. Descend to 1000m ASL, and throttle way down to slow down to 55-70m/s. 3.2 Set the flag you planted as target. Note the navball. In this case the target is at your north-east, at about 070. So fly north-east at greater derivation (say 045). 3.3 Now the target marker is at 090. We are roughly aligned. However note the runway is still centered within the triangle bracket marking the flag. Do some fine tuning with the method described in 2.3. 3.4 Looking ahead, the front gear, the runway, and the flag is aligned. The heading is 090. We are running true. Lower flaps (AG2). 3.5 Aim at flying 300m ASL, descending at 5-10m/s while entering the KSC airspace. The final approach begins. For this plane the recommended landing speed is 45-55m/s. 3.6 We are over the runway. Check that the course is still 090. 1-2 degrees off is OK. 3.7 The landing gear is a bit weak. Pull up a little to slow the rate of descend while a few meters above the runway. Aim at <3m/s vertical speed when touching down. 3.8 Hit brake when the main gear touches the ground. When the plane fully stops, mission accomplished. Otherwise just turn around and try again. If everything fails there is still the parachute, so our little green pilot will live and fly another day.
  23. This is poll where i'm wondering if you prefer building rockets, planes, or something else like SSTOs more in Kerbal Space Program.
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