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Found 93 results

  1. The K-Prize Party Thread. K-Prize badge by WafflesToo (sig badges). The K Prize challenge is to make the obvious craft, a spaceplane, and make it work. All those who succeed will be included on the roll of honour and get a free back stage pass to hang with Kay Kool and the Kerbettes after their next live performance at the Dog and Booster (where free beer will be available). To enter report relevant accomplishments on a mission which actually flew, your word is good enough but images and videos are welcome. Rules 1. The craft may not lose any parts in flight, no decoupling allowed. 2. The craft must lift off horizontally, reach orbit (PE > 70,000m) and land intact (on Kerbin) ready for 'refuelling'. 3. All fuel tanks, wings (ie lift generators & aerodynamic environments) and engine parts must be stock, for fairness. Provisos to rule 1. A. Payloads may decouple from the craft providing all payload tanks are as full on decoupling as at launch and any thrust (or lift) generators on the payload were not used prior to decoupling. B. Docking is permitted providing no fuel is transferred (net per fuel type) into the K-Prize craft and then used for propulsion (it can be transferred out). Crew transfers are permitted. C. Mining and refining are permitted providing none of the resulting fuel product is used to drive the craft i.e. mined fuel is treated as payload only. +Kudos 1. Smallest ship (by weight, weight info required). Minimalist record. 2. Largest ship (by weight, weight info required). Maximalist record. 3. Highest orbit beyond Eeloo. Altitudinalist record. 4. Landing on KSC terrain. Pilot proficiency medal. 5. Landing on any KSC runway or docking in orbit. Advanced pilot precision award (1stClass for both). 6. Visiting other SOIs. Kosmokerbal Commendation. 7. Planetoid landings. Astrokerbal Distinction. 8. Payload to orbit and mined product or fuel store to Kerbin from asteroid. Utilitarial Commendation. 9. Payload to distant planet surface and mined product or fuel store to Kerbin from planet. Utilitarial Distinction. Prefixes: Exploratory applies to planetoid missions and Expeditionary applies to planetary lander missions outside Kerbin's sphere of influence. (Planets are defined as the central body in their own SOI within Kerbols SOI or gravity exceeding 0.75 of Kerbins.) Guest List (Roll of Honour.) Version 1.2 + Kertech Advanced Pilot Precision Award with with Laythe Dragon 3. - Utilitarial Commendation, Advanced Pilot Precision Award with Sickle mk 2. Workable Goblin Advanced Pilot Precision Award with QS-1 Needletail light SSTO. ChaoticPhoenix Utilitarial Commendation, Advanced Pilot Precision Award with Tanto. n.b.z. Advanced Pilot Precision Award with Bonkers Bonsai. cikho Utilitarial Commendation, Advanced Pilot Precision Award 1st Class with SSTO_Perrier. RCgothic Advanced Pilot Precision Award with SSTO. - Utilitarial Commendation, Advanced Pilot Precision Award 1st Class with SSTO. NoobTool Utilitarial Commendation (236.8t), Advanced Pilot Precision Award with Czar Galactica MK 3 EX. - maximalist record holder (1115.098t), Utilitarial Commendation (301.8t), Advanced Pilot Precision Award with Czar Galactica MK 4. EliteGuy3 Utilitarial Commendation, Pilot Proficiency Medal with Jeremiah (5.996t). - with Binoree I (1.910t). something Advanced Pilot Precision Award 1st Class with Heimdal. - Advanced Pilot Precision Award with Erwin. boolybooly Advanced Pilot Precision Award with Whiplash PT. - Utilitarial Commendation, Advanced Pilot Precision Award with Hefty. Kergarin Utilitarial Commendation (Duna Train : video), Advanced Pilot Precision Award with Crossbow SSTO. RAINCRAFTER with Billy-Bobdock. W. Kerman Advanced Pilot Precision Award with \(*)/Bird, (cyclopean bird). rkarmark Advanced Pilot Precision Award with SSTO. Eidahlil Advanced Pilot Precision Award with Reed. Cherubiel Advanced Pilot Precision Award with Spaceplane Alpha One. tseitsei89 with Kolibri (5.200t). - with Kolibri II (4.277t). - with Kärbä III (1.295t). - with SpecialSpeckofDust (minimalist record holder 0.836t) Eidahlil Advanced Pilot Precision Award with Bulbous (0.920t). Hodari Advanced Pilot Precision Award 1st Class with X-1. Major Tom Advanced Pilot Precision Award with Full-of-Stars Mk1. Harry Seaward Advanced Pilot Precision Award x2 (east and west) with SSTO. Speeding Mullet Advanced Pilot Precision Award 1st Class, Utilitarial Commendation (Mün), Kosmokerbal Commendation (Mün & Minmus) with Mullet Dyne Crosswing (Variant 5). tosha Advanced Pilot Precision Award with Pheonix 1.4. Samniss Arandeen Advanced Pilot Precision Award 1st Class with Project Crossbow. qzgy Pilot Proficiency Medal, Utilitarial Commendation with Swedish Fish. Suicidal Insanity Advanced Pilot Precision Award, Utilitarial Commendation with Atlas. Thor Wotansen Utilitarial Commendation with craft with no name. Space Yorkie with X-13 Greyhound II Spaceplane. Numerlor Utilitarial Commendation with SSTO2. Ozelui Advanced Pilot Precision Award 1st Class, Utilitarial Commendation with Beluga mk5. Luizopiloto Advanced Pilot Precision Award, Utilitarial Commendation (Mün) with X-98L BlueJay (video). Special homemade IVA dashboard award. Mjp1050 Utilitarial Commendation with Excelsior. overkill13 Advanced Pilot Precision Award 1st Class, Utilitarial Commendation with Panter II cargo SSTO. Version 1.1 + Version 1.0.5 Guest Lists from previous versions. Gate Crashers (Dodged the bouncers.) K-Prize Gatecrasher's badge by WafflesToo (sig badges). Hall of infamy. Previous gatecrashers. Temstar insisted that upstaging Elon Musk was not against the K-Prize rules. Kokanee declared the runway to be disruptive technology. ihtoit quoted in kerbin Gazette "trial and error isn't so expensive if you leave insurance claims until after the next launch". Gojira1000 didn't mention the drilling equipment and fuel converter to the K-Prize adjudication panel since it was a minor detail. manni01 was adamant that refueling was essential for returning to Kerbin, supplied video evidence. Didnt read proviso C because it was "just the small print". micr0wave forgot which side the wheels were on, may have lost a wing... or two. JebsDead said whatever exploded wasn't very important... probably. (Presented a couple of mining videos to show how rarely explosions matter.) n.b.z. wasnt sure how to get Mirgy and her flying saucer back from Duna but was OK with that. Spartwo beat the odds but lost quite a lot of spaceship. cy4n argued that a spaceplane was a rocket with wings, suggested the K-Prize panel should try not to worry about the "drop tanks". luizopiloto considered the mission a democratic success, since a majority of parts didnt explode on touchdown. Jebediah Klerman brought a rocket to a spaceplane challenge. Felt rules were biased against vertical take off, which they are. ... can you do better
  2. Hi, I recently started hard career with every parts reused except for heatshields, separators and fairing. I want to do it as cheap as I can, so I want to know if Panther-based spaceplane is cheaper than reusable TSTO. Basically these are what I want to know: 1. Cost per crew 2. Cost per ton of payload (does it beat 400/t easily?)
  3. Welcome to Spaceplane Innovations, the online leader in executive Spaceplane sales. Dropping tanks is so yesterday, earn back some self-respect by going fully-reusable today! We have Interplanetary leviathans and nimble Mun Hoppers, Single-stage-to-anywheres and Cargo-carrying brutes. All capable of high crew capacity and total galactic dominance. Shop now, the SSTO of your dreams is just a click away. We also make rockets. View the full catalogue! Click to view the full catalogue! Artemis Class These spaceplanes are the biggest of the bunch (so far), consisting of 3 Mk3 fuselages side-by-side, with the ability to carry an enormous amount of cargo/crew to many different interplanetary destinations. The Archangel is the first of the Artemis line, and has the ability to easily go to Duna or Mun with 60 Kerbals, and pilots who have a good grasp of gravity assists will find further destinations, such as Eeloo, very possible as well! Video - Mun mission Video - Eeloo mission The Artemis is a monstrous spaceplane capable of carrying 124 kerbals to LKO with just over 4,000 m/s of DeltaV to spare. It can't fly quite as far as the Archangel, but it is quite capable of going to Laythe and back without refuelling. Video - Laythe mission Archangel Download Archangel Download Archangel v2 Download Artemis Download Argus Class These spaceplanes are big, brutal, and capable of interplanetary missions without breaking a sweat, independent of mining or refuelling. WARNING: You will need to replace the landing gear on the Argus II and Engadine with larger ones if you're playing in 1.1 or later. The Odyssey will work fine though. The Argus was built as a Bop SSTO, but in the end was mainly used for Duna cargo missions and Eeloo voyages. It doesn't work so great in 1.05, and so is no longer sold by Spaceplane Innovations. Video - Eeloo mission Video - Duna mission The Engadine was the hugely popular successor to the Argus, packing more DeltaV and a massive 20 Kerbal capacity. So far it has only been used for Mun landings, but we at Spaceplane Innovations believe it could easily be used for Duna returns too. Video The Argus II was built following the success of the Engadine as an ultra-long-range SSTO. It has more m/s of DeltaV in LKO than any other SSTO produced by Spaceplane Innovations. Video The Odyssey was built to replace the legendary Engadine. doubling its crew capacity while retaining its high range. Duna and Gilly missions are well within its capabilities, as well as Eeloo and Jool for those who have mastered the fine art of gravity assists. Video - Mun mission Make no mistake: these planes are unruly, bulky, unbalanced and difficult to tame. They are therefore best suited to more adept pilots who understand gravity assists and how to efficiently ascend from Kerbin. They're hard to master, but for those with the patience to learn their functions the pay-off is huge. Argus II Download Engadine Download Odyssey Download Acacius Class Acacius ships have an IRSU on board and are capable of refuelling themselves using mining equipment. These are at the forefront of exploration, and are the best "single-stage-to-anywhere" planes we offer! Only one model is currently available for consumers: The Acacius 2 is the first SSTO produced by Spaceplane Innovations to feature the "Single Stage to Everywhere" guarantee. Doesn't do Tylo. Or Eve. Or Jool. These craft are ideal for beginners who want to get to grips with gravity assists or the Jool system, without having to worry about fuel. WARNING: You may need to replace the landing gear with larger ones if you're playing in 1.1 or later. Video Acacius 2 Download Dune Class Before the Argus class, there was the Dune class. The second oldest class of spaceplane made by Spaceplane innovations (after the discontinued Revenge class), these are lightweight, agile, and pack enough DeltaV for Duna, Minmus, Mun and Gilly. Flybys of planets further out are also possible. Dune 3 is the latest and greatest in this class, sporting 3 seats and a cosy interior. These are moderately difficult to use, but experienced pilots shouldn't have too much trouble. WARNING: You may need to replace the landing gear with larger ones if you're playing in 1.1 or later. Video Dune 3 Download Phantom Class These SSTOs are the little-brothers of the Argus Class, and are slightly larger than the Dune class. WARNING: You may need to replace the landing gear with larger ones if you're playing in 1.1 or later. With room for 6 kerbals, the Phantom class is currently offers 3 models: The Minmus Trainer is the easiest-to-use SSTO sold by Spaceplane Innovations, and was specifically designed to train budding kerbalnauts in the fine art of Minmus SSTO-ing. Only the instructions are available for purchase, so that pilots can also learn how to build an SSTO too! Video (SSTO Tutorial) The Mun Phantom was the first Phantom Class SSTO packing enough DeltaV for Mun and Gilly landings, in addition to being able to do Duna flybys. Video The Mun Phantom 2 is a modified version of the Duna Phantom, packing a spacious cargo bay for all your rover carrying needs! Video The Duna Phantom is able to carry 6 kerbals to Duna and back, all in a sleek Mk2 fuselage! Video Video (SSTO Tutorial) The Laythe Phantom is capable of taking 2 kerbals to Laythe and back without refuelling! Craft file has been altered so that it won't enter a flat spin when the fuel tanks are empty now Video Mun Phantom Download Mun Phantom 2 Download Duna Phantom Download Laythe Phantom Download Vulture Class These SSTOs are designed purely for LKO missions. Vulture 1 is the first publicly available model in the Vulture class, capable of carrying 6 Kerbals comfortably to either a polar or equatorial orbit. Vulture 1 download Matlon Laboratories Matlon Laboratories is a new company, designing cutting-edge rockets, shuttles, stations, bases, rovers, and much more! SSTOs are still very-much exclusive to Spaceplane Innovations, but for anything else, Matlon has you covered! Brutus is a high-capacity Space Shuttle, and uses Solid Fuel boosters and 3 Vectoring engines to lift the orbiter into space. Played a key-role in the construction of the SkyBase Space Station, which was commissioned following the destruction of SpaceLab during the Duna Attacks strikes Video Sparrow is a seaplane packing every science experiment unit in the game, in addition to communications tech and a deployable mini-sub! Video Monolith Station aims to bring stations to the masses, being a space station capable of being fully assembled in 1 Launch Brutus Download Sparrow Download Monolith Station Download
  4. SPACEPLANE PASSENGER CHALLENGE! Categories: The Dunatian:Go to Duna and orbit it. Local Tourist:Stay in Kerbin orbit. SpaceX style:Go suborbital. Munar Mission:Go to the Mun. There's more than one?:Go to Minimus. Rules: Mods are ok(pls ask and state)* Do NOT go past Duna(people have deadlines) Do not use Nuclear engines or RTGs(people are afraid of the radiation) No Xenon gas(people don't like the gasses)** Scoring: Price divided by number of kerbals. Bonus points: Lander:Land on the body you are orbiting. -10 points There can only be one:Use an SSTO. -25 points Happy Easter!:Land near an Easter egg. -15 points My own Easter:Land near an Easter egg without looking it up. -20 points Oops:Lose a kerbal. 5 points. Scoreboard: SpaceX style: 1. 2. 3. 4. 5. Local Tourist: 1. Wanderfound:53.73/kerbal 2. 3. 4. 5. Munar Mission: 1. Wanderfound:158/kerbal 2. 3. 4. 5. There's more than one?: 1. 2. 3. 4. 5. The Dunatian: 1. 2. 3. 4. 5. *:No cheaty mods(hyperedit). **:I know Xenon is an inert gas but most people don't really know. Will post my try soon.
  5. Every time I've tried to build a Mk3 spaceplane in the SPH, (shuttle, airliner using the Mk3 crew cabins, cargo plane or even a sea plane), they either NEVER take off, fail on the runway, steer in a random direction, or even take off really quickly but then just flip around. Is it possible to actually design a Mk3 craft and take off with it and not need a rocket? Because I get a bit frustrated when they NEVER work. So is their a way to actually build and take off using Mk3 parts on the runway? Or do I just suck at aircraft design.
  6. SPACEPLANE PASSENGER CHALLENGE! Categories: The Dunatian:Go to Duna and orbit it. Local Tourist:Stay in Kerbin orbit. SpaceX style:Go suborbital. Munar Mission:Go to the Mun. There's more than one?:Go to Minimus. Rules: Mods are ok(pls ask and state)* Do NOT go past Duna(people have deadlines) Do not use Nuclear engines or RTGs(people are afraid of the radiation) No Xenon gas(people don't like the gasses)** Scoring: Price divided by number of kerbals. Bonus points: Lander:Land on the body you are orbiting. 10 points There can only be one:Use an SSTO. 25 points Happy Easter!:Land near an Easter egg. 15 points My own Easter:Land near an Easter egg without looking it up. 20 points Oops:Lose a kerbal. -5 points. Scoreboard: SpaceX style: 1. 2. 3. 4. 5. Local Tourist: 1. 2. 3. 4. 5. Munar Mission: 1. 2. 3. 4. 5. There's another one?: 1. 2. 3. 4. 5. The Dunatian: 1. 2. 3. 4. 5. *:No cheaty mods(hyperedit). **:I know Xenon is an inert gas but most people don't really know. Will post my try soon.
  7. I have attempted many a spaceplane, but I have never managed to get one to orbit that uses jet engines. (For some reason, I can get ones to orbit that use only rockets, but... not jets.) I believe that it is my launch profile and ascent. What I currently do is I rise to about 10-12k, then accelerate nearly as fast as I can, avoiding blowing up to reentry. I then try to rise to a 5-15 degree angle, but I never manage to make an apoapsis above the atmosphere before the jets flame out. When they do flame out, my apoapsis is usually below 30km, and I am unable to get out of the atmosphere with whatever weak rockets I added. When I add heavier rockets, I either do not get enough speed using the jets, or I no longer have enough DV to circularize once out of the atmosphere. Adding more DV means more weight, which results in the first problem again. When I just eliminate the jets entirely, I can just make orbit with about 200 delta V spare, using the standard rocket gravity turn. What is a good ascent profile for SSTOs, and what other good tips are there for building them? EDIT: I should probably add that I haven't unlocked Rapiers yet in my Career save.
  8. I have been playing KSP for a while now, but I have never managed to make an SSTO. the most recent SSTO that I made, it was partially successful, but it would not climb beyond 14km. when I start leveling out to gain speed, I need to angle my craft at 20 Degree angle to get the prograde marker to 0. if I straighten out more, I will start falling. when I get my Prograde to 0 Degrees, I am still losing speed! I made a mod to the craft (2 ramjets that I can detach, to help with the accent) and I still have the issue! I have looked on youtube and the forums for help, but nothing has helped me so far... I tried downloading SSTOcraft files as well... Please help me! Craft file: https://mega.nz/#!igI0gaIa!aUSLBf1D8VNdZ16HzjNJro6oqfI7PQmG_jBhJiVk_Z4
  9. The X-20 Dyna-Soar ("Dynamic Soarer") is a Kerbal States Air Force (KSAF) program that developed a spaceplane that could be used for a variety of missions. Features parts to also build a KSAF SIV Space Station for you to rendezvous and dock with your DynaSoar. Supports RealChute, kOS and Telemachus. The mod comes bundled with all the dependencies. KSPWheel mod by Shadowmage redistributed as per license, is absolutely needed for the landing skids to work. DOWNLOAD http://spacedock.info/mod/1164/Dyna-Soar %26 SIV Space Station. LonesomeRobots Aerospace. Note: I had to modify some of the props from ASET Props and MOARdV FlightSystemsRedux in order for them to work correctly with the latest versions of KSP and RasterPropMonitor. I duplicated and added them inside the DynaSoar props folder so as to not tamper with the original props. When ASET and MOARdV updates will be released i will also update the mod and remove the duplicate props. If you have the LonesomeRobots HOYO mod installed overwrite the files when you are asked. *This is my second parts mod, there might be bugs. If you report a bug please be patient as it takes a few days for me to have time to tackle the issue.* *Also if you have any solutions or tweaks and you want to help i will be happy including yours on the next update and attributing you for your help* Licensing. This mod is licensed under: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License Redistributed with this mod. RasterPropMonitor created by Mihara & MOARdV. Redistributed as per license. TextureReplacer created by ducakar. Redistributed as per license. KSPWheel created by Shadowmage. Redistributed as per license. ASET Props created by Alexustas. Redistributed as per license. FlightSystemsRedux created by MOARdV. Redistributed as per license. ModuleManager created by Sarbian. Redistributed as per license. Still to come from LonesomeRobots Aerospace: HOYO Lander. MAVR Heavy Interplanetary Spacecraft. Also check out HOYO CSM. Screenshots Click on the front window for a better view.
  10. This is a companion thread to my Mk2 spaceplane parts expansion pack. While that thread will handle releases and support, WIP models and so forth will be posted here to avoid main thread clutter. I am also working on a similar Mk3 Spaceplane expansion parts pack as well as the occasional non-spaceplane part; WIP content, dev releases and so forth will for those will also be posted here. Mk3 Expansion pack This is a parts pack intended to flesh out the stock mk3 parts lineup with new engines, cockpits, fuselage parts and more, to give players more options when building spaceplanes. parts almost exclusively use MODEL nodes and stock textures, so RAM footprint should be almost non-existent. -Command Mk3 Cupola Mk3 Hypersonic cockpit Mk3 Drone Core Mk3 Inline Cockpit -Propulsion C.L.E.A.V.E.R. Mk3 dual-mode engine 'Cyclone' Concentric Toroidial Aerospike 'Fulcrum' gimballed Linear Aerospike 'Elephant' 2.5m Thrust-Reverser equipped Turbofan 'Hurricane' 2.5m prop engine 'Wellington' Mk3 basic jet 'Wipeout' TurboRamjet 'Coxswain' Orbital Maneuvering System 'Hades' Nuclear rocket 'Sievert' Nuclear Jet 'Atlas' Mk3 SRB -FuelTank Mk3-1.25m adapter mk3-mk2 tricoupler mk3-1.25m tricoupler mk3-1.25m quadcoupler mk3-inverted mk2 mk3 hypersonic nosecone mk3 rounded nose cap OMS shoulder tank -Control Chine Cap w/ RCS Chine Segment RCS Fuselage Extension RCS cap Fuselage Extension RCS segment Heavy RCS thruster -Structural Mk3 Decoupler Mk3 T-Hub Mk3 X-Hub Radial Fuselage Extension/saddle tanks, 5 variants(endcap, 2m, 4m, intake, 1.25m adapter) Radial Fuselage Extension crew cabin Truncated Fuselage Extension for Mk3 cargo bays -Aero: Chines in three flavors; short, long, endcap Big-S class wing boards - square, rectangular, and triangular Mk3 circular intake Mk3 Shock cone -Utility mk3 Service Bay w/ integrated EC/MP storage Mk3 inline docking port Mk3 shielded docking port Download from Spacedock or GitHub Changelog: Licensing The contents of this mod are distributed a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License http://creativecommons.org/licenses/...legalcode' This mod uses the Interstellar FuelSwitch plugin Feel free to post comments/critiques/feedback, and if any of you have ideas for parts that you simply have to have to flesh out your mk2/mk3 experience, speak up! Ideas for new parts are welcome. The list of parts on the to-do list/suggested/requested: Mk3 heavy radial/inline air intakes mk3 double-decker crewcabin inline and rover cockpits mk3 ion/nuke engines mk3 landing legs
  11. About This is the new thread for B9 Aerospace. The old thread is available here This pack adds a vast selection of new parts, introducing new spaceplane components such as new engines, cockpits, wings and fuselage systems, new structural components for orbital installations and colonies, and so on B9 was originally developed by @bac9, @Taverius, and @K3-Chris, now maintained by @blowfish and @Flashblade with help from many others Requirements The latest version is compatible with KSP 1.2.2 (build 1622). All other KSP versions should be considered incompatible. If you are on an earlier version of KSP, however, you may be able to find a compatible version of B9 here B9 depends on several other mods to make it work. They are included in the download, and listed below in the "Dependencies" section. Installation Instructions You can install with CKAN and have the dependencies installed automatically. If you are doing a manual install, open the zip you downloaded, find the GameData folder and copy all of its contents into your existing GameData folder in KSP. If you already have any of the bundled mods, check which one is the latest version. Note that the core and HX packs come with the same version of some dependencies. B9 will not work unless installed correctly. If you're having issues, please verify that you have installed it correctly. Download Three packs are available for download: B9 Aerospace Core Pack - All of the main spaceplane parts B9 Aerospace Legacy Pack - Older Mk1 and Mk2 parts, modular wings. Requires the core pack and all of its dependencies B9 Aerospace HX Pack - Large blocky futuristic parts. Does not require the core pack, comes with its own dependencies Also available on CKAN Changelog Latest Version Release 6.3.1 Fix CryoTanks patch not working Fix wheels breaking over 10 m/s Remove wheel sounds effects that weren't working Increase load rating and brake torque of larger wheels Increase heat tolerance of Mk2b cockpits Previous Versions FAQ Q: The mod crashes the game for some reason, what can I do? Make sure that everything is installed correctly, your dependencies are up-to-date, and you are on the correct version of KSP. If you can't find the issue read this helpful topic and post the issue in this thread. Be sure to include your logs! If you are quite certain that you have found a bug, you can create the issue on our Github page. Try to provide as much detail as possible - logs, example craft, reproduction steps. Also be sure that the issue is reproducable with only B9 installed. Posts along the lines of "Its not working" or "Everything is broken" won't really help us much. Q: I don't understand a thing in those IVA displays, there are too many buttons and screens Here is a very helpful manual. Q: Why aren't you respecting stock balance? Mods should reference stock for the configs of the new parts, otherwise balance of modded game would be all over the place! While we try to respect stock balance as much as possible, there are a number of inconsistencies in the balance of stock parts that make it impossible to keep balance against every stock part. If something seem very far off of what it should be, feel free to ask in this thread. Q: I can't find those huge blocky parts from the opening image in my part catalog. Why are those missing? They were recently separated into another download as they mostly don't share dependencies with the main part of the mod and as many people prefer not to use them. Q: I can't find the modular wing pieces that are depicted on many screenshots of this mod. Why are those missing? They were removed and will no longer be developed. They are available as an optional download in the Bitbucket repository linked on top of this post, but we do not recommend using them. A far better option is using procedural wings, since you'll have just one part with just one material and just one texture covering any possible wing shape then. Good for performance, good for design freedom, good for looks. Grab the procedural wings here. Q: Why aren't procedural wings integrated into the main B9 package? Because they have entirely separate dependencies and are maintained by different folks. Merging them will only needlessly complicate updates. Pictures New Mk1/Mk2 Parts HX Parts Old Screenshots Dependencies Core Pack B9AnimationModules plugin by blowfish B9PartSwitch plugin by blowfish Firespitter plugin by Snjo and RoverDude ModuleManager plugin by ialdabaoth and sarbian RasterPropMonitor by Mihara and MOARdV SmokeScreen plugin by Sarbian Legacy Pack Depends on the core pack and all of its dependencies (not included in the legacy pack download) HX Pack B9AnimationModules plugin by blowfish B9PartSwitch plugin by blowfish ModuleManager plugin by ialdabaoth and sarbian SmokeScreen plugin by Sarbian Credits Old core team: bac9 - 3D modeling, texturing, editor tools Taverius - balance, 3D modeling, craft design, maintenance K3|Chris - 3D modeling, texturing, IVA New updates: blowfish - plugin code, maintenance, balance, coordination of new updates flashblade - various contributions V8jester and M4ck - stack node adjustments danfarnsy and JaredTheDragon - RPM fixes joshwoo70 - RT compatibility sparkybear - Part tags taniwha - Fix for planet-illuminating lights Contributors: Nazari - HotRockets Engine FX: forums jadebenn, Hyomoto, Helldiver - RPM MFD configuration. alexustas - RPM MFD configuration FPSlacker - HR exhaust pressure compensation Special thanks: DYJ C7 r4m0n Sarbian NathanKell egg snjo ferram4 Mu mrBlaQ License This work is shared under CC BY-NC-SA 3.0 license. Dependencies may come under their own licenses. Please check dependency documentation for details.
  12. So I'm making a spaceplace in the 50-60 ton range, and I don't know what I did, but some relatively minor change now causes it to no longer go to space. I can't figure out what happened, but I think something is causing massive drag that shouldn't be, as it now feels sluggish and underpowered, and this is compared to another fairly similar spaceplane that's 15 tons heavier, with the same engines, it it goes to space just fine. Even worse, I just now forgot to retract the landing gear, and it still outperformed the lighter plane. So something's very wrong. I've tried to figure out what's causing the drag, but no luck. I'm not even sure if it's really drag, but it seems to be the most likely culprit. So far, I haven't any way to even see drag values. Supposedly MechJeb shows atmospheric drag, but I can't find that feature. And some other mods I tried were out of date. At any rate, this will only confirm if drag is the issue, not what part is causing it. Any ideas? Any suggestions to see the drag of parts?
  13. I decided to do a sort of roleplay on career-hard starting with the idea of what would a space program be like if it started with ideas like the German V1 and Messerschmitt, but never made a V2. That means planes that primarily land in the ocean (since the retractable wheels are mid-tech tree I have reached a weird point in the tech tree where none of the available nodes are very useful. I could unlock Aerodynamics, but it doesn't really help me. Gives me the J-33 engines, but honestly the J-20s are fine for my spaceplanes and boosterplanes. The LF-800 and external fuel duct are very attractive, but it gives me Oscar-sized tanks without any Oscar sized engines. And why would the player want or need a Rockomax decoupler or adapter before they have the 2.5m parts? Even the description of some of the parts is off. For example: The problem is the Rockomax Brand Adapter is offered in a node before any other Rockomax parts, so what are you adapting to your 1.25m parts to, exactly? At least now that I have unlocked the Fuel Systems node I have a use for the Rockmax Adapter. I might actually but access to it now. The tech tree is pretty much made to force players to follow the sort of rocket-development path we saw on Earth. I'm finding it fascinating just how much changes when you focus on planes vs rockets with capsules. Some images of the jet-plane based program I'm running: Oh, and why is fuel pumping something you can start doing once you upgrade the RnD building? Fuel transfers feels like it should be something researched in the tech tree. Playing on hard has given me a _much_ better idea of what feels broken. 900,000 credits to upgrade the R&D building so I can transfer fuel to something I docked with in orbit? That is _a_lot_ of credits on hard, and super difficult to get without grinding through endless tourist transports.
  14. A question came up recently regarding designs for SSTO landers for atmospheric bodies. Now, atmosphere immediately has me thinking "spaceplane" but the problem is people often want the lander to fit within a cargo bay of the mothership rather than docking it radially, since it keeps the CoM of the mothership centred. Having to fit within a mk3 cargo bay means very small wings and high landing speeds for field landings, unless you resort to cheese like clipping or triplane/venetian blind strake wings. Having to put a docking port on the nose means high drag - low lift and high drag mean generally poor performing spaceplane, though you can still get to orbit with high twr chemical propulsion. My problem is i've never built a mothership before. I normally just go with single stage to anywhere spaceplanes, staged spaceplanes, or use IRSU refuelling facilities. Anyway, I wondered if it was possible to do this a third way. Here is an example of a small SSTO I built, 2 nervs 1 panther. It reaches 150km orbit on Kerbin with about 1200 dv left over. With the Panther in Dry mode it could do a lot of flying around on Laythe and still have plenty left to make orbit. It has a landing speed of about 40m/s fully loaded, and it has two vernier thrusters in the belly to reduce landing speeds on Duna / allow VTOL on low grav airless moons. It has an inline clamp o tron , reaction wheel and some RCS translation thrusters. And here is the mothership i started to make for it. It has two docking ports on the end of the swept wings that my inline clamp o trons should be able to hook on to. It has just shed the launcher hardware. There is a long liquid fuel fuselage in the middle, and a cargo bay at the front , which we can fill up with whatever the mission requires before Kerbin departure. The problem is that i'm totally out of practice docking stuff, and only ever mastered basic nose-to-nose anyway. So I gave up and decided to try pre-docking so i could see if the concept at least flies. It does ! Problem 1 - you cannot pre-dock inline docking adapters in the VAB. I found an old thread that said you can attach the subassembly some other way and line the ports up with the offset tool and the two ports will then automatically "dock" once you launch the vessel. This is no longer the case. I attached the aircraft with a radial decoupler, lined the two ports up so they appear to be touching, but the ports still don't "stick". I had set the radial decoupler force percent to 0, but after firing the decoupler in orbit, the aircraft simply drifts away from the mothership. From what i understand, docking ports that aren't pre-docked , have to spawn at least 10m from each other for the magnetic attraction to kick in when they reach proximity. If they are already close when the vessels spawn, the game assumes you just undocked and don't want these ports pulling back together again. The other problem is that we're really just kicking the can down the road here. To be a functional mothership/lander combo, it needs to be feasible to re-dock after separation. In fact we need to re-dock sufficiently well aligned that the NERVs of the spaceplanes can push the mothership, like in the picture. Build guide slots out of modular wing segments or something? Or i just need to improve my skills? All this re-docking though, is making me realise why i like interplanetary spaceplanes so much.
  15. I have a simple little question about space plane design that I think might inspire some discussion around here today, it may be obvious for some but for people like me it really isn't, which is why i'm asking. Because I'm one of those weirdos who doesn't enjoy building rockets as big as they can be! I prefer more compact -pocket sized rocket- spacecraft. In order to do this many of my spaceplanes incorporate drop pods in their construction to assist with accent. Basically just a fuel tank on a decoupler bolted to the belly of the aircraft which is jettisoned when empty, usually while still in the upper atmopsphere My question is to ask you out there weather or not drop pods affect the inherent SSTO nature of a spaceplane or not. Given that hitting the stage function would eject the pods giving the vehicle more than one stage, it does not really change much about the spaceplane's configuration. Drop pods are actually used by fighter jets IRL when traveling long distances, its pretty far fetched to think about a fighter jet with drop pod fuel tanks as a two stage vehicle. don't you think? I want to know if you think that drop pods would make a spaceplane multi-stage?
  16. Planes not flying right? I can help turn your Christmas Bullet into a Spitfire. Post a screenshot with all three SPH indicators on (like below) as well as a short description of what it's doing or not doing, and what you want it to do. I'll read it over and do my best to offer some tips and tricks to get it flying purrrrrfect. Some other examples of my planes:
  17. Hi all, I recently tried making a plane with a bunch of rover/probes (Provers?) in the back, to drop at certain locations, parachute down, then activated later to do the contracts for science on kerbin. I thought I had made them too heavy, or not included enough parachutes. But as I've read, space plane "Debris" is destroyed after the main craft is a set distance away. Is there a mod that removes this, and possibly makes terminating debris from the tracker easier?
  18. Hello all. Ive recently been refining my spaceplane building and flying (particularly cargo lifters), and come to a question regarding ascent profile. I normally keep a quite shallow ascent to keep the speed up for the rapiers to keep their 200+ Kn of thrust. When nearing the 10 Km mark, i try to gain as much speed as possible with a shallow climb. Now at what point do you switch the rapiers to close cycle mode? I've found that I can get up to 1520m/s depending on the heat tolerance of the parts used, but the last ~40m/s are gained very slowly. Am I better switching to close cycle at some point before this? And the main question: when switching to close cycle, do you pitch up, if so, how much? I've found that often I loose a lot of speed in the pitch manouvre, and I feel like I might just keep going straight (actually about 5-10 degrees of positive pitch)- the curvature of Kerbin and the speed you'redoing by now will guarantee you leave the atmosphere soon anyways.
  19. So when I came in for a landing My spaceplane keeps rolling out of control once it goes below 27,000 Meters. It basically doest the motion you do when you press A and D. It is uncontrollable my whole place is symmetrical, anyone knows what it could be?
  20. I am not sure if there is anyone out there who is as OCD as myself. I really want to see a texture where the underbelly of a space plane has black tiling for it's heat shield. There are a bunch of mods that exist for space planes like MK2,3 expansions and the MK4 system. However none of them have the option to have a texture like this. Is there anyone out there in the forums who feels the way I do on this or has any desire/plans to implement some sort of a change like this?
  21. Hello everyone! I have not really been interested in spaceplanes/ssto's,but today,i built my first fully functional spaceplane! I present: Mk1 "Arrow" Spaceplane It has airbrakes,it has ladders,it has everything! Here it is in action: I hope you enjoyed it!
  22. Today I made 2 SSTOs with around 20 launches and every time I launch one it slightly steers to the right, when I was first playing with small (Mk0) Jets I got small steer to the right as well. Any real explanation for this? Downloads for 2 SSTOs mentioned: SSTO1 SSTO2
  23. This is a dead simple challenge: * Build an SSTO spaceplane. Must be purely RAPIER powered, although you can use as many or as few as you want. Must be a winged, HOTOL conventional spaceplane. * Take off from KSC runway, get to an orbit of at least 70x70, return to KSC runway. Simple. * No parachutes or other against-the-spirit trickery. Fly to space on wings, establish an orbit, fly back to KSC as fast you can. Wheaton's law applies; if in doubt, ask. * No mod parts, no performance-altering mods (except for optionally FAR). Informational mods are fine, but fly it yourself; no Smart A.S.S. or other autopilots. * Separate leaderboards for stock aero and FAR. * Prove your time with a screenshot showing you in orbit and another showing you stopped on the KSC runway. Extra shots detailing the whole flight are welcome. * Post your craft file as well. * Fly in the morning if you want a well-illuminated ship. Demo Run Orbital return time of 20:07. I know that I can do better than that. Can you? Full album at http://imgur.com/gallery/yGcVO Craft file at https://www.dropbox.com/s/wt8jqrlps5kjbir/Kerbodragster.craft?dl=0 LEADERBOARD STOCK Obi_Juan, 11:09 Nefrums, 11:17 Wanderfound, 16:57 NightshineRecorallis, 19:17 FAR
  24. Moderator edit: This thread is now deprecated, please move over to the new thread for continued discussion of this mod: Thanks to blowfish, and numerous other contributors for continued support and development of this mod for KSP 1.05, and now, KSP 1.2.2. This pack adds a vast selection of new parts, introducing new spaceplane components such as new engines, cockpits, wings and fuselage systems, new structural components for orbital installations and colonies, and so on. COMPATIBILITY Compatible with KSP version 1.2.2 (build 1622) NOTES If you find yourself with out of memory errors, try 64-but version of the game. RECENT CHANGES Release 6.2.1: Changes: For KSP 1.2.2 Replace remaining firespitter animation modules with ModuleAnimateGeneric Add EVA range to some animations Fix RPM color tags Remove hover function from VTOLs as it was causing them to overheating Add editor-attachable node to shielded docking port Use new SmokeScreen feature to reduce memory consuption of exhaust effects ____________ Release 6.2.0-pre: Changes: Fixes for KSP 1.2 Use new part categories (thanks flashblade) Fix some previously inconsistent part categories (thanks flashblade) All data transmitters to all command pods and Kerbnet access to all drone cores (thanks flashblade) Adjust subtype names to that they display better in the editor Fix FAR patch on Mk2 Intake Cockpit Use custom tank types in B9 rather than default B9PartSwitch ones - for now they are identical ____________ Release 6.1.2: Changes: For KSP 1.1.3 (didn't really require any changes) Fix mesh switching issue on R1 RCS Port Fix flipped node on T2 tail Fix lights illuminating planets from orbit (thanks taniwha ____________ Release 6.1.1: Changes: For KSP 1.1.2 (didn't really require any changes) Fix RPM resource displays (credit to danfarnsy) Update DRE patch (also danfarnsy) Fix FAR voxelization on S2W parts Known Issues: DRE patches may still need work TweakScale support not yet implemented in B9PartSwitch ____________ Release 6.1: Changes: Updated for KSP 1.1 Get rid of KM_Gimbal, as most important functionality is now stock and it will not be maintained Fix smoke effects Increase response speed on some thermal anims Move landing gear to broken, since they are broken (no way to fix them without the source files, plus they were already legacy) Adjust cockpit thermals to be more in-line with stock (thanks flashblade) Add tags, thanks sparkybear for the hard work Known issues TweakScale does not work with the part switcher Some MFD screens have some issues ____________ Release 6.01: Fix L2 Atlas effects persisting after flameout Fix smoke effects not showing up on all engines Fix legacy Mk2 crew cabin not working for contracts ____________ Release 6.0.0: Integrate bac9's beautiful new Mk1 and Mk2 parts Move nearly all fuel/mesh switching to new plugin, B9PartSwitch Move old Mk1/2 parts to legacy Update all compatibility patches (some untested) Remove fuel switching in cargo bays - there's really not that much space Remove Virgin Kalactic as a dependency Make HX pack independend of core Pylons are now integrated into podded engines Bring back the airbrakes (now functional for no apparent reason) Combine textures on HL Extension B and RCS blocks Remove MP_Nazari folder - it just messes with things Improve thermal anims on HX HPD Fix patches applying to procedural wings Dependency updates Many minor tweaks ____________ Release 5.4.0: Full compatibility with KSP 1.0.5 Lots of bugfixes Rebalancing of parts for new aerodynamics B9AnimationModules added as a dependency, source is available here. This plugin provides more customized animation modules CrossfeedEnabler is no longer a dependency KineTechAnimation is no longer a dependency HX parts split into a separate archive due to separate dependencies (check the bitbucket link for the download) FAA Q: The mod crashes the game for some reason, what can I do? Make sure that everything is installed correctly, your dependencies are up-to-date, and you are on the correct version of KSP (1.1). If you can't find the issue read this helpful topic and post the issue in this thread. Be sure to include your logs! If you are quite certain that you have found a bug, you can create the issue on our Github page. Try to provide as much detail as possible - logs, example craft, reproduction steps. Also be sure that the issue is reproducable with only B9 installed. Posts along the lines of "Its not working" or "Everything is broken" won't really help us much. Q: I don't understand a thing in those IVA displays, there are too many buttons and screens Here is a very helpful manual. Q: Why aren't you respecting stock balance? Mods should reference stock for the configs of the new parts, otherwise balance of modded game would be all over the place! While we try to respect stock balance as much as possible, there are a number of inconsistencies in the balance of stock parts that make it impossible to keep balance against every stock part. If something seem very far off of what it should be, feel free to ask in this thread. Q: I can't find those huge blocky parts from the opening image in my part catalog. Why are those missing? They were recently separated into another download as they mostly don't share dependencies with the main part of the mod and as many people prefer not to use them. Q: I can't find the modular wing pieces that are depicted on many screenshots of this mod. Why are those missing? They were removed and will no longer be developed. They are available as an optional download in the Bitbucket repository linked on top of this post, but we do not recommend using them. A far better option is using procedural wings, since you'll have just one part with just one material and just one texture covering any possible wing shape then. Good for performance, good for design freedom, good for looks. Grab the procedural wings here. Q: Why aren't procedural wings integrated into the main B9 package? Because they have entirely separate dependencies and are maintained by different folks. Merging them will only needlessly complicate updates. HOW TO INSTALL Double-check whether you are using KSP version 1.1.3. Your root KSP folder should already contain a GameData folder. Merge the GameData folder inside the download with it. Do not extract just GameData/B9 Aerospace/Parts folder alone, the mod won't work this way. With a proper installation, you should have multiple new folders in GameData alongside with Squad folder that was there originally. Do not try to move the part folders elsewhere or sort them using category subfolders, that will break resource linking in all configs. Do not remove or skip installation of any plugins. INCOMPATIBLE MODS As of Release 6.2.1 and KSP 1.2.2, these are the known incompatibilities: None currently Other incompatibilities are unknown. Please report them to blowfish if you find any. OLD SCREENSHOTS ALBUMS CREDITS New updates: blowfish - plugin code, maintenance, balance, coordination of new updates flashblade - many contributions V8jester and M4ck - stack node adjustments danfarnsy and JaredTheDragon - RPM fixes joshwoo69 - RT compatibility sparkybear - Part tags taniwha - Fix for planet-illuminating lights Old core team: bac9 - 3D modeling, texturing, editor tools (been a lazy ass and hardly contributed over the past year, to be honest) Taverius - balance, 3D modeling, craft design, maintenance (no longer active) K3|Chris - 3D modeling, texturing, IVA (no longer active) Contributors and bundled mods: Nazari - HotRockets Engine FX: forums Snjo - Firespitter.dll plugin: forums Sarbian - SmokeScreen.dll plugin: forums Ialdabaoth, Sarbian: ModuleManager: forums Mihara - RasterPropMonitor forums jadebenn, Hyomoto, Helldiver - RPM MFD configuration. alexustas - RPM MFD configuration FPSlacker - HR exhaust pressure compensation Special thanks: DYJ C7 r4m0n Sarbian NathanKell egg snjo ferram4 Mu mrBlaQ LICENSE This work is shared under CC BY-NC-SA 3.0 license. Dependencies may come under their own licenses. Please check dependency documentation for details.
  25. Get a space plane into a orbit (it doesn't have to be perfect) using only air breathing engines. HINT:You can do a speed run in the stratopause and burn prograde just before you leave the atmosphere. It can be a bit challenging to get enough speed to force glide on prograde long enough to complete your orbit. Tell me if you have another idea of how to do this. Insert screenshots or videos of your plane and its orbit!