Search the Community

Showing results for tags 'stock'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • General
    • Announcements
    • The Daily Kerbal
  • General KSP
    • KSP Discussion
    • Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Gameplay and Technical Support
    • Gameplay Questions and Tutorials
    • Technical Support (PC, unmodded installs)
    • Technical Support (PC, modded installs)
    • Technical Support (PlayStation 4, XBox One)
  • Add-ons
    • Add-on Discussions
    • Add-on Releases
    • Add-on Development
  • Community
    • Welcome Aboard
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website
  • KSP Pre-release
    • 1.2.9 Pre-release Branch
    • 1.2.9 Pre-release Modding Discussions
    • 1.2.9 Pre-release Bug Tracker


  • Developer Articles

Found 287 results

  1. Cinematic compilation Hello everyone. In a nutshell Spectra is being designed with these players in mind: Film makers: This pack will be my interpretation of the greatest visuals in KSP. An ultimate cinematic suite. Streamers: While this Spectra is made to be pretty, it should be able to run on a high end* system for normal gameplay without too many compromises. Stock part purists: This will add visual/audio effects and no more. It will in in no way effect the stock colliders, parts, or physics. Nostalgic veterans: Many cloud mods have risen and fallen over the years and in making Spectra I plan to take the best concepts of each of these mods and applying them it to a an updated cloudpack reminiscent of the old days. The bottom of the page highlights this in more detail. *If you who don't have a high end PC (Core i7s and GTX 10 series) You might look at SVE or Sci-Fi Visual Enhancements if it's too laggy When finished, I will probably release Spectra as two or three separate mods: Spectra Visuals for aesthetics and Spectra Sounds for the custom sounds. It's possible I'll make a third for Career settings (Play Your Way, Tree Toppler, Construction time, etc) if people want that. Videos: DOWNLOAD - Spacedock page of my progress so far. Please post any and all feedback you have. It's what I use to make it better. Thanks! Please note: This release doesn't have terrain scatters (most recent version of Kopernicus is broken) and also doesn't include PlanetShine (Accident). You can download the most recent version of PS and it will run fine despite giving you an incompatibility warning. We'll have to wait for Kopernicus to get fixed for actual trees though. KSPRC Texture Installation (required): If you don't want to use any custom terrain textures, delete the spectra_terrain.cfg file from GameData/Spectra. Licensing: All mods included in Spectra are used with permission from their respective authors and are each licensed under their respective licenses. All files inside "GameData/Spectra" are made by me (Avera9eJoe) I give freely to edit and redistribute (I.E. the cubemaps, and configs) so long as you follow the licenses of other mods and give credit were credit is due. Thanks. Current step: Re-add ablation to Moho, figure out how Lightning works in new EVE. Planned: Reentry Particle Mod Re-add planetary glow after it's patched in Scatterer - *This feature (Layer2D) sadly isn't compatible with the current release of Scatterer so sadly it won't be included until that's fixed. Sunsets are more important right now. Done: EVE old-school planet glow* PlanetShine configs (Had to manually edit the configs since the sliders didn't go as high as I wanted ) WindowShine integration SPC part textures (Will probably update this mod in the future with more parts) Scatterer Atmospheres Distant Object Enhancement (With a custom flare) Notable concept (In no order): @Astronomer's visual packs (All of them) - I can't thank you enough for what you've done for your ground breaking work on the aesthetics of KSP Concept of bioluminescence on Laythe Lightning (unsure if current EVE supports it but I'll try) Concept for Auroras Cloud textures (Thank you!) @Proot's KSPRC v1.0.5. - concept image post by @drswagboss from December 2015. Focus your eyes on the textures from low-orbit. It's what I'm hoping to add with Spectra. Concept for ablation on Moho Concept for warped clouds on Laythe Original concept for a green-tinted Eve @Galileo's SVT and GPP - Phenomenal work on custom terrain for all planetary bodies and outstanding work in GPP Thanks for all of your help and advice Concept on cloud and particle effects Terrain textures (Thanks again!) @erona's and @Thesonicgalaxy's Better Atmospheres - The original cloudpack to add glow to non-atmospheric bodies. Blue Duna Cloud textures (Thanks again!) @panzer1b's Sci-Fi Pack - Your pack is incredible, and yet still simplistic enough to run on low end PCs If you can't run Spectra definitely try his pack. Thanks Proving that planet glow can still be done in new EVE, and look even better than before. My configss for planetary glow are built from those in Sci-Fi Visual Enhancements. Like I said above if your PC isn't strong enough for Spectra, definitely look at Sci-Fi Visual Enhamcements. @blackrack's Scatterer - Just when I think Scatterer is as good as it's going to get, you always add something else new and beautiful. Thanks for Sea foam, ocean, transparency, refraction (image post, current WIP) @Matchlight's Andromeda visuals - Your work here is incredible Best of luck with Andromeda! Keep in mind though that in using Astronomer's old configs you're missing out on a lot of the features being worked on in new EVE. It's possible his mod will go out of date in the near future, and I hope I can be of service in updating it if/when that happens. It's always a pleasure to see new faces in an old market Proved that Astronomer's pack can still run in 1.3 - formatting on the go
  2. X-Plane of the Day The collaboration series is back, and this time, it's a nearly 12-week issue of virtually every American X-plane from the Wright 1903 Flyer to the X-37 reusable orbiter, with extras! If you are unfamiliar with ___-of-the-Day type series, @Servo's Jet-of-the-Day is the origin of this format Specifically, this thread showcases the KSP replicas of contributors who signed up here: Temporary: There are still a few open slots---If you want to take on an Aircraft/Spacecraft, keep your thread traffic in the OPEN SIGN-UP thread. ABOUT THE ARTICLES: if you would like to write an article for your craft, you can. If you go this route, (1)Send it to me (PM's), or (2) tell me (in whatever way is most convenient) that you would like to make the post; I don't wanna steal 'likes,' per se. Articles should follow a loose formula: include basic info and a data table of the actual craft, everything else is creator's discretion. Current Contributors: @dundun92 @KenjiKrafts, @MiffedStarfish, @Munbro Kerman, @NotAnAimbot, @NorthAmericanAviation, @qzgy, @Servo, @swjr-swis, @TheEpicSquared, @Triop, @Yukon0009 To start things off, we begin with the first flying heavier-than-air machine From @swjr-swis November 1903: Wright Model 1903 Flyer Using knowledge of Otto Lilienthal's studies in lift and Samuel Pierpont Langley's studies in thrust production, brothers Orville and Wilbur Wright began experiments with a biplane kite in 1901 on the dunes of Kill Devil Hills and Kittyhawk, North Carolina to devise a method of controlling an aircraft, soon to be known as wing-warping. All three major points of flight---control, lift, and thrust---would come together on December 17th, 1903 to produce a 120 foot long (36m), 12 second duration flight of a heavier-than-air machine, the first the world would ever see. It would spawn unbelievably rapid development---almost 50 years later, mach 2 would be surpassed. The only conventionally controlled surfaces were those affecting yaw and pitch; roll authority was given by putting torsional stress on the wings, also known as "wing warping" swjr-swis' craft description: " EVA the pilots and walk onto the top wing above the command seats, they’ll be in range to board them. Stage to eject the separators that hold the prop rotors. Focus on each of the props and add full roll trim. Enable flaps (gear AG), set SAS stability, and stage to release clamp. She will lift off around 40m/s without inputs. (Optional: wait to clear the runway and stage to release the wheelbase). Flight is easy and stable (even without SAS, ~5% pitch down trim at cruising speed) but be aware that like the original, pitching too hard can cause her to flip over very easily. Happy first flight(s)." " The Kerman sisters, owners of a machinery factory near the KSC, inspired by some old faded blueprints of an ancient flight mobile found in a cave nearby the KSC, decided to test its airworthiness." Download Link: Tomorrow's Craft: Bell XP-83 "Airacomet"
  3. INTRODUCTION Hi everyone. Ever since I've created my replica of the Soviet Tu-95K bomber with stock parts I have been thinking about taking the idea of stock propeller plane replicas further. And after a few months of hiatus, here is the fruit of this ambitious plan. This is one of the very few replicas of this magnificent superprop attack plane from the 50s in KSP, and, as far as I am aware, the only one created with solely vanilla parts. The propeller has some limited functionality in terms of actually propelling the plane, but is mostly here for the looks. The majority of power is provided by the exhaust pipes on the sides of the airplane which isn't that much of a stretch in terms of realism. The real Wyvern also gained some additional thrust from it's turbine exhaust, so it's just the matter of scale and proportion here. This replica doesn't only approximate the real deal's looks and proportions, but also comes very close in terms of performance even in stock aerodynamics model. PERFORMANCE Here are some stats gained from preliminary testing. Real life performance figures are marked in red. Top speed: 604km/h vs 616km/h Rate of climb: Varies with altitude, approx. 15-16m/s loaded with fuel vs 11m/s stated on Wikipedia (Couldn't access historical sheets but i am pretty sure it is higher than that especially at low altitude) Loaded weight: 10.975kg vs 11.113kg (This is MTOW for the real Wyvern so the loaded weight is probably even more accurate) Turn time was hard to judge correctly, partly due to unclear testing circumstances and partly due to the fact that KSP does not model compression correctly, thus making planes vastly overperform at high speed turns. At mid to low speeds in range of 280 to 360km/h the craft turns pretty much as you would expect from an 11 ton attack aircraft. In short - it will not pull 20Gs at 80m/s. FEATURES I've tried to model the most vital features of the real aircraft into this replica. The Wyvern S4 comes with: 1. Correctly distributed and modeled flaps, activated via Action Group 1 2. Openable engine cowling which allows the pilot to take a look into the engine, which apart from it's mechanism is semi-realistically detailed with some shenanigans. It is toggleable via Action Group 2 3. Retractable tailhook for carrier landings. It's not like you will be performing many of those in KSP though sadly. Activated through Action Group 3 4. Functional, spinning, fully stock propeller assembly. The instructions on how to get it to work properly are attached further below. 5. Plenty of little details such as correctly placed antennas, Hispano cannon props in the wings etc. HOW TO FLY: 1. Pre-flight procedures and startup Before taking this turboprop cow to the skies there are some things you need to do. Idle the throttle and engage brakes. SAS needs to be off. Stage the first stage. The ring securing the propeller in place will come off and your control will be redirected to the propeller. Start up the propeller. Hold down ALT and either Q or E. Hold the key until the roll indicator in the bottom left corner of the screen will reach it's limit. Remember to have SAS disengaged in this stage if you want the propeller to work. SAS, along with neutralising set roll trim with ALT can be used to stop the propeller post-flight. Switch back to the main vessel, engage the SAS (although the craft is perfectly flyable without it of course) and disengage the brakes. After the propeller has started rotating sufficiently quickly you can add throttle and begin the takeoff. The plane will take off by itself after reaching approx 60m/s. Tailwheel and rudder can be used to counter the torque generated by the engine which can be felt while the plane is low on speed (this also applies to real life propeller engines) 2. Flight Flying the Wyvern is very easy. The plane is stable at any speeds above it's stall speed (which sits at about 40m/s), will reach speeds of up to 170m/s (and over 230m/s in a dive), and the fuel will last for ages. The drop tanks are expended first, after they run dry you can jettison them with staging. Turning is safe at any speed in it's flight envelope, but due to compression not being modelled it will lose speed in high speed turns rather quickly. Mild turns are advised if you are planning to keep your speed up. Just like in real life, roll rate of this plane gets rather sluggish when your speed is too low. Keep an eye on your speed during tight turns to prevent stalling. Optimal climb can be achieved at approx 80m/s TAS at most altitudes. 3. Landing Landing the Wyvern is relatively easy due to it's low stall speed and flaps doubling as very effective airbrakes. To drop your speed quickly, feel free to pop the flaps. Get your speed down to about 70m/s, retract the gear and lower the throttle. Watch out not to come in nose-first, since this could damage your propeller. Engage brakes after touchdown, use the tailwheel to taxi into a desirable position. Engine can be turned off with methods described in "Pre-flight procedures and startup" section. Creating this plane was a great experience. I hope you will enjoy flying it as much as I've enjoyed building it. DOWNLOAD LINK Updated on 19-07-2017, V1.1 CHANGELOG: 1.0 - Inital release 1.1 - Minor tweak to the bottom part of the cowling which made the propeller assembly spontaneously detach when jumping to the craft from more than 250m, wing strake is now attached to the wing itself which prevents it from clipping awkwardly while pulling high-G maneuvers. Here's a little preview GIF too, as requested.
  4. The craft file download is in the description of the video. Feedback and future suggestions are always appreciated!
  5. Hello there, new player here! I've been sinking about 100 hours into the game since I bought it during the Steam Summer Sale and am having a blast. So by now I've started going through the forums and wiki to learn as much as I can and start exploring what mods there are for the game. But I've found that it's not the easiest thing to find mods that are up-to-date or what mods have simply become obselete by newer versions of the game. I like to keep my list of mods down to the minimum in any games I play both to keep balance and keep redundant or duplicated functions from mod in check. So, my question is simply what's stated in the thread title: what features added by mods have been incorporated into the stock game? From what I've been able to gather, RemoteTech has been made atleast partially redundant by the CommNet function, some of SCANsat's old function have been added through KerbNet and the system with Autostruts and Rigid joints come from mods like KJR. Is this correct, and/or are there more?
  6. THANK YOU GER_SPACE FOR SAVING WINDOWSHINE! Please view this post if you want to use the improved, 1.3/1.2.2 compatible versions of WIndowShine. I will be updating the full OP after TextureReplacerReplaced includes @Ger_space's shaders and improvements. Thank you @Teflon_Mike for the logo! Gif with GemFX and KSPRC v2 courtesy of @cobbman11 Video (-v2) Album on imgur Gif in VAB WindowShine is dependent on TextureReplacer managed by Shaw (Unofficially updated by RangeMachine) and ModuleManager maintained by Sarbian. Make sure to install them both first. Download: WindowShineTR-v12 (current) WindowShineTR-v13.2 (Beta, fixed highlighting/cabin lights/shaders) *Please read known issues before posting Installation instructions License: Link Mod Support: Many thanks to Nhawks17 and Nebuchadnezzar for createing even more mod-compatible packs! How to add reflections to your own mods Asteroid Day pack [1.0.5] K2 Command Pod pack - @cy4n Kerbal Planetary Base Systems pack - @Nhawks17 KSPRC pack Modular Kolonization Systems pack - Nhawks17 Near Future Solar pack Near Future Spacecraft pack - @nebuchadnezzar RLA Stockalike pack - cy4n Stockalike Station Parts Expansion pack - Nhawks17 Taurus HCV pack Ven's Stock Revamp pack - cy4n ??? *Using more than one pack that has same part can cause compatibility issues. Use with caution. Change log Known issues: *On parts with the added reflection shader/module, all other part shaders are ignored. I.E. Parts that have reflections added don't have edge highlighting, don't gray out when moved in editors, and lights do not turn on. This is sadly an issue with Shaw's reflection plugin built into TextureReplacer. Current fix unknown. Shameless plug! If you've enjoyed this mod you might also like Space Plane Color Corrections.
  7. SPC - Spaceplane Corrections Hello everyone! Personally I've been pretty annoyed that a number of stock parts don't have matching colors or shades. There are two generic white coats used for splaceplane or rocket parts, and there are at least five different shades of gray used for trim (Mk1, Mk2, Mk3, Spaceplane, Airliner, etc...). This really bugs me when building intricate craft so I decided to fix this with FSTextureSwitch by adding a widget to swap some textures between trims as well as fix a number couple of misaligned textures and add a few aesthetic changes as well. I hope they suit your fancy This mod is dependent on the Firespitter plugin maintained by @RoverDude and ModuleManager maintained by @sarbian. Thank you all so much for making this mod work. Complain about mismatched textures here! It's the best way for me to fix them. (Album in-case the embed breaks; open sequential images in new tabs to see differences) Download: SPC v0.15 (Spacedock) License: This mod is published under the MIT lisense. View it here. Things to do Add white and gray scale versions of the standard nosecone Add white variants of the large end-cap parachutes Tell people to keep giving suggestions! It's the best way to get new ideas. ??? Well, this is it for now folks. Thanks for the read, and see you all later. - Avera9eJoe
  8. Recently @MatterBeam asked me to take care of his great Simple Construction mod. With my pleasure I accepted torch from his hands, so that his glorious work wouldn't be lost in time. Description: Hi. This mod aims to provide simple rocket building capability to stock parts. Download SpaceDock Requires: Module Manager, Interstellar Fuel Switch Core (both not distributed with the mod) Special thanks to: @maculator, @taniwha, @Eleusis La Arwall, @Badsector, @cy-one for their contributions. @MatterBeam for creating this cool mod. How to ROCK! No extra parts No RAM usage Added functionality for the Mobile Processing Lab in the late game Simple, configurable and adds levels of depth to the gameplay without a learning curve After testing out Extraplanetary Launchpads and Roverdude's MK/OKS, I had the idea of creating a simple, user friendly mod that would allow you to build rockets without taking a 200MB hit to RAM or having to juggle multitudes of resource pathways. If you know how to set up a drill, ISRU and a fuel tank for an Ore to Fuel conversion, then you should know how to build rockets. Changelog: Disclaimers: This mod contains @taniwha's Launchpad.dll and textures from his Extraplanetary Launchpads. License: MIT This work was previously Licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  9. I've had numerous flights where I fly spaceplanes using Mk2 and Mk3 parts. When things go wrong, and I want to eject the command module or something, I can't put a small stack separator or decoupler between the fuselage and cockpit. It creates a weird gap between them. So, wouldn't it be better for the addition of Mk2 and Mk3 decouplers or separators that lie flush with the fuselage? Thoughts on this idea?
  10. The Mjolnir V is my attempt at a Saturn V replica. Its fairly accurate in performance and fuel ratios, and somewhat in the looks department. The craft blew up on Reddit, much to my surprise so I wanted to make it public. I enjoyed working on it and hope you all enjoy. The Craft and the action group list is available on Kerbal X here see Mjolnir V on
  11. Stock Weapons Challenge! Contrary to public misconception, stock weapons ARE a thing, and I want to see your creations! The Challenge: Build & Deploy a custom weapon using only stock KSP parts. WATCH THE STOCK WEAPONS CHALLENGE VIDEO TRAILER BELOW INSTRUCTIONS Build a STOCK weapon and deploy it against a specific target. You may only use parts from Stock KSP, no BD armory of course, other mods are ok as long as they don't provide any unfair advantages. You must use KSP Version 1.0 or later. To complete this challenge you must meet the following requirements: 1) Picture, GIF, or Video of your weapon. 2) Picture, GIF, or Video of the aftermath of your deployed weapon. 3) You MUST call your target (ex: VAB building, or a specific craft, or "ENTIRE RUNWAY") 4) You MUST prove your weapon works (accuracy be damned!) Impress me!
  12. "X-Plane of the Day" is on the horizon! @Servo and I are at it again, but this time we're reaching out---to you! X-plane-of-the-Day is fairly similar to Jet-of-the-Day, found below, but with some additional elements A quick browse through the first page will show the post formula and general format of our(Mainly @Servo's) '___-of-the-Day' type thread In this new iteration of the format, we are reaching out to you, the enthusiast, for your quality replicas of American experimental aircraft, prototypes, and tech-demo type craft The roster can be viewed here: Criteria: Aircraft/Spacecraft must possess, if possible, the same characteristics tested/manipulated/created in the real craft. Ain't no fun if it don't do what it's supposed to, now is it? ---More specifically, the main focus of the experiment, if any. The X-1 broke the speed of sound, the X-3 tested sustained supersonic flight but failed due to lack of thrust, the X-4 tested tail-less flight, the X-5 tested variable sweep wing geometry, etc. If there's some variation between your craft and the original craft, we'll overlook it to a point. This shouldn't be too hard. Another Ex.- The X-29 is a high-maneuverability test aircraft, defined by its design's inherent instability. (It should be noted that there is a great deal of leeway for flight characteristics---some are hard to model, like 'aero-elastic' wings.) Aircraft/Spacecraft should be aesthetically pleasing. It should resemble the real deal. If the real plane is ugly, the KSP model can be ugly, of course. Aircraft/Spacecraft must be stock! Aircraft/Spacecraft must be uploaded on a site from which anybody may have access to the .craft file. Ex. Aircraft/Spacecraft are mostly of U.S. design/origin Two to four pictures must be used of the craft in the post, at least one of the real craft. A video is fine, as well. How to Sign Up: PM myself or @Servo with two to four examples of your works. We will evaluate what we see to decide if you make the cut. You could just post here, as well---If you want to show pictures, the WIP Design thread in The Spacecraft Exchange is a better place to show them. Consider spoilers! Keep communicating with us---we'd like to know that you know (We don't bite, either.) Your Goal as a Contributor: Create up to 5 craft to be featured in "X-plane of the Day" If a craft is not on the list and you really want it, post here or PM me (to avoid spoilers) and it will be added of it meets the criteria If you don't want to make the post in the thread, I will make an article for it. (Ex.- The SR-71 post in Jet-of-the-Day.) Myself or @Servo will write the articles, your craft will be linked to and showcased with pictures, etc. Note to Mods --- I put this here despite the proper showcase thread belonging in The Spacecraft Exchange when it happens. Move this around as you wish.
  13. Download Craft File This thing's designed to take 10 kerbals to LKO and back. All stock parts. No LV-N's or Rapiers, because I haven't unlocked those parts yet. The first picture is an earlier version than the following pictures. It never made it to space because it would start to tumble uncontrollably at 20kM. I fixed the problem by shortening the overall length of the plane and adding extra reaction wheels. The Final verion with some alterations. The performance has improved significantly. I shifted some things around to make it less nose heavy, increased the battery capacity, and exchanged the twin swivel engines for a vector engine. Download Craft File
  14. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Swing and See-saw (smallest stock hinge available) Requires an update! THREAD: DOWNLOAD Hinge requires an update see here: ------------------------------------------------------------------------------------------------------------------------------------------------------- Duna Direct Mission Pack Requires an update! THREAD: Hinge requires an update see here: DOWNLOAD DRV - First launch DOWNLOAD DRV - Back up DOWNLOAD HAB - Third launch ------------------------------------------------------------------------------------------------------------------------------------------------------- Jebs RC Saturn V/Spider Mun probe Requires an update! THREAD: DOWNLOAD ------------------------------------------------------------------------------------------------------------------------------------------------------- StarWars AT-ST (static craft) THREAD: DOWNLOAD STATIC POSE DOWNLOAD MOVING POSE May require an unpdate, untested in newer KSP versions ------------------------------------------------------------------------------------------------------------------------------------------------------- Boeing X-37b and Atlas V replica Requires an update! THREAD: DOWNLOAD ------------------------------------------------------------------------------------------------------------------------------------------------------- Short brothers SC-1 Experimental British VTOL Requires an update! THREAD: DOWNLOAD ------------------------------------------------------------------------------------------------------------------------------------------------------- Duna Constellation pack Requires an update! THREAD DOWNLOAD Currently undergoing a major rebuild! ------------------------------------------------------------------------------------------------------------------------------------------------------- Curiosity rover and Atlas V 541 New rebuild working in current KSP versions! THREAD: DOWNLOAD ------------------------------------------------------------------------------------------------------------------------------------------------------- Eagle-1 SSTO and Eaglet mun return ion micro shuttle Requires an update! THREAD: DOWNLOAD Currently undergoing rebuild -------------------------------------------------------------------------------------------------------------------------------------------------------- Thermo-hinge! Now world famous, the smallest possible stock hinge New rebuild working in current KSP versions! THREAD: DOWNLOAD -------------------------------------------------------------------------------------------------------------------------------------------------------- Rolls Royce Thrust Measuring Rig *Updated* New rebuild working in current KSP versions! THREAD DOWNLOAD ------------------------------------------------------------------------------------------------------------------------------------------------------- LLRV "The flying bedstead" *Updated* New rebuild working in current KSP versions! THREAD DOWNLOAD ------------------------------------------------------------------------------------------------------------------------------------------------------- Apollo/Saturn V replicas 'selene' Mk1-Mk3 *Updated* New rebuild working in current KSP versions! THREAD: (contains video): DOWNLOAD Mk3 DOWNLOAD Mk1 ------------------------------------------------------------------------------------------------------------------------------------------------------- 'Rage' OFFROAD BUGGY THREAD: KERBAL X DOWNLOAD ------------------------------------------------------------------------------------------------------------------------------------------------------- 8 Kerbal multi-use rover New rebuild working in current KSP versions! KERBAL X DOWNLOAD ------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------- Old and defunct craft that most likely will not be updated N1-K Russian style Mun mission -------------------------------------------------------------------------------------------------------------------------------------------------------- LADEE -------------------------------------------------------------------------------------------------------------------------------------------------------- Land Rover V8 Short-wheel base, Open-top and Hard-top -------------------------------------------------------------------------------------------------------------------------------------------------------- SNC 'DreamChaser' 3k -------------------------------------------------------------------------------------------------------------------------------------------------------- Batman Tumbler -------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------- There are so many other craft I have made that I simply do not have the time or the space here to post them all! So these are some of my newest and favorite of all my craft. New craft currently in progress Space shuttle replica with a KSP stock first. Thanks all! MJ
  15. To follow up on the famous K Prize, this challenge asks you to show off your master spaceplane design and flying skills. Build a spaceplane capable of reaching orbit, and returning safely using a single jet, and a single rocket engine. I have found this an interesting limitation that makes spaceplane design a lot harder. Mostly because the trust vectors are no longer trivially aligned with the CoM. Enjoy! Rules: The spaceplane must follow the rules as defined by the K Prize. In short: a horizontal take-off stock SSTO that can reach orbit(pe>70km) and land again in one piece. The provisions of the K Prize do apply to this challenge too. Use exactly 1 jet engine - defined as an engine that requires intake air and liquid fuel to run. Use exactly 1 rocket engine - defined as an engine that runs entirely on on-board fuel. An ion engine is also allowed. Rapier engines are allowed, but cannot switch mode during the flight and as such operate entirely as a jet, or entirely as a rocket engine. Merging/clipping/offsetting the two engines together into one is also not allowed (this is not much different from a mode switching rapier). Please remember to take pictures or a video as proof and for our enjoyment. Advanced Aviators: @Scarecrow - Rotate the engines, why not? @Martian Emigrant - The perfect case for a Thud @goduranus - Reverse trust in reverse @StanK - Me @Wanderfound - With spare seats @foobar - You can see through it @tsgaerospace - Pushed up into space @Rosvall - Rolling into space @michal.don - Pancake to accelerate! ...can proudly wear their badge: I have done a few times in past versions. To show it is still possible in 1.3 below is my own new entry: Album:
  16. Petyrbolt LRHF 2 Very powerful with its dual J-33 turbofans, this truck can even jump somewhat. Without a trailer, it beats my Dodge Challenger in a drag race! Its top speed is over 70 m/s! It’s got my new kind of trailer coupling, very easy to use, see the pictures below. Download link Petyrbolt XRHF Based on the Petyrbolt LRHF 2, this one has almost three times the fuel and triple J-33 turbofans! Download link Petyrbolt MRMF This medium truck is excellent for rough terrain and long distance, powered by a single J-33. Top speed is 70m/s. Download link. Petyrbolt SRMF This smaller truck has a good range and is easy to drive. A single J-33 turbofan gives it a 75 m/s top speed. Only 112 parts. Download Link Petyrbolt SRTT This tow truck is very useful when you've crashed your car. 153 Parts. Download Link Petyrbolt LRFT Long range fuel truck. Powered by a single J-33. Easy to drive. Only 50 parts. Download link Petyrbolt LRFTOR Long range fuel truck for off road. Also powered by a J-33. Easy to drive, 85 parts. Download link Petyrbolt & Sons Motor Co. PB1 - 1910 The first Petyrbolt truck. Dangerous to drive and slow but it's a reasonable reflection of the tech of those days. Download link
  17. Hi Kerbonauts! As you all know, the evolution of stock propellers/rotors in KSP has come a very long way. Ever since legit aerodynamics crash - landed at Kerbin people have been trying to figure this thing out. I would like to see what people think of stock propellers, rotors, prop. planes, and helicopters. This post isn't a contest or a poll, just seeing how people approach this thing. Submitting You can submit anywhere from: pictures, gifs, tips, advice, troubles/problems, explanations, compliments to others, or constructive criticism. This post is short and straight to the point! remember, jebius explosius
  18. Yea, long title but pretty explanatory. This is a concept folding wing airplane based off of WWII US fighter planes, the Corsair and the Hellcat and this plane is able to fold it's wings vertically so it is able to be stored compact. This is a prototype and concept so the design of the hinge and it's efficiency deploying and folding them individually is sub-par. Also the visual appeal of the hinges are horrible so if anyone can design a hinge and a plane better than this please feel free to show. 128 parts, stock, SPH: Actiongroup 1: decouple wings to fold up.
  19. Chevrolet Camaro SS 1969 If you like donuts and eights, you might've found your drift king. While the Charger and Mustang can be used for some old style racing, this one is just for fun, being highly unstable. But if you're doing right, you might be able to drift around the KSC. For extra drift action, press backwards while driving slower than 20m/s (full throttle, obviously). The chassis is based on my Ford Mustang yet this is a completely different beast. Top speed: 75m/s. Engine: 4x Juno. Mass: 8.11t. Fuel: 200 units (1t.) Accessories: Boost Flap, brake lights. Download link
  20. Do you want a fast*, free**, stock and agile fighter jet that comes with free snacks****? Introducing the: NIGHT OWL - v1 (If you don’t care about cheesy Kerbal advertising and just spawns the Stats, skip this part.) Featuring 4 Mini tails (Two on the edge of each wing {which also reduce drag and increase handling} and two on the rear of the fuselage), 2 Panther Afterburning Turbofans that give it a short take off run that takes about 4 seconds, large fuel tanks, a unique delta wing that is large, increases agility and makes the NIGHT OWL go faster. It also includes 8 powerful war rockets with 4 on each wing, inspired by the missiles in Danny2462's Kirrim on Duty YouTube Video***. Featuring a Advanced***** Flight deck That can be used for anything including bombing, simple air to air****** or just cruisin' around. About the Engines: If you ever loose control of your NIGHT OWL just press ACTION GROUP 1 To engage the powerful Afterburner. It will put you back in control instantly. BAM! The Engines also have a thrust vectoring system that gives it even more Agility. Agility Thanks to the engines and Canards, the plane can literally turn around on the spot and not lose control! Wow! Gallery Statistics Weight: 13.380t 37 Parts Height: 3.1m Width 9.9m Length 12.9m Wingspan: 3.6m Top Speed in level Flight (300 metres MSL) 902m/s (could go faster, but engines begin to overheat at that speed and at that altitude) Downloads Night Owl (No Missiles) Night Owl (Still Stock with 8 Missiles) WARNING: Be Careful not to takeoff below around 50m/s or you might tail scrape and damage the engines. Feel free to give Feedback so someday I can make NIGHT OWL v-2.
  21. Ford Mustang Fastback 1968 Changelog version 1.1: Changed brake balance and made the front brakes more powerful but made the rear more powerful as well to force it into oversteer at low speeds. Increased grip on the rear wheels somewhat, it's a little bit more stable at low speeds. Improved the dashboard. Changed the position of the seats. Improved aerodynamics, top speed increased from 80.2 to 83.2m/s. Also, no more swerving left to right at high speeds. Cancelled the pitching up while jumping, it has a minor tendency to pitch down now. Changed it from a 4x4 to rear wheel drive. For improved drifting action, press backwards key at speeds below 20m/s. Fixed a critical bug which would block the exhaust thrust vector after loading a save. Shifted CoM a bit to the front (moved rear fuel tanks forward and set fuel flow priority). Download link (KSP 1.3 only)
  22. The finale was really intense! Open the album on Imgur to read the full story.
  23. A Concorde analogue I threw together, to get to Mach 2.0 you have to use afterburners, it is quite a stable plane and performs well. Altitude maximum is around 10km. Not sure how far it can go yet, but it does have quite a bit of fuel onboard and also a cargo space in the tail. Download
  24. Kermansky KM-60 KerbalX.craft file Borrowing a little bit from the looks of the Sikorsky MH-60, the KM-60 is the culmination of hours of trial and error and hours of taking apart other people's helicopters! Able to lift a total of about 60 tons. She uses 4 panther blowers to spin the 4 bladed rotor and a single panther with full gimbal enabled to counter the torque-spin and to help with unwanted roll at speed. Limited to about 40-50 m/s she isn't too quick but is user friendly. Controls: 1. Release Turboshaft 2. Toggle Main Engine 3. Toggle Wet Mode (lift off) 4. Toggle counter-steer engine
  25. This is a little ship I made based off the spaceship designs of old. She can get to Duna and back with a refuel stop on Duna, as long as she starts in orbit, so take out a big launcher. She has about 3000 m/s of delta-v to give you an idea. She has 3 drills and a large IRSU to produce fuel when she lands. Can be a little finicky so be careful with thrusting up tooo much in atmospheres. Overall I like her a lot. You can take her to the Mun or Minmus if you want too. Pure Stock. Action Groups: 1-Engines 2-Ladders 3-Solar Panels 4-Main Cargo Bay 5-Drill Bays 6-IRSU Craft Download: download Explorer