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EvenFlow

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Everything posted by EvenFlow

  1. I could try uploading GIFs, sure thing. The part count is pretty manageable, sitting at 128 parts. This could be stripped to sub-100 if i were to strip this thing off it's details probably though. EDIT: Preview GIF added!
  2. 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 https://kerbalx.com/EvenFlow/Wyvern-S4 Updated on 22-07-2017, V1.2 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. 1.2 - Tweaks done to the page itself, part of a revamp of all of my noteworthy older creations Here's a little preview GIF too, as requested.
  3. Since the main feature of my last bomber was it's engine mechanism I've decided to post some of it's "blueprints" here. Hopefully somebody finds them useful in some way.
  4. Ha! Didn't even notice that, was too busy tweaking the replica. >3< It would be incredibly inappropriate for the fastest propeller-driven aircraft in the world to be late for the party though!
  5. I love how smooth it looks while keeping it's silouhette true to the real thing. Nice!
  6. INTRODUCTION After returning to KSP after a lengthy hiatus and watching a few videos on propeller-driven aircraft in KSP I've decided to start off with something ambitious. The Tu-95, or "Bear" (NATO callsign assigned to the Tu-95) is a long range strategic bomber designed by the USSR in the early 50s to provide the Soviet Air Force with a bomber capable of reaching targets overseas without refueling. They achieved this feat through the use of extremely efficient Kuznetsov NK-12 turboprop engines. Being the most powerful propeller-driven aircraft to ever take it to the skies the Tu-95 boasted a respectable bombload comparable with it's US counterpart - the B-52. The famous nose refueling probe first appeared on the K version of the aircraft which extended it's already impressive range even further from 10000km to over 14500km with support from aerial tankers. This immense operational range caused the Bear to become a feared weapon among the US airmen who were often sortied to intercept the bombers conducting operations in proximity of US airspace. FEATURES This KSP version comes with a range of functions to make flying this leviathan a unique experience. -Four stock propeller turboprop engines. I've decided to resort to propellers being there for mostly visual purposes. Turbines serve as the main source of thrust for the plane. Working on the bearings (Credits to Squiddy for the idea!) for a few hours was worth it in my view - watching the engines spin up individually is a magical experience. They operate incredibly smoothly. Instructions on operating the engines will be included further down. -Clean bomb bay capable of housing various ordnance up to 1.25m radius. -RDS-37 Thermonuclear bomb replica in the bomb bay -Functional, historically correct flaps. -Detailed engine nacelles - no aesthetic tradeoffs from using the propeller mechanism. -Correctly placed gear! As much as i loved winged's Bear i saw a while ago on the forums his landing gear placement, necessary due to Bear's long and heavy tail section was bugging me for a long time. He was a great inspiration in making this replica too. -Relatively rigid, wobble-proof construction -Near-historical specifications: Length: 40.3m (46.2m historically) Wingspan: 43.3m (50m historically) Height: 10m (11.1m historically) Weight: ~88t dry (90t historically) Top speed: ~215m/s (227m/s historically) Partcount: 488 HOW TO FLY ACTION GROUPS BRAKES (B) - Engages brakes ACTION GROUP 1 - Toggle turbines ACTION GROUP 2 - Toggle flaps ACTION GROUP 3 - Toggle landing lights ACTION GROUP 4 - Toggle bomb bay door GEAR (G) - Toggle main gear " [ " AND " ] " - Toggle between propeller controls and aircraft controls PRE-FLIGHT AND STARTUP -Decrease throttle to zero and preferably engage brakes to prevent plane from rolling down the runway -Engage stage 1 to spool up the turbines -Engage stage 2 to release bearings, SAS should be disengaged at this point -Begin the engine startup procedure. Switch to the first propeller by pressing " ] " twice -Hold Alt key and press down on Q or E key (preferably Q for left engines and E for right engines) -You will see the roll indicator in the bottom left corner of the screen slowly move to the side -Wait until the indicator hits the limit of the roll gauge, the propeller should start up. -Move onto the next engine by pressing " ] " twice. Repeat steps until all engines are started up. -You are now standing on the runway at idle thrust, engines running. Time to go flying. TAKEOFF AND FLIGHT -Switch back to the plane controls with " ] " key, release the brakes, thrust idle. -Engage the SAS preferably for an easier takeoff run, although the craft is mostly passively stable on the runway and in the air. -You can deploy flaps with " 2 " for extra immersion, although KSP physics limit their effectiveness. -Throttle up to max power, let engines spool up and start rolling. -Let the aircraft gain speed. For the Tu-95 V1 is at ~70m/s and preferable V2 is at ~90-95m/s -Apply elevator until positive rate, retract gear and flaps. -Wait for the plane to gain some speed for maneuvering, approx 120/s allows you to maneuver safely without risking a stall. FLIGHT CHARACTERISTICS This craft handles as you would expect from a heavy strategic bomber, although it's maneuverability is by no means frustrating. SAS helps with stability so it is advised to utilize it for the duration of the flight. It has plenty of wing area and is designed to be naturally stable during flight so unless you try something stupid the plane should not cause you problems. Landing with flaps allows for higher AoA during approach, advisable landing speed is ~105m/s. SHUTDOWN -Engine shutdown is possible via two different ways after coming to a full stop at the runway 1. Switch to each engine control and engage SAS to stop the propeller 2. Use the Alt trim to revert trim back to it's neutral position, the propeller will come to a stop shortly afterwards. I really hope that you will have as much fun flying this thing as I had designing it. Enjoy! DOWNLOAD LINK https://kerbalx.com/EvenFlow/Tu-95K Updated on 22-07-2017, V1.1 CHANGELOG 1.0 - initial release 1.1 - changes to some minor details, e.g. positioning of the anti-shock bodies on the horizontal stabilizers, added a replica of the RDS-37 thermonuclear bomb into the bomb bay, revamped the page of the craft as a part of a major overhaul.
  7. Glad you liked it! I will probably completely rework the ADFX and include the new version here soon, since the current one has a few inaccuracies and minor aesthetic flaws which need to be fixed. I just wish i could fit in the TLS pod somewhere on top of it. >3>
  8. Welcome to the official replica craft repository of DeltaV Industries! All of my current and future replica aircraft will be stored here and free to download. Feedback and requests are very appreciated. Aircraft avalible should be updated every once in a while. Pretty much every plane i've made or i will make in the future meets some standards: 1. All aircraft are made and flown in vanilla KSP, no mods aside from visual enhancement ones were ever involved in their creation. 2. Most of my fighter aircraft replicas don't exceed 100 parts (this does not apply to bigger craft and bombers i've made in the past). 3. Specifications of my replica aircraft are semi-realistic and approximately meet their real-life conunterparts performance. 4. Afterburners on aircraft that have them are linked to action group 1, no exceptions on that. Aircraft that don't have the afterburner linked to the action group probably don't have it in reality aswell. 5. Same applies to engine gimbal. Most of real life fighter jets don't utilize it. Unlocking the gimbal might lead to excessive instability on some aircraft. 6. Sharp turns at Mach 2.5 WILL overload your airframe and turn your craft into a fiery mess. Totally planned and unsafe! The Hangar: McDonnell Douglas F-15C Eagle Download link: http://kerbalx.com/EvenFlow/F-15C.craft Mikoyan-Gurevich MiG-25 Foxbat Download link: http://kerbalx.com/EvenFlow/MiG-25.craft Mikoyan-Gurevich MiG-21 Fishbed Download link: http://kerbalx.com/EvenFlow/MiG-21.craft Lockheed U-2S Dragon Lady Download link: http://kerbalx.com/EvenFlow/U-2S.craft Northrop T-38 Talon Download link: http://kerbalx.com/EvenFlow/T-38.craft Lockheed YF-12A Blackbird [NEW!] Download link: http://kerbalx.com/EvenFlow/YF-12A.craft Mikoyan-Gurevich MiG-29A Fulcrum [NEW!] Download link: http://kerbalx.com/EvenFlow/MiG-29A.craft (YF-12A nosecone corrected, MiG-29A engine power decreased to fit actual performance, some F-15C visual tweaks done) More to come! Once again, feedback and requests are welcome!
  9. Good music? Sure thing! Here: (PRAISE THE COWBELL!) Here, i can post some more cool AC stuff if you wish! c:
  10. It indeed is, and, ironically i was the one to suggest it's banning, but the one I'd be using would have all kinds of turret movement locked. The only problem i see with it is lack of projectile speed which can make it way more accurate than any other weapon. It would be compensated by it's great power usage and nerfed damage (after last BD Armory patch). I guess i will just do some testing and report on the results sometime soon. Thanks for considering the idea! c:
  11. Just a quick question to Pixel, could you check sometime soon if my nosecone fuel flow is disabled? It is here for ballast and prevents spinning out of control. In the video from the first fight I've noticed that few times my plane apparently entered a flatspin for a few seconds which was happening after draining too much fuel from the nosecone. Also, my cocpkit torque might be on. It makes no difference at all (proved by testing) but just for the sake of it it should be off. Thanks and sorry for troubling you. C:
  12. Woah, that draw round must have been pretty unusual! Thanks for a good fight once again .
  13. Can't see the bracket either. Anyways, big thanks for the fight, whoever won! c:
  14. I honestly want to create a 5th generation fighter challenge that doesn't need FAR where all fighters are compared in range, payload, speed, and other traits. But, the challenge already exists in name. Any suggestions? Sorry for not posting this thing with my XMF-1B, but It's been getting late while i posted it and just didn't have enough time to post the .craft on KerbalX. Nonetheless, here it is. My 5th gen fighter demonstrator based off ADFX-01 airframe from Ace Combat Zero. It is very maneuverable and remarkably stable when compared to the XMF. It will probably be my weapon of choice in the upcoming 2nd tournament. I just wish i could add in the TLS weapon on the back. I'll have to discuss this matter with event organisers i guess. Anyway, this prototype version is free to download and evaluate as a demonstrator. ADFX-01 Morgan [PROTOTYPE] specifications Length: 15.1m Width: 10.8m Height: 3.8m w/gear deployed / 3.1m w/gear retracted Type: Air Superiority/Multirole Mass: 10.1 tonnes (dry) / 14.5 tonnes (full fuel load) Fuel units: 800 Powerplant: 2x J-X4 Whiplash Turbo Ramjet Engines Max speed: 350m/s ASL / 800m/s at 5500m Armament: None (In combat version planned to include 20mm Vulcans, AIM-9 missiles and "Zoisite" laser system.) Takeoff speed: ~40m/s Have fun flying anyone who decides to try this craft. Will post the armed version after the next event is announced. .craft file: http://kerbalx.com/EvenFlow/ADFX-01.craft Moved! c:
  15. XMF-1B comes with just a single additional countermeasure totalling at 57 points. Added a double vertical stabiliser too. Behold the product of breeding an F-16 with a MiG-29 and pumping it with steroids. And setting it on fire. And god, it even flies! Here, the download link: http://kerbalx.com/EvenFlow/XMF-1B.craft See you in combat, people! c: (It'd be nice to replace my original entry with this one, thanks! ^o^)
  16. Slam_Jones: The trick here is stolen from Helion-IIID. I just set the guard mode scan interval to 0.1 through .craft file edit. It is legal i think, since the only thing it does is make you dump all the missiles a'la Macross style! ^^ Alphasus: Not that much of an expert, but from what i already tried it turns out that short fuselage helps in stability. Won't matter during missile fights at long ranges though. Your alierons should also be spread as far out as you can on your plane and elevators should be placed on the extreme points of the craft (canards as far to the front as possible, elevators far out to the back. I've made a little demonstrator that I'll add with my revised XMF too.)
  17. Hey, maker of the XMF here. Sorry for all the inconvenience regarding my entry, let me explain some stuff a bit: 1. My jet does indeed use engine clipping. The rules didn't mention anything about clipping parts if I'm right, but this is more of an aesthetic thing than anything else. I can do some easy modifications on the go if you wish, just to prevent any doubts. The plane could retain it's excellent maneuverability with some wing position tweaking. It is the CoL-CoM relation that matters. I am deeply sorry if anyone felt in any way tricked, this should not appear in my next entries if the reply tells me to do so. 2. No fueltank clipping whatsoever used here. The plane has terrible fuel economy. 3. Nonetheless, this plane is very much competitive in terms of Thrust-to-weight ratio. Good example of a ridiculously overpowered plane would be the Helion-IIID. Excellent plane too. As i said before, i shall post the tweaked version ASAP. Sorry once again for all the problem!
  18. XMF-1 Fighter (Third time's the charm i guess, lol) Max Speed: ~1200m/s ASL due to overheating Powerplant: 2x J-X4 Turbo Ramjet Engines. Armament: 4x AIM-9 (4pts) - 16 points 2x 20mm Ammo Box (4pts)- 8 points 2x 20mm Integrated Vulcan cannons (9pts) - 18 points 2x Countermeasure Pods (5pts) - 10 points TOTAL: 52 points. .craft link: http://kerbalx.com/crafts/4063?download=true KerbalX page http://kerbalx.com/EvenFlow/XMF-1
  19. I have no idea if this is implemented in current KSP aerodynamics, but looking at your Blizzard.zip it's lack of maneuverability frankly comes from size reduction. Compacting your plane came at cost of losing alot of your original wing area and thus, you've also lost alot of lift. The fuselage, on the other hand is now pretty big in comparsion to the wings, and thus, you get a high wing loading which handicaps your maneuverability. Making the wings larger should do the job well.
  20. (Also, i'd suggest banning the ABL Laser. It might be a bit too OP for this challenge and it was not mentioned from what i saw in the rules. Sorry for spamming a bit too.)
  21. I've finally decided to publish my entry. It is a pretty basic fighter that just turned out to be a good mix between being maneuverable and maintaining stability to fire it's Vulcans accurately. It is also armed with 4x AIM-9 missiles for initial engagement. Airbrakes help with yaw stability during horizontal turns at lower speeds. XMF-1 Max Speed: ~1200m/s ASL due to overheating Powerplant: 2x J-X4 Turbo Ramjet Engines. Armament: 4x AIM-9 (4pts) - 16 points 2x 20mm Ammo Box (4pts)- 8 points 2x 20mm Integrated Vulcan cannons (9pts) - 18 points 2x Countermeasure Pods (5pts) - 10 points TOTAL: 52 points. See you in the skies! EDIT: Whoops, forgot the download link! http://kerbalx.com/crafts/4063?download=true Craft page, for some reason: http://kerbalx.com/EvenFlow/XMF-1
  22. So yeah, I've finally decided to publish my entry. It is a pretty basic fighter that just turned out to be a good mix between being maneuverable while maintaining stability to fire it's Vulcans accurately. It is also armed with 4x AIM-9 missiles for initial engagement. Airbrakes help with yaw stability during horizontal turns at lower speeds. XMF-1 Max Speed: ~1200m/s ASL due to overheating Powerplant: 2x J-X4 Turbo Ramjet Engines. Armament: 4x AIM-9 (4pts) - 16 points 2x 20mm Ammo Box (4pts)- 8 points 2x 20mm Integrated Vulcan cannons (9pts) - 18 points 2x Countermeasure Pods (5pts) - 10 points TOTAL: 52 points. See you in the skies!
  23. Just a quick question from a new guy, can we still submit Stock+BD jets to this thread, or is the next tournament going to be limited to WWII props?
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