Jump to content

Servo

Members
  • Posts

    747
  • Joined

  • Last visited

Everything posted by Servo

  1. The Fletcher in all of its glory. Five 5" guns, Four 40mm AA guns, and 2x2 Oerlikon autocannons, plus ten Mark 15 torpedo launchers are rendered here (more AA/Oerlikons were common later in the war). The radar rigging is shown well here, as well as the torpedo tubes on the middeck. The Scanning probes represent signal lights (I think), which would be used for communication in times when radio was either impossible, or broken, or against orders. As discussed above, the turrets do rotate and elevate on the main guns. This was my first attempt at turret design, so these are understandably somewhat basic/touchy. No download link yet, as I haven't been able to get it into the water to test the engine setup (11 goliaths total, with two doing double duty between steering and thrust)
  2. You can move the turrets around, and elevate them just fine. They don't fire, despite the fact that I have a gun that could almost fit in the turrets.
  3. Building boats is fun. Building a 1:1 Destroyer is even more fun. I recently completed the hull of the U.S. Fletcher-class Destroyers, which earned their fame in the Pacific campaign in WWII. The hull itself is roughly 500 parts, owing primarily to the side planking, but the brunt of the parts will come from the turrets and superstructure. As shown here, she comes in at almost 1000 parts, thanks to the 80 part 5" main guns (of which there will eventually be five) These guns are fully actuated, but for obvious (stock) reasons, non-functional.
  4. Back in the days when I actually went to space in Kerbal Space Program (I build replica planes almost exclusively now), it was my go-to workhorse lifter. You can get a lot done with 60t in orbit. The biggest thing I used it for was launching parts of a Duna transfer vehicle, or sending out large Mün Landers. I've long since lost those craft files, so I don't have anything to share. But, some ideas for you: * Make a space hotel with lots of cupolas and habitat space * Design something that takes two launches to complete *Launch and land a Mün Rover Nope (PC exclusive player), but I'm sure the folks in the help-focused subforums here will have an answer. Probably another good example of convergent evolution. The one shown has been dressed up as a Delta IV heavy, but without the decorations, it's just a simple, effective lifter that I'm not too surprised that other people arrived upon.
  5. No problem! I haven't tested it with Rhinos (they're a size too big for the orange tanks), but I imagine that if you scaled up the entire design to use Kerbodyne tanks and Rhinos, it would still work well. As for the sepatrons, if you look closer at the image, it is firing, it just blends in to the atmosphere line. Funnily enough, I saw the same thing when I was looking at the image myself. I know that you won't get much use out of a download link, but I'll post it in case someone else wants to check out the link. There are also a few more images of it there. https://kerbalx.com/servo/Orion-EFT-1-recreation
  6. This is my old standby for heavy launch capability, and it should be easy enough to replicate in Xbox. The main stack is a pair of orange tanks, and then a mainsail (the white parts are purely decorative). The side boosters are the same thing, and are attached via a Detachment manifold, located halfway down the lower core, and an aerodynamic nose cone. There are four sepatrons per core booster, and they are located as shown in the image. Lastly, fuel lines are used to crossfeed between the side boosters and the main booster. Vernor engines or fins can be added as necessary to control less aerodynamic payloads, but for moderately stable payloads (or careful flying), it works as is. This should launch 60 tons to LKO without any trouble, and it's been my lifter of choice for similar payloads for years.
  7. Final tweaks and improvements later, here's my F/A-18 Hornet ready to take on the world. Download it here! https://kerbalx.com/servo/FA-18-CD-Hornet
  8. Holy heck am I proud of this one. My previous F/A-18 didn't really satisfy me, so I needed to up my game. Download it here, it flies as good as it looks, I promise: https://kerbalx.com/servo/FA-18-CD-Hornet
  9. Check your image embedding. The forums don't like imgur albums, for some reason. I recommend just putting all the images (provided that there aren't too many) in a spoiler instead. So I rebuilt my F/A-18 Hornet from scratch. It was an early 1:1 of mine that didn't turn out quite the way I had hoped, and I had noticed a couple details that I wanted to be the first to nail down. ^ WIP badge. Commentary on the image editing would also be appreciated. Here's the part you came here to see. Hornets have been done before, and done well, so what makes this thing special? It has one significant detail that hasn't been included on any replicas, stock or modded (to my knowledge). The boundary layer diverter routes the top flow through a hole between the fuselage and the strakes. The spoiler contains more images, plus a discussion of boundary layer diverters. This is definitely going to be my new favorite replica when I finish tweaking flight performance and release it (soon, hopefully). It's already got superb flight performance (it might need to be toned down a little in some regards, actually), able to climb 90 degrees vertical, achieve Mach 1 at altitude, cruise at an acceptable speed for a replica of this size/scale/part count. It's got all the goodies that I want it to (pitot tubes, antennae, sensor bulges), and a middling part count for my scale (400 exactly), and six panthers allow it to have the mix of looks and performance that it does.
  10. For those of us building 1:1 replicas, structural panels are exactly 1x1m, meaning that you can grid out a .5 x .5 m grid (counting the cross in the middle as the .5) very easily in-game. This can be combined with a simple image-edited grid on top of a scale drawing to make getting profiles right as easy as connecting the dots. I've been working on a F/A-18 using this technique, and it makes getting silhouettes dead on rather easy. Filling them in is another story, so I've had to invent a novel technique or two to make it. This use of ramp intakes is new as far as I know (if not, it was originally developed). This gets the color nicer than the previous technique I had considered, which was using the undersides of the intakes as a flat surface. Additionally, if you line up the textures right, you get these cool stripes. Other tricks here: atmo-spectric variometers make for a nice cockpit shape, and you can see how I'm getting the taper on the leading edge slats by having two different bases for the ailerons.
  11. Welcome to the forums, and welcome to the competition! I like your submission a lot - the overwing inlets look really cool, and you did a great job shaping the wings. Plus, the cockpit looks sweet.
  12. It's been a while since I've added craft to this page, since I've been building craft that aren't exactly 1:1 replicas. But they deserve to be seen, so bear with me. First off the block is my most recent creation, the Republic P-47 Thunderbolt. The spiritual ancestor to the A-10, it was a mean machine that wasn't afraid of taking hits or giving them. https://kerbalx.com/servo/P-47-Thunderbolt The next is a 1:1 replica of a craft that doesn't exist! This is the Grumman YF-28 Alleycat, a fictional super-Tomcat capable of post-stall maneuvers and STOL operations. It is the craft which inspired @HB Stratos's Original Fighter Design Competion Find it here: https://kerbalx.com/servo/Grumman-YF-28-Alleycat And finally we have the P-51 which I built a while back. I debated putting it in here at the time, since it's not a proper 1:1, but since I'm bending the rules anyway, I may as well. Download link: https://kerbalx.com/servo/P-51D-Mustang For more on each craft, take a look through the OP or read their respective craft pages.
  13. I finished up my P-47, and finally got around to releasing it! This one was a bit tougher than my Mustang to get right, but now that it works, it's actually a bit faster than the P-51. Download link here: https://kerbalx.com/servo/P-47-Thunderbolt
  14. I suppose that it's a little unfair to submit a craft that I literally wrote the proposal for, but at least this way you guys get a chance to fly it around. Contract No. 005 4th Generation fighter (more of a Gen 4.5, but whatever)Servo YF-28 Alleycat There's a good bit written about this one... Download link: https://kerbalx.com/servo/Grumman-YF-28-Alleycat And because I wasn't quite happy with the maneuverability and top speed of the 1:1 version, I give you the Kerbal Scale version! Download link: https://kerbalx.com/servo/YF-28
  15. You can't beat them for looks. They do a number on your crafts CoM and mass, unfortunately. The final version of the YF-28 Mini. It's kerbal-scaled, so it should play nicely with the other craft people are submitting: https://kerbalx.com/servo/YF-28 But if you're not the kind of person who balks at part count and lack of relative performance, here's a 1:1 scale one: https://kerbalx.com/servo/Grumman-YF-28-Alleycat
  16. Definitely not - so please continue! We're just discussing if/how we want to have this be a proper competition rather than just a bunch of challenges.
  17. As the co-conspirator for this whole thing, I'd like to suggest an few alternative formats centered on the idea of Design Cycles. Basically, we'll take all of the planes which have been submitted already in each of the categories and have a fly-off, rating them on looks, speed, maneuverability, and weight (cost of real-world fighters is pretty closely related to weight, and works better than KSP's cost measurements). The winners in each category will be announced, and a production model "ordered". All of this may or may not include a video. Then the process starts all over again, with any planes submitted after the first competition (optionally including the planes which didn't win the first round), potentially with new competitions. Alternatively: Escalation challenge. We begin in the year 1944, with the first contracts (Gen 1) for jet fighters being solicited. At the end of a set time period, we collect all the planes submitted to Gen 1 contracts and do the fly off. Winners are announced (again, potentially involving a video). Then, the round begins again in Gen 2. If these rounds happen once every few weeks, it would last for a couple months before we'd run out of generations. This seems like it'd be better at both including planes already submitted, at encouraging future growth, and at encouraging people to submit to multiple competitions (since they're not all happening at the same time). I'll leave these out to the rest of you guys for discussion.
  18. I've got two versions of the same plane (KerbalX pending, but if you have interest, I'll oblige). Meet the Grumman F-28A Alleycat. In the mid-1990s, in a series of black conflicts over the Bengal Sea, a hole in the U.S. Navy's fleet defense was discovered. The new and highly maneuverable MiG-28s were superior to the Navy's Front-line Fleet Air Defense Tomcats in the hands of all but the most elite pilots. In response to this threat, the Navy issued an emergency request for proposal for an updated 4.5 generation fighter built upon the existing F-14 Tomcat. The result of the competition, Grumman's F-28 is a heavily modified F-14 airframe, swapping the swing wing of the Tomcat for a swept delta configuration. It features innovative leading-edge canards, one-dimensional thrust vectoring, and highly advanced fly-by-wire systems to allow it to take on the new Soviet threat. The wide thrust base and low wing loading allows the Alleycat to be a superb dogfighter, and the armament of 5 AIM-54 Phoenix plus 4 AIM-7 Sparrow means that it doesn't need to be. Additionally, the Alleycat's wings fold inboard of the ailerons, allowing it to stack cleaner than the F-14 could on decks, increasing the number of fleet-defense aircraft in a squadron by two. The Marine Corps is looking to adapt the YF-28's superb high-alpha and low-speed handling characteristics to allow it to operate from smaller carriers than any before. Test squadrons of three aircraft are currently undergoing sea trials aboard the USS America in the Gulf of Mexico to explore this possibility. YF-28s in this configuration would trade range for engine power, and could be operated as fast ELINT aircraft or to provide air cover much faster than aircraft based on conventional carriers could.
  19. I suppose I should post the plane that started all this. The Grumman YF-28 "Alleycat" is a heavily modified F-14 base, swapping the swing wing of the Tomcat for a swept delta configuration. It features innovative leading-edge canards, one-dimensional thrust vectoring, and highly advanced fly-by-wire systems to allow it to take on the new Soviet threat. The wide thrust base and low wing loading allows the Alleycat to be a superb dogfighter, and the armament of 5 AIM-54 Phoenix plus 4 AIM-7 Sparrow means that it doesn't need to be. Additionally, the Alleycat's wings fold inboard of the ailerons, allowing it to stack cleaner than the F-14 could on decks, increasing the number of fleet-defense aircraft in a squadron by two. The Marine Corps is looking to adapt the YF-28's superb high-alpha and low-speed handling characteristics to allow it to operate from smaller carriers than any before. Test squadrons of three aircraft are currently undergoing sea trials aboard the USS America in the Gulf of Mexico to explore this possibility. YF-28s in this configuration would trade range for engine power, and could be operated as fast ELINT aircraft or to provide air cover much faster than aircraft based on conventional carriers could.
  20. Hello! I've been hard at work on another replic- what? Servo's making an original craft? What year is it!? The year is 1986, and the U.S. Navy is looking for a new heavy carrier based fighter to counter the developing threat of the highly maneuverable MiG-28. The Navy's current F-14D Tomcats are only on even footing with the new Soviet threat in the hands of elite pilots. The Navy wanted a more agile aircraft for low-speed dogfighting, while still retaining the effectiveness of the Tomcat as a heavy fighter-interceptor for CAP and fleet defense. Grumman was contacted to create a Super-Tomcat to counter the new threat, featuring advanced technologies and current research. This was the result: The YF-28 "Alleycat" is a heavily modified F-14 base, swapping the swing wing of the Tomcat for a swept delta configuration. It features innovative leading-edge canards, one-dimensional thrust vectoring, and highly advanced fly-by-wire systems to allow it to take on the new Soviet threat. This was a fun challenge to take on (I'm not done with it yet, still polishing details). I went through and designed a "proposal" for each generation of fighter aircraft, going from the straight-winged early subsonics through the future-forwards 6th generation. This was my 4th generation fighter, taking cues from the F-14 Tomcat (obviously), the F-15 Eagle, as well as from the research aircraft of the time.
  21. I made a F-15 to Kerbal Scale. Much smaller than my usual, but just as fun! I took some liberties with the design, too. In reality, I just forgot to shut off the action groups, but hey...
  22. I set out to make a kerbal-scale aircraft with all the details of a 1:1 model and... failed. As it turns out, this one is still about 10% bigger than I was targeting. This may wind up getting finished and released, but not as a Kerbal-scale model. With that in mind, I did what any rational actor would do, and chose a plane that was 10% larger. Here's progress where I left it for the day.
  23. Yes, I went there. The B-2 Spirit has been completed and added to the OP! https://kerbalx.com/servo/Northrop-B-2-Spirit Plus, this weird thing. The Martin XB-51. Look it up, people. https://kerbalx.com/servo/Martin-XB-51
  24. 699 parts, ready for release. That low enough for you? Don't let what anyone else is building stop you from sharing your craft! Things would get pretty boring around here if nobody contributed because someone else was doing the same thing. Besides, I bet you anything yours beats mine in handling, top speed, and most importantly part count any day of the week. I'm uploading this in the morning, so last update before release. I finished off the upper body and finished flight testing this beast. You can get a pretty good look at the rudder steering here, plus the top speed. Not kidding, this thing tops out at 65m/s in level flight. I keep thinking the panthers are occluded, but nothing's overheating. I've edited up some screenshots to make everything pretty, and will assemble them and the KerbalX page tomorrow.
  25. So that was a lie... The Spirit is currently sitting at 540 parts, and as you can see, there's a good bit of work left to be done. However, there's a lot of progress to report on. The underside was completely redone to be more accurately shaped, and to allow for the twin bomb bays plus landing gear bays. Also - it flies! There are a couple odd caveats to that one though. The first: it tops out at 80m/s on 8 panthers. Not sure how that math works out, but it probably has something to do with the fact that this craft is 80% wing panels at odd angles. I'm sure it'll fly brilliantly in FAR, though. Secondly: this plane has the most screwed-up control scheme of any craft I think I'll ever release. Pitch is normal, but roll is reversed, because I had to set the middle set of elevons to negative control authority to get them to actuate correctly. The best part is the yaw control, though. Action groups 1, 2, and 3 set the control of the outboard rudders to deployed or neutral, allowing for yaw control on this yaw-less flying wing. Also, I'm just really proud of how the underside turned out.
×
×
  • Create New...