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Everything posted by moonsparkejo

  1. Hey Kronus, I know it's been a while since you posted... sorry about that, as you can probably tell I don't check this too often. I don't know what to say man, this is still so incredible to me. The sheer patience and persistence you showed to get this thing to work is just unbelievable. I'm really glad you didn't delete the sections- well, technically you did, but you saved them, just not on your hard drive xD You've been an inspiration to so many of us, and it's an honor that I can call you a friend. Thank you for all you do for this community.
  2. I don't know what to say.. O_O Thank you, that means a lot to me. And thank you as well, holy crud, I can't believe this is happening :O Thank you!!!
  3. I heard you're going to make a Transformer? While I attempt to save for my 80mm EDF I will continue making me some normal RCS bearings xD
  4. Hey everybody, So I've officially been playing Kerbal Space Program for 2 years and to cap it all off I present my Lockheed-Martin F-22A Raptor! This is the sixth and final version of the F-22 that I made, she's extremely maneuverable, has above-average acceleration, and best of all, she's as perfect as they come. I know I haven't posted here often, but I want to share this one with you guys because she's extremely special to me. Without further ado, here she is! Hope you guys like her as much as I do, I put my heart and soul into this thing over 2 years of effort and it's paid off more than I could ever have imagined. F-22A Raptor Description: The Lockheed Martin F-22 Raptor is a fifth-gen, single-seat, twin-engine, all-weather, stealth, tactical-fighter aircraft developed for the United States Airforce (USAF). The result of the USAF's Advanced Tactical Fighter (ATF) program, the aircraft was designed primarily as an air superiority fighter, but also has ground attack, electronic warfare, and signal intelligence capabilities. The prime contractor, Lockheed-Martin, built most of the F-22's airframe and weapons systems and conducted final assembly, while Boeing provided the wings, aft fuselage, avionics integration, and training systems. The aircraft was variously designated F-22 and F/A-22 before it formally entered service in December 2005 as the F-22A. Despite its protracted development and various operational issues, USAF officials consider the F-22 a critical component of the service's tactical air power. Its combination of stealth, aerodynamic performance, and situational awareness enable unprecedented air combat capabilities Courtesy of Wikipedia Craft Specs: Top Speed: ~285 m/s Maneuverability: 30 Gees Acceleration: High Accuracy: Max Mass: 33.07t Cost: 204,309 Parts: 308 Crew: 1 Built in KSP Version 1.6.1 Length: 18.31m Height: 5.79m Width: 14.23m Download and fly her from KerbalX: https://kerbalx.com/LunarEnterprises/Lockheed-Martin-F-22-Raptor_2
  5. that was why we were allowing saturn engines, I’ve updated the rules however, see rule #3
  6. In agreement with FJS, my friend and I are hosting the first Stock Fighter Jet Showdown! We’ll be uploading the competition to YouTube later this year. On behalf of stock builders, we wanted to give you guys a chance to put your hard work on display. Rules: 1. Aircraft must be fully stock, no DLC, and no mods (except armed with BDA: see rule #8) 2a. Your weapons may consist of up to 6 guns, and 12 missiles from the base BDA, this is not per craft, this is per team of up to 3 aircraft, you may not have more than 3 aircraft in a team. 2b. Guns may be either 20mm hidden Vulcans, individual 50cals, or 30mm GAU-8s. 2c. You may have up to three crafts but you must distribute the weapons across them. 3. You may not clip engines, and there is to be NO craft file editing; the exception to engine clipping is if your fighter is heavily detailed. In that case, you will be allowed to clip engines in, but the craft may not go over 800m/s as a result of the extra engines 4. Craft are to be loaded out before submission. 5. For our sake please keep the part count per craft below 200, we’re trying to avoid having crappy frame rates for the sake of recording. 6. Craft will be inspected for compliance. 7a. Please submit craft by emailing [email protected] 7b. Submit your craft in the following format: Craft Name: [Insert Name] Amount: [Up to three] Armament per craft: Your Name: [The name you want to be listed as the builder] Attach head-on, top-down, and side images of your craft Attach the craft file. (Keep in mind how many aircraft and weapons you can have: 3 Aircraft- max of 4 missiles & two guns each 2 Aircraft: max of 6 missiles & three guns each 1 Aircraft: max of 12 missiles & six guns) 8. You may not use BDA’s armor feature, and you can only use BDA for the weapons, radars, Radar Warning Receivers, countermeasures and AIPilot/Weapons Manager, and the Saturn engines. 9. Aircraft must have a cockpit of some kind, and must take off, land, and fly like conventional aircraft. 10. These should actually be fighter aircraft, whether they're a replica, concept aircraft, or original design. Aircraft which do not look like they could be a proper fighter will be ruled out. This is solely because it's unfair if a low-quality aesthetics aircraft that is absurdly performance based goes against a high-quality aesthetics one. Only the highest quality designs with a lot of effort put into the aesthetics of it will be accepted, nothing more, no less. After all, this competition is to showcase the hard work and talent that stock builders put into their craft to make them as beautiful and as high-performing as possible.
  7. So there's another template, but these are supposed to be craft of your own design, Excellent work on some of those replicas though!
  8. Contract #008 6th GenerationLunarEnterprises-MoonsparkejoF-37 Requiem The F-37 Requiem was built from the shell of the F-27 Lynx which was the only original clean-sheet tail-less fighter jet ever built by Lunar Enterprises. The Lynx was an inferior aircraft, it flew clumsily and had no internal weapons bay, and it never saw production. The only flying prototype was put in a storage hangar and left to gather dust. That was until our engineers began designing an aircraft to the design specifications for a request put out by my good friends HB_Stratos and Servo. Lunar Enterprises was told to build a prototype for Contract Number 008; the contract calls for a tail-less, stealth, supersonic, supermaneuverable, STOL & Carrier Capable, 6th generation fighter jet. After spending the better part of a week mulling over possible designs, our janitor, Jim, suggested that we consider using the old F-27 that had been sitting in the back of storage hangar number 31. Our chief engineer had been part of the team that designed the F-27 Lynx years earlier, and he had the aircraft brought into the EclipseWorks’ special projects hangar. Work on the air-frame began immediately; old and outdated steam gauges in the cockpit were replaced by high tech LCD displays, the body was smoothed, faceted, and coated in radar-absorbent materials, and space was made for an internal weapons bay. The result was a brand new aircraft, capable of operating from a carrier, avoiding radar detection, and performing reality-defying maneuvers. The F-37 Requiem is exceptionally stable and maneuverable, it holds just over 1300 units of fuel, and has an internal weapons bay that can be opened using Action Group 3. In its current configuration it has 6 precision-striking stock rockets that can be fired in sets of 2. https://kerbalx.com/LunarEnterprises-Moonsparkejo/F-37-Requiem-Armed
  9. contract no. 007 Gen 5 LunarEnterprises-Moonsparkejo XLFA-1 Epsilon BDA My submission, has an internal weapons bay, a tailhook, STOL capability, and reverse thrust for taxiing on carriers, it holds 14 Mk82 UGB in its internal weapons bay, and has two vulcan 20mm cannons, remove the BDA, it’s for realistic demonstration of it’s payload https://kerbalx.com/LunarEnterprises-Moonsparkejo/XLFA-1-Epsilon-BDA
  10. That's actually what caused me to notice it, I quick saved, went and turned it off so I could screenshot it, unfortunately it's not that dramatic without it
  11. If anybody else has really cool screenshots from KSP, not including of aircraft only. as long as it shows naturally occurring events, post them!
  12. Okay, so I have always wondered if KSP had eclipses, and randomly I just noticed mine has one! Check it out everyone!
  13. I just got one thing to say.... Flo Rida
  14. Okay that's what I was thinking, but considering what the website we're on is relative too... I immediately thought KSC in-game and yeah second guessing myself xD
  15. I added that as a second poll to find out whether anybody thinks it would be possible to even do it......... Sort of like if you sent millions of nukes at the sun, Would any of them reach the surface? No, it wouldn't no matter how many you sent, meaning no matter what circumstance you were in or the logistics of actually getting a million nukes and launching them at the sun, the result would not be achievable. So basically, if we had the ability to create enough sonic booms and were able to get everything right, would it be able to disperse the hurricane? see what I mean now?
  16. I'm sorry, the IRL KSC doesn't stand for Kerbal Space Center right?.... right?.... and did they model the in-game one after the irl one
  17. Lol... Considering I'm 15, that's why I decided to post on here about it in the first place, I love discussions like this. For Instance in Phys Ed my friends and I started discussing the technicalities and implications of building a Star Destroyer given we had the technology to do so... feel free to post about that if you have any interest in it
  18. hmm.. good point, in principle, do you think the idea would work if the number of aircraft was increased high enough?
  19. Makes sense, but if there are over 500 supersonic aircraft doing this at once, would it not mess with the hurricane's air flow enough to substantially weaken it to the point where it would save thousands of lives and mitigating damage? Guys I never suggested NUKING the hurricane, I was referring to whether it's possible to use hundreds of supersonic booms together or less if it would be enough, to disrupt the hurricane and weaken/disperse it in order to save lives
  20. Okay so, I have wondered for a while whether or not it would be possible to disrupt and disperse a hurricane by creating a series of sonic booms. Apparently there is a patent for the method. Why wouldn't we actually do it for Hurricane Harvey or the incoming Hurricane Irma, it's safer flying through a hurricane at supersonic speeds than subsonic speeds, and it would save a lot of lives and prevent a lot of damage if it worked. What do you guys think about it? Here's the link to the 'patent': http://www.freepatentsonline.com/y2010/0147206.html
  21. The F-137 Skyblade is my first fighter jet using the Crossguard-Blade wing shape concept I designed when I was drawing concept aircraft profiles. I came across a particular drawing the other day from a couple years ago with this wing concept, and decided to try my luck with it in KSP 1.2.2. The result is a Mach 2.56 twin engine super-maneuverable aircraft using BDArmory. Performance and Aircraft stats are the aircraft's actual in-game performance capabilities. Aircraft Description The F-137 SkyBlade is a supermaneuverable twin-engine fighter designed to be an all-weather medium range interceptor. It’s distinctive cross-guard blade/ wing shape makes it a unique and agile aircraft. Designation: F-137 ‘SkyBlade’ Manufacturer: Lockheed-Kerbman Top Speed (At Cruising Altitude): Mach 2.56 (880 m/s) Cruising Altitude: 7000m Powerplant: MK22-V Afterburning Turbofan Minimum Crew: 1 Maximum Crew: 2 Takeoff Speed: 60+ m/s External Weapons: -6x Variable Length Missiles -1x Hidden Vulcan Rotary Cannon Internal Weapons: -3x FAB-100 unguided bomb (100kg) Dimensions are as follows: Wingspan: 14.5 meters Height (Ground): 13.9 meters Length: 15.7 meters Creator: Moonsparkejo Date: 7/21/2017 Built in the SPH in KSP version 1.2.2. Mods Airplane Plus AoA Technologies - Aviation Parts AoA Technologies B9 Procedural Wings Modified BDArmory Mk2 Stockalike Expansion NKD - North Kerbin Dynamics for BDArmory Squad (stock) TweakScale - Rescale Everything! damichelsfuselage Kerbal Joint Reinforcement
  22. Hey so I tried installing this in 1.2.2 and I placed the BDMk22 folder into C:\Kerbal Space Program\GameData so now it's C:\Kerbal Space Program\GameData\BDMk22 but in-game the part doesn't show up, and I have RasterPropMonitor and ASET_Props installed. Any suggestions?
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