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FlightSergeantMatt

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Posts posted by FlightSergeantMatt

  1. I was  doing some thinking about a context for a late WW2 aircraft design as I thought builds around this time period could be very fun and interesting.

    The theatre I came up with us an alternate timeline where the Luftwaffe wins the battle of Britain and successful occupies Great Britain. After this they successfully defeat Soviet forces and are then preparing for attacks on the United States.

    My vision would be that this war would be fought at Sea and in the Air. German forces from occupied Britain would fight for Iceland and Greenland in the North fighting against Canadian and some of the United States forces, whilst the United States Navy would try to hold Atlantic island chains in the South against German forces from Spain and North Africa. 

    I imagine that Germany would have ramped up production of the Me262 whilst still producing late war Bf 109s and Fw 190s.  Germany will have also completed their production models of Hitler's Amerikbomber which would threaten Cities like New York.

    My idea is that the USA would be forced to rush jets into production to counter the Me262. They would use jet engines sent from the British that they would reverse engineer to produce their own. Early jets were slow to enter production and were notoriously unreliable and had very short range so the US airforce and navy would need new piston aircraft capable of holding their own.

    Im curious if anyone else has any thoughts on where US aircraft design would have gone if they were forced to keep innovating and if the war was to be fought on this front.  Also im going to be designing some aircraft with this theatre in mind using Realism Overhaul and Real Solar system if anyone wants to share some design ideas or specifications for new aircraft

  2. Hi. Love your work. Have you thought about doing parts where the parts you choose have much greater affect on the planes performance? I find with KSP parts and mods it’s more about how you get it to look, but surely you could base parts off WW2 designs and get a whole lot more variety, for example, lightweight fuselage pieces similar to the design of the Zero to get great climb rate and turning and acceleration but then also a heavier option like the p47 or even an armoured version like the il 2, just to trade off different performances so there’s more variety. You could also do thick high lift wing pieces and thin laminar flow speed wings and engines that are heavy so don’t accelerate well but have turbo chargers for high altitudes or lightweight engines that have powerful thrust to weight ratios but suffer from over heating.

    i know it’s a huge amount of work but from your opinion, could it work? 

  3. 54 minutes ago, Me1_base said:

    Dogfight with BDA ai with the same aircraft, i think it will be fun

    I mean one on one dogfight, only guns

    Yeah that's sort of what I was thinking. Im trying to set up a first mission at the moment where you need to create a fighter bomber to attack a Luftwaffe base, fend off the BF109s and bomb/ straif the Stukas parked at the airfield to prevent them from bombing allied forces

  4. 14 minutes ago, Bob_Saget54 said:

    For some of the "Nerfed" BDarmory guns, may I recommend Aviator's Arsenal? It's an older mod created for the purpose of a WW2 themed aircraft dogfight competition, and I think the weapons are mainly fair and balanced.

    Yeah I love that mod. It just doesn't seem to work at all in 1.8.1 which is what I'm using to be new enough but still supporting RO.  Im trying the Skylers weapons parts and it seems to be working well so far

  5. 14 hours ago, Bob_Saget54 said:

    Any particular ideas for mods? I know things like Procedural parts and propeller mods would be helpful for us in the world war setting

    Yes. At the moment I'm looking a the B9 procedural wings, BD armory of course, everything that comes with Realism Overhaul on CKAN, airplane plus and tweak scale. Im currently looking for a mod to provide more realistic weaponry and I'm also trying nerfing some of the BD armory guns as they will take down a prop plane instantly 

  6. Aircraft Mission Sharing/ Build Challenge

    I wanted to put forward the idea of a challenge where people can put forward ideas for and create different mission scenarios set in RealSolarSystem Mod such as a city fortified with tanks or a Bomb target somewhere in WW2 Germany and then let anyone who wants to download the save file then design their own Aircraft to complete the mission. 

    I think this could create some really fun possibilities like building an A-10 like plane to take out a line of tanks or a WW2 Bomber with the range to reach Berlin from London to avoid BF109 interceptors and drop its bombs and return home. 

    If anyone has any ideas or wants to take part let me know!

  7. On 5/12/2020 at 12:08 PM, Pds314 said:

    Good to know. I agree that the brownings have a hard time actually taking out parts. I have found that locked M230s are pretty deadly against weaker parts. And vaguely realistic for late WWII cannons in terms of gun mass, fire rate, and caliber. Although even so we're talking Me-262 armaments but with buffed muzzle velocity, not, e.g. Spit armaments. If you want historical weaponry, download aviators arsenal and then set damage multiplier to like 300 to 1000.

    I tried aviator arsenal and love it. but for some reason on the current version of KSP none of the aviator arsenal ammo boxes show up for me. if you have any tips id love to include them

  8. 5 hours ago, Pds314 said:

    Using the DLC instead of AP+ is ok, right?

    could use breaking ground. I don't have the making history though.

    nice plane! I found the browning machine guns do next no damage so I added the the Vulcan hidden and nerfed it to 250 rounds per minute

    On 5/11/2020 at 11:40 AM, HolidayTheLeek said:

    Add pictures using links with image hosting sites like imgur.

    A link like this: https://i.imgur.com/iMCOsJG.jpg

    should automatically embed as:

    iMCOsJG.jpg

    If you're using imgur, be sure to use 'direct image link'

    thanks! I appreciate it

  9. 6 hours ago, HolidayTheLeek said:

    Sounds good, but what would be the part count limit for this?

    I have plenty of ww2-esque fighters though a lot of them are fairly high part count.

      Hide contents

    F9CbQMu.jpg

    mAresgU.jpg

    1HnEN2j.jpg

     

     

    Cool planes mate. How do you add the pictures? I'd like to add some rules and stuff for judging if you're interested

  10. WW2 Defence Contract/ Warbird Build Challenge

     

    Is anyone interested in a WW2 aircraft build challenge using BDarmoury and airplane plus? 

    I was thinking maybe in the style of companies battling for the defence contracts after an invasion similar to the WW2 arms race.

    We could build aircraft for classes such as Fighters, Attackers and Bombers and score them based on performance for its class and look/realism (I love warbirds made using command seats and custom made cockpits for realism)

    I don't know how to make one of these fancy looking pages with nice pictures and everything but if anyone is interested and wants to help me set it up let me know.

     

     

  11. 6 hours ago, neistridlar said:

    So, what if you made the the fan part require a torque resource to generate thrust, compressor require torque to convert intake air to compressed air, combustion chamber requires compressed air and fuel to generate exhaust gas, turbine/nozzle requires exhaust gas and generates torque and thrust. Depending on the type of turbine, you can either get highish ISP and thrust, and low thrust drop off at speed but little torque, or high torque, but lower thrust and ISP. Fans would have the highest ISP, and thus the most thrust/fuel consumed, but also have the most drop off in thrust at speed. Different types of fans could have different bypass ratios, thus also giving you a choice between huge efficient fan, or compact less efficient fan. You could even make props as fans, or prop-fans. 

    You would need a plugin of some sort to make sure that the engines has to be assembled in a sensible manner, but at least you can't just spam one type of part and ignore the others.

    Yeah I think this is true. I love the idea, I just have no idea how, mods, games or game physics work haaaa

    4 hours ago, blackheart612 said:

    The root folder should be whereever the GameData folder is located, if I failed to put GameData in the zip, put AirplanePlus, Firespitter, and the dll of module manager on GameData. Otherwise, put the GameData on same place as your existing GameData, not inside it.

    I'm just saying that people could do that, so in order to foolproof it, you need a working system to avoid such cases. I've done my best to implement things on my mods to avoid misuse, thinking what people might do and what to do to prevent it so that it doesn't look wrong, not that I did it perfectly though. A lot of things aren't just straightforward and this makes developing mods a little bit more challenging. :) 

    Yeah! I wish I knew how to do this kinda stuff! This is why I’m looking for someone who thinks it’s a good idea and does now haaa

  12. 5 hours ago, blackheart612 said:

    Well, then I could just use a lot of high-bypass fans or just compressors instead of an actual engine. I could stack the highest thrust instead. You need one output only which will require the rest of the system or else there is no real incentive to use them.

    To me the fun of KSP was the experimentation when you first started. I just thought it would be cool to get that back by adding way more options than just a few stock engines

  13. 1 hour ago, blackheart612 said:

    Well, since you're here, I'd just throw my opinion on this. Procedural/Modular stuff is a real pain to make, I dunno, maybe unless you dedicate a lot of resources to it or something. So far the 'procedural' stuff we have are simple - fairings you can determine the shape of, wings that you can determine the shape of (in four sides only). You can (probably) make procedural fans, compressor, combustion chambers etc, and top it with a procedural fairing for the engine. Since the parts are separated, you'd have to connect them somehow too, making resources such as compressed air being a requirement for the next chamber. On top of that, calculations need to be made based on how your fan size or compressor size affect the production of these resources, as well as the consumption of the required resources. These are a lot of parts too, and you need to duplicate this on how many engines you want on your craft. Might be missing some ideas here and there but that's the gist of it I believe. It would be a plug-in and part combo too, of course.

    Hmm very interesting! Thank you so much for the detailed response as I know nothing about this! My idea was that it might run as if each part (Fan, low pressure compressor blades, high pressure compressor blades, combustion chamber) was its own part with its own thrust, mass and ISP and the parts could just be stacked together to simulate one engine and get a desired affect. So does the majority of your thrust come from a large fan? Then you have a larger, more efficient engine. Or does the majority of your thrust come from having a large number of compressor blades and a combustion chamber with a high burn rate? I don't know if this sounds more plausible?

    I was just imagining you would effectively stack multiple "engine" parts together, each with a small amount of thrust to give yourself a desired outcome. I think if each part had a different thrust to weight ratio and a different ISP it would give you so many options and tonnes of opportunity to perfect different designs.   

  14. 48 minutes ago, Aeroboi said:

    This is KSP, not build your own engine simulator.

    Also the technical outside the box kind of creations are aside selected for some people that are interested in this.
    AFAIK, aside from prop planes, custom engines, mechanical bearings and cog's in general they are build and showcased as work of art. Never have I seen a custom made fan that could make a airplane, I've only seen a custom turbofan made boat created by azimech and it didn't moved particularly fast and the engine was huge.
    Unless you've progressed further that is.

    Also, a special fairing part for engine housing.... why? It would just be another fairing type part only to be named differently. If the fairing part works for this why ask for a substitute. What's better about a specific alternative housing shell next to fairings? It already functions to use it as a engine housing so it's good at that.

    Furthermore, you don't have to just add moar engines. You should search youtube for Beaucoupzero and watch his builds. As you'll see he slightly clips several engines together, then uses tail connectors and a fairing shell to make it look as a single engine block. It's still rapier engines and whiplashes but you can attach, combine clip them to look as a different engines alltogether.

    Creativity sparks wonders!

    there are a lot of mods that have progressed this wonderful game pretty far from where it was at the beginning, plus I personally think custom engine building simulator would be cool (provided you can still fly them).

    Thanks for the response but sounds to me like you are not interested in this kind of a development rather than saying it wont work am I correct? thanks for the input but im just curious to see if there is any interest out there, im sure there are people who don't care for it but id like to spark a conversation on feasibility and brainstorm ideas. if you have anymore please do respond. Also I did create turbo fan substitutes that could accelerate a small commercial to about 130m/s and up to nearly 200m/s but could only sustain a short flight (island and back if flown very conservatively). These effectiveish designs were so fun to build and so challenging but just not quite practical. I think you would enjoy the challenge! much more fun than part clipping or tweaking a stock engine. 

    I also think that specific engine housings could be better as they could look more realistic, be more customisable in terms of shape to fit different engine dimensions and sleekness as well as colour (ive always loved the blue engine housings on a british airways engine). this could also leave room for possible features such as thrust reverser animations

    11 hours ago, Fraston said:

    Engine base, fuel pump, fans and combustion chamber parts separately. Sounds like a great mod idea, less for stock.

    Thanks, I think its a really cool idea too! if you have any more part ideas or know anyone who could help development, do send me a message. stay in touch!

  15. Hey guys, I love this mod and what it brings to aviation in the game. My passion is the experimentation and the brainstorming to come up with a plane that fits an exact purpose. I like that this allows you to do that with size, aerodynamics and passenger capacity but im really curious about engine building. I like to attempt to build my own turbo fans using parts from this mod but there are too many limitations. i've started a thread on this subject, if anyone here is interested in the idea building their own engines with parts such as fans, compressor blades, compression chambers etc take a look. id love it if someone smarter than me had any ideas

  16. Hi,

    I love the idea of realism with plane building in KSP, challenge and functionality as well as a realistic look and testing process over performance when building aircraft.

    Hi have played around with building my own turbofan engines in KSP and fitting them on planes trying to get the best performances without killing my test pilots. I've successful built a handful using propeller parts to build a fan, smaller propellers part clipped to make a low pressure compressor stage and small jets engines to act as a high pressure compressor stage (and deliver most the thrust). I then use structural panels in an attempt to house the engines and they work fairly well. The biggest issue I run into is the size, in order to fit in all the separate fuel tanks and piping needed for each stage the engine ends up being way to large to look scale.

    This a very fun and rewarding build, as I love the realism and the thought that goes into trying to reduce weight and increase thrust and efficiency, when just adding a stock turbo fan is just way too easy!

    My idea is a mod that includes parts such as Fans (high and low bypass for efficiency or power), compressor blades (adding more creates more thrust but more weight and less efficiency) and combustion chambers where the amount of fuel per second can be selected or different in available parts to increase thrust but reduce efficiency. I would then like to have the ability to customise engine housings with a method similar to how ferrings and created for rockets. 

    A mod like this would give players the ability to completely scratch build engines in all sizes for all purposes for your own aircraft and create a whole world of challenges and achievements, for instance creating small regional jets that have the ability to transport a small number of kerbals over small distances very cost effectively, or long range jet bombers or passenger jets to transport kerbals around the world like the A350xlr and even giving a challenge to creating a supersonic jet that isn't just "add more engines".

    Anyway, I have completely no idea how to do computers and so creating mods is way beyond my comfort zone. However I believe this is an idea that many people would enjoy and potentially could have a place in the game itself. If anyone out there thinks this is a cool idea, please do comment, or if even better anyone out there thinks this maybe possible or thinks they could give it a go, please get in touch!

    HAPPY FLYING!

    Here's a few concept part ideas. take a look, let me know what you think, make any changes etc!

    https://drive.google.com/open?id=18MPGg6PkEneFf7mDVaWzIsTF0gTe5xPj

     

  17. 6 hours ago, dundun92 said:

    If guard, standby, and the AI is active, yes.

    Your modifying mine, im assuming, with the suggestion made by other members, right? Also, add spyplanes with FLIR's!

    Yeah pretty much! Mostly gonna just try to simplify them really. I’m thinking of doing separate build points and separate armament points. Sort of reducing the need for the clear need to designate fighters, attackers, bombers really. Also would mean you could build all planes, or all tanks or however many, instead of set number of each. 

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