• Content count

  • Joined

  • Last visited

Community Reputation

248 Excellent


About Scarecrow

  1. Actually if you put it in the main KSP ships folder it should be viewable in all your game saves. This folder is where the default stock craft are stored. It does sound like you are not copying it to either of the folders (main or individual save) where you would be able to find it once copied.
  2. How deep can you go?

    The depth one has been done before. If I remember correctly, the deepest part around KSC is about 1100 or 1200m
  3. Crazy Ships!

    I guess the craziest thing I've built is a replica of Fireball XL5 (anyone born after 1970 can look it up on Youtube or Google). The only minus point is that you need to enable Infinite Propellant to fly it, as to get the balance right to enable the 2 parts to fly individually as well as when coupled together meant that some of the fuel tanks are either empty or don't have much fuel, and the shift in C of M as the available fuel is used would lead to some interesting flight characteristics. There's a lot of action group keys to remember too, but they're all listed on the KerbalX page. The craft has been updated slightly since I made the video posted here : flap indication on Junior now also uses a green light to show when flaps are deployed, ans a righting mechanism and landing legs have been added to Junior. This means that when landing Junior on low gravity bodies, a vertical descent can be made to land on the legs. Once on the surface, the wheels can be deployed and the righting mechanism used to put Junior on it's wheels. This is only really necessary if you want to use the ladder to egress and ingress the craft, as it is designed to be used when Junior is on it's wheels and not for when sitting vertically. A short clip showing how amendments to Junior can be used to make a vertical landing on low gravity, non-atmospheric bodies.
  4. You can disable the auto fairing around the engine when you connect anything to it, so that solves that problem. Just right click the engine in the VAB for the option to turn fairings on or off. As for being unable to control the lander, are you playing in Career mode, in which case you might need a pilot in a vessel to be able to control it, or a probe. I've only played career once, so I'm not sure if that's the case, but it seems plausible given that scientists and engineers are required to perform some specific tasks.
  5. Signature links question

    Sounds easy enough. Thank you.
  6. Signature links question

    I've seen in some posters signature a small image that is clickable to link to somewhere else. A prime example is a KerbalX image that links to the relevant KerbalX page. As I have a few craft available for download now, adding a clickable image link is something I would like to add to my own signature but for the life of me I can't work out how to do it. I can add an image that isn't clickable, or I can add the URL as text which is clickable, but can't work out how to combine the two. Thinking it might need some clever BBcode, I did a search, but the BBcode tutorial that search found would appear to be in serious need of updating. Anyone else able to shed light on how to achieve what I am trying to do?
  7. How about a thread inviting people to submit craft for review and, if they meet the laid down criteria and pass judgement from a review panel, the submitted craft is added to the thread for others to download. If I was setting up a ‘simple to fly aircraft’ thread, criteria might include requirements such as: needs to be completely stock, no more than 2 action group keys and must be able to take off with no user input. Maybe a couple of people could volunteer to form a review panel to provide feedback on submitted craft so that the thread wasn’t filled with designs that were biased towards one persons view of the criteria.
  8. That's an interesting idea, though I imagine people's conception of what makes a 'simple to fly aircraft' could vary wildly. For it to be effective I think admin would need to make it a sticky so it would be easy to find, and the KSP version would need to be added to each craft to maintain an indication of compatibility.
  9. For anyone who finds that building an aircraft in KSP is, surprisingly, more difficult than building a rocket, I hope to be of assistance. The aircraft presented here, whilst serving no actual purpose within the game other than flying around for the fun of it, are all easy to fly and have no hidden vices. In every case take off can by achieved by simply turning on SAS, staging the engine, and throttling up to max. If that's all you do, every one of these craft will take off with no further input from the user. Action group keys are kept to a minimum. Two of them don't use action keys at all, two have a key to toggle the engine mode, and one has an action key to toggle airbrakes. That's it. Each of the craft can be downloaded from KerbalX, and a link is provided within the description, or you can click on the KerbalX logo in my signature to see all of these and other craft I have made available. Voodoo Taking it's design cue from the Vampire and Venom from the 1950's, Voodoo may be the easiest craft of those presented here to fly. Flaps are auto-coupled to the landing gear, so as long as you remember to lower the gear for landing, you'll be good to go. Voodoo uses Action Group Key 1 to toggle the engine mode. Beech Twin Executive Ferry your Important Visitors around Kerbin in style in this Executive Jet. Conversion to the Beech Twin is a simple process, as there are no Action Group Keys to remember. Harpoon If you want to take a friend along on your flights around Kerbin, and would like to explore the delights of high speed and high altitude flight, Harpoon may be the craft you are looking for. To assist in slowing down for landings, Action Group Key 3 can be used to toggle the airbrakes. Javelin Interceptor The Javelin Interceptor is a small, fast and sleek craft built just for the fun of flying. Flaps are auto-coupled and there are no action keys to remember. Just line it up, turn on SAS, put the pedal to the metal and you're off. T-Bird A slightly larger craft than others presented here, T-Bird has, as you would expect, slightly more sedate flying characteristics. Absolutely ideal for taking in the scenery on those long distance flights. Use Action Group Key 1 to toggle engine mode if you need to get to your destination a little bit quicker.
  10. As others have stated, doing an Apollo style mission in KSP is almost mandatory, and certainly a right of passage. A few images from one of my own Apollo type mission may help you with putting together your own design. This is the second stage boosting the craft to Kerbin orbit. The lander is behind the fairing. With the fairing discarded, you can see that the lander is attached to the engine of the Service Module. The lander has a docking port that matches a docking port fitted to the nose of the Command Module. Once the CSM has detached, turned 180 degrees and then docked to the Lander, the second stage can be jettisoned. This also shows that the lander is 2 stages which again follows the Apollo mission profile. Having shown all that, don't completely discount the simplicity of a single lander/return vehicle, as it doesn't need to be that large or unwieldy. This lander was plenty capable of landing on Mun and then returning to Kerbin. It's a lot smaller and lighter than the 2 vehicle Apollo version, and would therefore need a smaller rocket to get it to the Mun in the first place.
  11. Here's another unusual entry, built just a couple of weeks ago. Whilst it may look 'spacey', it's definitely atmospheric flight only. Parts : 65 Mass : 12.65t Crew : 1
  12. Cheating Rules

    I use hyperedit for testing subassemblies i.e. I will use it to put a Duna lander in orbit around Duna so that I can test it's ability to land and return to orbit before including it in the final build, and the Alt-f12 menu to turn on part clipping in the editor, but that's about it.
  13. Assuming you meant built between Dec 31st 2016 and Jan 1st 2018 i.e. sometime in 2017, I give you my entry. Kestrel Taking it's design cues from the Harrier Single seater Part Count : 32 Mass : 12.65t Action Group Keys : 1 Toggle lift engine, 2 Toggle flight engines, 3 Toggle reverse thrust on flight engines. Completely stock More pilot notes on KerbalX download page
  14. Liquid Fuel SSTOs

    I took a recent flying wing design of mine, changed the engines from Wheesleys to something that operates a bit better in the higher atmosphere, and added a couple of those radiation filled things to the back. Made it to orbit quite easily.
  15. Elegant Wing

    Browsing this forum before uploading my simple wing design, I was struck by how similar it is to @Cupcake... Vulture wing design. Whilst my offering is nowhere near as nimble as Cupcake's design, it is easy to fly and is, perhaps, of a slightly purer design. Flight demonstrates no untoward traits, except for perhaps a small amount of sideslip at low speeds, but it is only a small amount. Take off is simplicity itself - Turn on SAS and stage the engines, throttle up to max, and this wing will take off with no further input at around 70m/s. Action group key 3 can be used to toggle reverse thrust to slow down for landing. Download from KerbalX -