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Found 11 results

  1. Realistic aerodynamics is not only an essential topic for aerospace engineering, it is absolutely FASCINATING. I wanted to break the sound barrier with the Farrem Aerospace mod and the Realistic Progression mod tech tree. This led me to spend a whole 2 days researching aerodynamics, including watching the old Shell Oil film "High Speed Flight," which explained all the considerations of transonic and supersonic flight. This included elevator issues, thin wings, the area rule, sweeping wings behind the shock wave so they experience subsonic flow, etc. I spent 2 days excitedly researching, but I had also taken both incompressible and compressible flow courses. Think of all the fun I would have had if I were to discover those aerodynamic principles for the first time! If the developers want to make a game marketed as being a fun way to educate the next generation of engineers and scientists, they should go all the way and implement realistic aerodynamics so players can try to break the sound barrier and optimize the aerodynamic profile of their spaceplane for supersonic flight. Procedural nozzles could even be added just to experiment with optimizing engine efficiency for different atmospheric pressures (future update?). Make the game the ultimate sandbox of aerospace engineering! (The same goes for including realistic n-body gravitation like in the principia mod! But while it can and should be implemented I know it probably won't be...)
  2. Hope this is still the right forum... Find the main thread HERE: FIND PORTFOLIO 1 (SSTOs) HERE Welcome to Arcane Aero & Astro Engineering's Request Thread. Want a certain plane design able to go to space? Post here and I'll try to make that dream a reality!... provided a request slot is available and I decide it's reasonable enough to take on. SLOTS: 1. OPEN 2. OPEN 3. OPEN FORM: Image (RECOMMENDED) - Overall Description - Target Range - Payload - Features - Other - Note that this will also be the thread where some request craft will be displayed, given the permission to do so!
  3. This thread has moved! KA-330 has merged with KEAM to become "Kerbalow Aerospace." Please visit the new thread: Welcome to the release thread for Kerbalow Aerospace's KA-330 inflatable space hotel! Release 1.0 is now available for download! This is a re-creation of Bigelow Aerospace's model BA-330 inflatable "space hotel." It will fit nicely into any 3.75m expanded fairing. Features: Inflatable / Expandable module Sun-tracking solar panels Functioning expanding radiators Functioning lights IVA interior cut-out view Fully furnished interior when using Near-Future Prop Flat ends for attaching any 1.25 meter docking ports Compatibility patches: Tweakscale Connected Living Space Kerbal Inventory / Attachment System PBR texture (reflections) patch - This is a test / demonstration / incomplete Life support compatibility: With USI Life Support: Acts as a functioning habitat With Snacks: Stores snacks / soil With Keep-Fit: Is a "COMFY" room With TACLS: Contains standard life support resources KA-330 is 100% dependent upon Textures Unlimited by @Shadowmage - Please download and install before attempting to load. For a fully furnished interior, please install @Nertea's Near Future IVA Props pack Installation: Extract the contents of the GameData folder to your GameData folder. Structure should then read GameData\Kerbalow Optional compatibility patches: Extract the desired patch from the "Optional Patches" folder and place inside GameData\Kerbalow directory. Note: when using the reflective patches, be sure to include the Reflections-Enabler.cfg or the reflections will not be enabled. Download A VERY SPECIAL THANK YOU TO: @CobaltWolf, @Shadowmage, @Beale, @steedcrugeon, @Nertea, @Pakand all of the other awesome mod devs!!! Kerbalow Aerospace KA-330 is License CC-BY-4.0 https://creativecommons.org/licenses/by/4.0/
  4. Hello forums. I would like to introduce, FINLAND AEROSPACE! Its a brand new aerospace company that builds aircraft aswell as spacecraft. Im the CEO and the only employee at the moment. Finland aerospace is AT THE MOMENT partnered by SwineWorks, but that is likely to change. We are hiring clever engineers and test pilots soooooo... Hop aboard! (No actual payout) ((no requirements EXCEPT being able to air/space))
  5. Welcome to Raptor Aerospace Industries. My name is Raptor22, President and CEO of Raptor Industries. Please, enjoy your stay. Here at Raptor Industries, we are dedicated to bringing you reliable aircraft, spacecraft, and other aerospace systems that will serve you throughout multiple missions. From cargo planes to faster-than-light starships, we will ensure that our systems are versatile and affordable. We are not to be confused with Raptor Aerospace Concepts and Solutions. If you mistakenly came here, go here: View our products on KerbalX: Visit Raptor Industries! While in the past, Raptor Industries (or, as it once was called, Raptor Aviation and Aerospace Technologies) mainly created aircraft, in recent times the company has shifted to creating ships for interstellar travel. Our Star Fleet division (inspired by but not affiliated with CBS’s Star Trek) specializes in creating the finest star ships, star bases, and shuttlecraft for the United Kerbin Defense Force, along with other contractors. In addition, we still serve the KAF (Kerbal Air Force), and have many military systems, alongside the civilian market. Our defense systems are among the best on Kerbin. As such, victory is almost always assured. We often incorporate military technology into civilian projects to provide the best safety systems that you can hope for. All modded aircraft will be incorporated with aviation lights for safety. If you have even more concerns, we may grant special requests to outfit certain civilian aircraft with electronic warfare jamming systems, flares, and chaff, to provide the utmost defense against enemy attacks. We will always do our best to provide as much information as we can about our systems. We shall ensure that each vessel in our catalog has the following statistics listed clearly: All action groups Resource values (i.e. maximum fuel load, electrical charge, etc.) Maximum Proven Altitude (unburden, or without a payload or weapons) Maximum Proven Airspeed (criteria for determining such shall be determined later) Maximum number of passengers and crew Other statistics, such as maximum payload, range, and endurance, are hard to obtain, and may vary from user to user as a result of different handling of the systems. While some may be aiming to squeeze every last drop out of a system, others may simply be aiming to get there quickly, regardless of fuel usage. We do not dictate how our customers operate our systems, but we will provide suggestions in order to make sure all of our customers are satisfied. Stock Market Modded Market If you wish to become one of our corporate partners, we shall be sure to include information about your company (profile) here. Here is a list of our Corporate partners: WaffleTech Military Technologies, Lead by Joseph Kerman. Visit them here: We thank all of our corporate partners for their support If you have any suggestions or complaints, please contact us at [email protected] Please bear with the current lack of craft for the time being. I'm still making the first iteration of aircraft and designing their pages, so it will be a little empty for now. But please, stay tuned. I'll be uploading my craft very soon.
  6. Hey everyone! I am soon going to have a presentation in school about aerospace technology, engineering and astro sciences. Now, I am already pumped up with a nearly lethal overdose of caffeine to do work, but I still need some help from you guys. There will be sections about general astro sciences, actual engineering, and other stuff, as well as some things about KSP because it simulates it so well. If you can help me out in any way(art, screenshots, or informations), you will be greatly appreciated, and mentioned in the presentation. Thank you everyone.
  7. Hello im new to the Ksp community but i played ksp since the beginning anyways i wanted to show u guys my plane that i developed its called Stearwing K600 its the most realistic plane out there i.... well i think its is i dont know, here are some pics ! http://imgur.com/gallery/4qQI1 http://imgur.com/gallery/c2m1A http://imgur.com/gallery/MHUPd http://imgur.com/gallery/o4Got http://imgur.com/gallery/C2O55 Hope u guys like it ^^
  8. Um.... What happened to the .craft files from the previous version of B9 Aerospace? You know, like the "Vance" etc...? If anybody could be able to post a folder containing the ships in a reply below, that'd be great!
  9. hey everyone im new to ksp and have been tinkering around with it for the past couple of weeks. now im ready for bigger parts.so iv downloaded b9 aerospace pack and have merged its game data with ksp game data and booted the game, the parts loaded in the loading bar. once in the SPH i can load a basic B9 part and attach it to something but when i try to right click on it no menu comes up. iv tried deleting ksp and the mods and retrying. iv also tried downloading the mod from both github and mods.curse and nothing happened. can someone please help. thanks
  10. Hello and welcome to Kerban Aerospace Industries' (KAI, formerly known as Kerban Aircraft Industries) aircraft hangar! We focus mainly on airliners from Mk1 to Mk3. BahamutoD's Adjustable Landing Gear (link to forum thread) is probably our most regularly used mod. OWNER: Tibis42 (Seen as Kerban Aircraft Industries) MEMBERS: None yet, we accept applications! More aircraft coming soon! Feel free to apply below if you wish to join. And also, reply to this thread if there are any problems.
  11. Moderator edit: This thread is now deprecated, please move over to the new thread for continued discussion of this mod: Thanks to blowfish, and numerous other contributors for continued support and development of this mod for KSP 1.05, and now, KSP 1.2.2. This pack adds a vast selection of new parts, introducing new spaceplane components such as new engines, cockpits, wings and fuselage systems, new structural components for orbital installations and colonies, and so on. COMPATIBILITY Compatible with KSP version 1.2.2 (build 1622) NOTES If you find yourself with out of memory errors, try 64-but version of the game. RECENT CHANGES Release 6.2.1: Changes: For KSP 1.2.2 Replace remaining firespitter animation modules with ModuleAnimateGeneric Add EVA range to some animations Fix RPM color tags Remove hover function from VTOLs as it was causing them to overheating Add editor-attachable node to shielded docking port Use new SmokeScreen feature to reduce memory consuption of exhaust effects ____________ Release 6.2.0-pre: Changes: Fixes for KSP 1.2 Use new part categories (thanks flashblade) Fix some previously inconsistent part categories (thanks flashblade) All data transmitters to all command pods and Kerbnet access to all drone cores (thanks flashblade) Adjust subtype names to that they display better in the editor Fix FAR patch on Mk2 Intake Cockpit Use custom tank types in B9 rather than default B9PartSwitch ones - for now they are identical ____________ Release 6.1.2: Changes: For KSP 1.1.3 (didn't really require any changes) Fix mesh switching issue on R1 RCS Port Fix flipped node on T2 tail Fix lights illuminating planets from orbit (thanks taniwha ____________ Release 6.1.1: Changes: For KSP 1.1.2 (didn't really require any changes) Fix RPM resource displays (credit to danfarnsy) Update DRE patch (also danfarnsy) Fix FAR voxelization on S2W parts Known Issues: DRE patches may still need work TweakScale support not yet implemented in B9PartSwitch ____________ Release 6.1: Changes: Updated for KSP 1.1 Get rid of KM_Gimbal, as most important functionality is now stock and it will not be maintained Fix smoke effects Increase response speed on some thermal anims Move landing gear to broken, since they are broken (no way to fix them without the source files, plus they were already legacy) Adjust cockpit thermals to be more in-line with stock (thanks flashblade) Add tags, thanks sparkybear for the hard work Known issues TweakScale does not work with the part switcher Some MFD screens have some issues ____________ Release 6.01: Fix L2 Atlas effects persisting after flameout Fix smoke effects not showing up on all engines Fix legacy Mk2 crew cabin not working for contracts ____________ Release 6.0.0: Integrate bac9's beautiful new Mk1 and Mk2 parts Move nearly all fuel/mesh switching to new plugin, B9PartSwitch Move old Mk1/2 parts to legacy Update all compatibility patches (some untested) Remove fuel switching in cargo bays - there's really not that much space Remove Virgin Kalactic as a dependency Make HX pack independend of core Pylons are now integrated into podded engines Bring back the airbrakes (now functional for no apparent reason) Combine textures on HL Extension B and RCS blocks Remove MP_Nazari folder - it just messes with things Improve thermal anims on HX HPD Fix patches applying to procedural wings Dependency updates Many minor tweaks ____________ Release 5.4.0: Full compatibility with KSP 1.0.5 Lots of bugfixes Rebalancing of parts for new aerodynamics B9AnimationModules added as a dependency, source is available here. This plugin provides more customized animation modules CrossfeedEnabler is no longer a dependency KineTechAnimation is no longer a dependency HX parts split into a separate archive due to separate dependencies (check the bitbucket link for the download) FAA Q: The mod crashes the game for some reason, what can I do? Make sure that everything is installed correctly, your dependencies are up-to-date, and you are on the correct version of KSP (1.1). If you can't find the issue read this helpful topic and post the issue in this thread. Be sure to include your logs! If you are quite certain that you have found a bug, you can create the issue on our Github page. Try to provide as much detail as possible - logs, example craft, reproduction steps. Also be sure that the issue is reproducable with only B9 installed. Posts along the lines of "Its not working" or "Everything is broken" won't really help us much. Q: I don't understand a thing in those IVA displays, there are too many buttons and screens Here is a very helpful manual. Q: Why aren't you respecting stock balance? Mods should reference stock for the configs of the new parts, otherwise balance of modded game would be all over the place! While we try to respect stock balance as much as possible, there are a number of inconsistencies in the balance of stock parts that make it impossible to keep balance against every stock part. If something seem very far off of what it should be, feel free to ask in this thread. Q: I can't find those huge blocky parts from the opening image in my part catalog. Why are those missing? They were recently separated into another download as they mostly don't share dependencies with the main part of the mod and as many people prefer not to use them. Q: I can't find the modular wing pieces that are depicted on many screenshots of this mod. Why are those missing? They were removed and will no longer be developed. They are available as an optional download in the Bitbucket repository linked on top of this post, but we do not recommend using them. A far better option is using procedural wings, since you'll have just one part with just one material and just one texture covering any possible wing shape then. Good for performance, good for design freedom, good for looks. Grab the procedural wings here. Q: Why aren't procedural wings integrated into the main B9 package? Because they have entirely separate dependencies and are maintained by different folks. Merging them will only needlessly complicate updates. HOW TO INSTALL Double-check whether you are using KSP version 1.1.3. Your root KSP folder should already contain a GameData folder. Merge the GameData folder inside the download with it. Do not extract just GameData/B9 Aerospace/Parts folder alone, the mod won't work this way. With a proper installation, you should have multiple new folders in GameData alongside with Squad folder that was there originally. Do not try to move the part folders elsewhere or sort them using category subfolders, that will break resource linking in all configs. Do not remove or skip installation of any plugins. INCOMPATIBLE MODS As of Release 6.2.1 and KSP 1.2.2, these are the known incompatibilities: None currently Other incompatibilities are unknown. Please report them to blowfish if you find any. OLD SCREENSHOTS ALBUMS CREDITS New updates: blowfish - plugin code, maintenance, balance, coordination of new updates flashblade - many contributions V8jester and M4ck - stack node adjustments danfarnsy and JaredTheDragon - RPM fixes joshwoo69 - RT compatibility sparkybear - Part tags taniwha - Fix for planet-illuminating lights Old core team: bac9 - 3D modeling, texturing, editor tools (been a lazy ass and hardly contributed over the past year, to be honest) Taverius - balance, 3D modeling, craft design, maintenance (no longer active) K3|Chris - 3D modeling, texturing, IVA (no longer active) Contributors and bundled mods: Nazari - HotRockets Engine FX: forums Snjo - Firespitter.dll plugin: forums Sarbian - SmokeScreen.dll plugin: forums Ialdabaoth, Sarbian: ModuleManager: forums Mihara - RasterPropMonitor forums jadebenn, Hyomoto, Helldiver - RPM MFD configuration. alexustas - RPM MFD configuration FPSlacker - HR exhaust pressure compensation Special thanks: DYJ C7 r4m0n Sarbian NathanKell egg snjo ferram4 Mu mrBlaQ LICENSE This work is shared under CC BY-NC-SA 3.0 license. Dependencies may come under their own licenses. Please check dependency documentation for details.
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