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  1. The Savoia S22, a loosely adapted tribute to the Savoia S.21 seaplane from the movie Porco Rosso. The S22 was my first attempt at attempting a Seaplane in the game since they've fixed bouyancy, and because I'd just watched Porco Rosso I figured I'd have a go making something based on the (fictional) S.21 seaplane from that. Specifically I decided to try and evoke its apperance post-rebuild. However I didn't really fuss over scale that much, just hitting the rough proportions, and because of that I decided to name this as its own distinct design rather than passing it off as an actual recreation. Note: I'm putting screenshots from throughout the craft's development so some bits may be missing or present in some screenshots, and I didn't notice and fix the gap in the tailplane until I shot the stunts video. Design & Jank: Takeoff & Landing: Flight Performance & Video: Closing thoughts: I'm rather pleased with what I achieved with the S22, not just as a visual homage to the S.21, but also a plane that, jet engine aside, feels like it really captures the spirit of that sort of plane too. Its speed and handling feels about right, I really like the detail work I was able to add, and I think most poigniantly the fact that getting it to fly pulled from my knowledge of aerodynamics, or at least the game's aerodynamic model, felt appropriately pioneering. It's also just fun. I'm gonna definitely keep this one around for when multiplayer drops. Download Link: https://drive.google.com/file/d/16hA3IO-08gPiphQQojxPGyBUitV9NxF-/view?usp=sharing
  2. Is having problems with COL stuff https://kerbalx.com/jounce/dragless+magic-wing-test Can someone pls tell me what's wrong with the COL? Currently the craft accelerates to some speed,takes off,then accelerates to ~220 m/s,then flips over because some parts are functioning as lifting bodies when I don't want them to. (actually i was asking a different problem about it not being able to take off,thus the col relation,but then i found out that mechjeb sas fixes it) I think that the culprit is the aerospike not actually being shielded.Testing... dang its the engine plate
  3. post pics and discuss goofy ahh airplanes/aircraft.
  4. I was having some fun with Procedural Parts and Conformal Decals along with some other Plane mods and built this Cargo Plane. https://imgur.com/gallery/1b9d40U Comin in for a landing with the Ehpowt in the back.
  5. Not sure if the suggestions forum allows for new content suggestions, but I was wondering whether anyone else thinks it would be useful to have an RCS variant that is powered off intake air to be used with jet contraptions to increase maneuverability. Obviously something like this would balance itself the same way the jet engines are balanced: by needing an atmosphere to work so they could be allowed to provide a little bit more thrust than the other mono/methalox variants. (OK I'll admit it, I just want to build a VTOL airplane and not needing extra fuel will make it a lot easier lol)
  6. https://youtu.be/xg17hOZNPTE
  7. Description In the war with the Zxatan Imperium, the K93 Raijin single-engine multirole fighter aircraft developed for the KDF Military Airforce of the nation of Xenobia served as one of the main fighting force’s multi-role aircraft. Though it did not have stealth capabilities it was agile and capable of taking down the forces of the Zxatan Imperium before The Fall. After our forces were rebuilt we brought back this fighter in the form of K-93 Raijin Kai with increased engine power, redesigned airframe, wings, and cockpit as well as out new weapons system. New technologies like Remote-controlled or onboard-AI controlled Enhanced Night Vision and enhanced weaponry Enhanced single-engine Craft Details. Craft is Fully stock and requires Breaking Grounds DLC for Robotic Parts. NO MODS Does have 1 Flag Download Make sure if saved from here to name it Canopy.png or download form link below Comes with Stock Missiles for Roleplay Weapon bay can be supplied with up to 8-10 stock missiles or bombs or 16-18 AIM-9 Missiles or other layouts (BD-ARMORY OPTIONAL) TESTED Action Groups Stage - Fire Missiles - Fires xx Under weapon bay RCS - After Burner AG1 - Toggle Engines AG2 - Drop External Fuel Tanks AG3 - Open Canopy AG4 - Deploy Airbrakes AG5 - Deploy Chutes AG6 - Toggle Navigation Lights AG7 - Toggle Instrument Cluster Simulation. AG8 - Toggle Night Vision Downloads Below: Steam - https://steamcommunity.com/sharedfiles/filedetails/?id=2945010782 Kerbal X - https://kerbalx.com/InterstellarKev/KDF-K-93-Raijin-Kai Download Flags here: Dropbox: https://www.dropbox.com/s/rsoccs28zwiq3e7/Raijin%20Custom%20Flags.zip?dl=0 Google Drive: https://drive.google.com/file/d/1BgM6a0w7vQkbPZ1GMkMb90Xw42amqlYp/view?usp=sharing Place flags in your flags folder in your kerbal space program install directory. Details Type: SPH Class: aircraft Part Count: 672 Pure Stock KSP: 1.12.5 Save flag below as window62 and place in Kerbal Space Program\GameData\Squad\Flags
  8. Thanks to KSP2's procedural wing system, an accurate recreation of the Horten-Ho-229 is finally possible! The aircraft struggles with takeoff, but glides well. If people want me to continue this project, I'll refine it, add more detail, and post the craft file! (Or you can play around with it now and go crazy) (Craft File download thingy link will be on my website soon! I'm sorting it out as we speak)
  9. This aircraft is surprisingly stable. I can provide the craft file upon request!
  10. A list of bugs I noted when building and flying around in my first built airliners, jet aircraft. Control Surfaces on Angled Wings rotate off-axis in flight How to reproduce: Attach any Wing to a craft, e.g. HPW-1000 "Evolution" Rotate the wing using the translation tool, for example upwards as seen on this image Launch craft and play with the controls Wings don't change mass when adjusting its size I mean...seriously? This was a feature in KSP 1 with the procedural fairings, so it shouldn't bee to hard to implement to make a wings mass depend on its span, thickness, width etc. How to reproduce: Build any wing and watch the vessels total mass when changing its dimensions Reverse thrust animation is broken when using action groups When Action Group is toggled, the reverse animation of the J-90 "Goliath" Jet engine plays, then goes back to its base state (showing that the engine is not reversing), while the engines deliver reverse thrust. I'd need to check if this happens with the other jet engines too. When using the right-click menu to toggle the reverse thrust, everything works. How to reproduce: Attach J-90 "Goliath" Jet engine to aircraft Assign an action group to the action "Cycle Mode" Launch craft, activate engines, throttle up Enable the assigned action group and watch the animation play, then go backto its first frame Another bug, related to this: While the reverse animation is playing, the thrust produced by the jet engine is not updated. Check right-click menu to see the thrust value.
  11. This post is a copy from the Discord server: (1078874827047313488) StormFury07: In airplanes, when the pitch controls are inverted. Roll control also becomes inverted. So if "S" is pitch up, and "W" is pitch down. "E" is roll left, and "Q" is roll right. In a plane pulling back on the stick is pitch up "S", and pushing on the stick is pitch down "W". Left on the stick "Q" is roll left, and right on the stick "E" is roll right. In the image below I am rolling to the right but I am pressing the "Q" key. Immabed: Were you inverting the controls so that pitch up would be 'S' and pitch down would be 'W'? Because if so, that indicates the wing part made a mistake in picking the default pitch direction. I found the same thing, in some positions, wings pitch incorrectly by default. I believe this is when the wing attachment point is ahead of the center of mass, but the control surface is behind the center of mass. I believe that is the bug. What should be done for part config is individual inversion for pitch, roll, and yaw, as well as individual authority limits for pitch, roll, and yaw. As it is now, especially with the pitch direction glitch, some planes are unflyable due to inverted pitch, and in general aircraft are much harder to tune than KSP 1. Stormfury07: Yes, I was selecting inverted controls so that 'S' would be pitch up, and down 'W'. So the pitch direction on the wing is wrong. That doesn't excuse the fact that even if I wanted 'W' as up and 'S' as down, that the roll should also be inverted. Mech: SAS also messes up and causes your aircraft to continually do a barrel roll. StormFury07: This as well, it SAS can't handle the fact that it's in a positive feedback loop. If it rolls left lets say, SAS will roll right ('E' Key) but that just makes it roll left harder! Immabed: That's always to be expected when the control input moves the craft the wrong way. I agree that each axis should have its own inversion controls, since inversion only exists to fix incorrect auto-detection anyways.
  12. As the title implies, show us what electric aircraft you got. Whether they be pure stock, stock + DLC, or modded. I'm very interested to see what you all have. The only rule is that the end-stage (as in the plane itself) must run on pure electricity - no using Lf, Ox, Lf+Ox, or monopropellant for propulsion. If your plane is designed specifically for Duna/Eve/Laythe use, then your delivery rockets can use whatever is necessary to get it to its target (like on my E-38 Earhart and E-39 Earhart Junior). As long as the plane itself doesn't use up any chemicals to move, you should be good. Having those (or ore or xenon) on board the plane is okay if it's for balancing purposes. Just don't use up any to move the plane. Besides, fuel cells aren't exactly a reliable power source when it comes to battery-powered plane propulsion. And xenon is too weak to move anything outside of a vacuum. Being able to carry passengers and cargo are awesome bonuses, but not required. I'll start this thread with my own entry. The E-40 Impulse on display in the SPH It has "PLANE ONLY" in the name since I have plans to take it to Laythe later. In the meantime, I would have to test its capabilities here on Kerbin Its cargo bay is loaded with science station equipment, EVA kits, and repair kits Although I personally don't really know how to operate the science stations. I just placed them close together and hit "Interact." Here's a funny little blooper: Jeb hitting the "Reverse Thrust" button by mistake. At least he remembered to turn the nav lights on (this time). As soon as Jeb was airborne, he turned west in order to maximize the plane's exposure to sunlight If he flew east, he would inevitably enter a dark zone and lose electric charge Nice shot of the E-40 flying over the desert. This was taken before I installed nav lights and rear robot arms in the current prototype. Jeb looking at Engine One from the cockpit, as well as the mountains to the south. Engines are numbered starting with the furthest left (looking forward from the cockpit). 100 km away from the KSC, and the mountains to the west of it are in sight. Under Engine 1, you can barely see the abandoned island airfield. 1 km ASL and ~8 km away from the runway. 5 HOURS, 11 MINUTES, 30 SECONDS Since I was flying faster than the planet's rotation about its axis, I launched mid-late afternoon so I wouldn't outrun the sunny spot and therefore lose a constant power source. E-40 Test Run Performance Stats Crew Capacity 1 pilot + 2 passengers Power Plant (2 x EM-64S) x (4 x R-25) Total Empty Cargo Capacity 12 (all loaded) Cruising Altitude 7 km Cruising Surface Velocity 200 m/s Minimum Throttle Required 2/3 Blade Angle 38 degrees (45 is optimal) Optimum Takeoff Time Westward Flight Mid-late afternoon Eastward Flight Early in the morning (NOT recommended for long flights) But I did not stop there: Craft file: https://kerbalx.com/Mars-Bound_Hokie/E-40-Impulse-PLANE-ONLY What do you think? Show us what you've got.
  13. landplane is easy and all, so i decided to create a seaplane no problem when i take off, but when i land, its always flippin' over JUST HOW TO SOLVE THIS PROBLEM HUH, I AINT GOT ANY SOLUTIONS, HELP PLZ p.s: my plane is a flying boat, not a floatplane if u dont know how it looks like, then here: https://drive.google.com/drive/folders/1Is7b3viQ6OByeOriPwZWwUJYi8b2hQkS?usp=sharing the craft file: https://drive.google.com/file/d/1KFoP-Msb2Ie8YClnOlUTvfoBOQFXNNxN/view?usp=sharing
  14. An atmospheric aircraft parts mod focusing (for now) on mainly propeller aircraft from the Golden Age to Early WWII. All parts should come up by searching kfw on the search bar. Screenshots Parts List To do Requires Firespitter Download Link on SpaceDock Available on CKAN too. Extra "Requirements" (not needed to use the mod itself, but parts get extra features, or get patched out without them) Personal Mod Recommendations I think work well with KFW (besides the ones on top) Changelog Licensing (for the last version)
  15. do you think KSP2 will have ground effect? it's one of the things that causes planes to have more lift near the surface than in the air which means that if it gets added one could make vehicles that glide over the seas of planets for example
  16. Like the stock Mk2 parts, but are round instead of streamlined. A lot of the time the stock Mk2 parts don’t really have enough capacity in the cargo bays or fit the aesthetic that I’m going for. They could also open up new opportunities for aircraft recreations. And for people who say that I could just use Mk3 parts, a lot of the time they are just way to big, hard to work with and difficult to get off the ground. These Mk2 parts IMO would make a nice alternative for when you don’t want to engineer a giant shuttle but still need some space. To make sure that they aren’t overpowered they would be heavier and less aerodynamic that the stock Mk2 parts. What do you think?
  17. The challenge is simple, fly an aircraft of your own design through the R&D tunnel without damaging your aircraft. You can prove your feat of engineering and piloting finess through either a video or a series of screenshots, before during and after. The tunnel is around 10 meters wide and 7 meters tall, it would be recommended construct your aircraft accordingly. The leaderboards will be split into the speed of the aircraft through the tunnel and the length of the aircraft passing through the tunnel. This Tunnel. Rules; Your aircraft has to enter and exit the tunnel unscathed No parts mod DLC allowed Non Parts mods are allowed, e.g Kerbal engineer Leaderboard (Speed) @swjr-swis 168.3m/s @QF9E 97.4m/s @Socraticat 92.5m/s Leaderboard (Length) @swjr-swis 3.2 @QF9E 2.9m TBA
  18. I'm looking for some VTOL aircraft topic on the spacecraft exchange and I couldn't find any so I decided to create my own. could the creations their post here please have a download link preferably stock but moded is fine. if there is already a forum for please link to it i would also be fine with VTOL tips
  19. 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
  20. DOWNLOAD: KERBAL X ONLY STEAM (SOON) https://kerbalx.com/InterstellarKev/KDF-K-81-ROC Description Inspired by the famous B-2 Stealth Bomber the KDF K-81 Roc will deliver a payload that can devastate the opposition. Coming with a functioning cargo bay that can supply a host of armaments as well a full cockpit that your two pilots will have enough room to walk around and the view will insure a great flight experience. This is a Fully Stock + DLC Craft (no MODS) RCS Toggle Cargo Bay AG1 Toggle Engines AG2 Switch Modes AG3 Deploy Ladder in Cargo Bay Flags required for the full look (not a mod) place in your Flags folder in your kerbal space program folder DropBox: https://www.dropbox.com/s/fy3irumwf9rt5ru/ROC.zip?dl=0 Google Drive: https://drive.google.com/file/d/1k6GFgBn-dMsuXv-OnA-33quBDXuMkmRh/view?usp=sharing A stock aircraft called KDF K-81 ROC. Built with 523 of the finest parts, its root part is strutCube. Built in the SPH in KSP version 1.12.2. Details Type: SPH Class: aircraft Part Count: 523 Pure Stock
  21. Similar to the "What is your favorite rocket" thread, just about your favorite aircraft. Mine are the Boeing 777 and 747, the Antonov AN-72 and AN-225, F-14 Tomcat, and, of course, the Sikorsky Skycrane ( I believe it is the S-64). I couldn't narrow it down to just one, you don't have to either (Just try and keep it under 10 aircraft)
  22. I've been playing the aircraft design Using mod installed in KSP (1.8.1 and now 1.12) for years, All of it is good, except for one fact that this mod generates lift in slow speed (taking off speed) obviously weaker than it should be in reality. I built aircraft according to the real-life examples, I always edit the mass and size in part.xml file and change all mods' setting to make sure the aircrft is close to real ones. This Fokker Dr.I in game is made to be 5.77m × 7.19m, Weights 550kg, Wing area is 20m^2. It's really close to the Wiki data, and I make the Mass-Lift-Centers-distance close enough for a fighter aircraft. However, the stall speed is tragically much higher than real-life-data's 72 km/h, I have to fly over 120km/h to make sure it doesn't need too much AOA to keep level flight. When it comes to other larger aircraft like B-29, the taking-off is so unrealistic that it feels like flying a Space Shuttle. I've been testing the different factors that might affect the Lift force, like the thickness of B9-procedural-Wing, or the length of Leading and Trailing edge, or the distance between deckedwings, And the result is, the only factors that determine lift, are Wing area (not matter how the wing is shaped) and Wing AoA in flight. So that means I can never use the real-life aircraft example's WingArea-to-TotalWeight Ratio to take off in the real-life speed, I have to fly much faster in higher AoA I've tried to edit part.xml to increase the "deflectionLiftCoeff " or any factor that looks like being about Lift or wingarea, but nothing works, the flight test data are the same. So, is there a secret setting button I don't know in FAR fuction that can increase the Lift generated in low speed ? Or is there any other ways to violently edit and increase Lift of B9ProcedralWing or other wingparts?
  23. Overview Port of the Kerbin Side Remastered GAP Contract Pack for Flights to the JNSQ environment. Current version: v1.0.0 License: MIT Where to get it: Download from : https://github.com/caerfinon/JNSQ-KSRGAP/releases Available on Spacedock: https://spacedock.info/mod/2722/JNSQ-KSRGAP Coming to a CKAN near you. Install: place directory JNSQ-KSRGAP and all sub directories and files in your Gamedata/ContractPacks directory (Create if it does not already exist) Thanks and Acknowledgements: Lots of inspiration and ideas from the following creators inigma - Contract Pack: Giving Aircraft a Purpose (GAP)- https://forum.kerbalspaceprogram.com/index.php?/topic/129208-contract-pack-giving-aircraft-a-purpose-gap-161-milestones-air-flights-coast-guard/ Keniamin - Kerbin Side GAP - https://forum.kerbalspaceprogram.com/index.php?/topic/133545-13x-kerbin-side-gap/ Required Mods Team Galileo - JNSQ - version 0.9.0 - https://forum.kerbalspaceprogram.com/index.php?/topic/184880-181-jnsq-090-03-feb-2020/ For full compatibility the file https://github.com/Galileo88/JNSQ/releases/download/0.9.0/JNSQ_KK_Fixes.zip must be installed as well. AlphaAsh,ozraven,Ger_space - Kerbal Konstructs - https://forum.kerbalspaceprogram.com/index.php?/topic/151818-181-kerbal-konstructs-18115-15dec2019/ nightingale - Contract Configurator - https://forum.kerbalspaceprogram.com/index.php?/topic/91625-1101-contract-configurator-v1305-2020-10-05/ Optional Mods (Patch support included) linuxgurugamer - Kramax Autopilot Continued - https://forum.kerbalspaceprogram.com/index.php?/topic/150846-19x-kramax-autopilot-continued-course-guidance-and-auto-land-for-spaceplanes/ Ser - NavUtilities continued - https://forum.kerbalspaceprogram.com/index.php?/topic/162967-140-181-navutilities-continued-ft-hsi-instrument-landing-system-v072-2018-apr-1/ Change Log
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