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  1. It's been quite a time since I did my first post (which I guess is much of a clickbait as I never found time to upload stuff, Sorry for those who got click-baited). I guess this would classify as my first real post then! So I spend a lot of time looking for fun mods. Much of my craft files contain mods, and I hope you enjoy my crafts . This is the Jet-F6. And also check out my kerbalX stuff (including this!)
  2. Blind/Bored Aircraft Facilities is glad to open the Public Overhaul Workshop. Disclaimer: english isn't my native language (french is) be tolerant for error and weird phrasing of a sentence. I do my best. Also feel free to correct me. Our goal is to help others aircraft company by fine-tuning, repair, enhance,..., their craft. For now this thread only concern about atmospheric(KERBIN) flying vehicle excluding vtol, ssto*, flaps engine and rocket. Space shuttle and ssto are accepted but I'll only take a look at their atmospheric standalone performance, don't blame me if it loose deltaV. I prioritize submission for Kerbal Express Airlines Challenge. To be select your craft must be nearly finish in its general design, be submit in this KerbalX hangar (Public Overhaul Workshop - request) and have a post you've make on this thread that contain the information listed below. Available mod: Tweakscale, Airplane+ and KAX I work on latest version only; 1.4.3 Needed information (unit; km, m/s, m, G, kallons, metric tons(t)(1000Kg), kallons/s, funds or $): (Ignore this as long as you state clearly what you want and what I can or can not do) -General parameters with min/max/target value (if applicable); cost, mass, speed, part count(max 300 without strut, not strict), fuel, range(speed*fuel/fuel_burn_rate)(at cruise), cruise altitude, cruise speed, cruise efficiency liberty( | most_eff_fuelBR - actual_fuelBR | or | most_eff_range - actual_range | )(does it need to be the most efficient), passenger, cargo capacity(mass), take-off speed,and more. -Any other constraint like don't move wing or no clipping. Autostrut(Y/N). Mod you allow me to use from the list above. -(OR)Describe your problem and what you want me to do. -Some info about the craft, PICTURE please. (I need to know if its for Kerbal Express Airlines as passenger count change) -Make a small speech on why I should help. (That's optional; please and tank you is enough) You can see if I decide to work/am working on your craft here: Public Overhaul Workshop - WIP When job will be done I'll make a post here. You can also check here: Public Overhaul Workshop - Job done I would apprieciate to get feedback. If you post in an other thread a craft I worked on please give credit to who deserve it or for KEA challenge mention BAF POW thread. If I get enough participation I may recruit more engineers to help me. Otherwise don't usurp BAF name. I know there is no proof that I'm not a noob. Truth is, I've build a lot of aircraft I'm just too lazy to publish them all.
  3. The Delta Velocity Family* *If you count 2 aircraft as a family Built In V 1.3.1, Compatible with 1.4.# Family of 2 long ranged, rugged, supersonic aircraft. Delta Velocity The default variant, longer ranged than the -S model, great for exploring Kerbin. Top Speed: 296m/s at 1000m in horizontal flight Max Ceiling: about 11.5km Custom Actions: 1: Toggle Speed Brakes and Flaps 2. Toggle Speed Brakes, Flaps AND Thrust Reversers Delta Velocity - S Science Variant, faster than default, great for researching Kerbin. Comes With Science Equipment Top Speed: 328m/s at 1000m in horizontal flight Max Ceiling: About 13km Custom Actions: 1: Toggle Afterburner 2: Toggle Speed Brakes and Flaps WARNING: With the S Variant, it is known for Kerbals to go spaghetti when exiting the rear science bays in the rear, causing death. Proceed with caution. Gallery: Jeb shows off the science area on the -S model Check out those afterburners! Almost there! At the south pole at last! Download: (Dropbox) Delta Velocity Delta Velocity - S
  4. This craft is fairly fragile due to its high maneuverability, large part count, and mass. So I recommend using Unbreakable joints This craft is a massive highly maneuverable jet-fighter style aircraft. This jet is extremely stable in flight, to the point where SAS is entirely unneccessary. This craft uses canards made from clipped Big-S Elevon 2’s to control the pitch and the rest of the control surfaces to control roll (besides the one on the tail fins of course). This craft also has a ridiculous amount of yaw authority, like too much. Pulling a hard yaw maneuver with this craft will immediately max out the accelerameter on the Nav-ball, so yaw at your own risk. Download link (and additional screenshots): https://kerbalx.com/Kronus_Aerospace/Kronus-DD-3-PTV Craft Mass: 87.1 tonnes Part Count: 392 Flight Characteristics -Rotation Speed: 50 m/s -Max Speed SL: 346 m/s (Just barely Supersonic) -Cruising Altitude: 9500 m -Max Speed CRZ ALT: 298 m/s -Stall Speed: 20 m/s -Max Dive Speed: 460 m/s -Sea level TWR: 1.78 (Will drop as the craft acellerates) This craft was inspired by the works of Servo, I highly recommend that you check him out. https://kerbalx.com/servo Servo has also made a large fighter aircraft inspired by this craft. It's quite awesome so check that out as well! https://kerbalx.com/servo/200-F-16 Side Note I accidentally posted this craft on the wrong section of the forums. The topic is still there unfortunately as I do not know how to delete a topic. Any help would be much appreciated.
  5. Good evening everyone, and I hope everyone has see ' Worzel Gummidge' because I need you to bring your best thinking head with you. I have just started designing aircraft and cargo aircraft in particular. Most are just very basic designs until I get the hang of all the parts, but what I need is some help with refining anything I do build. If any of you have built, or do build, aircraft then I would like your help with the process of improving the design. What do I look at? What should I start with when trying to improve the performance of a design? (beyond just using bigger engines, etc,) What needs to be tweaked? What should I always have? You get the idea...any help would be appreciated. No jerks.
  6. This craft is fairly fragile due to its high maneuverability, large part count, and mass. So I recommend using Unbreakable joints This craft is a massive highly maneuverable jet-fighter style aircraft. This jet is extremely stable in flight, to the point where SAS is entirely unneccessary. This craft uses canards made from clipped Big-S Elevon 2’s to control the pitch and the rest of the control surfaces to control roll (besides the one on the tail fins of course). This craft also has a ridiculous amount of yaw authority, like too much. Pulling a hard yaw maneuver with this craft will immediately max out the accelerameter on the Nav-ball, so yaw at your own risk. Download link (and additional screenshots): https://kerbalx.com/Kronus_Aerospace/Kronus-DD-3-PTV Craft Mass: 87.1 tonnes Part Count: 392 Flight Characteristics -Rotation Speed: 50 m/s -Max Speed SL: 346 m/s (Just barely Supersonic) -Cruising Altitude: 9500 m -Max Speed CRZ ALT: 298 m/s -Stall Speed: 20 m/s -Max Dive Speed: 460 m/s -Sea level TWR: 1.78 (Will drop as the craft acellerates) This craft was inspired by the works of Servo, I highly recommend that you check him out. https://kerbalx.com/servo
  7. This craft is a stock replica of the Boeing 747-8. This craft was largely inspired by the excellent works of Gman_builder and DavidN, whose accounts you can find here, https://kerbalx.com/DavidN https://kerbalx.com/Gman_builder For this craft I aimed to replicate the exact look, design, and function of the 747-8 as closely as I could, the resulting aircraft is my most accurate replica to date. One huge source of part count is the GEnx-2B turbofans, which all together contribute about 600 parts. Admittedly a lot for a purely aesthetic component. However, the craft would have looked a bit silly with just the dinky Goliaths powering it. Download (As well as additional screenshots): https://kerbalx.com/Kronus_Aerospace/Kronus-747-8-Peregrine Part Count: 1150 Craft Mass: 414.6 tonnes Craft Specifications -Rotation Speed: 70 m/s -Cruising Altitude: 8000 m -Max Speed at CRZ ALT: 254.7 m/s -Stall Speed: 45 m/s -Maneuverability: Slow, but Responsive. -Action Group 1 toggles the flaps, for this craft they are simply used as airbrakes rather than for increasing lift.
  8. The challenge is simple: fly as far as you can while using the least amount of fuel as possible To make this interesting, here's the rule: -stock only, no mods (FAR, technical readout and graphic mods are okay), no cheating -you can freely design your craft, but your craft must be powered by "engine assembly", which consisted of: Intake (allowed intake: circular, adjustable ramp and shock cone intake) - mk1 fuel tank - jet engine (allowed engines: panther, wheesley, whiplash, rapier (jet mode only)). You can attach at maximum of 3 engine assembly (1200 units of fuel), but you are not allowed to attach other engines, or intakes outside of that assembly -if using fuel-carrying part, such as big-s wings or large airplane wing, the content must be emptied. The only fuel source must be from mk1 fuel tank in engine assembly -do not leave atmosphere, do not use solid rocket, lf/ox, ion, monopropellant engines, or any other glitching shenanigans for propulsion. no staging or destroying part, no dropping parts/engine assembly, the plane must land/ splashed down intact How the scoring works: (Distance travelled) / (amount of fuel used) note: if using FAR, your final score will be increased by 10% mk1 fuel tank have 400 units of fuel, so for example, if I traveled for 360km, and used 40 units of fuel, then the score will be: 360 / 40 = 9, if I make it farther, say 390km with 40 units of fuel, then the score will be 390 / 40 = 9.75. This challenge is focused towards flight skills about gliding the plane to make it as far as possible with the least amount of fuel as possible. Your flight is considered ended when your plane has landed/ splashing down. The scoring will be divided according to the number of engine assemblies used Leaderboards: -1 assembly: -2 assemblies: -3 assemblies: Good luck, and may the sky has silver lining from your flight (or trail of debris, if you're unlucky)
  9. The Antonov AN-225 Mriya was a large cargo aircraft designed to carry cargo of up to 250 metric tonnes that was designed and developed by the Ukraine based company Antonov in the years 1984 to 1988. The Mriya was designed to carry large payloads both inside it's large cargo hold as well as on top of the aircraft. The Mriya was designed with launch vehicles such as the MAKS project in mind, this influenced numerous design elements including the twin vertical tail fins which left the aircraft's rear clear for rocket exhaust to pass through. However, said feature only saw service in transporting the Soviet space shuttle Buran. The Mriya holds the title as being the longest and having the widest wingspan of any aircraft in operation, as well as having the largest maximum take-off mass of any aircraft ever built at 640 metric tonnes. The name Mriya is Ukrainian for "Dream", which I think you can agree is a truly accurate name to this colossus of an aircraft. Part Count: 979 Length: 87.5m Wingspan: 88.3m Mass: 640.3 tons Craft file: https://kerbalx.com/Kronus_Aerospace/Kronus-Antonov-AN-225-Mriya Performance: -Rotation Speed: 60 m/s -Cruising Altitude: 7500m -Max Speed at CRZ ALT: 222.7 m/s (exactly the same as the real thing) -Stall Speed: 40 m/s -Maneuverability: Surprisingly okay For more images as well as additional information, please check out the KerbalX page!
  10. This craft was the result of me just messing around. I was attempting to make an aircraft that was as unconventional as possible, and instead what I created is by far the most maneuverable jet that I have yet produced. This craft can easily pull 30g maneuvers Download: https://kerbalx.com/Kronus_Aerospace/Kronus-BT-2-Dreizack Craft Mass: 14.63 tonnes Part Count: 69 Preformance: -Rotation Speed: 60 m/s -Max Speed SL: 271.6 m/s -Cruising Altitude: 4000m -Max Speed CRZ ALT: 274.4 m/s -Max Dive Speed: 348 m/s -Maneuverability: Extreme -Stall Speed: 20 m/s
  11. The challenge is simple: fly as far as you can while using the least amount of fuel as possible To make this interesting, here's the rule: -stock only, no mods (FAR, technical readout and graphic mods are okay) -you can freely design your craft, but your craft must be powered by "engine assembly", which consisted of: [Intake - mk1 fuel tank - jet engine] (allowed engines: panther, wheesley, whiplash, rapier (jet mode only)). You can attach at maximum of 2 engine assembly (800 units of fuel), for those who needs extra power for their craft, but you are not allowed to attach other engines, or intakes outside of that assembly. It doesn't matter how or where you put those 3 components on your plane, but a plane must have either 1 tank, engine, intake or 2 tanks, engines, intakes -if using fuel-carrying part, such as big-s wings or large airplane wing, the content must be emptied. The only fuel source must be from mk1 fuel tank -do not leave atmosphere, do not use solid rocket, lf/ox, ion, monopropellant engines, or any other glitching shenanigans for propulsion. no staging or destroying part, no dropping parts/engine assembly, plane must take off from the ground How the scoring works: (Distance travelled) / (amount of fuel used) The distance is using "ground distance travelled" in F3 menu note: FAR User have their own category, since the flight mechanic is FAR more different than stock ones (pun intended) mk1 fuel tank have 400 units of fuel, so for example, if I traveled for 360km, and used 40 units of fuel, then the score will be: 360 / 40 = 9, if I make it farther, say 390km with 40 units of fuel, then the score will be 360 / 40 = 9.75. This challenge is focused towards flight skills about gliding the plane to make it as far as possible with the least amount of fuel as possible. Your flight is considered ended when your plane has landed/ splashing down. The scoring will be divided between single-engine craft and dual-engine craft Leaderboards [stock aerodynamic]: -1 assembly: @Cunjo Carl=41,967 -2 assemblies: @neistridlar=56,029 Leaderboards [FAR Aerodynamic] -1 assembly: -2 assemblies: Good luck, and may the sky has silver lining from your flight (or trail of debris, if you're unlucky)
  12. I build an aircraft based on a EE lightning using procedural wings and parts. My CoL is behind my CoM and my trim is reset to 0, at least I pressed alt-x many times. This is strange since it always yaws to the left and it should be symmetrical.
  13. First aircraft I have released in years on here. Just recently got in the mood of building interesting space and aircraft designs. Even managed to build a few new vehicles. Without further ado, here is the Spasho-I VTOL Aircraft: https://imgur.com/a/9csHn Download Link: https://www.dropbox.com/s/7rsehhtcvsl0bqr/Spasho-I.craft?dl=0 Few might remember of my earlier attempts at VTOL space/aircraft. A good majority of them failed and haven't really built many even after 1.0 came out. I might look into bringing back the challenge about VTOL that nobody really participated in due to the sheer difficulty (even with aerodynamics added) at the time.
  14. After learning how to make propellers in stock KSP, I wondered if it was possible to make a solar-powered aircraft, like Solar Impulse or the NASA Helios. The problem is, all the propeller engine designs I've seen require the engine to be physically separate from the aircraft, preventing electricity from wing-mounted solar panels from reaching it. Is it possible to make a propeller engine that isn't physically separated from the aircraft, or somehow "beam" electricity into the engine? If not, are there any easy code fixes that can allow either of those things?
  15. Typically, as the thrust produced depends on the propeller used and the airspeed, propeller engine performance IRL is measured in horsepower or kilowatts. As stock propellers require a constant amount of electricity to run, we can find their in-game power consumption in units per second easily—in fact, by just looking at the Resource bars. However, there are 2 potential ways to convert this into real units: A solar panel of a certain area pointed ideally at Kerbol from Kerbin will produce a certain amount of charge per second. An in-game power-per-unit-area figure can be calculated from that. Compare that with Earth's 1361 W/m3 ideal power-per-unit-area figure. This will of course depend on the efficiency of the solar panels used, but assumptions can be made. More reliably, the Realism Overhaul mod suite has a conversion factor from units of electric charge to Watts in case a part specifies its power consumption that way. So, it should be possible to measure the power output of stock propeller engine. It should also be possible, though difficult, to measure the mechanical efficiency of the engine by taking into account the rotary's* moment of inertia, angular acceleration, and cruise angular velocity. Has anyone ever thought of this before? Regardless, if you have made a stock propeller aircraft, please post the power output of the planes and engines you've made, as well as preferably their masses. Posting mechanical efficiency would be really awesome. *Most KSP stock props are technically rotary engines.
  16. Hello, and this is my first post here! I hope this is not too much of a noob question, but is there anything like a VOR to help landing an aircraft, SSTO, or shuttle? If there is then I missed it, if there isn't then what else can I use to help make landing a bit easier? Is that too many questions? Any and all advice will be gratefully accepted. It is needed. Thanks you in advance, but I must attend to my clockwork band.
  17. Apparently, use of electric motors allows you to design aircraft with contra-rotating propellers- as is demonstrated in these electric racing aircraft designs: I had no idea this was possible, and this massively changes the game in terms of electric vs. internal combustion aircraft. For one, with contra-rotating electric propellers it's easily possible to pack twice as much Thrust into a given airframe as with an ICE design, allowing for higher speeds (in racing designs) ot larger wings and more space/weight for batteries (in actual utilitarian planes). It's also possible to achieve a much higher ratio of propeller-area to Thrust with the same Thrust- allowing for better performance at higher altitudes (electric engines also operate better than ICE ones at higher altitudes, due to not requiring Oxygen..) I could easily imagine an Electric passenger aircraft being designed someday with 5 sets of contra-rating propellers (1 on the nose and 2 on each wing), each with 3-4 blades rotating in each direction with a rather large propeller diameter, being used to support very high-altitude flight with electric aircraft for the inherent advantages this provides (lower drag for a given speed, less turbulence, more glide time/distance in case of engine-failure). At high altitudes electric propellers eventually reach their maximum torque and rotation-speed, and start to consume less and less electrical power as the Thrust produced and air resistance to rotation starts to fall off with even greater gains in altitude. So, if you climbed high enough you could eventually reach the point where 10 contra-rotating propellers (5 sets of 2) with large diameter blades spans and 3-4 blades on each propeller only draws as much electrical power, and produces as much Thrust, as a single propeller at sea level. However at this altitude, Drag would be greatly reduced- meaning you could (and would need to in order to generate adequate Lift to maintain altitude) fly substantially faster than that amount of Thrust would allow you to fly at sea-level. Even accounting for decreasing Lift/Drag at higher speeds, you could still cover far more miles of distance per kilowatt-hour of electrical power consumed with a design optimized for high-altitude flight and cruising at high altitude... This would lead to substantially extended max range compared to electric planes with lower cruising-altitudes, and might (just barely) allow for practical electric Transatlantic flights on a large plane (larger planes encounter less parasitic drag relative to their volume, and have less mass dedicated to cockpit computers, landing gear, and pilots compared to their payload) with a substantial portion of volume (maybe 50% of the plane's internal space) dedicated to batteries, for instance... Other videos worth watching on the topics of electric aircraft and high-altitude flight: (Above: a general overview of efforts at small electric aircraft...) (Above: a video on the development of "Alice", a proposed 800 km range passenger aircraft by Eviation...) (Above: Airbus and Rolls Royce' efforts at developing Distributed Electric Propulsion for large passenger jetliners- with company estimates putting a rollout date of about 2030-2050, target of 2042)
  18. Hello all! I'm back, and I've made a new replica. Unlike all of my other replicas, I have decided to record the making of the BF-109. So far, this replica has been one of the easiest to build so far; only taking about/less than an hour to complete and test. (I'm only showing 40 minutes of building footage in the video because the extra 10-20 minutes were just tweaking) The video is here: The stock bearings used were initially designed by MajorJim, however, a similar design, using different parts (the one I use in the plane) were designed by Klond and Azimech. Download is in the video description.
  19. I built a pretty large aircraft, and put a drop probe in its cargo bay. Basically a relay station, with lots of battery, solar panels, 6 antennae (4 relay, 2 shorter range), and some atmospheric science. I flew the plane to where I wanted to drop the probe, and deployed it. It deployed landed just fine (I switched to the probe just after release). After it landed I switched back to the carrier plane to fly back home. So far so good, but when I tried to go back to the probe, it didn't exist any more! Should I have left the plane unrecovered before going back to activate the science and configure the antennae? I'm using KSP 1.3.1.1891, with a bunch of mods. I doubt that it was a mod issue. I didn't quit the game or anything like that, and didn't accidentally revert the flight or anything. I _did_ recover vessel before I tried to go back to the landed probe.
  20. 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 - https://kerbalx.com/Scarecrow88/Flying-Wing
  21. Hello to all again. I'm new to the KSP forums and after searching google I'm turning here for support. I want to build a customized artillery shell but the small warhead isn't working. Sometimes it'll explode like its supposed to, but mostly it just impacts and disintegrates. Can anyone help?
  22. Kerbal Space Program Ultimate Fighter Competition (KSP-UFC) With the Guidance of Emperor Allister of house Kerman. The Bosognian Empire would now host a gladiator pit-fight between the world's greatest aircraft designer's fighters. The First set of the competition would be Theme-less and would follow an 8 competitor bracket. The battle would be fought with 2 planes per player with the opposing planes facing each other back-back. No tampering on the planes would be done. If you sent your fighter with an maneuverability even an AI cannot control then that's how it shall battle. The Competitor would be chosen through Random Selection The Competitors Submission must be sent by E-mail to [email protected] The Competition Shall Impose restrictions on the fighters however the restriction would be light. Mods (Required) BDArmory (The (Optional) Quiztech Airplane Plus Aviation Cockpits Firespitter SMArmory Master Tech weapons Procedural Wings Adjustable Landing gear Restrictions No Gimbaling Turrets No Gimbaling missile launchers No Meteor Missile from Master Tech Weapons Crafts should be 80 parts or less FAR would not be used No PAC-3 missiles Clipping is allowed but Resource Clipping is not allowed The Clips from the battle would be posted at: https://www.youtube.com/channel/UCfLcV69Rtie9wDHmAoW-8kA
  23. Hello friends! I present to you the Margański & Mysłowski EM-10 Bielik! Hope you like it! More Images! ----------------> https://kerbalx.com/Kerbalyst/EM-10-Bielik More Crafts! -----------------> https://kerbalx.com/Kerbalyst/
  24. Hello friends! I'm happy to present you my latest design! The B-29 Superfortress with surprise inside, the XF-85 Goblin! A parasite deployable aircraft from the cargo bay! It took me a long time to get the correct modifications and good configurations of many files, but I finally did it! Of course, there are many things to improve, so suggestions and more are welcome! I also have to say that this would not have been possible without the help of @ TheKurgan, @winged, @JadeOfMaar and other people who helped me with some mods, thank you very much guys! Deddicated to all of you! Thanks to all, I hope you like it! If you like it you can download it at https://kerbalx.com/Kerbalyst/B-29-Superfortress--XF-85-Goblin <-------------More images here More Crafts! https://kerbalx.com/Kerbalyst
  25. A pack of select vanilla-inspired parts for your aircrafting needs! Powered by Firespitter, special thanks to Snjo for his plugin and continued support! Download: KAX v2.6.4 for KSP 1.2.2 Curse Download Mirror Image Album: http://imgur.com/a/hXkEA Included Parts: -Turboprop -Radial Engine -Electric Propeller -Helicopter Main Rotor -Helicopter Tail Rotor -Heavy Landing Gear -Jump Jet Engine -2M Aircraft Cockpit -2M Fuselage (jet fuel) -2M Structural Fuselage (empty) -2M Tail Boom Installation: Extract the KAX folder, Firespitter folder, and ModuleManager.dll into your KSP Gamedata folder. Be sure to properly extract the Firespitter/Resources folder or you will have FScoolant errors on loading the electric prop. If you already have Firespitter and/or Module Manager, use the latest versions of their .dll plugins. Changelog: v2.6.1 -Reduced volume SFX of Main Rotor & Tail Rotor -Added stagepriorityflow to Main Rotor for proper fuel flow v2.6 -Complete rebuild of Main Rotor to improve animation -Overhaul on animation for Main Rotor and Tail Rotor -Added KAX Choppah example craft v2.5.4 -Fixed Tail Rotor animation -Tail Rotor now produces 15 thrust to compensate for broken Firespitter rotor control MODULE. Maximum thrust can still be adjusted in-game; set to 0 for aesthetic use. -Improved Main Helicopter Rotor torque control v2.5.3 -Compatibility patch for KSP 1.0.5 v2.5.2 -Heli Rotor now has torque -Minor fixes for Rotor and Tail Rotor -Updated Firespitter.dll v2.5.1 -Balance work on Turbo, Radial, and Sport engines -Engines will now draw fuel evenly from all tanks -Updated packaged Firespitter.dll to 7.0.5613.30088 -Moved Radial and Sport engines to Aviation tech tree -Reduced price on Radial and Sport engines v2.5 -Added A7 Aerosport 2-bladed prop -Fixed sound pitch for all engines -Added KAX Horizon and KAX Bungalow example craft -Textures converted to .dds v2.4.2 -Reduced heat output of all engines -Increased thrust of electric prop -Increased electrical efficiency of electric prop -Decreased volume of electric prop, turboprop, and radial engine -Added KAX Predator and KAX ESpirit example craft -Updated KAX Sparrow example craft -Updated packaged Firespitter.dll to 7.0.5609.6768 v2.4.1 -Updated packaged Firespitter.dll to v7.0.5603.17274 -Tweaked thrust output for Turboprop & Radial prop (note: this is a temp fix) -Redesigned KAX Sparrow example craft v2.4 -Updated packaged Firespitter.dll to v7.0.5598.23279 -Updated packaged module manager to v2.6.3 -Cleaned out old example craft -Added new KAX Sparrow flying wing example -Fixed attachment issue -Increased Kuey Main Rotor thrust from 65 to 105 -Reduced volume of Turbo Prop and Radial Prop -Updated thrust curves for Turbo Prop and Radial Prop (note: might be out of balance for 1.0.2) v2.3.4 -Updated Firespitter.dll with RadarManFromTheMoon's rotor thrust switching fix -Kuey Tail Rotor now properly switches thrust with user input -Fixed KAX Agents .cfg v2.3.3 -Fixed prop hub freeze issue -Increased electricProp thrust from 6 to 7 v2.3.2 -Module Manager support added for FAR -Added VentureStar AMP Example Craft v2.3.1 -Compatibility patch for KSP 0.90.0 -Updated Firespitter.dll to v7.0.5463.30802 -Fixed incompatibilities with FAR/NEAR mod v2.3 -Compatibility patch for KSP 0.25.0 -Updated Firespitter.dll to v7.0.5398.27328 -Updated example crafts -Fixed Kuey Tail Rotor animation v2.2.2 0.24 HOTFIX, Note: Not all features have been reimplemented -Updated Firespitter.dll to v7.0.5313.17967 -Fixed Kuey Main Rotor -Adjusted thrust on Kuey Main Rotor to account for changes in Firespitter aero model v2.2.1 -Removed props blur disk cast shadows -Added blade colliders to turboProp and radialProp -Performance changes to turboProp and radialProp: radial now has better takeoff performance, turbo now has better high altitude cruise performance -Reduced mass of heavy gear -Reduced mass of 2M structural fuselage -Reduced tailRotor volume -Fixed radialProp thrustTransform to align with prop -Rescaled radialProp, turboProp, jumpJet, kueyRotor, and tailRotor to rescaleFactor 1.0 v2.2 -Added NS90 Tail Rotor (found in the Control parts section) -Added blade colliders to Main Rotor and Tail Rotor; they will now impact with objects and parts they touch while spinning -Reduced unnecessarily large texture size on Kuey Main Rotor -Updated XH-7 LIFTR with new tail rotor v2.1.1 -Increased performance of Kuey Main Rotor to improve lifting power [using KAS] -Replaced XH-5 Hopper with XH-7 LIFTR v2.1 -Added KH-1 Kuey Main Rotor -Added XH-5 Hopper helicopter in example crafts folder -Changed jumpjet part name to KAXjumpjet (save breaking) -Updated packaged Firespitter.dll to 6.3.5239.37254 -Added ReadMe file with credits v2.0 -Added Radial Engine -Added KAX P-25 "Pee Wee" to crafts examples folder -Turboprop thrust reduced by 10%, but will now perform better at higher altitudes -Turboprop tech unlock moved to Advanced Aerodynamics v1.9.1 -Fixed FX offsets on Jump Jet -Reduced thrust on Jump Jet v1.9 -Added Jump Jet Engine -Fixed KAX Kerbardier Dash-8 .craft in example crafts folder. It will now load properly. v1.8.1 -Added hatch and generic cockpit interior to Horizon cockpit; Kerbals will now enter and exit properly. Note: Hatch located on left back side near circular window. v1.8 -Added Heavy Structural Fuselage -Added Heavy Fuselage (2M jet fuel) -Added KAX Kerbalheed TriStar .craft in example crafts folder v1.7 -Added Heavy Tail Boom -Removed FSanimateThrottle from electric prop to fix null errors v1.6 -Added C2-B Horizon cockpit v1.5.3 -Fixed Turboprop shutdown sound v1.5.2 -Fixed Heavy gear right click menu -Increased heavy gear brake strength v1.5.1 -Updated to latest Firespitter.dll (included) -Further reduced heavy gear wobble; craft should no longer flip or steer off the runway v1.5 -Adjusted heavy gear physics to reduce wobble -Heavy gear now attaches in the correct direction in the editors (NOTE: You will have to rotate the existing heavy gear on your crafts 180 degrees) -Added turboprop shutdown sounds -Added updated Firespitter.dll with sound fixes (thanks Snjo!) -Added intake to turboprop v1.4 -Turboprop and Electric prop part names renamed in config to prevent conflicts with other mods (NOTE: SAVE/CRAFT BREAKING) -Turboprop thrust reduced and curve values changed for balance -Turboprop fuel efficiency increased v1.3 -Complete Unity rebuild of GS-580 Heavy Gear Assembly to fix animation timing and parenting -Minor tweaks to other parts v1.2 -GS-580 Heavy Gear Assembly added v1.1 -e50 Electric Propeller Engine added V1.1 -PT100 Turboprop made lighter -Fixed prop rotation -Polished animation transition -Added KAX Kerbardier Dash-8 .craft in example crafts folder v1.0 -PT100 Turboprop /r/kerbalspaceprogram release known issues: -Heli Tail Rotor doesn't produce thrust (dependent on Firespitter.dll) -Heli Main Rotor hover feature inoperable (dependent on Firespitter.dll) -Add ladder to cockpit so Kerbals can exit and enter properly License: -Copyright Overview- KAX models, textures, and sounds are created by Keptin, who retains all copyrights. Snjo retains all rights for the Firespitter plugin. You may: Modify KAX in anyway for your personal use Use KAX models, textures, and assets to create derivative works Distribute sufficiently modified versions of KAX parts or newly created derivative parts Distribute video, screenshots or other media portraying unmodified or modified versions of KAX All other rights are reserved Specifically, you may not: Distribute unmodified versions of KAX, in part or whole, without permission Use KAX for any commercial purpose For help on how to make aircraft in KSP, see my guide: http://forum.kerbalspaceprogram.com/threads/52080-Basic-Aircraft-Design-Explained-Simply-With-Pictures
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