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  1. HISTORY In mid-1960s airlines had to choose between the low-capacity narrow-body 707 or the massive 747 for transatlantic routes. Future of air travel clearly belonged to the spacious and cost-efficient wide-body jetliners and so a gap in the market appeared for a long-range, mid-capacity wide-body airliner. While Lockheed’s L-1011 may have paved the way for tri-engine jets it’s extremely complex S-duct made it hard to maintain and prone to failures. The odd shape also meant that upgraded, bigger engines could not be fitted. A technological wonder of it’s time was a dead end in the long run. McDonnell-Douglas also developed a trijet of their own and decided to learn from Lockheed’s shortcomings. The fruit of their project was the DC-10. With the engine number 2 integrated into it’s vertical stabilizer the DC-10 was far easier to maintain and could fit a multitude of engines. Three engines allowed it to conduct flights directly over the ocean (it was free of ETOPS restrictions) and it’s sleek silouhette meant that it was more fuel-efficient than it’s contemporaries. It gained some bad reputation after a series of accidents attributed to it’s cargo door locking mechanism. In retrospect the bad press was greatly exaggerated and the DC-10 proved to be as reliable and safe as other airliners of it’s generation over it’s service life. It was quick and fairly easy to maintain compared to 4-engine monsters like the 747 but after the ETOPS restrictions were lifted and aircraft like the B777 or the A330 started making direct flights over the oceans the trijet quickly lost it’s edge in terms of efficiency. Two engines were the future, and in the late 1990s the DC-10/MD-11s were slowly being phased out of service. Last passenger variants of the MD-11 were retired from service with KLM in 2011, but the powerful platform was quickly adapted for cargo-carrying duties by Fedex and UPS among others. Many DC-10-30Fs and MD-11Fs remain operational to this day in those companies. This replica of a cargo variant of the DC-10-30 is my biggest flyable craft to date, and perhaps also the most detailed and functional. It features custom landing gear, flaps, spoilers and a ton of detail which make flying it a great experience. It’s also relatively low partcount for a craft of this size which should make it quite playable! FLIGHT MANUAL 1. STARTUP AND TAKEOFF Since KSP slams your craft onto the runway REALLY hard when spawning, the gear may get a little wobbly and you may have to wait a few seconds until it settles down and straightens out (you may want to enable SAS and brakes). This happens only on loading so don’t worry about it too much when landing. Be sure to enable the APU with AG3 so you don’t run out of power while your engines aren’t running. After the DC-10 is sitting still on the runway you can start up the engines on idle throttle. You can extend the flaps with AG1 for takeoff. To take off apply gentle throttle (no more than 20-25%) until you are moving at approx 40-50m/s on the runway to prevent stalling the compressors and losing thrust. Optimal V2 is approx 80-90m/s. After takeoff you should be moving fast enough to prevent any compressor stalls at high throttle. Retract the flaps with AG1 and retract the landing gear with G. 2. FLIGHT There isn’t too much to it - the DC-10 is very stable and pilot friendly for the most part. Roll rate and pitch authority are both very good for an aircraft of this size. The cruising speed is approx 200m/s and top speed sits at somewhere around 270m/s at 5-6km. Be careful not to overstress the airframe if you are making hard maneuvers at higher speeds. This airframe is rated at no more than 4.5Gs. 3. APPROACH I recommend lining up with the runway in advance to give you time to set up a smooth glideslope. After you line up with the runway drop your speed to about 120m/s to allow for flaps to deploy safely. You can now deploy the landing gear (G), flaps (AG1) and spoilers (AG4). 4. LANDING The DC-10 will become really sluggish and stall-happy below 60m/s so land at approx 75-80m/s if possible. Be sure to flare and reduce your vertical speed to prevent damage to your landing gear. After touchdown, apply brakes and activate thrust reversers with AG2. Remember to reduce thrust when your speed drops to prevent compressor stalls. That’s it! Below are the main controls: AG1: Toggle flaps AG2: Toggle thrust reversers AG3: Toggle APU AG4: Toggle spoilers U: Toggle landing lights Enjoy and fly safe! v1.0 - Initial release DOWNLOAD: https://kerbalx.com/EvenFlow/McDonnell-Douglas-DC-10-30F
  2. I have been trying for a while, but no I could not come up with a solution for this. I'm new to this game. just a fey days since I downloaded ksp, I'm tying to do quite ambitious projects for my level of experience. Because of this I need your help. Now for a question: How can I deploy a controllable unmanned aircraft from a mothership? Here is a photo of the aircraft https://imgur.com/a/u6wkqsa I'm trying to make the bigger plane at the bottom be romtely controlled by the smaller one on top. Thank you for your attention. sorry for typos, english is not my first language . mods used: Airplane Plus and Tweakscale
  3. This craft is a 1:1 scale full stock replica of the H-4 Hercules, more popularly known as the Spruce Goose. This craft, while relatively simple in its design, ended up being one of my more involved replicas, with a large amount of work and experimentation put into replicating the design. The craft is powered entirely by 8 of my R-4360 turboprops, which combined produce 3200 kN of thrust. The wings of this replica represent my first attempt at fully constructing a custom aerofoil. The technique used is effective, but I have since improved upon it,and you can expect more advanced versions of it in my future replicas. One interesting quirk of these wings, is that the enormous amount of drag and lift they produce means that this craft flies very smoothly at its top speed of 26 m/s, yup. Performance wise, this craft did not meet up to my expectations. I had intended for this craft to be capable of water takeoff and landing. With this in mind I kept the craft as light as possible, being about half the weight of my other replicas of similar size and complexity. Unfortunately, this craft was not able to land, nor take off from the water, meaning that this replica is basically completely aesthetic. While I am somewhat disappointed by this craft, I learned a great deal whilst making it, and it was ultimately a valuable experience. Download: https://kerbalx.com/Kronus_Aerospace/Kronus-H-4-Hercules-Spruce-Goose Craft Mass: 310.95 tonnes Part Count: 2141 parts I would love any suggestions about what *big* plane I should build next!
  4. This craft is a full stock 1:1 replica of the McDonnell Douglas MD-11, this craft makes use of no DLC parts or mechanisms. While I have built a number of large planes, it has been nearly a year since I've built an actual airliner, so I decided to tackle another one. I wanted to built a tri-jet as I had simply never done one before, and true to form I chose the largest tri-jet ever built, The Md-11, a largely altered variant of the DC-10. This craft features refined versions of building techniques I had used in the past, as well as new ones. In total it took 3 months of on and off work to complete, as various difficulties and roadblocks would regularly halt progress on the build. This craft also utilizes a perfected form of the custom actuated wing surfaces used on my Drehmeister fighter craft to replicate the large control surfaces located at the base of the wing. basically every section of the craft had to be reworked or rebuilt from scratch, this made the build the slowest going out of any craft I have built proportional to it's size. However, I feel it payed off as the final product is notably more polished than any of my previous builds. Download Link: https://kerbalx.com/Kronus_Aerospace/Kronus-McDonnell-Douglas-MD-11 Part Count: 1485
  5. I have seen one other suggestion topic about this before and it was abruptly closed and not re-opened again. Really my question is why don't we have propellers yet and what might the chances of us getting them be? (And yes, I'm aware of mods, but I happen to like playing games stock)
  6. P-101 Boomerang Stock KSP 1.3 Personal Flying Wing Download Craft File @ KerbalX! Inspired by early flying wings such as the Gotha Go229, the P-101 brings back the pioneering spirit with its radical, yet simple flying wing design. Featuring just 22 parts, the pint-sized Boomerang is powered by two Size 0 turbojets making it one of the simplest aircraft capable of controlled flight at subsonic speeds.
  7. This craft is a full stock 2:7 scale replica of the SR-71 Blackbird. This craft has Spark engine afterburners, which necessitate the use of infinite fuel. The craft is very slow unfortunately, but is decently maneuverable. This craft was built purely for aesthetics, and true to form for me it has an absurd part count for its minuscule size. This craft was originally built some time ago, and was recently retrofitted. Ideally I would rebuild the craft from scratch as it’s old infrastructure was a constant obstacle to the redesigns. Given more time a full revamp would be more accurate and have better performance. In the future I may revisit a mini SR-71 again. Download: https://kerbalx.com/Kronus_Aerospace/Kronus-SR-71-Blackfinch Part Count: 405 Craft Mass: 11.12 tonnes
  8. The DC-10 Something dangerous in the sky... The Might of Three Rolls Royce engines propell the aircraft through the sky. Taxiing..
  9. F-4 Phantom II: .CRAFT file:https://kerbalx.com/KAS/F-4-Phantom-II
  10. Welcome to my semi-scale F4 Phantom. Not intended to be a true scale replica, but hopefully giving the feel and flavour of the legendary Phantom, this version is easy to fly and completely stock. Only 2 action group keys to remember : 1 toggles the afterburner on and off and 4 toggles the ladder. That's it. Once launched on the runway, turn on SAS, throttle up and stage the engine. With no further user input, the Phantom will take off at around 110 - 120 m/s. What could be easier? Download the craft file from KerbalX
  11. Hello! I have built many craft with Mk1 sized parts, but I find it annoying how there is a Mk2 Drone Core, and yet nothing for Mk1. Sure, we have the CH-J3, but that is not capable of controlling a craft. I suggest a Mk1 drone core, maybe it could be a long nosecone, or like the Mk1 cockpit but with the windows covered and replaced with wires or panels. Thoughts about this?
  12. Serving no specific purpose, and with a relatively short range, depending on engine mode used, this is an easy to fly aircraft with no vices. Turn on SAS and throttle up, and this plane will happily take off on it's own with no further user input. It's also easy to land with a gentle glide ratio that only needs a nudge of back stick to settle it back on the runway. Download craft from Kerbal X - Foxtrot
  13. Huge thanks to @Azimech, whose incredible advice made this craft pososible. This craft is a full stock, 1:1 scale replica of the Boeing Pelican Ultra, a cargo ekranoplan/aircraft. This Colossus would have carried massive amounts of military hardware long distances, primarily across the sea to maximize fuel efficiency. However, it never made it past the concept stage, and now only exists in the form of vague specifications and inconsistent artist renditions. Having taken 5 months to complete, being composed of just under 3,000 parts, weighing in at 1.8 kiltons, with a wing span of 150 meters and being 120 meters in length, this craft is by far the largest and most ambitious project I have ever undertaken. The craft is also full to the brim of stock mechanisms. It utilizes 4 of my T-4650 stock turboprops, which together produce nearly 19,000 kN of thrust. The craft’s entire nose section rotates upwards to reveal the cargo bay, this is made possible with what is perhaps the largest stock joint ever created. The joint in question is made up of an orange tank that is held within a fairing precisely tuned to its diameter. It also features a ramp, which is incredibly mundane by comparison. All this work on to ensure that the craft could feasibly be used to transport payloads would have been for naught if the craft didn’t actually have any payload capabilities. Fortunately, this craft can easily carry payloads of well over 1000 tonnes, although it’s exact upper limit is as yet unknown. To get this beast into the air, a huge number of hidden control surfaces are used. The center of lift is also placed in front of the center of mass to ensure that it flies nice and easily. Download: https://kerbalx.com/Kronus_Aerospace/Kronus-Pelican-ULTRA (<-- As well as additional screenshots) Part Count: 2857 Irrelevant Information (AKA Gloating): -You could play a full sized game of Football (Soccer) on this craft’s back across its wings. -The cargo bay is so large that you could easily fit a 747 inside. -With full payload this craft is both larger and heavier than the Saturn V. -This craft produces 24 times the thrust of a 747. -I think you get the point.
  14. Kerbal Aircraft Corp requests your specifications! Post specifications of the aircraft you want and have them delivered within one week if the engineers find the time. We will reply with a craft file once complete. At Kerbal Aircraft Corp, it is our aim to make sure your aircraft needs are fulfilled with quality and humor.
  15. The challenge: build an aircraft that can take-off, land and fly in either direction. * Extra credit: Try to build an aircraft that can successfully change directions mid flight. RULES: 1. You must have a pilot. 2. The craft must take off horizontally. No VTOL. 3. No additional reaction wheels (and bonus style points if you can fly yours with SAS off and all internal reaction wheels turned off) 4. It can be a palindrome aircraft, meaning it is symmetrical front and back, but that is not a requirement. Otherwise, anything goes. However, this challenge is about design, not about getting around rules. I'm sure I forgot some detail, so just bear that aforementioned in mind. I built this one a while ago and had a play with it today, as well as took this footage. (I still have not figured out what I am doing for @Triop's Temple rally, so this was a fun distraction). It is certainly not my most fun plane to fly, but it more or less works. I created the challenge because I am keen to see how others solve the problem.
  16. [LOOKING FOR HELP DEVELOPING THIS MOD AND UPDATING TO 1.2. PLEASE EITHER POST IN THIS THREAD OR PM ME IF YOU'RE INTERESTED IN HELPING OUT. MODELLING, TEXTURING, OR CONFIG WRITING EXPERTISE GREATLY APPRECIATED] We at Instell Incorporated pride ourselves in customer satisfaction. We wish to give our customers only the greatest and most fashionable ways to ride their reusable ICBMs. Our engineers are ready and eager to work on any project that can get them close to the liquid oxygen again. Here at Instell we have only the best of experimental technologies, because finished products are just too mainstream. Why spend precious funds on testing when the customer can do it for you? At Instell we believe in shooting for the moon, and even if we miss, our craft melted on the way up. SCRAMJET ENGINES! New from Instell, the Semi Combustible Ramjet. Have you ever thought that stuffing air and fuel into a tube until it exploded was a bad idea? We did, but we kept trying anyway until we figured out that shoving more air in makes it explode out the back of the tube! [WARNING - Sharp edges, high temperatures, and ludicrous G forces may cause death, dismemberment, and or hallucination] We at instell incorporated are proud to offer a selection of two wonderful scramjets: XE-101 and the XE-202. Both are scramjets and are built to propel your spaceplane to hypersonic speeds. They become more powerful and efficient the higher they are and the faster they go. Advantages of scramjets: Very efficient at high speeds/altitudes Very light Can function at very high altutudes Is the physical representation of acceleration Does not require intake hogging However it poses a couple of challenges: Must be going past mach 3 to function Engines have a tendency to cause other parts to overheat due to atmospheric heating. Engines are more efficient in the upper atmosphere ELECTRIC ENGINES! Introducing the XE-303/E electronic turbofan engine! This engine is considerably more simple to use than our Scramjets. This engine is excellent for subsonic crafts, especially those on other planets. Since it doesn't rely on combustion to power its turbine, it will run in any atmosphere. It's perfect for aircraft transports on other planets! Advantages: Can run in any atmosphere Small onboard battery supply Cheaper than a traditional basic jet Very quiet Makes for a great air conditioner in a pinch Disadvantages: Cannot go above Mach 1 Can only be radially attached A bit bulky PULSE DETONATION ENGINES! Introducing Instell's latest work of mad science: The XE-404 Pulse Detonation Engine! This engine is the perfect companion to the XE-101 and 202. It has a maximum speed of mach 6 and sounds like a mosquito screwing a dragon. Despite using the most advanced coolant systems that Jeb could find in his junkyard, this engine still has a tendency to overheat, so watch out! Advantages: Can easily take a SCRAMjet up to the required speed. Has a speed ceiling of mach 6. Operates well in the same flight conditions as a TurboRamJet. Can cook a burger in 6 seconds flat. Disadvantages: LOUD!! Cannot reach as high of an altitude as the XE-101 and 202 Can overheat easily ___________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________ To-do list: Get G.O.N.A.D.S. working properly Cool fuselage parts Better model for Casper better (stockalike?) textures better models in general more engines, the more experimental the better Changelog: v1.6.1 Repackaged for 1.0.5 v1.6 Added XE-404 "Jackhammer" Pulse Detonation Engine Added XF-35B SuperBullShark to demonstrate XE-404 Added F-38 Mako just for fun v1.5 Added RI-01 Hypersonic Intake Added Mk.1 Battery Fuselage Remodeled XE-303/E XE-303/E no longer needs IntakeAir to function, but does need to be in an atmosphere. XE-303/E takes way less electricity to run. Removed G.O.H.N.A.D.S. until I can get the damn thing to work. Added new parts onto IX-102 and IX-201 v1.4 RETEXTURED ALL THE THINGS! Tweaked G.O.H.N.A.D.S. to actually do the thing that it was made to do. Added XE-303/E Electric Turbofan engine (Thank you firespitter for your wonderful plugin) Added IX-201 to showcase the new engine Added fairings to XE-101 v1.3 Added G.O.H.N.A.D.S. (Gunkworks Oxidizer-augmented Heat Neutralizing And Dumping System) Updated IX-102 with new part, can now survive more abuse! v1.2 Added IX-203 (X-43 style aircraft) Edited IX-102 spaceplane Lowered thrust of Houdini to 70 Lowered thrust of Leech to 35 v1.1 Added particle effects nerfed engines slightly v1.0 release Download (KerbalStuff): [instell Incorporated is not liable for crafts melting or disintegrating from heat or acceleration, warranty void if engine exposed to fire.] License: This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/4.0/.
  17. So someone recently challenged me to make a replica of the Quinjet from the Marvel Cinematic Universe. It is a cargo VTOL aircraft with a similar purpose to Boeing's V-22 Osprey. I wanted to make my replica unique, so I decided to make some stock electric/jet powered propellors for the VTOL function. But I've never really delved into the world of stock propellers before. So I was wondering if any of you had any tips on building them, or which design would be most appropriate (are high TWR propellors even possible)? Preferably they need to be relatively low profile, although I acknowledge that I may have to lose some aesthetics for functionality. The design for the aircraft will probably use MK3 parts although I could switch to MK2 for lower mass. Any help/criticism is welcome!
  18. We've seen the cockpit and structure mods like Airplane plus、Aviation Cockpit、AoA tech、Quiztech、Nice MKseries Body,and we have the B9 procedural wings and procedural part to make more available room for editing. With the AirplanePlus' raptor engine、the QuizTech's VTOL engines and by editing the .cfg file myself, the thrust system is also not problem. However, even with these classical good mods, during my aircraft building process i still encountered some problems. The biggest ones are: Blended Wing Body、Curved wing edge、Curved(Hook) Surface. And with the famous mods that i already have, i have no idea how to make it better. So i'd like to ask veterans for help, about any mod that possible would be helpful for make the aircraft building closer to the there topics above. 1. The Blended Wing Body (smooth transition between fuselage and wing)is a big problem when we build those gorgeously shaped 3rd-generation fighter jets like Su-27 family、F-16 and more extreme examples like B-2 、Boeing X-48. We can make other jets(like mig21、typhoon) more real (because they have comparatively less smooth transition, like almost a cylinder fuselage with a wing ) by simply using the normal structures and wings parts, and F-22、J-20 can also be real (because the stealth planes all have simpler shape without that much curved lines and surfaces) . But it's really hard to make the transition smooth in su-27 and f-16. 2. The Curved wing edge: First only the WWII planes use elliptical wing like spitfire, and we have some mod for that cute little one. But many other planes also require round tips of the wing, i remember that in the old Procedrual wings(not B9 procedural wing), we have round editable wing, but that mod doesn't seem to fit in KSP1.4.x. I know that this is easier than the blended wing body transition, because by modifying carefully we can make the straight lines together look like smooth line, and that's exactly what i've been doing all the days. However there are some real "monsters", even harder than the SU-27's strake wings, for example, f-18: I tried a lot about f-18's strake wing, and failed. I also tried to search others' good design on the kerbalX, and failed. All of them didn't make the beautiful curves good enough. It seems that straight lines can't be made up to that kind of curve line. 3.Curved(Hook) Surface: Well i know this is too much and hard for KSP, the game's operation principles requires the mod makers themselves to build the 3D model and texture, so making a procedural curved surface is too difficult. But still i'm holding some hope that someone may know any mod with some "hook surface" part or even function. Let's take my old crafts for example, these are almost the limit that i can reach: The blue one's curved lines are made up by many adjusted procedural wings, and when i look closer i feel really unsatisfied. (The J-20's curved line is between the canard and main wing)
  19. Due to a major financial scandal, Kerbin's main supplier of prop engines can no longer deliver. The timing could not be worse as KSP is launching a new Duna programme, with a focus on exploratory aircraft that can deliver good science. Plans are afoot for serious fuel mining and processing infrastructure, but this is still costly in time and resources. Creating multiple fuel stations around the planet is not viable at this time. They need an aircraft with range. The challenge: Build an aircraft for Duna, and fly it as far as you can with the fuel you are carrying. The winner is the one who flies the farthest. The only rules are: 1. It must be rocket powered. No props or Kethane-powered mod jets . 2. It must carry a Mobile Processing Lab. 3. It must not go into orbit. Ceiling is 16,000 meters. 4. No drop tanks. Too expensive to replace and/or recover. 5. It must be a real plane, meaning it has lift and could take off and land multiple times. 6. Mods are fine, but the engines must be stock. Details: Cheat or Mission Builder yourself to any location on Duna. Fly your plane as far as you can, and when you land, hit F3 to show your total distance traveled. Any mods (other than mod engines) are fine except infinite fuel or anything that breaks the spirit of the challenge. Mods and stock parts will be two different categories. A plane is considered stock if it has no modded parts. Non-parts mods have no bearing on that. Your plane can be as big or small as you want it. It can have tons of stability enhancements or none at all. It can be piloted or probe cored, but you must have a full science crew in the lab. I suppose a really keen person could build a flying fuel processor and go forever (and serious kudos if they do), but the spirit of the challenge is single flight range and that is what you will be judged on. This idea came about while I was tooling around in Mission Builder, modifying a plane I built for Kerbin to see what I could do. I got a fair distance (well, for me, anyway) and I thought it would be cool to see how others solve this problem. Partly this is selfish; I want to learn from you all :-) On my to-do list for work is to get upskilled in Adobe Illustrator. It may take a bit, but I will create a badge for this challenge. My first attempt with the lab. Okay, but needs a lot of R&D.
  20. A fully operational carrier hull and bridge. As opposed to Eskandre's excellent Nimitz, this one has a ski-jump. It's not actually based on any real-world aircraft carrier, but it probably most resembles the Russian Navy's Admiral Kuznetsov. The lifts and hangar are fully operational. The mod is actually just a single part that comprises the hull, deck, lifts and bridge. It generates its own power, but it's meant to be used along with other ship mods for engines, radar, antennae, defence systems, etc. [MOD - Download link removed due to missing license - sumghai]
  21. Ok this is somthing i think is IMPORTANT for KSP, being able to trim you planes Have you ever made and airplane and started flying it around the world (or just a long distance) and had the plane slowly start pitching downwards? If u just left the controls alone you would eventually crash right. Well this is why i want AIRPLANE TRIMMING please help me notify squad and get this to be a feature ingame because its so frustrating doing long straight flights on kerbin. So please help me notify squad about this If you want more info on what trimming is just read this little bit of info its fairly simple: https://aviation.stackexchange.com/questions/164/what-does-the-term-trimming-most-commonly-mean-in-aviation You can also find videos on yt on how trimming works and its uses! To squad: please add this its much needed. You could make it like and optional clickable button when u right click on a probe or a cockpit but man would this be useful. Besides real airplanes use this in pretty much every airplane today so why not add it in ksp?
  22. Hello, this is just an open decision about the design of KSP Military Aircraft. Feel free to upload pictures of aircraft. Feel free to have constructive conversations about these aircraft.
  23. Sanchez Besa By: K&S Technologies Group To have lived in this era would have been so fascinating to me. That's part of my motivation when building these early aircraft. When I start these projects I look for pictures online and find one that I like, then begin to build it. Then I find myself struggling to build an engine to accommodate the craft. This is where team work helps. Klond once again built this brilliant little engine that's perfect for the craft giving it that real life feel. Engine work by klond The engine is actually two contra-rotating units, totaling 20ish-kN and somewhat of a gas hog. Props are non-adjustable. Engine derived, and very similar to the one on the https://kerbalx.com/klond/tiny-coaxial-turbocopter Craft File Parts: 167 Mass: 5.545t Height: 3.6m Width: 11.6m Length: 7.5m We were enjoying this Three Engine Version and wanted to share it. She's a little delicate but another fun flight with much more power. Three Engine Version An Early Flights Video you may enjoy
  24. Wyleg's Wonderful Workshop Parts for aircrafts. Mk3 HVC cockpit Heavy heat-shielded cockpit for reusable trans-atmospheric spaceships. Provides high visibility for its crew. Holds up to 4 kerbonauts. Now features working RCS! Cockpit is WIP - currently it lacks IVA and there's no cabin illumination. T-10 Air Intake This intake resembles the one used on Sukhoi Su-27 family of fighter jet aircrafts. It also should fit other replicas such as MiG-31 Foxhound and F-14 Tomcat with this distinctive shape with sharp edges and rectangle-ish frame. Intake is designed to fit stock 1.25m cylindrical jet fuel tanks. Changelog Imgur album: link Download: Spacedock W3 Fuselage Texture Custom texture for Procedural Parts designed for aircraft fuselages that fits nicely with stock parts and B9 Procedural Wings. Download: Spacedock
  25. 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!)
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