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  1. This should be a nice simple challenge. Build an airplane, powered only by solid rocket engines, capable of taking off from the SPH runway and landing on the island runway. Rules: Solid rockets are the only propulsion allowed. No jets, no liquid rockets, no RCS, no infiniglide. Aerodynamic control surfaces only. If your command pod has reaction wheels, they must have torque turned off. Rolling takeoffs and landings; you can't use dedicated solid thrusters to lift off or anything messy like that. No staging, no damage. What takes off must come down in one piece. Kerbal it! You've gotta have a pilot; no probes. Is there scoring? Well, sort of. All submissions must be able to take off from the SPH runway and land on the island runway (velocity = 0) but there are leaderboards for different capabilities within that set. Your plane only needs the capability; you can get the following achievements/challenges on a separate run. I'll make a rockin' awesome badge if I get enough buy-in. Achievements/challenges: Speedrun. Take off, come to a full stop on the island runway, return, and come to a full stop on the SPH runway, in as short a time as possible. Shockwave. Reach the highest possible airspeed (below 60 km altitude). No recovery required. Endurance. Travel as far as possible from the SPH and make a successful rolling landing. Spaceballs. What's the highest altitude you can achieve? No recovery required. Featherweight. What's the lowest-mass solution you can manage? Replication. Make your solution look as close as possible to a real-life aircraft (I'll judge). More achievements/challenges may be added based on demand.
  2. Hi to all kerbonauts i'm Diias, So let me tell you my idea, in a simplified version : I wanna reshape (not in a bad way) the way you start with your aircraft in the ground, I wanna add this items to my first iteration of this mod when it realeses which I have no date, 1. New small to mid size engine, I'm aiming for like a A320 to B737 engine 2. Add an APU system 3. Add 1 new type of material which is pressurized air So it would be like: So you would do your aircraft or plane, and to start the engines you need pressurized air.... and to make that pressurized air you need to start the APU (It's worst than it sounds) but to start the APU you need Electric charge which I will tweak during the development to be balanced. "Obviously the APU can only start one engine ( You could only start 2 engines at the same time if you putted 2 APU's but that is kinda obvious)" But here it's where it gets tricky, I know little about 3d modeling and I just have my girlfriend helping me doing it but she only had like a crash course of blender, so if anyone wants to help or in this case volunteer for this project send me a private message, and for everyone else I will try to update every once in a awhile the development of this mod thanks to all who red this post stay kerby 1st Update: https://imgur.com/Iu8IVTe 2nd Update https://imgur.com/UQ7n52k This is how it looks in unity now with some really fast textures but almost finished: https://imgur.com/TRrlnB5 and https://imgur.com/bQM2LS9
  3. Kerbal Express Airlines is in need of updating its aging fleet of regional jets and turboprops. It's a big client, operating at hundreds of airports around Kerbin, and that means big fleet sales. Does your aircraft company offer the right kind of aircraft for the job? Kerbal Express wants profitable aircraft. They're looking for aircraft that meet or exceed their requirements for fuel efficiency, speed, range, passenger load, ease of training, and cost of maintenance, for the right price that gives them the best return on investment. They also want a design that's flexible, offering variations of the same design for a variety of different routes. The Rules: KSP version 1.3 or 1.2.2 (Craft file must import into 1.3 for judging). Stock parts + Airplane Plus (optional) only. The Mk1 and Mk2 Crew Cabins count as 8 Passengers Mk3 Passenger Module and Size 2 Crew Cabin count as 24 Passengers Small aircraft must have at least 1 pilot in a cockpit, and medium-large at least 2 pilots. No command seats. No reaction wheels. Air breathing engines only. No overly wacky designs or "spaceships", it must look like a modern aircraft. Minor clipping is allowed, within reason. A rolling runway takeoff is required. Takeoff & Landing speed of no more than 80 m/s (Use flaps to achieve this, if necessary) Flaps must be set to toggle on action group Custom 01 Your aircraft must stay intact. [No drop tanks, etc.] Model variants may only have minor differences between them to be considered. 15,000m altitude limit. Mach 1 speed limit (343 m/s) TweakScale is allowed, just please don't ruin the spirit of the challenge with it. Submission Deadline: 9AM PST, 7/6/2017 What is a variant? To improve your design's competitiveness, your company can submit a variant of the same design (See Wants section below). A variant is built on the same model platform with minor changes in design to give it, say, extra range, or extra passenger room. This is most commonly achieved by adding fuel tanks or lengthening the cabin, sometimes with minor changes to wing and emmpanage design. To qualify as a variant, it must generally have the same structural layout, meaning engines, gear, and lift surfaces must be in roughly the same location & design. Basically, if you make it too different, it will be considered a separate model/submission. What Kerbal Express Air Wants, By Category: For all categories, Range will be calculated by total fuel capacity divided by fuel burn rate at the recommended cruising speed & altitude. Turboprop Range of at least 800km Cruising Speed of at least 130 m/s 24 Passengers, and optional 32 Passenger variant Small Regional Jet Range of at least 1000km Cruising Speed of at least 220 m/s 32 Passengers, and optional 40 Passenger variant with an extended range of at least 1200km. Medium Regional Jet Range of at least 1500km Cruising Speed of at least 240 m/s 72 Passengers, and optional variant with extended range of at least 2000km. Judging Criteria: Every submission that meets the requirements will be ranked w/ feedback from Kerbal Express Jet test pilots, but how well it ranks depends on: How well it meets or exceeds the category requirements How well it meets or exceeds the requested variant Cost of Aircraft Fuel Efficiency at recommended cruising speed & altitude Ease of maintenance; fewer parts and fewer engines are preferred How to Submit (See Example Submission in post below). Your post must include the following: The name of your aircraft company and model names for the designs you're submitting. At least one screenshot of your designs. A link to your craft files in your submission post. No PMing me. The price of your aircraft times 1,000,000. (If $23,555 in-game, submit as $23,555,000. This is just for fun to make prices more realistic.) The recommended cruising speed and altitude for your aircraft. This is the speed and altitude you've fine-tuned your designs for, ensuring the best balance of speed, range, and fuel efficiency. It's also what the test pilots will be testing your aircraft at for judging. (Optional, but will help in review) Pitch your aircraft to the Kerbal Express Airlines executives, selling them on why it should be purchased for their fleet. Include any notable features (even if fictional). ========================================================================== Challenge Submissions & Rank Turboprop Kramer - 50-100/150 Avery, A well balanced turboprop with good all-around performance and handling characteristics. Small Regional Jet Kembraer ZO-135, While unconventional in design, the Krembraer ZO-135 performed excellently, besting the competition in every way. Pizio & Hartmann Co. - Bluebell A+, Well featured, and meets all of our requirements at a reduced price. Osprey Regional Jet ORJ400/500, A well-rounded aircraft, meeting our requirements in all areas. Kerbolde Supersonic Jet - AAA072-1, An efficient, high-performance aircraft, but its supersonic speed significantly restricts its use over populated areas. ScarsTarsProducts - Vulture-01, A beautiful looking aircraft with excellent flexibility, but it burns fuel like a mofo. Medium Regional Jet One More Booster Co. - Kerb Ferry 72, Sturdy for cargo use, but its high fuel burn rate and steep price make it expensive for commercial passenger use. Kramer. - 150-100 Baltimore, Expensive, inefficient, loud, and too big. The Baltimore fails to be competitive on all fronts.
  4. The Mustang is a new Mk1 sized Turboprop fighter from KAe systems, it is being built to enter the Stock Turboprop DogFight challenge and may be selected by entities to fulfil the role of Airborne Combat Patrol and Homeland Defense. Mustang Prototype Download The Mustang prototype has been under development for quite a while. There were several technical challenges to be overcome. Today we are unveiling the prototype for review. This version is a test-bed for new technologies and will be worked on to increase speed, range and include armaments. It has a top speed currently of 60.5ms in level flight (don't be fooled by the navball, the wings are pitched so even though the nose is slightly down, the wings are level and maintaining altitude). It is as efficient as could be built although it is currently under-powered for military purposes. It uses two twin Juno KAe Mercator engines in a push/pull configuration. It is envisaged the production version will be equipped with the tri Juno Brigand engine. A lot of effort was put into making this aircraft AI controllable for the Stock Turboprop DogFight challenge, so it could not be finicky, or need special tricks to fly. As such it is remarkable easy to fly for a pilot, just stage (space), engage SAS (t), and full throttle (z). Pull up at about 40ms and it should lift smoothly off the tarmac, you don't even have to worry about tail prop strike. Landing is as straightforward as any other aircraft, though landing pitch of more than 10' may cause damage. Stall speed is below 30ms. Mustang Prototype - Top Speed You can eke slightly more speed out of it by deploying the rear blades. Mustang Prototype Development
  5. Ammonia borane (H3NBH3) is a compound with properties analogous to ethane, but with a higher point of fusion. Basically ammonia borane is solid at room temperature and pressure, unlike ethane that is a gas. Ammonia borane has an special property: it will release hydrogen while is heating (being transformed to H2NBH2, next to HNBH) until degrade to nytrogen boride at 1000 "C. If ammonia borane isn't degraded to nytrogen boride, it can be recharged of hydrogen. This is a good thing, since a ammonia borane volume is able to store much more hydrogen than the same volume of liquid hydrogen. Then, it could be used for build light reusable rockets, as well as compact high hydrogen density cells of cars, and like hydrogen batteries for jet engines. Currently the ammonia borane is being studied for its possible application for hydrogen batteries of future, the main problem is the production of this substance, together logistical problems derived in the extraction and recharge of hydrogen gas from it.
  6. By now there's multiple procedural parts generation mods that allow fully custom rocket and spaceplane designs. However, I'm yet to see one that tailors towards more graceful fuselage design for aircraft. I doubt I'm the first to think of this, but I haven't yet found any topics that discuss this. The would only feature one part - a regular procedural fuel tank. Users can edit the same properties that current procedural parts mods allow, such as textures, width, length, part type (fuel, structural, battery, etc), and so on. However, the following customisation options would also be included: Cross Section Type: Each fuel tank has a cross sectional shape that can be changed. Ellipse Rectangle Chamfer Rectangle (diagonal corners) Fillet Rectangle (rounded corners) Cross Section Dimensions: Each end of a fuel tank has tweakable geometric properties. These would be unique to each end. For example, you could have a fuel tank that starts as a tall ellipse and ends as a flat ellipse, or a square with small chamfer corners growing in size as you move down the tank. Section width Section height Chamfer size Fillet radius Cross Section Smoothing: Each end of a fuel tank has optional smoothing. What this means is that you can make a tank change shape smoothly, rather than instantaneously. This would allow you to have multiple parts inline that gradually change shape so that your fuselage doesn't have any jagged lines. This imgur link describes what I'm talking about. Section Offset: Each end of a fuel tank can be offset vertically and horizontally. This would allow you to create long and smooth tail/nose pieces, much like what we see in aircraft in reality. Is there anything already like this? What do you guys think of this?
  7. Send in some KSP Surveillance aircraft. Put it in a reply. They have to be in a KerbalX web link. There can only be 3 SR-71 because in the next video their can't be to many SR-71 aircraft compatible for KSP 1.3. Here is the channel that they will be shown in https://www.youtube.com/channel/UCI5ZatD11IKoKkNDy6pWCJg Here is an example https://kerbalx.com/Trekkie148/SR-81-Eclipse requirements The craft must be stock unless if it have BDarmory Continued installed [optional] Give it a proper name by starting with a SR in the beginning, SSTO's are ok but not to many but only mk2 and mk1 aircraft, Give it some detail saying it's origin and the company that the aircraft was made from, Last but not least send them in by this Wednesday. [you can send some in after that but I wan't some for a video coming out this Wednesday] plus I will credit you Here are some helpful tips for wing configuration https://en.wikipedia.org/wiki/Wing_configuration#Wing_sweep https://en.wikipedia.org/wiki/Wing_configuration#Drag_reduction
  8. A Concorde analogue I threw together, to get to Mach 2.0 you have to use afterburners, it is quite a stable plane and performs well. Altitude maximum is around 10km. Not sure how far it can go yet, but it does have quite a bit of fuel onboard and also a cargo space in the tail. Download
  9. Ever wanted a Super Cool Jet(SCJ) that was faster than everything else? and could pull massive gees? well, this is the jet for you!(Cringe level rising auto shutdown) The SCJ-100 is the first of its kind(im my save). with 1 panther engine and mostly C7 parts, i can ensure you there's a way to get it to go mach 2.WARNING:VERY TWITCHY ON TAKEOFF.LET IT FALL OF THE RUNWAY. Please do not text and fly Backstory(warning:boooorrring) One day i was playing ksp and i thought, i should make a jet. so i went to the SPH threw some parts together and BOOM! a high speed jet with sick g force endurence. I went to make 11 more. THEN 1.3 came along and said"i dont work with your PC. Im gonna make you lose your super awsome squad of jets" and all of my jets that took me HOURS to make went "POP". a year later, i tried making them again, so this is the best i remember the SCJ-100 being. there will be more... DOWNLOAD NO MODS NEEDED:https://kerbalx.com/Jeb12345/SCJ-100 Tell me if there is anything that can be fixed pls.
  10. The T-65 Crow was designed by Incom Corporation. I clocked the top speed at just over 1400 m/s in the atmosphere, and it can sustain these high speeds without overheating or exploding thanks to the Heat Resistant Parts mod which also gives the aircraft it's black coloring.. It's maneuverable, sturdy, and boasts 4 AE-6 B.R.O.A.D.S.W.O.R.D. engines from the Mark IV SpacePlane System mod. Hope you all like it! View Published Craft (Mods used, part count, images, and craft download are all found here) T-65 Crow Craft Page Direct Download download T-65 Crow Craft Thumbnails Please reply if you have any comments or suggestions for me! -Moon
  11. Since I saw videos on YouTube of how many people made propeller based aircrafts in the last month, I wanted to try my luck and make a stock supersonic propeller plane. Obviously I failed, and since I've failed and given up on propeller aircrafts, I wanted to share with you my design. It's my most stable prop engine I've ever built. My highest level top speed I achieved was 170 m/s . I don't understand how I didn't achieved more... but I'll explain to you why I don't understand. Here are the 3 models for my aircraft: Aircraft V1.1 Top speed: 110 m/s Torque: 7 Medium SAS modules per engine => Total of 14 This is the most stable prop based aircraft I ever made. It's a joy to fly. Aircraft V2 Top speed: 150 m/s Torque: 13 Medium SAS modules per engine => Total of 26 I'm dissapointed that I didn't get an at least 70% improvement of speed over the first version. I have almost double the torque and the stability of the aircraft is almost the same! I don't understand why I couldn't get to at least 190 m/s. This was a total let down for me. Aircraft V3 Top speed 170 m/s at 7000 m altitude Torque: 19 Medium SAS modules per engine => Total of 38 This is where I stopped. Obviously I had no chance of increasing the speed anymore. Stability was an issue here, but I managed to make it fairly stable with that many modules per engine. The engines won't woble to death so that's good enough for me. Now why is that with so much torque I get little speed increase? This is what I don't understand. I have tried numerous ways to improve the speed but I've failed. I tried different elevons but that didn't improve the speed. But anyways, you can download the craft files and maybe make a miracle and achieve Mach 1 if you find the solution. If not then at least you have now one of the most stable prop engine designs at your disposal. I can't wait and see what you guys will make out of this engine design and what aircrafts you'll design. P.S. I used Advanced Tweakables to make those engines as they are now. No cheats involved. If the engines won't spin when you decouple just Re-edit the fairings and it should solve the problem. Hold shift if you want to offset something on the aircraft. If you can't offset to infinity go to settings.cfg and do this: VAB_FINE_OFFSET_THRESHOLD = 20 . EDIT: I've finally made an almost supersonic aicraft. It has the same engines as the V3 but this plane is faster. Here it is: The aircraft
  12. This is an original aircraft of mine. The F-67 Phalanx is super maneuverable, has a very low take off speed, and can achieve speeds above 1200 but should not sustain such speeds for extended periods of time due to eventual overheating of the aircraft's wings and body. The aircraft's designation is the F-67 Phalanx. It consists of 52 parts, and uses 6 mods (Which are listed on the Craft Page linked below). It boasts 2 AE-6 B.R.O.A.D.S.W.O.R.D. engines and features stow-away landing gear that retracts into the fuselage. Hope you all like it! Built using KSP version 1.2.2. Published Craft Page (Contains pictures of the aircraft, a list of the mods used, and the download is also available here) F-67 Phalanx Craft Page Direct Download download Phalanx Craft Thumbnails If you have any comments or suggestions feel free to reply to this thread and share your thoughts! Enjoy! -Moonsparkejo
  13. =TKOL= The King of Laythe Challenge (BDArmory 3 vs 3 AI Duels) This is 3 vs 3 sci-fi aircraft duels, taking off from Laythe's ocean and firing future weapons. YOUTUBE PLAYLIST Current King of the Laythe: @jrodriguez - Z-Type Mang Class Rev1 Number of Wins: 2 DoctorDavinci - Kajiu-P2 - DEFEATED SuicidalInsanity - Sea Kestrel - DEFEATED ------------------------------------------ Registered belligerents: KenjiKrafts - Lehi-XVIII Mods allowed: B9AnimationModules B9PartSwitch B9 Aerospace B9 Procedural Wings BDArmory Firespitter FutureWeapons JSI KerbalJointReinforcement OPT ProceduralParts TweakScale BDMk22 Submit Rules: Your craft should be added to the TKOL hangar https://kerbalx.com/hangars/18442 Your plane should be able to take off from water! The max part limit is 70. Only weapons from Future Weapons part pack is allowed - Don't forget to add power to your future weapons otherwise it will not shoot!. Turrets should have angles fixed with 0 º. Test your craft against the current King of Laythe before posting! Recommend weapons: x10 laser cannon and old fixed laser. Recommend fuel for a minimum of 5 mins at full throttle. Challenge Rules: - Challenges to the King of the Hill will be processed on a first-come first-served basis. - The first winning 3 rounds wins. - This challenge will end when all contestants registered have been defeated. - To win a round or claim title to King of Laythe, one of your surviving craft must: Still under AI control and flying without issues (It is not about to crash...) Still appear on the VS list in the BDA GUI (your weapons module hasn't been shot off) if there are no survivors with all the above, the round will be considered a draw, and a new round required. - In case of a draw or bugged round, a round will be added to the match. - Only AI and Weapons Manager changes are permitted to the TKOL champion between matches to fine-tune their AI response to upcoming challengers. No other part changes are permitted to the TKOL champion. - All challengers are permitted to make any changes they wish to their craft up to and just before their match vs the current TKOL champion.
  14. SERIES IV AS @inigma CAN NO LONGER MANAGE ASC IV DUE TO HIS DEMAND FOR TIME ARE A LITTLE STRAINED. BECAUSE OF THAT, I WILL BE HOSTING ASC IV. Air Superiority Challenge - King of the Hill 4v4 AI Duels (WW2 Theme) How Long Will You Claim Air Superiority? Test your design against the current King of the Hill, then Submit your entry to the ASC KerbalX Hangar and post a link in this thread to enter! King of the Hill: TBA Number of Wins: TBA Registered belligerents: P-18 Falcon by @epicman81 0 wins (ELIMINATED) KB-45 Falcon by @Wildcat111 0 wins (ELIMINATED) K-13-A Vivamente by @TorchedForever AVRO Kraken Mk. 1 by @GDJ 1 win AVRO Kraken Mk.2 by @GDJ 3 wins P-26 Hornet Mk.1 by @Wildcat111 P-83 Super Scythe and P-97 Broadsword and P-76 Discord by @Rezolution DF-47 Stinging Nettle by @DoctorDavinci 0 wins (ELIMINATED) Mosquito Mk.1 by @Bob_Saget54 TL.43 Dryad L,and TL.43 'Dryad' T Mk XVI by@JollyGreenGI It began with a challenge... inigma claimed King of the the Hill on April 3, 2016 with a pair of Fighter Papa-1s over KSCand KSC Islands. Not soon after, his son challenged him with a pair of dp class fighters of his own. The Air Superiority Challenge was born! The Air Superiority Challenge is a rotating challenge series from a catalog of currently adopted rule sets: No Restrictions, Modern Style, WWI Style, and other ideas we come up with by consensus. Only one series is active at at time, but each series will be posted in rotation. Most Series last a month. Some longer or shorter depending on interest, time, and new software releases. What never changes is the general format: two AI teams dueling for control of a piece of territory, most commonly KSC Island, using stock and BDArmory parts only (with a little Kerbal Aircraft Expansion thrown in here or there for spite). How long your team will claim the ASC KOTH title depends on how many times your designs survive challenges to your reign. Air Superiority Challenge IV Match Rules: All matches are hosted in KSP 1.1.3 64. bit with the latest BDArmory, Kerbal Aircraft Expansion, Airplane Plus and Aviator Arsenal mod versions. To ease the load of the match hosts, and to increase confidence in your submission, you may only submit an entry that you've tested against the current King of the Hill. Your post must state you've done so. Challenges to the King of the Hill will be processed on a first-come first-served basis by whichever match host volunteer happens to be available to do so (you can join the ASC Host team, PM Wildcat111 to do so). Challenges are best 2 out of 3 rounds of 4v4 take off from near KSC runway in opposite directions, BDArmory Tournament Mode: 4km re-engagement over KSC. To win a round or claim title to King of the Hill, one of your surviving craft must: have a Kerbal in your craft have at least one engine remaining (out of fuel ok) have at least one weapon attached (empty ok) still appear on the VS list in the BDA GUI (your weapons module hasn't been shot off) if there are no survivors with all the above, the round will be considered a draw, and a new round required. In case of a draw or bugged round, a round will be added to the match. 3 draws in a row will result in the match going to the current King of the Hill. Any craft that has disengaged is considered lost. All seats on a craft will be filled. Two seater? Two Kerbals. Yes, Kerbals weigh a few. All matches will be made available on my YouTube playlist when ASC IV is concluded. The aircraft that wins 2 out of 3 times is the winner. Air Superiority Challenge IV Entry Rules: 4 aircraft (must look like a plane) required per team (can be same or different crafts), all must be manned with at least one Kerbal, all Kerbals in command seats, no closed cockpits. All craft must be built in KSP 1.1.3 No cockpit reaction wheels. 10 fixed guns maximum, no turrets EXCEPT FOR PLANES THAT FLY SLOWER THAN 80 M/S, THEN 2 50. CAL TURRETS, ONE ON THE BOTTOM AND ONE ON THE TOp IS ALLOWED, BUT THE 50. CAL TURRETS MUST BE IT'S ONLY DEFENCE Closed cockpits are allowed. Clipped engines and parts are allowed. All stock parts permitted except the following prohibited stock parts: all stock engines EXCEPT JUNO ENGINE all Mk3 sized parts Big S wing Big S elevon SAS modules reaction wheel modules No mod parts permitted except the following: BDArmory (required for AI Flight Computer, and AI Weapons Manager. The .50 caliber Browning machine gun is the only weapon from this mod permitted in this series.) Aviator Arsenal (any fixed non-turreted weapon from this mod is permitted) - ASC KOTH.cfg file (to fix issue with Aviator Arsenal's antenna part, goes anywhere in your GameData folder) Kerbal Aircraft Expansion (required for liquid fueled propeller engines only, no other parts permitted) Airplane Plus (optional) http://forum.kerbalspaceprogram.com/index.php?/topic/140262-113-airplane-plus-r40-wwi-early-flight-4-engines-more-custom-sounds-aug-8-2016/ B9 PWings (optional) http://forum.kerbalspaceprogram.com/index.php?/topic/94621-102-b9-aerospace-procedural-parts-040-updated-090615/ Procedural Parts (optional) http://forum.kerbalspaceprogram.com/index.php?/topic/96402-113-procedural-parts-parts-the-way-you-want-em-v125-july-3/ No restrictions on AI, or Weapons Manager settings. Entries must contain download link for the craft file(s) to the ASC IV KerbalX Hangar and posted to this thread (static links prevent me having to update the OP with your new versions). Only AI and Weapons Manager changes are permitted to the ASC champion between matches to fine-tune their AI response to upcoming challengers. No other part changes are permitted to the ASC champion. All challengers are permitted to make any changes they wish to their craft up to and just before their match vs the current ASC champion. If you are next in line, please notify the match host so your changes are committed to the match. If the match host missed your note, it's not their fault. Just re-submit your craft. Only one active entry per person at a time (to prevent dueling yourself). Match hosts will only engage staging once to turn on your engines at 0 throttle up to 3 minutes before match start, so be sure to tie in any components you want activated to the staging action group (competition start engages staging automatically), and be sure to include enough electricity to keep them active while stationary and throttled to 0. You may not trigger the Weapons Manager, or AI, or any of their settings, via the staging or SAS action groups. This prematurely enables fighting, and crafts that do will be disqualified. You may create a fake cockpit using a chair and some landing gear and stuff Hosting Details: Rounds will be processed depending on our time and general availability (hopefully semi-daily). With that in mind, let's see how far we can take this! You are welcome to host your own matches and publish the results in this thread, just let me know. If you decide to host an ASC match, you must have a dedicated KSP 1.1.3 64 bit install that only has the following mods installed: Aviator Arsenal ASC KOTH.cfg file (Fixes issue with Aviator Aresnal antenna. Goes anywhere in your GameData folder) BahamutoD's BDArmory BahamutoD's BDAVesselSwitcher BahamutoD's Vessel Mover BahamutoD's DestructionEffects Kerbal Aircraft Expansion Take Command Optional Mods: B9 PWings, http://forum.kerbalspaceprogram.com/index.php?/topic/94621-102-b9-aerospace-procedural-parts-040-updated-090615/ Visual mods are permitted as long as they don't seriously degrade your match processing THE DEADLINE FOR SUBMITTING IS SEPTEMBER 20. YOU MAY UPDATE YOUR CRAFT, BUT YOU HAVE TO LET ME KNOW. YOU MAY POST MULTIPLE CRAFTS. KerbalX Hangar: https://kerbalx.com/hangars/10351 ASC MATCH HOSTS: @GDJ @DoctorDavinci and @Wildcat111 Let's begin! Wildcat111
  15. SERIES III Air Superiority Challenge - King of the Hill 4v4 AI Duels (WW1 Theme) How Long Will You Claim Air Superiority? Inigma's YouTube Channel Test your design against the current King of the Hill, then Submit your entry to the ASC KerbalX.com Hangar and post a link in this thread to enter! ASC Match Hosts: @inigma | @jrodriguez | @g00bd0g | @Hobbes Novakoff | @Draconiator | @colmo Check out these other ASC Divisions: ASC-IV (No Restrictions) Coming July! | ASC-A (PvE Arena Ladder) Coming Soon! King of the Hill: TorchedForever - K1A Volante Number of Wins: 8 Registered belligerents: The Optimist - 2 Woodpecker, 1 Desert Moth Type 3, 1 Fighter Beefalo - DEFEATED! GDJ - Avro Super-Bee - DEFEATED! He_162 - Heinkel P3 - DEFEATED! Triop - FU-247 - DEFEATED! epicman81 - 1 mk25 Llama (20mm), 1 mk25 Llama (50 cal), 2 mk24 Starfish - DEFEATED! Draconiator - Kerbwith Alpaca - DEFEATED! AlexTheHu - ASC Tri - DEFEATED! qzgy - PointyStickFish Mk 11 - DEFEATED! It began with a challenge... inigma claimed King of the the Hill on April 3, 2016 with a pair of Fighter Papa-1s over KSC and KSC Islands. Not soon after, his son challenged him with a pair of dp class fighters of his own. The Air Superiority Challenge was born! ASC Series Playlist: The Air Superiority Challenge is a rotating challenge series from a catalog of currently adopted rule sets: No Restrictions, Modern Style, WWI Style, and other ideas we come up with by consensus. Only one series is active at at time, but each series will be posted in rotation. Most Series last a month. Some longer or shorter depending on interest, time, and new software releases. What never changes is the general format: two AI teams dueling for control of a piece of territory, most commonly KSC Island, using stock and BDArmory parts only (with a little Kerbal Aircraft Expansion thrown in here or there for spite). How long your team will claim the ASC KOTH title depends on how many times your designs survive challenges to your reign. Air Superiority Challenge III Match Rules: All matches are hosted in KSP 1.1.2 with the latest BDArmory, Kerbal Aircraft Expansion, and Aviator Arsenal mod versions. To ease the load of the match hosts, and to increase confidence in your submission, you may only submit an entry that you've tested against the current King of the Hill. Your post must state you've done so. Challenges to the King of the Hill will be processed on a first-come first-served basis by whichever match host volunteer happens to be available to do so (you can join the ASC Host team, PM inigma to do so). Challenges are best of 3 rounds of 4v4 take off from near KSC runway in opposite directions, BDArmory Tournament Mode: 4km re-engagement over KSC. To win a round or claim title to King of the Hill, one of your surviving craft must: have a Kerbal in your craft have at least one engine remaining (out of fuel ok) have at least one weapon attached (empty ok) still appear on the VS list in the BDA GUI (your weapons module hasn't been shot off) if there are no survivors with all the above, the round will be considered a draw, and a new round required. In case of a draw or bugged round, a round will be added to the match. 3 draws in a row will result in the match going to the current King of the Hill. Any craft that has disengaged is considered lost. All seats on a craft will be filled. Two seater? Two Kerbals. Yes, Kerbals weigh a few. All matches will be made available on the official YouTube playlist embedded above. Air Superiority Challenge III Entry Rules: 4 aircraft (must look like a plane) required per team (can be same or different crafts), all must be manned with at least one Kerbal, all Kerbals in command seats, no closed cockpits. All craft must be built in KSP 1.1.2 50 part limit maximum per craft. 2 fixed guns maximum, no turrets All stock parts permitted except the following prohibited stock parts: all stock engines all Mk3 sized parts Big S wing Big S elevon SAS modules reaction wheel modules No mod parts permitted except the following: BDArmory (required for AI Flight Computer, and AI Weapons Manager. The .50 caliber Browning machine gun is the only weapon from this mod permitted in this series.) Aviator Arsenal (any fixed non-turreted weapon from this mod is permitted) - ASC KOTH.cfg file (to fix issue with Aviator Arsenal's antenna part, goes anywhere in your GameData folder) Kerbal Aircraft Expansion (required for liquid fueled propeller engines only, no other parts permitted) No restrictions on AI, or Weapons Manager settings. Entries must contain download link for the craft file(s) to the ASC KerbalX.com Hangar and posted to this thread (static links prevent me having to update the OP with your new versions). Only AI and Weapons Manager changes are permitted to the ASC champion between matches to fine-tune their AI response to upcoming challengers. No other part changes are permitted to the ASC champion. All challengers are permitted to make any changes they wish to their craft up to and just before their match vs the current ASC champion. If you are next in line, please notify the match host so your changes are committed to the match. If the match host missed your note, it's not their fault. Just re-submit your craft. Only one active entry per person at a time (to prevent dueling yourself). Match hosts will only engage staging once to turn on your engines at 0 throttle up to 3 minutes before match start, so be sure to tie in any components you want activated to the staging action group (competition start engages staging automatically), and be sure to include enough electricity to keep them active while stationary and throttled to 0. You may not trigger the Weapons Manager, or AI, or any of their settings, via the staging or SAS action groups. This prematurely enables fighting, and crafts that do will be disqualified. Hosting Details: Rounds will be processed depending on our time and general availability (hopefully semi-daily). With that in mind, let's see how far we can take this! You are welcome to host your own matches and publish the results in this thread if any of the ASC match hosts fail to respond within 7 days to the next belligerent challenge. If you decide to host an ASC match, you must have a dedicated KSP 1.1.2 64 bit install that only has the following mods installed: Aviator Arsenal ASC KOTH.cfg file (Fixes issue with Aviator Aresnal antenna. Goes anywhere in your GameData folder) BahamutoD's BDArmory BahamutoD's BDAVesselSwitcher BahamutoD's Vessel Mover BahamutoD's DestructionEffects HyperEdit iPeer's InFlightFlagSwitcher Kerbal Aircraft Expansion Malah's QuickBrake Take Command Texture Replacer Visual mods are permitted as long as they don't seriously degrade your match processing. Match hosts must post all rounds to YouTube channel with KSP: ASC III KOTH belligerent vs king (Round # of # or Full Match) BDArmory AI Dogfight Battle and update this thread with a link. Shall we get started? Who will be the first to challenge the ASC King of the Hill? Air Superiority Challenge Series III - Line of Succession SuicidalInsanity - SI-5 Tyrant - 1 win Draconiator - Super Llama - 1 win JollyGreenGI - K&K Sweep - 2 wins Bananders - Crown Nightingale Mk2 - 1 win The Optimist - 2 Woodpecker, 1 Desert Moth Type 3, 1 Fighter Beefalo - 2 wins TorchedForever - K1A Volante - 8 wins Previous ASC Series Top Reigning Kings: ASC-I - SuicidalInsanity - Solarius III - 6 wins ASC-II - g00bd0g - VulcaRaptor - 10 wins - ASC Grand Champion ASC-III - TorchedForever - K1A Volante - 8 wins
  16. Sector 7 Space Laboratories Aircraft Repository Here you will find many Aircraft builds I've posted in the past, you can find the original links, craft files, videos and pictures here. As craft are posted in the future I will periodically update the Thread. Some builds are old ones and I have updated pictures and links, if you see one that is not posted message me about it and I will gladly get it posted. I would also like to thank everyone that have downloaded any of my builds and hope that you have enjoyed them as much as I have enjoyed building, flying, driving, launching, diving, steering and crashing them with you. Today's Featured Aircraft Terrafugia Transition 7 Another casual flying Aircraft. The original craft is a flying car that is propelled with a propeller and also folding wings. This one has lots of hang time when landing and will stall near 40 m/s. The fuel can be maxed out but sliding may occur. The wheels I am using make the craft look more like the real craft but having no breaks and using the Engines Reverse makes it a fun challenge when landing on the Island Airbase. Craft File: Terrafugia Transition 7 Parts: 35 Mass: 7.810t Height: 3.3m Width: 10.3m Length: 9.5m Operation: At Takeoff apply full Throttle and SAS and flaps if desired (Action Group 3). The craft will fly nicely with or without SAS but much better with it. Action Groups 1- Toggle Engine (Off / On) 2- Toggle Engine Reverse 3- Toggle Landing Flaps Craft File: Softwind 107 S7-F14 TomCat Bomber Original Post Craft File S7-F14 TomCat Rapid Fire Original Post Craft File S7-F14 TomCat 2 Original Post Craft File S7-F14 TomCat 3 Original Post Craft File S7-F14 TomCat Original Post Craft File S7-F14 TomCat Fighter Original Post Craft File Beech Model B18 Original Post Craft File Beech Model S7-MJ Original Post Craft File Beech Model S7-MJW Original Post Craft File S7-X3B Original Post Craft File Sailplane Combo Original Post Craft File AirService - One Original Post Craft File SailTech Original Post Craft File Lil Tiger Original Post Craft File Mini Enterprise AC-1 Original Post Craft File Mini Enterprise AC-2 Original Post Craft File The Benoist XIV Airboat Original Post Craft File Executive Express Original Post Craft File Executive Express II Original Post Craft File LiL Bit Original Post Craft File The Mrs. Chrissy Original Post Craft File Invader Original Post Craft File The Mother Load Original Post Craft File Sector 7-427 Original Post Craft File Velocity 7 Original Post Craft File Agents of S.H.I.E.L.D. Aircraft Original Post: Only on KerbalX Craft File Ziggy K.A.R. Original Post Craft File Strike Force Original Post Craft File
  17. Howdy, This craft sways once it achieves mid altitude. I was hoping that that someone fixes it while I go and eat dinner Any suggestions would be nice. http://www.mediafire.com/file/8x9gxw5evf8nivn/Frostflux+m5.craft Sigh, attachments seem to be very buggy... EDIT: Well I've fixed everything so now it is a working SSTO. Thanks, Chris (Heretic391)
  18. Consolidated B-24 Liberator I've known for many years that my Uncle SSgt Lee G. Castille was a casualty of WWII but never knew how he died. Thanks to some help from a kind fellow Kerbonaut @EVA_Reentry sharing his research expertise with me I've gained some details about this incident. He was a crew member of a Consolidated B-24 Liberator. After discovering this it compelled me to build one. I would also like to mention a New Stock Propeller Design, I'm using the Small Nose Cone and the Communotron DTS-M1. Note: I liked the idea of the Old Movie look on the video and also liked the original look so I decided to create both videos. Consolidated B-24 Liberator The LIB 1940's Craft File: Consolidated B-24 Liberator Parts: 248 Mass: 48.24t Height: 6.0m Width: 25.0m Length: 25.5m Action Groups 1 Cargo Doors 2 First Set of Bombs 3 Second Set of Bombs 4 Toggle Forward Guns 5 Toggle Puff Engines 6 Toggle Roof Guns 7 Toggle Puff Engines 8 Toggle Rear Guns 9 Toggle Puff Engines
  19. Mod has been picked up by SpannerMonkey. Attention: At the moment (17/01/16)i'm putting this mod on standby due to exterior reasons. Enjoy the content i put so much effort into! And please try not to blow yourselves up. (18 July 2016) Update: At the moment i'm working on my own videogame, of which I will give further details in the offtopics of the forums (if allowed), until then I'm afraid I won't be working on this mod anymore although I do not part without one last gift for those still following this mod. Many months ago I had computer problems and Had to format and in the process I lost all my files of the mod except a backup I left on dropbox, although old the backup still possessed some interesting files and among them the 3D models for the Hyperion and both Terminator and Vanquisher (mig-21) cockpits. So have at them if anyone who wants to is more than free to modify them and distribute them as their own mod! But be sure to mention my name in the process I'm sure out there there are people with fantastic Ideas on what to do with these: Cockpit 3D Files (Mega.nz) Hey people! I'm an IVA nut. So I make IVA's. HAVE IVA'S! The mod is still a constant ongoing project.My modpack is intended to feature all sorts of aircraft related parts (when i can make them) , features mostly cockpits with full integrated IVA, i just love IVA's (Who doesen't) Current parts: Cockpits: BF-109 ; Mig ; Hyperion (P-80 lookalike) ; Razor ; Jetfire (SR-71/F-106 lookalike) Intakes: Early and Late variants of Mig-21 intake ; Engines: Reaper AB Jet Engine (based on Su-9 engine); Kiril AB Jet Engine (based on Mig-21) And one more thing, I plan that ALL my cockpits will have IVA's! Note: Cockpits with ASET & RPM stuff requires ASET Props https://kerbalstuff.com/mod/1021/ASET%20Props ASET Avionics https://kerbalstuff.com/mod/1023/ASET%20Avionics RasterPropMonitor https://kerbalstuff.com/mod/734/RasterPropMonitor Planned: As many cockpits as we feel like having! Keep in mind that I can take requests! If you have ideas feel free to post them, even post a drawing if you wish! For me English classes are the best to draw IVA's (but don't tell anyone, that stays between you and me.) And other parts like engines and intakes! Cheers! Don't forget to comment! Changelog: License: CC-BY-SA Hey, if you are feeling generous you can donate any sum you wish!
  20. I was playing around with a simple plane with infinite fuel enabled, in order to test the effects of dihedral and high vs low wing, but I was getting some extraordinarily weird results. I was expecting the high wing dihedral arrangement to counteract sideslip disturbances and make the plane not tend to bank into level turns, but that wasn't what was happening at all. This was my test craft: It is, as far as I can tell, completely symmetrical around the longitudinal axis. Reaction wheels were disabled and I was flying without SAS. Ignore the radial parachutes on the bottom, I was trying to balance out the high wings to neutralize torque from the engine thrust axis being off center mass, but they have no effect on the test and I just removed them. After taking off and trimming pitch neutral, I was getting a very noticeable and annoying roll tendency to the left, and I just couldn't figure out why. I could trim it out, sure, but where was it coming from? On my actual planes I was planning to fly with SAS on (for autotrim, mostly) and I find that making the plane as stable as possible without SAS on helps a lot with making it fly well. After investigating if there was asymmetric drag or lift going on somewhere and scratching my head for a bit I discovered this little bit of weirdness: if the wings are set to autostrut to heaviest part (the engine), the plane consistently rolls to the left. If they are set to autostrut to the root or grandparent part (the cockpit in both cases), the roll tendency is much less pronounced but still there. With autostruts disabled, the wing configuration does what I expected, and the plane is quite well-behaved in level turns - just bank it over 20-30° in either direction and it will quickly stabilize in a clean turn with no sideslip by itself with no input other than the pitch trim, and it has a weak tendency to bank out of the turn and return to wings level regardless of turn direction. Rigid attachment of the wings seems to have a similar effect of making the plane tend towards to rolling left, but the effect is quite weak and it could easily be a mistake on my part (my testing methodology is hardly all that scientific and the testing environment isn't exactly controlled). What is going on here? Why does this happen? Surely autostruts don't actually have drag (even if they did, I don't think that would cause this). I've seen some discussion of some old symmetry joint rigidity bug that could have similar effects but I couldn't find it on the bug tracker. Here is the craft file for the test aircraft (with autostruts and rigid attachment off) in case you want to play around with it yourself. To reproduce my test conditions, take off (it is pretty nose heavy at low speed but you have more than enough pitch authority to counteract that) and get into stable level flight, without SAS, with nose pointed at horizon. Adjust pitch trim so that the plane maintains level flight. I did my tests at quite low AoA - around half a degree. Bank the aircraft left or right and observe how it behaves in a turn. Now, while you're in such a turn, autostrut the wings to the heaviest part and observe the roll tendency. It's more noticeable in a right hand turn because then the high-wing dihedral tendency to return to wings level combines with the tendency to roll to the left. It is also more noticeable at higher speeds.
  21. @Munbro Kerman, @MajaeV, @chadgaskerman Planes you three have requested have arrived! Avro Vulcan - https://drive.google.com/open?id=0B_ZkNlM8j7rjOEpZSW11Uk9XOU0 F-15 Eagle - https://drive.google.com/open?id=0B_ZkNlM8j7rjZldKd3Z4N3NBeEk SU-47 - https://drive.google.com/open?id=0B_ZkNlM8j7rjc0w1Mnd2ZHhSRE0 Sukhoi SU-34 - https://drive.google.com/open?id=0B_ZkNlM8j7rjZHB1dzBjazMzb1E MiG-21 - https://drive.google.com/open?id=0B_ZkNlM8j7rjRldvZ3N3VllpOG8 Pictures! http://imgur.com/a/XLczV All aircraft are stock, no mods needed to use. I try to make them as close to 1:1 scale and as high of detail as I can. If you have an aircraft you'd like me to build, please don't hesitate to ask me in the comments, because I will gladly build them. Have fun with them! - TheKorbinger
  22. A subject that has long fascinated me, the idea that someday, decades or centuries after colonizing the planet, humans might someday be able to fly drones or even manned vehicles around Mars. To be clear, this is completely impractical as an exploration concept. NASA would have better luck with rovers or craft modeled after ultra high-altitude balloons here on Earth- which can reach altitudes exceeding 170,000 feet here on Earth (certainly high enough to fly in Mars' lower gravity and denser gaa composition). But I like to wonder and dream about whether we'll someday see winged aircraft on Mars... The non-rocket aircraft with the current altitude record for level flight is the NASA Helios H-1, which reached level flight at 96,863 feet on August 13, 2001. It was a subsonic monoplane flying-wing solar-electric propeller aircraft with an aspect-ratio of almost 31:1, a wing-area of 1976 sq ft, a wing-loading of 0.81 lb/sq ft, no wing-sweep, and a total gross weight of just 1600 lbs. Mars' mean molar mass is about 43.34 g/mol, as opposed to about 29 g/mol on Earth, and the highest atmospheric pressure is found in Hellas Planitia is about 1,155 Pascals (by contrast Earth's sea-level pressure is defined as 101,325 Pascals). So, the highest density air on Mars should have a density about (1155/101325) * (43.34/29) = 1.703% Earth's sea-level density, equivalent to the density of air at about 95,000 ft (28.956 km) on Earth... This is already just barely within the flight-envelope of an aircraft with specifications similar to the Helios H-1 (which could fly at altitudes over 96,000 ft), but Mars' lower gravity should allow aircraft to fly substantially higher due to the reduced lift requirements, and allow different optimization of aircraft to obtain higher total lift and altitude-ceiling at the expense of mass. What I am curious about, specifically, is what the best design characteristics would be of a winged aircraft on Mars... Would a solar electric-propeller monoplane like the Helios H-1 be the best option available? (even with radically improved materials, something like this couldn't be expected to fly more than a few thousand meters above the lowest-altitude parts of Mars with surface elevations below the nominal "sea level" of Mars...) Or would it be worthwhile to go with something like a biplane or even triplane design to obtain lower wing-loading and better aspect-ratio? (the Helios H-1 wings were 11.5 inches from front to back. With a biplane design, a better aspect-ratio could be achieved by making the wings thinner, to obtain similar wing-area while extending just as far from the Center of Mass...) This was actually a design-strategy in some early aircraft that allowed higher altitude-ceiling, climb-rate, and better maneuverability on some early fighter designs at the expense of top speed- and on Mars, where attitude-ceiling would be the driving design-constraint, this would probably be a worthwhile tradeoff as well... Alternatively, if provided with electric supersonic jet engines (similar to what Elon Musk likes to fancifully talk about today) or even nuclear-thermal supersonic turbojets, a better strategy might be to opt for speed instead of low wing-loading to keep winged aircraft airborne. This would require slightly futuristic propulsion methods, but there is nothing about the laws of physics that forbids obtaining your propulsion energy from batteries, solar panels, fuel-cells, and/or a tiny nuclear reactor instead of combustion. .. Supersonic design concepts might also be aided by breakthroughs in airframe design, if the Japan/MIT concept of a supersonic biplane ever comes to fruition- in which two wings are placed such that the shockwaves from each destructively interfere with each other, producing less than half the wave drag of a comparable wing-area monoplane and reduced sonic-boom. However these designs have significant difficulty with low-speed flight, and while they might be able to fly perfectly well at low altitudes on Mars, would probably have extremely high takeoff and landing speeds that would require impractically long and smooth runways for even the lightest of craft... These ideas might all seem fanciful or even impossible, but they are not so pie-in-the sky as one might think, and I would appreciate if all individuals responding to this post keep the discussion optimistic and non-critical. Let me repeat myself- these concepts are on the very edge of what is possible, and many of you may feel they are *impossible*. I do not mean this as a form of backseat or pre-emptive moderation, but I would appreciate if those of you who are critics and cynics respect those of us who would like to have a positive discussion of this concept, by refraining from quickly jumping to make such statements- as they will drown out all other discussion if you do not control yourselves from making highly-critical statements to this effect. Out of respect for myself and other forum users, please avoid statements here to the effect that flight on Mars is impossible- the assumption that most people probably hold, and this discussion is meant to reconsider. Regards, Northstar
  23. Turns out Kerbals have a Santa Claus too, and his ride is pretty sweet! And, of course, it wouldn't be a Kerbal Christmas if Santa's sleigh wasn't rocket-powered! Enjoy, and happy holidays! DOWNLOAD
  24. I need some ideas here. I am TheKorbinger, a Stock-Aircraft developer in search of ideas. Every few days, I release aircraft for people to look at (pictures), and play with (downloadables), but I want people's input on what I should be building in order to gain a little popularity. So far I have released 16 aircraft for download, with pictures of most of them. http://imgur.com/a/mzggS (2 aircraft) http://imgur.com/a/lWf2S (1 aircraft) http://imgur.com/a/DOaoN ( 11 aircraft) I want some ideas from the community on what to build. This would help me so much! Have Fun! - TheKorbinger
  25. Aircraft Mobile Unit This craft was intended to be a Ground Mobile Unit until I thought about trying to fly it, and of course with a little more structural design wah la! we are Airborne. Now you can fly Multiple Aircraft without a mod. You could also detach all the Aircraft and add your own creation by creating an attachable sub assembly. The Aircraft I am using is the Cessna7, this is not an actual craft, most all my craft that indicate 7 or S7 are my look alike or look somewhat a like or just some idea I designed. In this case it's somewhat like a real Cessna Aircraft. Aircraft Mobile Unit Craft File: Aircraft Mobile Unit Parts: 274 Mass: 67.727t Height: 5.6m Width: 47.7m Length: 23.7m Cessna7 Craft File: Cessna7 Parts: 24 Mass: 5.506t Height: 3.7m Width: 11.3m Length: 9.1m Operation: Engage SAS and apply full Throttle, liftoff near 80 m/s. Use action group 1 to kill the Mobile Unit's Engines then action group 2 to deploy Parachutes. As always don't forget the Kerbals if you are planing to fly multiple Aircraft. Action Groups 1- Toggle Mobile Unit's Engines 2- Deploy Parachutes
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