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Found 15 results

  1. Hey everyone, aircraft flying noob here. So I recently I tried flying a simple aircraft halfway around Kerbin while leaving it on time warp. The plane mostly flew straight but it kept pitching up slowly so I had to keep making adjustments. I'm almost sure this is because my COL is slightly above my COM. From what I read online, adjusting the trim should do the job. So i tried adjusting it using Alt+W but nothing changed. I'm wondering if it has something to do with the fact that SAS was on. Any ideas?
  2. Anyone interested in working for NASA in California? The work involves developing advanced flight sims for manned and unmanned aircraft. You have to have an engineering degree, a masters degree is best. If you're really good it might be possible to overlook the degree requirement, but you'd need a lot of software development experience. Skill requirements: 3D graphic programming, C/C++ (w/shell scripting, like bash or powershell), good network skills (UDP), OpenGL, Python, Git. Some knowledge of Qt is a big plus. Having game experience (like Unity or Unreal) would be important here too.
  3. So lately I have taken to the habit of building many of my rovers with reaction wheels, and I set all the electric torque components to "SAS Only" mode. I find that this helps a lot on flat(ish) terrain, making the rover less likely to flip over when aggressively breaking or making sharp turns, as the torque of the reaction wheels in SAS mode helps cancel out forces that might send the rover spinning. But experience has taught me that on rougher terrain where gravity is lower and changes in elevation more sharp than on much of Kerbin (like, say, the Mun) I have to "pulse" deactivation of the
  4. Can someone recommend a good autopilot/cruise control mod? I mainly just want something that will maintain a consistent altitude during atmospheric flight but other kinds of autopilot would be a cool bonus.
  5. Hello Kerbal Community, Recently I've been trying to create a space plane on a heavily modded install of KSP version 1.2.2. However, it does not work. Any of the jet engines that I use (ie: whiplash or RAPIER) do not generate a high enough TWR and cause the plane to run out of fuel before ever making it to an orbit. I know that this is not a design flaw, becauseI I've tested a very similar SSTO Spaceplane in a stock version of KSP (also running 1.2.2) and it got to an orbit just fine, with plenty of fuel remaining. This leads me to believe that one of the mods that I have inst
  6. 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
  7. Hello im new to the Ksp community but i played ksp since the beginning anyways i wanted to show u guys my plane that i developed its called Stearwing K600 its the most realistic plane out there i.... well i think its is i dont know, here are some pics ! http://imgur.com/gallery/4qQI1 http://imgur.com/gallery/c2m1A http://imgur.com/gallery/MHUPd http://imgur.com/gallery/o4Got http://imgur.com/gallery/C2O55 Hope u guys like it ^^
  8. Spirit of St. Louis As you can tell from the title, this challenge is about the first non-stop transatlantic flight. Your job is to replicate the Spirit of St. Louis and have it fly across the Kertlantic and land in Keurope (A pic is provided). Rules and submissions are below. Badges currently in the works Rules 1. No cheating (this means debug menu, HyperEdit) There may be some exceptions 2. No mods (KJR, any other autopilot mod, FireSpitter, KAX, and any other mod with propellers are allowed) 3. You must takeoff from KSC and fly straight east 090 degrees
  9. A simple debug feature (much like how f12 shows drag/lift) that would display the CoL, CoM, and CoT while in flight. This would help with spaceplanes because you could adjust fuel levels to balance it out or watch how it moves in flight.
  10. So I was trying to come up with a way to graphically represent the scale involved concerning the speed of light. I wanted to make a comparison between that speed (~300,000,000 m/s) and the fastest airbreathing craft in existence (the X-43 at roughly 3300 m/s). It's a pretty large gulf. The simplest approach, I decided, would be to depict the distance traversed by a photon next to the distance traversed by the X-43 in some arbitrary period of time. Trouble is, the ratio is 90,333:1. That's a hard distance to depict in a simple graphic; I don't know of anybody with a screen large enough to
  11. My highschool geography teacher once told me that if you take a flight from Amsterdam to New York, you sort of fly over Iceland due to the curvature of the earth. Looking at my textbook map, this idea seemed kind of ridiculous because a straight line doesn't bring you anywhere near Iceland. You'd need curved maps or 3D maps. I don't think I outright believed him, but I have been on enough flights since to know that this effect does affect a plane's trajectory. I just still don't have an exact idea how much. Now it seems I have a problem along a similar vein. I did a long distance data col
  12. Hi all, This is a (re)request for a mod to move the staging icons to the top of the screen, and the stock toolbar to be returned to its original orientation. My ideal location would be between the timer and the altimeter. The purpose is to have all information for flight at the top and bottom of the screen including any text, ideally within a 180px range on a 1080 height screen. This would keeping the centre of the screen free for 720px cinematic recording. The navball is also too large but other mods deal with this (unless this mod creator wanted to look into this as well!)
  13. I've been flying planes without SAS more frequently to obtain a smoother flight, and now with 1.1 there's an option to dedicate the reaction wheel control to SAS only, Pilot only, and normal. However a few things are missing I believe. 1) Ability to set Pilot control, SAS control, or Normal control to control surfaces. 2) Ability to change Reaction wheel mode to Dampener, allowing you to dampen your rotation along the x,y, and z axis. This would allow for smoother craft turning, without the jerky movement we have currently. 3) Ability to adjust the dampener of reaction wheels (along x,y
  14. I do not know if this is possible for plugin so i'm posting it here. Also i don't know if this was already requested. When Kerbal goes on EVA, the action is performed instantly, there is no transition from IVA to EVA with for example animating hatches (this may even include "failed EVA" animation for blocked hatches due to obstruction or mechanical failure). Also, this transition event could be used by plugins for various other events. Another stock game example would be animating enter/exit actions for standard aviation cockpits with raising/lowering canopy and animated Kerbal that enter
  15. Having been bombarded with two requests, I am following in the footsteps of the Wright brothers. Or possibly Icarus. What follows is an informal introduction to planes and flying things with wings in Kerbal Space Program 1.05. In episode 1, I explore how to make your first plane, where your CoL and CoM need to be, and how (not) to land. This mini-series (expected to be four episodes, according to the napkin I made notes on) will walk you through the steps to building and flying an SSTO that's actually useful. And with a mic that works, it's much easi
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