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The KDF OH-69 Djinn is The KDF’s latest Light Observation Helicopter. Capable of Flight on most planetary bodies with atmospheres. Armed with twin cannons to provide rapid-fire support. This craft Is fully stock only requires DLC Single passenger Comes with a fully interactive cockpit full of instrument clusters and levers. Action Groups Space Bar - Fire Cannons AG1 - Control form Command Seat. AG2 - Control from Probe. RCS TRIM KEYS I, K - Trim Top Propellers J, L - Trim Rear Propellers H, N - Tilt Rotor Forward/Back Flight Details Main Throttle will control the RPM of the Motor Rotorblade Pitch Cluster - Optimal flight is set marked by a red marker on the Instrument cluster. Try to stay in this mode for the best flight. Lower than red will put you into hover mode. Full engagement will send you into a high incline. Use full throttle when you want to gain high altitude Download here https://kerbalx.com/InterstellarKev/KDF-OH-69-Djinn https://steamcommunity.com/sharedfiles/filedetails/?id=2936514208 Details Type: SPH Class: aircraft Part Count: 184 Pure Stock KSP: 1.12.5
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Airplane Plus Powerful stockalike parts for aircraft enthusiasts. Feedbacks would be helpful. And if you have time, please take the Poll: Click here to vote on what part do you want to be added Download at: Spacedock · Curseforge Github Want to support me? You can on either of these: PATREON User Patches: Tweakscale Compatibility RPM Compatibility AJE Compatibility F-16 Cockpit RPM Remotetech Config Community Tech Tree Sound Issue Workaround is under "Issues" Below If you want assist in hovering, I recommend this mod I'm using Craft Files (Click Image): Release 22-24: Release 20: Old Files: Extra Images: Old Part Selection Images: -- Collection of Aircraft Photos: https://imgur.com/a/ySFgL Old Album: http://imgur.com/a/6kDLM -- APU in Action: Huey in Action: Machbuster Video: Extra: Demonstration of the Tilt-Rotor function, assisted VTOL landing and New Diagonal Gear Other videos: Latest Changelog: Installation: Remove old folder if there's an old installation. Copy the GameData folder into your root folder. -Included in the pack are AirplanePlus and Firespitter folders. It also packs ModuleManager* *I do not own these mods, I merely packed them in for Airplane Plus to be functional and avoid linking downloads for dependencies. Big thanks to their Authors. FAQ: License: *I only take credit on my parts. Firespitter and Modulemanager which are included in the pack are made by different authors with their own licenses. Most performance configs powered by @Tanner Rawlings Shout out and big thanks to @acc for doing a test run back then. @kiwinanday helped a lot on producing important info in reconfiguring performance, thanks a lot!
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License: All Rights Reserved This is for the .mu files, everything else is open for use. Link: https://spacedock.info/mod/3128/The Belafonte Hi and welcome to "The Belafonte". This a companion mod for @Caerfinons "The Life Aquatic" mission packs mod. https://spacedock.info/mod/2808/Kerbin%20Side%20Remastered%20-%20The%20Life%20Aquatic Included are the ship "The Belafonte", The mini sub "Deep Search", The small helicopter "Zelicopter", A "Resue Boat" , a Deck Crane and cable that use the BREAKING GROUND system, 3 types of grabbers: A magnet for the crane to pick up the sub, A heli pad grabber to secure the Zelicopter and a boat grabbing frame to retrieve the rescue boat. The boat and the frame have a decouple on the nodes that first connect them so that the boat can be included when building. You then decouple and use the grabber from then on. Remember to unstage all decouplers if you don't want them to immediately decouple when first staging. There is a marine engine for the Belafonte and there are 2 nodes on the bottom rear for 2 of them to attach to. They will not work above sea level. The boat motor has a reverse toggle, as do the sub and the Belafontes marine engines. There is a docking plate that has a node on deck to attach to, in front of the crane, it is for the sub to dock to. Just undock right before grabbing with the magnet and then crane the sub to the water. On return drop the sub just above it and the sub will usually vibrate itself back to being docked. The sub and boat have a ballast system. The boat should spawn half full, this is because to get the balance between not going under at full load and not looking like it is hovering above the water it needs to be balanced. It should look right at first but if you full load you will probably need to empty some. There is built Belafonte in a SPH folder in the main folder, minus the Zelicopter. The Zelicopter is all one piece so you just spawn and it is ready to go. The top 2 staircases never would climb out right so you need climb till you are above the deck and then let go. Type Belafonte for all pieces. There is also a custom category if you have the Community Categories mod. I hope you have some fun with this.
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License: CC-BY-SA-4.0 Link https://spacedock.info/mod/3072/Huey and Chinook Helicopter parts pack. Updated to 1.0.1 As pointed out to me by @Caerfinon and @doctorbai My part variations were pointing to my Hind mod and so if that was not installed then no textures showed up, this has now been fixed. Hi. This is a parts pack that uses the half size MK3 parts system like can be found in Airplane plus and is compatible with those parts. Provided are parts to make the equivalent of a Huey helicopter and a Chinook troop or cargo helicopter with a loading ramp. You can mix and match to make several variations. Included is a rocket pod that uses the fireworks system, and you should adjust it once attached to get the effect you want. The engine bases that sits on top of the fuselages are a hinge and require that "Breaking Ground" be installed for functionality. The main rotor attaches to it's top node and this allows the rotor to be tilted in flight for stable horizontal flight. The tail planes are fully functional and as such create drag on vertical movement when rising and descending. The Huey nose is designed to exactly counter the drag at the other end and needs to be attached when the tailplanes are so that the craft doesnt pitch violently when moving vertically. The nose and the tail sections also have adjustable ballast so that once you have built your craft you can balance it so that the centre of thrust from the rotor goes straight through the centre of mass. The Chinook doesn't have tail planes and empty is usually balanced, the cargo tail has the ballast system. The external fuel tank that attaches to the bottom and gives the fuselage the Chinook look is also a lifting surface, but as it is central, it doesn't cause the uneven drag. Having some lifting drag on the helicopters has been found to make them more stable. Being that the Chinook is a heavy helicopter, it's rotor has a small spool up and down delay and so when taking off and landing you should allow for the time it takes to react, especially for landing so that you don't hit the ground hard by waiting too long before throttling up to slow your descent. Half throttle is usually enough to get most loads off the ground. The Huey rotor is a bit more responsive but not as powerful. Everything has nodes for click and connect. Be sure to check the Centre of mass and thrust before launch and adjust so they are through each other. Type Huey in the part search for all the Huey parts and Chinook for all the Chinook parts. I hope you will have some fun with this.
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License: CC-BY-SA-4.0 Link https://spacedock.info/mod/3065/Hind MI-24 and MI-17 parts pack. Hi. This is a parts pack that uses the half size MK3 parts system like can be found in Airplane plus and is compatible with those parts. Provided are parts to make the equivalent of an MI-24 Hind attack helicopter and an MI-17 troop or cargo helicopter with a loading ramp. You can mix and match to make several variations. Included are rocket pods and a missile rack that use the fireworks system, and you should adjust them once attached to get the effect you want. There are also 2 sizes of auxilary fuel tanks that have the ability to be jettisoned. Remember to turn off staging for them when attached, to stop from accidentally dropping them just after launch. The engine base that sits on top of the main fuselage is a hinge and requires that "Breaking Ground"be installed for functionality. The main rotor attaches to it's top node and this allows the rotor to be tilted in flight for stable horizontal flight. The tail planes are fully functional and as such create drag on vertical movement when rising and descending. The turret (gun or camera) is designed to exactly counter the drag at the other end and needs to be attached when the tailplanes are so that the craft doesnt pitch violently when moving vertically. The turret and the tail sections also have adjustable ballast so that once you have built your craft you can balance it so that the centre of thrust from the rotor goes straight through the centre of mass. Being that they are heavy helicopters the rotor has a small spool up and down delay and so when taking off and landing you should allow for the time it takes to react, especially for landing so that you don't hit the ground hard by waiting too long before throttling up to slow your descent. Half throttle is usually enough to get most loads off the ground. I will include some premade craft in a SPH folder inside the main folder. Just type in "hind" to have all the parts come up. I hope you will have some fun with this.
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FOREWORD After Reactor 4 of the Chernobyl NPP exploded, large amounts of rubble, graphite moderator and other radioactive material from the destroyed reactor were ejected onto the roofs of power plant facilities. Radiation on some parts of the roof was so severe that unprotected circuitry used in remote-controlled robots failed near-immediately. To continue cleanup works rubble needed to be removed from the rooftops. Since the radiation levels would give human workers lethal doses in a matter of minutes, robotic solutions were in high demand. One of such solutions was a repurposed lunar rover (named STR-1), a remnant of the Lunokhod program outfitted with dosimetry equipment and a bulldozer blade. It's circuitry was already hardened against cosmic radiation, and such it could be quickly modified and deployed into the containment zone. Even with this protection, it only managed to clean up a couple dozen square meters of the roof before succumbing to the extreme radiation. In this challenge, you will take on this exact task. You will develop a rover with limited operation time which will help remove graphite rubble from the power plant site along with a delivery method. THE CHALLENGE The cleanup operation will consist of four major phases. 1. Rover delivery Taking off the KSC airfield, you will need to deliver the rover to the disaster site. Time will be counted with the in-game clock from the mission start to the moment, where you come within 150m of the reactor (when the distance marker disappears). In this case, the quicker the better. Point assignment rules will be elaborated on in the next section. 2. Landing your rover on the roof Since the radiation levels near the core are extremely high, you will need to minimize your time in the proximity of the reactor. From the moment of your arrival within 150m of the reactor you will have two minutes in-game time to deploy the rover onto the roof and leave the 150m perimeter. 3. Retrieving the carrier craft This section will not be timed, albeit additional points will be awarded if you can return your carrier craft to the KSC unscathed. 4. Cleaning up the roof After your carrier vehicle has landed (or crashed horribly) you can begin your operation. This section is not timed - the only limit being your battery life (to simulate radiation exposure). Points will be awarded based on how many of the 10 graphite blocks (Oscar-B fuel tanks) situated on the roof you can remove before your battery dies. The blocks are supposed to be pushed off the edge of the roof into the destroyed reactor building where they will not pose a threat. The challenge ends after your rover battery dies. RULES As with all challenges, here are some rules: 1. Your carrier craft can be a VTOL aircraft, a helicopter or even a land-based vehicle. The choice is yours in that regard and creativity in the delivery method department is greatly encouraged! 2. Your rover's only power source can be a single Z-400 battery. All other power sources such as your control modules are prohibited and need to be emptied in the hangar. 3. You may not use any power producing parts such as solar panels, fuel cells and RTGs. 4. The rover has to be delivered onto the roof via the carrier craft, e.g. it may not be deployed outside of the 150m perimeter and flown or driven onto the roof. 5. Albeit the graphite blocks may explode after being dropped into the reactor, they may not be exploded directly on the roof as a mean of their removal. 6. Using kraken drives to propel your rover is prohibited, as the whole point of this challenge is dealing with the problems within time and resource constraints. 7. Please let me know if your submission is stock + DLC or uses some other mods for ease of organization 8. For obvious reasons, the rover must be unmanned. No Kerbals can come close to the reactor, they are already green enough as they are. The points for each section will be awarded according to these rules: Section 1 - Delivery Number of points is the value of the following function: ceil(max(300 - your_time [sec], 0) / 2) Section 2 - Landing the rover Number of points is the value of the following function ceil(max(120 - your_time [sec], 0) * 4) Section 3 - Returning the carrier craft Number of points awarded is 40 - if the carrier aircraft is landed undamaged at the KSC 0 - otherwise Section 4 - Clearing the roof Number of points is the value of the following function 100 * blocks_removed HOW TO SUBMIT YOUR ENTRY First, you should download the savefile containing the powerplant set up in the correct spot. It can be found here: https://filebin.net/h67zuoh36flmrfpz Afterwards, after creating your entry you should either film your run, or document it via screenshots. If you choose to go with the screenshot route, please provide the following: 1. Screenshot of your crafts on the KSC runway at the beginning of the mission 2. Screenshot of your arrival within the 150m perimeter with the HUD enabled 3. Screenshot of your carrier craft departure with HUD enabled (if you choose to retrieve it) with the rover on the roof visible in the shot, or just a picture of the rover on the roof if your delivery method is expendable 4. Screenshot of your carrier craft landed (if you choose to retrieve it) with HUD enabled 5. Screenshot of your rover on the roof with amount of electric charge remaining at the beginning of cleanup visible 6. Screenshot of the roof after your electric charge runs out with all remaining graphite blocks visible If you have any questions regarding this challenge, feel free to ask them via messages or here in the thread itself. Have fun and good luck on your journey. If you feel that any of the rules or point awarding mechanisms need tweaking please let me know! Be wary that the power plant building contains almost 1100 parts so you may experience quite a bit of lag. This is kind of offset by the fact that the model is static and the game does not seem to lag quite as much as with most mobile spawned high-partcount crafts. With a GTX1050 and 8GB of RAM I was able to keep the FPS at about 20-25 at all times and I could execute the mission without too many lag-related issues. I will prepare a proper badge for all participants and will post it here in a few hours. Cheers. c: STOCK LEADERBOARD 1. Cela1 - 1594 pts (134 + 420 + 40 + 1000) 2. jinnantonix - 1532 pts (140 + 352 + 40 + 1000) 3. ----------------------------------------------- 4. ----------------------------------------------- 5. ----------------------------------------------- 6. ----------------------------------------------- 7. ----------------------------------------------- MODDED LEADERBOARD 1. ----------------------------------------------- 2. ----------------------------------------------- 3. ----------------------------------------------- 4. ----------------------------------------------- 5. ----------------------------------------------- 6. ----------------------------------------------- 7. -----------------------------------------------
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After more research and testing, I would like to share what I have learned about designing and flying helicopters in the game.
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Hello KSP community! This is my first mod I'm putting out for a test drive. This is a MAS-Enabled IVA for the Firespitter Apache cockpit. It is intended to be as accurate as the props i had available will allow. It's not perfect.. YET... But hopefully support for the functions of some props will come soon. This mod refreshes and brings FUN back to Firespitter! Plus i just love helicopters for some reason.... and I wanted a realistic cockpit to fly around in! Have fun everyone! Download Link: https://spacedock.info/mod/2993/Firespitter Apache IVA Upgrade
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Hi folks, I recently decided to do a circumnavigation of Duna by plane or helicopter. After many hours of testing, I finally came up with a compact helicopter that flew pretty darn well! Here are its specs: - Weight: 1.24 tonne - Top speed: ~75 m/s (65 m/s on average) - Kerbal capacity: 2 meat bags - Power consumption: ~2.5 Electrical untis/s - Max air time: infinite - KSP Version: 1.9.1 with breaking ground My goal was to circumnavigate Duna and get as much biome-science as possible. I didn't want to visit every biome, but only land on the ones that were along the path of the circumnavigation. Since Duna's circumference is ~2.000 km and my average speed was around 65 m/s, this mission would take me at least 8,5 hours. I believe I flew over 3.000 km in the end, but I wasn't able to record it properly, so I could be wrong. I made a time-lapse video of the mission. You can check it out in the link below (~7:00). Hope you liked it. Some highlights from the mission:
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I present my newest invention: Samson Mk 1.5! Inspired by the Samson Sa-2 from James Camerson's Avatar, this little helicopter is a vehicle of choice for the scouting parties both on Kerbin and other planets. Initially designed as a search-and-rescue craft by KAEC, which also made a combat prototype also known as "Samson 0", the KSCRD team upgraded it for exoplanet missions. It can carry up to 4 passengers (seats can be swapped for cargo holds), its engines can be easily tweaked for a thinner atmosphere, has an infinite range with the help of its 2 RTG generators, and thanks to its ability to fold the rotor blades, it can fit in the MK3 cargo bay, making it easy to transport. This craft has two modes: transit and lander (ACTION GROUP 5) Recommended engine speed for "lander" is 80%, for "transit" is 100% HOWEVER: before you fly the helicopter, make sure you have pressed ACTION GROUP 3 in order to make it work. It is highly recomended that you fly with SAS on, and that you take caution when performing maneuvers. Download from KerbalX (You need both expansions for this craft.) I am open for suggestions on how to improve the craft. If you feel there is something I really need to fix, please comment below and I will update the craft ASAP Known bugs: *Sometimes, when the craft is landed on a building, the lander legs clip through them when loaded FIXED *When opening the engines, there is a chance that one of them will go rogue. Revert to start/quickload to fix this.
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So, I got this DLC wanting to make helicopters. I found out pretty fast that metaphorically bought the tool, but not the skill. Yet. The DLC has a few stock "helicopters" which are just ducted-fan VTOLs and flying platforms. However, I'm trying to make a "conventional helicopter" so to say. A helicopter with a main rotor and a smaller tail rotor. So far, my results have been far from desirable. My first rotor-tail rotor helicopter design (image links below) was awful. All it did was break itself. https://prnt.sc/tsxyu0 http://prntscr.com/tsxz61 What's the right way to make a rotor-tail rotor helicopter?
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I've been thinking about this for a while now and I'm wondering with the new stuff with the robotic parts and the new helicopter blades, why not get ones with tip jets on them like the fairey rotordyne, reason being with the helicopter motor (R7000 turboshaft engine) produces a lot of toque and i don't want to do a duel rotor design, for mass issues as well.
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The primary feature of the DLC is, of course, that you can assign some variables for rotors and servos, such as target angle, target RPM, target torque, etc. as dependent variables in the KAL-1000 controller, where the independent variable is the play position of the controller. It is also possible to slave the play position to any of the game's available axes (main throttle, translatory controls, standard flight controls, etc). I am curious as to whether this relationship can be inverted - that is, whether the play position of a controller can be determined by, chiefly, the current angle of a rotor or servo, though I'm sure the other variables would have some uses. If this is not possible in normal KSP, is there a mod that provides a similar function? I ask this because, if this is possible, it may finally allow some aspects of lift dissymmetry to be solved.
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Most people like to think big: Go big or go home. But how about going small? I 've designed a small VTOL. Hoverbike, Skycycle, whatever you call it, it's small (barely one ton), fast (It can cruise at up to 62 m/s, although ~55 m/s is advised), and with excellent endurance. And it seats two kerbals! Running on batteries is how I got it so small. twin rotors and SAS wheels keep it stable. Truth is, it's got more power than you'll actually need. *edit* how do I attach images? *edit2* fixed with KerbalX mod Here's the lowrider on KerbalX: https://kerbalx.com/lucho/Lowrider
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I tried to replicate the DeLorean from the epic movie "Back to the future". I think it looks okay, but I did miss something to make it feel more authentic... That's why I reenacted a part of the last scene from the movie (poorly), just to add a bit more flair.
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I created a feedback report explaining the situation in detail. https://bugs.kerbalspaceprogram.com/issues/24853
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Boeing AH-64D Apache Longbow To control the heli, start by controlling the rotor collective with Translate U/D keys I and K. Then, set the throttle to slightly below 1/3. Parts: 351 Weight: 23t Length: 13.6m Top Speed: ~35m/s AH-64D on KerbalX
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So, I spent the afternoon building this: It's using two of the largest rotors in a contra-rotating arrangement, with four fuel cells as power. My problem is, it stubbornly refuses to leave the ground, at least without tipping over and ripping the rotor blades off. I suspect this is something to do with the contra-rotating rotors cancelling each others' motion out, but I'm not sure. Since I've seen a lot of successful helicopters being build since BG released, I'm asking the experts how to get my chopper into the air safely.
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