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  1. This is my first post here. I was convinced by some friends to post the results of one of my investigations on this forum. It will be partly a question about things I have yet to fully discover, a bit of an explanation of how jet engines work. I will tell this investigation in chronological order explaining each step so if I have an error anywhere in my understanding feel free dear reader to point it out. I started this little investigation because of an unrelated efficiency calculation I wanted to do however it quickly spiraled into a bit of a rabit hole. I wanted to mathematically determine the most efficient jet engines for each flight regime but for this I needed a way to create a function for the thrust multiplier given the flight conditions(pressure and mach). To my understanding at the time the thrust was simply a function of two values those being the mach multiplier and the pressure multiplier. In other words: Thrust = mach_curve x pressure_curve Nice and simple right? The wiki shows these two curves as looking as follows for the whiplash: The data for these two curves are easy enough to find in the game files and look as follows (for the whiplash at least): velCurve { key = 0 1 0 0 key = 0.2 0.98 0 0 key = 0.72 1.716 2.433527 2.433527 key = 1.36 3.2 1.986082 1.986082 key = 2.15 4.9 1.452677 1.452677 key = 3 5.8 0.0005786046 0.0005786046 key = 4.5 3 -4.279616 -4.279616 key = 5.5 0 -0.02420209 0 } atmCurve { // definite 'kink' to the curve at high altitude, compared to flatter BJE curve key = 0 0 0 0 key = 0.045 0.166 4.304647 4.304647 key = 0.16 0.5 0.5779132 0.5779132 key = 0.5 0.6 0.4809403 0.4809403 key = 1 1 1.013946 0 } The way in which this is stored is not entirely obvious but through some googling i figured out it uses a technique called Cubic Hermite spline also known as Cubic Hermite interpolation [source for the curious reader: https://en.wikipedia.org/wiki/Cubic_Hermite_spline#:~:text=In numerical analysis%2C a cubic,of the corresponding domain interval.]. Each point (represented by a key) is defined by 4 properties which are the x, y coordinates and incoming and outgoing tangents in that order. To do this numerically in the program I was using(aka MATLAB) I had the option to either implement this interpolation from scratch or use one of the preexisting interpolation methods available to me. The functions that MATLAB had available were: spline() pchip() makima() I first decided on spline() and through that I aquired functions that produced the following curves: and: These curves look good but they differ slightly from the ones found in the wiki. This error could be through a number of reasons, it could be that i used the wrong interpolation function, it could be that the wiki is wrong or it could even be that both I and the wiki are wrong. I tried googling for which interpolation the devs used or which interpolation unity would use by default however very predictably this gave no results (Like many things in ksp odds are they implemented a custom interpolation method). Unable to find the answers I needed online i then proceeded to look at the functions themselves available to me. Each giving ever so slightly different behavior. If i am to show the difference in the interpolation method i am going to borrow an example from the online documentation for these functions:[image source: https://se.mathworks.com/help/matlab/ref/spline.html?searchHighlight=spline&s_tid=srchtitle_support_results_1_spline] As you can see from this image each interpolation method does it ever so slightly differently (though granted makima and spline are almost identical). The pchip() method seems most similar to the one used in the wiki however at this point I was through taking peoples word for it so i decided on a different course of action. To determine which of these methods I should use for my function I decided to conduct a little experiment. I slapped together a tiny test rig which would help me (with the aid of the autopilot mod) determine the properties of such a curve. The vehicle is seen below but there is not much to say about it: This vehicle flew on 100% throttle with infinite fuel turned on to limit the variables. The autopilot mod used was atmospheric autopilot [link: https://spacedock.info/mod/683/AtmosphereAutopilot]. This autopilot held 200m above sea level and flew only in the ocean east of the KSC. It held the speed asigned to it in mach and i confirmed the mach number both with the ingame aero data in the gui setting and through atmospheric autopilot. Then i sat down to record the data I needed. Here is a table (oh and since this whole journey started with efficiency I decided it could not hurt to record the fuel consumption as well). I did a little tweaking to the PID parameters mid flight to ensure zero steady state error and also a fast enough response. Here is the raw data: Raw experimental data Mach Thrust [kN] fuel drain [u/s] 1 292.2 1.372 1.2 297.6 1.487 2 350.2 1.785 2.2 357.2 1.821 2.4 363 1.852 2.6 368.4 1.878 2.8 371.8 1.89 3 375.6 1.915 3.1 375.4 1.914 3.2 374.8 1.910 3.3 374.2 1.908 3.4 372.8 1.901 3.5 371.1 1.89 3.6 368.8 1.88 3.7 365.8 1.865 3.8 362.1 1.846 3.9 357.6 1.823 4 352.0 1.795 I would have sampled higher but this is where my poor slapped together craft reached its maximum velocity and at any rate I had enough data to work with. I took extra readings in the top of that "hump" to check if it is flat or curved. Something else stood out about this though which became all the more apparent when this data was subsiquently graphed: There seems to be quite a bit of thrust missing from this. In other words we have a mystery multiplier at play somewhere in the code. It is less simple than the equation for thrust I stated near the beginning. That said from the smoothness of this curve especially around the mach 3 region i can at the very least conclude that the interpolation method in the wiki is wrong. To Investigate the thrust discrepency further I decided to plot the theoretical data divided by the experimental data and the result looks as follows: The results of this show that our mystery multiplier is nonlinear making life difficult. That said I have tracked down the identity of this multiplier. It can be found in a seemingly unrelated spot in the data for the engine. The parameters section for this engine is as follows: // Jet params atmChangeFlow = True useVelCurve = True useAtmCurve = True flowMultCap = 2.0 machLimit = 2.5 machHeatMult = 6.0 Can you spot it? well it may not necessarily be obvious at first glance but looking back on the raw data it is curious that the fuel flow never goes above the flowMultCap set by the game. That is because this is our culprit. The specific impulse is tied to both thrust and fuel flow rate. The equation for which looks like this: Isp = T * (dm/dt)-1 *g-1 where: T is "thrust" expressed in newtons, dm/dt is the mass flwo rate of the fuel into the engine expressed in kg/s g is the gravitational acceleration at the surface (9.81 m/s2) The equation for Isp Ties the two values together and since the thrust can't rise without an increase in fuel flow rate and the fuel flow rate can't rise due to the limiter the end result is a situatuation where the thrust is effectivly capped at low altitudes. Just to show this equation is accurate i am going to take a random set of values (say, @mach 3 ) and confirm the fuel flow rate from the thrust value and Isp: For the whiplash at this point Isp = 4000 T = 375.6 [kN] = 375600 [N] Rarranging the equation for the specific impulse gives: (dm/dt) = T * Isp-1 *g-1 substituting in the values gives: dm/dt = 375600 / (4000*9.81) => (dm/dt)theoretical = 9.572 [kg/s] To convert this to u/s we need to know the density which can be found on the wiki [https://wiki.kerbalspaceprogram.com/wiki/Liquid_fuel] to be 5kg/unit so: (dm/dt)theoretical = 9.572 [kg/s] / 5 [kg/u] => (dm/dt)theoretical = 1.9144 [u/s] this value is similar to the experimental value: (dm/dt)experimental = 1.9148 [u/s] The discrepency in the last digit can be ignored due to me doing this calculation with values with up to 4 significant figures and the limiting value (g) has 3 significant figures. Thus the experimental and theoretical values can be seen as equal and thus the equation works. When I went in and changed the flowMultCap to a much higher number then the whiplash behaved as expected reaching its full thrust multiplier so it iscertainly the culprit here. When looking at the KSP API [source: https://www.kerbalspaceprogram.com/ksp/api/class_module_engines.html] the description for this is: This quote does not provide any actual details of how this tapering off multiplier is implemented or how it works in detail. I did a little more digging around this but found no actual answers so this is where this investigation of mine ends for now. For anybody still reading this i thank you for your time. I also shall ask the question I mentioned at the beginning but never actually asked throughout the entire text. Does anybody how this flowMultCap curve is implemented? maybe you have decompiled the code somewhere and you have it handy and can share? maybe you instantly know from the shape of the functions i have presented? maybe you are a dev and have the actual code infront of you? no matter how any answers to this are appriciated and would also appriciate the feedback to any errors you have seen me make during this investigation. Thank you for reading.
  2. A great thing would be to put electric motors in from the beginning of Early Access, we could plan A LOT of missions if they have it, just like with Breaking Ground in KSP1. Another nice thing would be a electric jet engine. Basically, Air from an intake goes past by a powerful magnetron, which heats the air a lot, which generates thrust. It's nothing like an ion engine, in which a noble gas is bombarded with electrons and is directed by electromagnets. This allows it to function in places where "air" isn't really air, like in Eve, or even Jool. Maybe there could be a version like a RAPIER engine, where some gas is injected into the engine so it can run in space (don't know if this really works IRL and it's not tested, so I dont know if it is realistic).
  3. Hello guys, I've decided to include many realism mods in my current career playthrough and was wondering if any of you knew of any mods that make stock jet engines more realistic (you know, turbofans not magically becoming more efficient above Mach 1...)?
  4. "Kerbal Aircraft Reactor Experiment" The KARE package is here, meeting the people's need for a suite of high performance atomic jet engines. License: CC-BY-NC-SA 4.0 DOWNLOAD :: SPACEDOCK :: GITHUB
  5. License: CC BY-NC-SA 4.0 Version 1.0.0 https://spacedock.info/mod/2863/Harrier Jump Jet Parts Pack A Harrier parts pack that provides everything but the landing gear and the hinges for under the wings, to build a Harrier Jump Jet. BREAKING GROUND IS NEEDED FOR THE ROTATING VTOL ENGINES. As I can't build complex internals yet, it uses a slightly modified Harrier IVA from Cold War Aerospace and the license reflects that. Prebuilt craft within the SPH folder that is in the main folder. SORRY, FORGOT TO MENTION. THE COCKPIT,TAIL AND WINGTIPS ALL HAVE BUILTIN RCS AND THE COCKPIT CREATES MONOPROPELLANT TO KEEP THEM TOPPED UP. Gear, Toggle wing wheel hinges. 1,Toggle engines on/off. 2,Toggle transition from vertical to forward thrust. 5,Toggle ladders. EVA is right side. 6,Toggle hinge lock for wing wheels. Custom 1, Adjust thrust limit of front engines for a bit more forward thrust, just make sure to revert them to 45 for hovering and landing VTOL. These are cruise engines and have a spool time, so make sure you adjust ahead of time and let them catch up or you will have a very hard landing. Over 2 thirds throttle to take off and then as soon as you do drop it just under 2 thirds and tilt the nose down 5 degrees to get forward momentum before transitioning.
  6. you can build any fighter jet you would want. be it replica, concept or original content. you can make stock and/or modded. requirements: 1. able to have enough fuel for long range engagement. (the other side of the ksc continent is a good range point. 2. must have the ability to combat air or ground forces. 3, can be piloted or uav 4. post you plane and hype it up but if someone challenges you try to make video with your plane fighting the challenger if you can 5. (optional ) send the plane to me and ill try to make a video of the fight on my youtube channel 6. list the kerbalx or send the craft files with a list of mods remember the forums rules still apply here below is my example/submission: https://kerbalx.com/callsignblaze/FAF-VEF-15
  7. Based on the Mig-21, on my DeviantART. Messerschmitt Me 262, Drone, on my DeviantART. Lockheed Constellation, on my DeviantART. 787 Dreamliner, on my DeviantART. Tupolev Tu-160, on my DeviantART. Harrier/VTOL, on my DeviantART.
  8. Journal on my DeviantART
  9. Mitsubishi F-4EJ Phantom II Towards the end of the 1960s the Japanese F-104 fleet started showing it’s age. Modern air-to-air combat shifted beyond the horizon and a modern, robust platform was needed to equip the JASDF for the new era. Soon after the deal was struck between Mitsubishi Heavy Industries and McDonnell Douglas the production of the F-4EJ begun - it was the first 3rd generation fighter manufactured on Japanese soil and apart from missing the avionics necessary for guiding ground ordnance (due to post-war Japanese military limitations) was just as capable as it’s US counterpart. The F-4EJ saw long service with the JASDF, both in the standard and it’s modernized F-4EJ Kai versions with the last Phantoms being phased out from service in 2020. 301 Hikōtai is currently the last squadron using the F-4EJ and will recieve new F-35 fighters before the end of the year. This is a complete rebuild of my older F-4E and I am very satisfied with the result. Flight performance is admirable and the plane is very stable and pilot friendly in most cases! I hope you enjoy flying it out as much as I enjoyed building it. ACTION GROUPS: AG1 - Toggle afterburner AG2 - Toggle flaps AG3 - Toggle airbrake CHANGELOG: v1.0 - Initial release v2.0 - Revamped the engine section - intake/engine transition made smoother, exhaust nozzles made wider and more detailed, airbrakes added, external stores added, intake ramps revamped. DOWNLOAD LINK: https://kerbalx.com/EvenFlow/Mitsubishi-F-4EJ-Phantom-II
  10. Made it for my multipurpose (training, stunts etc.) jet, the K-36 Terner. Comments appreciated:)
  11. Hello, everyone! Recently, I took a break from my usual space-faring missions to build a new VTOL dropship. The Hummingbyrd VTOL has four Panther engines which are mounted on hinges that allow the aircraft to alternate between VTOL and forward flight postures. The decision to use Panther engines was made because of their ability to make instantaneous thrust changes via the afterburners, which helps tremendously when landing. The engine housings use two sets of small internal docking ports with one of each offset to the other engine to allow for each set of engines to remain coupled despite no actual axle passing through the engine mount. The downward-facing payload bay contains an extendable crew bench, allowing for quick on-loading and off-loading of passengers. The crew capacity is 10: two pilot seats and 8 seats in the payload bay. The vessel is 119 parts. Notice the highlighted docking port in the far engine housing, as well as the corresponding un-highlighted port in the near housing. Both are attached to the opposite engine housing, but remain docked to the non-offset port in the same engine housing. This prevents flight/aerodynamic forces from causing asynchronous engine rotation, leading to unbalanced thrust and instability. Shown above is the center of thrust, mass, and lift placement while in VTOL mode. While in this posture, all three are collinear in the dorsal-ventral axis. All tanks with fuel in them are laid out with symmetry front-to-back, allowing the C.O.M. to remain stationary regardless of fuel levels. This is critical for VTOL operations, as any significant deviation of the C.O.M. from the net thrust vector will cause a persistent pitch bias. Shown below is the center of thrust, mass, and lift placement while in forward flight mode. While in this posture, the C.O.M. is offset forward of the center of lift due to the redistribution of engine mass, leading to improved stability while in forward flight. The rear engine set is offset above the longitudinal axis to the same extent that the forward engine set is offset below, allowing the net thrust vector to remain in line with the C.O.M. Action Groups: AG1) Toggle engine orientation AG2) Toggle afterburners AG3) Toggle landing gear AG4) Toggle payload bay doors and piston lock AG5) Toggle piston extension Gallery: I hope you liked it! This ship is a joy to fly, and I highly recommend you try it out! Craft file: https://kerbalx.com/Jamie_Logan/Hummingbyrd Also, Check out my last mission:
  12. I am playing in KSP 1.8.1 with BD Armory. I built a carrier capable fighter that can land at a very short distance. However, when I attempt to land, my gear always bounces the jet back up, causing the node to hit the ground. This happens even at very slow descent rate and high AoA landings. So I added support vertical thrusters so that jet can hand at 30m/s, but the same problem still happens. I know since 1.1.2 ksp added gear damper and spring strength, but when I right click the gear part, there are no settings regarding those two factors.
  13. This plane which I call the Giupen 1 is one powerful and manoeuvrable boi. With its dual Panther engines, it can easily reach speeds of probably up to 1000m/s and is extremely agile, able to do sharp turns. (Going too fast may cause it to overheat and explode though) Ask if you want more pics.
  14. https://imgur.com/gallery/GendYrR Hey guys! Here’s a sneak peak at my new stock replica of the American F-22 RAPTOR air superiority fighter. Unfortunately a lot of my media clips wouldn’t upload to the forum or some reason, perhaps because of the gaming platform I’m using since discovering Kerbal Space Program haha The aircraft was made on KSP: enhanced edition on XBOX and is still currently undergoing aggressive flight tests and minor tweaking to perfect the jet’s advanced manoeuvreability & sleek aesthetics that can live up to the high standards of its reality counterpart! More info on the aircraft & it’s in flight specifications as well as part count, thrust to weight ratio etc, COMING SOON!!! https://imgur.com/gallery/GendYrR
  15. Spear of HorusDisclaimer(needs breaking grounds for robotic parts)(to match graphics shown in screenshots make sure you have downloaded stock only version or restock) *not restock+ (this is optional not needed this is fully stock)Controls:USE I and K to tilt Vtol wings Forward and BackDual VTOL technology.|( KAL-1000 mapped to Main Throttle: Control Fan Pitch/Deploy and Speed )||( AG1: Toggle 8 Juno Engines )|Throttle|( Dual Juno (AG2: Toggle Engine )||( Panther (AG3: Toggle Engine )||( Panther (AG4: Switch Mode )|Decouple|( AG5: Decouple Node ) Decouples from node for the first time )||( AG6: Undock Node *available after using AG4 at least once to redeploy after successful redock )|Part of InterstellerKev’s Phaethon Dynamics series:Short Story -The head of a falcon and the body of a mere man was really the sky god once known as Horus the deity of past Kerbal History. Once said to fly all day and night.They said he held a spear called The Spear of Horus. Reading ancient hieroglyphs contained some old Blueprint for his Spear of Horus! It turns out it is a Flying Vehicle of some kind?!Ground breaking theories are now shattered. We have to rewrite history. Questions like “did aliens come down and help build the monuments that still stand today are now more concrete. KerbalX: https://kerbalx.com/InterstellarKev/Spear-of-HorusSteam: https://steamcommunity.com/sharedfiles/filedetails/?id=1983151486
  16. I present to you: my latest invention! Hawk Mk 3 Guardian: The third iteration of the famous line of fighters by Kerbal Dunatian, the company that brought you the Hawk Mk 2 and Falcon Mk2. This fighter utilises some of the most modern software available, putting it at the top of the areal food chain. Designed specifically with combat in mind, this plane can go up to Mach 3 at cruising speeds, can take off at only 50 m/s and is the most maneuverable craft around. It has 2 main and 2 secodary engines, which can be toggled independantly from each other. The craft has an additional autopilot in case your kerbal loses conciosness during a dogfight. It has been proven especially effective during the Free Space War. Flight manual can be seen on KerbalX. *No weapons included* Download from KerbalX Known bugs: No bugs as of today!! Flight advice: use SAS. When landing, don't turn the brakes on untill touchdown. I am open for suggestions on improving and creating new content. If you have any ideas, please feel free to post them in the comments.
  17. Gründer Industries ADF-01 FALKEN [Stock] A super-maneuverable, supersonic jet fighter, the ADF-01 (Advanced Dominance Fighter 01) "FALKEN" is a fictional jet from the Ace Combat series of video games- a rare prototype design produced by the fictitious South Belka Munitions Factory Gründer Industries, featuring a distinct forward-swept wing layout and massive twin engine nacelles sunk into the fuselage, as well as an assortment of fins and canards. Additionally, the FALKEN is the first production aircraft in the Ace Combat games to prominently feature the fictional "C.O.F.F.I.N." (Connection For Flight INterface) windowless cockpit technology, and in the games is known for its devastating special munitions it can carry (such as lasers, fuel-air bombs, and multi-target missiles ). For the purposes of KSP, this stock replica of the craft is fairly faithful to the original (fictional) plane- minus a few things impossible to replicate without mods (i.e. lasers or other weapons, and so on). The engines have been setup to have functional 2D thrust vectoring, and just like in the games this FALKEN is super-maneuverable, with a high amount of wing loading allowing you to pull off some impressive post-stall maneuvers, tricks, and sharp turns. The C.O.F.F.I.N. camera/sensor array across the nose of the plane has been replicated as well, and the aircraft is indeed manned. If you choose to do so, mounting mock FAEBs (Fuel-Air Explosive Bombs) to the plane makes for some fun bombing run times attempting to hit space center buildings. Ultimately, this is just meant to be a fun, fast, and agile replica of a video game plane I'm personally a huge fan of. I originally built it for BDArmory combat, but upon seeing how close I was able to get it to the fictional plane and how insanely fun and agile it handled, I had to stockify it so I could share it around. I hope you all enjoy just as much as I have. Download Link [KerbalX] STATS: Parts - 108 Mass - 14.32 tons Crew - 1 Pilot Powerplant - 2x Panther (2D vectored) w/ afterburners
  18. What is the best way to bring a jet aircraft into Laythe's atmosphere safely? Should I dump as much velocity with rockets as possible before insertion, or dump just enough so my perigee is just above the ocean's surface? I've done the latter once before and it almost ended with a flat spin stall and crash; I managed to land safely some how.
  19. I’ve been trying to make a passenger jet but ot never takes off. Anyone, help?
  20. Wings of Glory Prelude: Fire in the Skies “Odin Flight; ATC reports three to four radar intercepts closing in on your position.” The Lead pilot called into the radio as he flipped the lever that took his guns off safety, “Odin 1 acknowledging. What is their bearing and speed?” “Odin 1 they are coming from the North-East traveling at 600 knots.” The three F-6 Comet fighters turned in unison as they prepared to meet their attackers head on with the lead calling back, “ATC Confirm enemy speed.” A few seconds passed before the call came back, “Speed confirmed. Enemy craft still heading your way going 600 knots. Intercept in 2 minutes.” “How in the world are they going that fast? Aren’t they stuck with piston aircraft?” came the confusion from his right side wingman, Odin 3. “Apparently they have something new. Looks like we won’t be able to complete the bombing run, jettison the Mk-III Bombs and go to full throttle. Prepare to drop tanks and go into merge when we are in visual range.” So the three craft spread out and sped up as they prepared to get into a brawl with the Thean Empire’s own. Within a minute a glint of metal was seen topping low over the hills and the F-6s dropped their external fuel tanks banking sharply to meet the enemy. Suddenly the sky was filled with hundreds of tracers as both sets of aircraft exchanged fire with each other in a swirling frenzy. As the jets zoomed over each other’s canopies the Comets were able to recognize the swept wings and distinctive front end of the KUT-7. The KUT was the newest fighter jet of the Proecian Confederacy and a rare sight so far away from their borders, apparently they threw their hat into the ring of the Thean Civil war; backing the old Empire of the North against the rebels in the South. So used to fighting the old and slow hand me down planes that the Empire had used previously the Rebel pilots of Odin flight were overwhelmed by the maneuverability and speed of the KUT. Their own Comets were bought from the United Kerbos Territories as the UKT began to phase them out for their newer F-7s and F-9s. The Comet was slower, less agile, and less armed than the shiny new Proecian fighters. As Odin 1 banked to the right he saw an orange flash as one of his fellow Comets burst into a huge ball of fire. Anger overtaking him from the loss of his wingman he popped his speed brakes and made an aggressive barrel roll to invert himself over the canopy of, and then positioned himself behind, the KUT-7 that had been on his tail. He retracted the brakes and then ramped up his thrust and he held down the button on his stick that let fourth a burst from his four 50 cal machine guns. Black smoke belched from the engine of the Empire jet before the whole fuselage was ripped in half by his line of fire. Odin 1 zoomed past the tumbling wreck going back into the fray. Odin 2 was being pursued closely by two KUTs taking turns sniping at his tail. He pulled back on his stick to lead the nose of the jet upwards and climbed as fast as he could to help out his fellow pilot. Still rising toward the battle ahead of him he peeked into his gun sights and began to line up a shot. There it was, the glowing tail pipe of the rearmost KUT ready to be shredded by pounds of lead. Then suddenly it wasn’t as the horizon became a tumbling mess of blurred colors. He felt the jolt as his tail dislodged itself from its perch, then a grinding sound came from his left side where he observed with horror as the wing ripped itself away from the rest of his plane. He was in a deadly spiral to the ground and had only seconds before impact. There was nothing more he could do as he pulled the lever below his seat as his vision began to grey out from the G-forces. His eyes snapped open to see a smoldering ruin of his former plane below as he descended on his parachute. In the distance he could perceive an explosion as one of the planes in front of him was destroyed. Any hopes that it was an enemy craft were dashed when he saw the exhaust trail of three planes meet up and speed away to the horizon. He had flown on dozens of missions during this war; this was the first time that he had failed one. Worse yet, there were no other parachutes save for his in the sky.
  21. So, I'm making a radial jet engine- think the Vector's way of attaching vs the huge jet's version. How do I set up points in Blender so that it can function with a Gimbal and everything else? I'm around halfway through modelling it. Thanks for any help!
  22. This craft is a full stock super-scale fighter craft. This craft was heavily inspired by various Sukhoi fighters, most notably the Su-57. Though it isn't too speedy, this craft is highly maneuverable and is capable of ultra short take off, requiring only 1 of its own body-lengths to take off. This craft was a fairly difficult build, as the geometry of the body is much more complex than what I normally build. Due to the craft's complexity and large size, it unfortunately requires Unbreakable Joints in order to survive hard maneuvers. Download Link: https://kerbalx.com/Kronus_Aerospace/Kronus-DD-6-Silver-Crane Part Count: 999
  23. Are there any up to date mods that introduce either ambient air breathing nuclear jet engines, the kind of things that could be used on Eve, and/or a mod that introduces nuclear pulse propulsion parts in the style of the original Project Orion, not the dinky little capsule. And I prefer mods with as few dependencies and new parts as possible, and no new resources.
  24. The result of a bunch of random experimentation, this fighter craft ended up being heavily inspired by various Sukhoi fighters. It is also quite large, being 3 meters longer and having a 4 meter wider wingspan than an F-22. The craft has excellent low speed preformance, as well as a very high top speed and service ceiling. There is also an alternate version available which possess 4 small missiles. These missiles each utilize 8 seperatrons, they have probe cores and reaction wheels, are able to accelerate from 0 to mach 2, and have an effective range of 2-3 kilometers. These missiles would (obviously) function best in air-to-air applications. Download Link: https://kerbalx.com/Kronus_Aerospace/Kronus-SD-1-Buzzard -Part Count (Unarmed): 287 -Part Count (Armed): 363 -Rotation Speed: 35 m/s -Stall Speed: 20 m/s -Max Speed Dry SL: 280 m/s -Cruising Altitude: 12500 m -Max Speed Afterburner CRZ ALT: 933 m/s -AG1: Toggle Afterburners -AG2: Launch Missile #1 -AG3: Launch Missile #2 -AG4: Launch Missile #3 -AG5: Launch Missile #4 -AG0 (or is it action group 10?): Detach Hard-Points
  25. I'm pretty stoked that my Steerpike passenger jet has just achieved 100 downloads on KerbalX. I only started learning this game a year ago and posted the craft in May. Thanks @katateochi for creating such a great site.
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