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  1. 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.
  2. The Kerthenians were desperate. The Kruolans had been ahead of them in almost every way. Their war machines overpower them. So the top leaders and scientists devised a way to develop a counter-offensive. They named it "Project Kruolan's Doom". The jet had been an expensive investment, but they voted in on the funding of the project. Day and night, they researched and built the craft, until eventually, they have finished it. 19,300,000 bucks had been spent on the materials and a further 846,870,000 more on R&D. It was hoped that this jet could challenge the Kruolan air supremacy. Alas, only 12 were made. The latest model, with a cone intake, was the best performing model, but the project had to be cancelled due to lack of funding, and the fact that they needed a new ground unit to fight with. So the project was forgotten, never used in the war.
  3. 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
  4. As of lately, I have been working on a project to replicate all major post WW2 fighter/attack aircraft of the US/USSR/Russia. All new ones will appear here. If you have any suggestions, post them here. They were built in KSP 1.2.0. All require BDarmony, a lot need TweakScale and Airplane Plus, plus other mods as needed. WW2. None Available Korean War MiG-15 https://kerbalx.com/dundun92/MiG-15 F-86 https://kerbalx.com/dundun92/F-86 Veitnam/Early Cold War. F-4E https://kerbalx.com/dundun92/F-4E MiG-21 https://kerbalx.com/dundun92/MiG-21 Late Cold War/Modern Era F-16C https://kerbalx.com/dundun92/F-16C MiG-29 https://kerbalx.com/dundun92/MiG-29
  5. A Very Personal Jet This isn't really based on anything more than a bunch of conceptual images of small personal jets (hence the name). The closest I could get (and really the style of aesthetic I was shooting for) is the Maverick Personal Jet: I wanted to try and make it amphibious, but any way I looked it at the overall aesthetic and handling was destroyed so I landed with this. I think the biggest aesthetic I've achieved is the mating of the adjustable ramp intake with the two Juno's. I'm sure this has been done before. It provides a slightly different way of looking at the rear of the aircraft, and gave me a way to taper the angled radial intakes into the engine from over the wing. Over all it makes for pleasing profiles from any angle. As you can see from the top down profile the proportions look just right, and the radial intakes coupled with the rear engine and fuselage tank set up mean this is not just another flying cigar. The fuel consumption is pretty good. A throttles buried flight to the island runway consumed 8 of the 200 units of fuel on board, meaning the Very Personal Jet has a decent enough range. It handles beautifully at all stages of flight and full throttle is certainly not required once at cruising altitude. It's really comfortable hands free at about 5 degrees AoA, 140 m/s and 75% throttle. Action grouped speed brakes means a short landing to go with the ultra short takeoff. Takeoff can be achieved from 32 m/s, and landing speeds can be as low as 45 m/s. I've also softened the rear gears spring strength to about 0.85 to prevent the dreaded KSP bounce. The track is also super wide on this personal jet which means super stable takeoff and landings, even on grass or rough terrain! A Very Personal Jet STATS Parts - 39 Weight - 5.435t Height - 3m Width - 9.6m Length - 8.7m Powerplant - 2 x J-20 Juno Jet Engines CRAFT FILE EDIT: I guess I should think about starting a thread for my designs. I don't want to cause "cluttering" of all my terrible craft into the main forum section SM
  6. This stunt plane is built for maximum manoeuvrability in a small package. It excells at reckless flying between the KSP buildings. I hope you enjoy flying this crazy little plane as much as I did. I'm curious to see what awe inspiring manoeuvres it can perform in the hands of you great pilots out there. Download link: https://kerbalx.com/jefzor/Control-Freak Pro's: Very manoevrable; especially in the pitch axis Good controllability (will not spin out of control) Fast acceleration Fast top speed Light Small Short take off / landing Can fly at low speeds Cons: Not heat resistant (will burn up when flying at top speed for too long) Low fuel Roll performance can be mediocre low speed and high angle of attack. Loses a lot of speed during hard turns Can't blame the plane when you crash Notes: Action group 1 = toggle afterburner 50-80 m/s is the recommended speed for close quarter stunts Turn off SAS at supersonic speeds. If you leave it on, the plane may look shaky, which looks annoying, but doesn't really affect performance. Keep your thrust at 10% in dry mode if you want to get maximum range out of the limited fuel tank. Your plane will overheat if you fly at top speed for longer than a couple of seconds. Some examples of what you can do with it: Short take off and spinning around. Flying through hangars: Flying through the tunnel Flying under the bridge:
  7. Simply put, JetSounds is a sound replacement patch that works in conjunction with Sarbian's ModuleManager to replace stock jet engine sounds with that of their real life counterparts. This mod includes custom-made startup, shutdown, idle, and running sound effects for each engine. List of New Sounds: J-20 "Juno" > Garrett TFE731 J-33 "Wheesley" > CFM International CFM56 J-90 "Goliath" > General Electric GE90 J-404 "Panther" > General Electric GE404 J-X4 "Whiplash" > Rolls Royce Olympus R.A.P.I.E.R > W.I.P Demo: Installation: Simply extract the GameData folder into your KSP_win or KSP_osx folder and overwrite the files as necessary. Download: SpaceDock Known Issues: I'm still working on grabbing soundfiles for the R.A.P.I.E.R. engine, so it currently remains unchanged. Startup and Shutdown sound effects are a bit wonky in terms of volume. Switching modes on the J-404 "Panther" causes startup and shutdown sound effects to play. Not sure how I'll fix this yet, but I'll fix it eventually! Engine spool times are somewhat faster than before. This was done on purpose because it's more realistic, and it certainly sounds better. Smoke trails are absent. This was a result of the somewhat rough code I used in the soundconfigs, and was unintentional. I plan on adding them back once I smooth out the code. Usage with particle-replacement mods like RealPlume causes the sounds and/or effects to break. I'm trying to resolve this ASAP. Making this work with 1.2+ Future Plans: Add sounds to the R.A.P.I.E.R. Streamline Patch Code IVA Sounds? (May take a while; I might make a separate mod for this one) Incorporate Sound Plugins, like Firespitter and the like Work on sounds for other mods? Changelog: License: This mod is licensed under the Creative Commons Attribution-NonCommercial 4.0 International licence. This being my first mod, any feedback would be greatly appreciated. Let me know what you think so I can improve upon it!
  8. The McDonnell Douglas (now Boeing) AV-8B Harrier II is a single-engine ground-attack aircraft that constitutes the second generation of the Harrier Jump Jet family. Capable of vertical or short takeoff and landing (V/STOL), the aircraft was designed in the late 1970s as an Anglo-American development of the British Hawker Siddeley Harrier, the first operational V/STOL aircraft. Specifications: Type: SPH Class: aircraft Part Count: 54 Mods: 4 Mass 11.69t Cost 42,608.0 No. of Stages 4 Crew Capacity 1 Part Count 54 Craft File: https://kerbalx.com/Kerbalyst/AV8-Harrier
  9. The McDonnell Douglas F/A-18 Hornet is a twin-engine supersonic, all-weather carrier-capable multirole combat jet, designed as both a fighter and attack aircraft (hence the F/A designation). Specifications: Type: SPH Class: aircraft Part Count: 58 Mass: 12.54t Cost: 42,213 Crew: 1 Craft file: https://kerbalx.com/Kerbalyst/F-18-Hornet Notes: Great autonomy of flight, ideal for escort over long distances!
  10. The title says it all. It's a jet capable of taking off and landing vertically or conventionally. It has a Narrow-band scanner in the nose cone! It's decently maneuverable, but you can always boost it by turning on the VTOL engines. It also has two drogue chutes and flaps to slow it down during landing. DOWNLOAD Basic information Name: KAI/KD CF-1 Total mass: 10.0t Height: 4,2m Width: 8,9m Length: 11,0m Part count: 73 No. of engines: 7 (1x Whiplash + 6x Juno) Resources: Liquid Fuel: 360 Electric Charge: 50,22 (Mono Propellant & Oxidizer tanks empty to save weight) Action Groups Images Front view in the hangar. (The narrow-band scanner is slightly visible) The VTOL engines are fitted in a 3-3 configuration on the underside of the aircraft.
  11. I know mini planes are not new; however, this one is unique! This, ladies and gentlemen, is the Bob-cat 5 Armored jet, by Unapt Satisfactory Systems! This Flying Doohickey is the greatest of all doohickeys! The Bob-cat 5 alone is able to lift this 1.2 ton missile, making it an Armored jet. But this is not only a jet, it is also a car! just a quick press of the "1" key and it'll scoot you around KSC at a max speed of 9.9 meters per second. This beauty flies even better than it looks (thankfully). Its brilliant response and handling is great for even the most inexperienced pilots! with an average speed of 145 meters per second, you'll be off the runway, and across the ocean, in no time! (warranty void if not off runway in no time.). Fly-by: Mass: 4.37 tons with missile | 3.14 tons without missile Average speed with missile: 110 meters per second Average speed without missile: 170 meters per second Length: 5.3 m Height: 4.3 m width: 4.1 m Download link: http://www.mediafire.com/file/j6b6ep5lhjshtjk/Bob-cat_5_Armored_(stock).craft WARNING Do not attempt to take off or land in "car" mode! Do not attempt long dives while holding missile! Do not use jet engine while in "car" mode! Do not launch missile from runway! Do not enter "car" mode while in flight! Warranty void after leaving SPH Unapt Satisfactory Systems LLC, and/or it's partner or daughter companies, is not responsible for any damages— emotional or physical—to any Kerbals or buildings of your space center. USS is also not responsible for any Quantum Destabilization caused by any of our products. All USS vehicles are susceptible to 100% depreciation after leaving verified dealers. Any complaints can be, and must, be sent to our headquarters at 4321 Rubbish Bin st. Kerbtown, Kerbin. If you have any information you would like to tell us directly, contact our customer service line at, +0 (123) 555-4201 Ext. 6969 For warranty information, contact our warranty help-line at, +0 (123) 555- 4201 Ext. rekt (7358)
  12. Taking Requests, is you want to see quality of my planes, look here: http://forum.kerbalspaceprogram.com/index.php?/topic/129950-mig-15-fa-18c-super-hornet-jf-17-thunderkeurofigher-and-the-mig-29kub/
  13. Wiplash One The Wiplash one is a craft designed by me, made by me and tested by me If there's any sign of similarity to real planes i'ts purely coincidential Note, this craft requires the following mods to function: - B9 Aerospace - BDArmory - Tweakscale - Procedural Dynamics Description: the Wiplash One is the first jet in a possible series of fast jets witch will include: Supersonic cargo planes, Supersonic Bombers, Supersonic UAV's (possibly CAS uav's) It has Exquisite handling and acceleration, an overwhelming max speed of over 1100 m/s (anything above might cause the jet engines to overheat), and a very good minimal speed of a mere 70 m/s It is equipped with- 2x AGM-65 Maverick missiles for bigger / grouped together targets - 6x AGM-114 for separate targets Specs: Weight = 24,455 t Partcount (including weaponry) = 51 Height (gears out) = 3.8m Length = 14.1m Wingspan (including wingtip mounted AGM's) = 15.6m Pro's and Con's: Pro's: - very fast - Great handeling - well placed FLIR targeting system - also supports radar guided missiles if you prefer them - very stable - extremely easily to get out of stalls or flatspins (which counters the 2nd con) Con's: - Hard to slow down (even with airbrakes) - Flips over easily when using pitch in wet engine mode - hatch is obstructed Finally, the download: https://drive.google.com/file/d/0B1wfTbFe6Vy3TFRCUFUtTDZKV3c/view?usp=sharing Feel free to edit this jet to your liking or use it for inspiration for your own design If you have questions or ideas for the next jet in the Wiplash series please contact me at: [email protected] Some Screenshots: http://imgur.com/gallery/HxhF8
  14. So after playing a ton of GTAV the other day, i thought to myself that that hydra is a fun little plan and could probably be pretty easily made in KSP. Naturally, about 30 minutes later, i had myself a working replica. There are a few things im not happy on. The wings where a pain, ballast in the fuel tanks could be better, had to have an extra vtol jet to actually get lift force needed. besides all that, it flies decently well i would say! Has some roll issues from the wing angles im pretty sure, the flaps have been set to 60-70% and the main engine doesnt vector. Here's an imgur link with a few images i quickly took http://imgur.com/a/4uYaV Download - KerbalX - https://kerbalx.com/rivin/Hydra Action groups 3 - VTOL 4 - Main engine 5 - Afterburner Let me know what ya think!
  15. For small SSTO probes or larger, long term long distance SSTO travel, I feel like our 0.625m Dawn ion engine needs a bit of love. Well. Not the Dawn engine itself, but the Ion engine mechanic. We have a huge whopping/gaping hole in Ion engines or Ion fuel tanks which desperately needs filling. Sure, we have nuclear engines... I guess? But they are also somewhat limited to LFO, and man - that stuff's heavy! Xenon gas and electric power is as light as air!... Hence... "Gas". Bad pun, huh. As more ION engines are needed/wanted, this is an idea for an SSTO based Ion drive: An inline Ion engine which doubles up as a jet engine. Mode 1: Liquid Fuel, wet mode. It should be moderately inefficient with this mode due to its upper stage efficiency. Mode 2: Ion Xenon/Electricity mode. Slightly less efficient than the Dawn drive, but has 1.7KN extra thrust. This is because the engine is a 1.25m/MK1 drive. Like really, who builds a 0.625m SSTO? Just put it in a bay! But when efficiency Is needed, it would be awesome to have a 1.25m/MK1 Ion engine. And with that? 1.25m xenon tanks. In use with the Gigantor solar array, I think this could work rather well.
  16. Are there any mods which include decent two-seater cockpits suitable for training/reconaissance craft? I'd love to have something that looks decent and has a shared IVA, as I'm getting a little tired of makeshifting it with cubic struts and offset.
  17. The Kerbin sightseeing and pigeon feeding society contacted Farnsworth Rocket Surgery a while back. They asked us to design a craft suitable for visiting points of interest, or points that have no interest at all! They never did pay for the design work so we are releasing it to the public (lucky you)! The images are from the brochure that we had. It has some landmarks in it, so some may consider it a spoiler. Introducing the Ray long range flying wing. The Ray will rotate off the runway fully fueled at around 65 m/s. Cruising altitude is 8km @ 250 m/s The aircraft flies wonderfully! You will experience some wandering when you start the take off roll, but it will center back up without any input. The craft is a swept wing design and as such it does suffer from yaw-roll coupling at high speeds. However, I have not experienced any issues with yaw-roll coupling at landing speeds. The aircraft will fly with SAS without any issue, but I recommend using Atmospheric Auto Pilot for any aircraft. It just makes life so much better. Maybe you don't like flying slow. Don't worry! We have a solution! Introducing the Ray HS flying wing. Cruising altitude is 19km @ 900 m/s The Ray HS comes equipped with drop tanks. The fuel in the drop tanks is used first and gives the Ray HS the ability to reach it's cruising altitude without burning any of the fuel in the aircraft. I hope you enjoy them as much I enjoyed making them! Ray: https://kerbalx.com/Dr_Farnsworth/Ray Ray HS: https://kerbalx.com/Dr_Farnsworth/Ray-HS
  18. Ladies & Gentlemen, introducing the Stormwind fighter series. These crafts are long-range multirole fighters, quite reminiscent of the F-15, that can fit into almost any task, whether on the battlefield or fulfilling contracts. Stormwind Mk. 2 Especially when fitted with droptanks, this craft is quite long-range. Its large wings allow it to cruise at pretty high efficiency. While not as fast as the Stormwind II, this original variant is more efficient, slightly cheaper, and easier to use. Though it has some good traits, it also has stability problems, and will easily spin out if pushed too hard, although it is easy to recover due to its large wings and control surfaces. Stormwind Mk. 2 T (Two-seater/Trainer variant) This version of the aircraft is useful for pilot training, or missions where an extra crew member might come in handy. The addition of an extra cockpit has some serious impacts on the maneuverability of the aircraft, but it still flies quite well. Stormwind II Mk. 1 Now on to the second aircraft in the series, the Stormwind II. This plane is fast, boasting top speeds of over 1,000 m/s @ 10,000 meters altitude. Although it pays for this in reduced fuel efficiency (Read: This thing guzzles jet fuel like a champion chugger guzzles beer), it can still make it a significant distance if the operator holds back on the throttle and stays at altitude. In the second picture, you can see its interesting wing shape and canard layout. .craft files Stormwind Mk. II https://kerbalx.com/Wabbit/PA-Stormwind-Mk-2 Stormwind Mk. II T https://kerbalx.com/Wabbit/PA-Stormwind-Mk-2-T Stormwind II Mk. 1 https://kerbalx.com/Wabbit/PA-Stormwind-II-Mk-1 So, there are Pancake Aerospace's brand-new, top-of-the-line military craft. I hope you enjoyed, and I'd love to hear what you think, as well as tips on how these designs can be tweaked/improved.
  19. I successfully developed a 4 part plane that flies! Although it doesn't fly very good, it still works! By the way, this is in 1.1.3 And people thought groundbreaking meant bigger. Does anyone know how to make it more stable with only 4 parts and no vertical stabilizers?
  20. Lockheed Martin F-35 replica with built in bomb bay/ weapon bay, the craft were covered with JEBTECH radar absorbing material,and it's twin buffed afterburning engines allows it to sneak through enemy air defense system with ease. its weapon bay allow it to bring some serious punch to the enemy base. The "b" version is designed for short takeoff and vertical landing ( stovl) and here are some pics of our new jet at its manufacture state f35 f35b mod used: IR https://spacedock.info/mod/657/Magic Smoke Industries Infernal Robotics BD armory https://spacedock.info/mod/79/BDArmory tweak scale https://spacedock.info/mod/127/TweakScale game version 1.1.3 ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// This is the second time i post anything on a forum, so feel free to leave some tips or suggestions on the game(craft) or some other stuff. Bye ps:if the pictures looks weird is because i messed up the screenshot..........
  21. I was developing a trainer jet... Perhaps, this thing appears to be more agile than anything else I have ever seen in KSP... It is easy to modify, have low parts count, and can be used as enemy crafts for hardcore BDArmoury AI shenanigans... Download: https://kerbalx.com/luizopiloto/XF-10a-Wakizashi
  22. Just finished up my project for today, a semi-detailed Su-27. Complete with radar and weapon systems, as well as accurate landing gear positions. Initially it had center-of-lift issues, as well as some crazy instability, but that's mostly been tweaked out. I used parts from a variety of mods here, such as B9 (for the engines and wingtips), and BDArmory for the weapon and radar systems. And, of course, I had to tweakscale various parts to get it to look decent. Real-life comparison
  23. Good evening everyone, I was trying to figure out how to change certain values in the configuration files of the Jx-4 "Whiplash" jet engine, but after a quick thought I figured that maybe you guys could help me with it. Where exactly do I have to go and what do I exactly need to change in the configuration files so that the jet engine would start behaving itself like any other one that isn't dependent on the Kerbins' atmosphere (so that no air-intakes would be required and such)?
  24. With some inspiration from a friend from gmod (his name is customer service [yes i'm being serious]) I present the A-666 Corvus, a slow close air support attacker/bomber. Sporting two F119 afterburning turbofan engines, a large double delta wing design, two inverted V tails and probably nowhere near enough control surfaces, the A-666 can move at leisurely speeds and attack pretty much whatever its pilot feels like. The A-666 also features two redundant drone control systems, in case one or both of the pilots is incapacitated, but chances are if the cockpit exploded then so did the drone cores. .craft file here - Dropbox Once again, my list of mods has grown very extensive, so here's the file with all of them in it. Final note: turn off SAS for maneuvers. It'll make your life easier. - Wrench
  25. In this video Jeb and Bob"Wing" take the Junk Hunter out for some space clean-up. Download Junk Hunter here!
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