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  1. I NEED HELP : In a video (i don't remember the name), someone build a plane, AND! a moment, in the editor, in the hangar, he click on a button, and his plane FALL in the hangar, but he can't pilot it, or use it, its just for see if the wheels are right (the plane can't even take damages (sorry for my english, i am french))
  2. I am trying to mirror surface attaching wings, however, when I mirror them the mirrored wing ends up being upside down or faces backwards. I notice all the stock wings are symmetrical such that there is no top and bottom, maybe for this reason. However, there are parts that mirror how I am hoping for the wings to mirror, the best example being landing gear. It seems that the mirror function in most cases besides this landing gear, just places the original part in a different orientation on the opposite side, but in this case it seems to generate a mirrored version of the original part.
  3. So I haven't played in a while and I show up and design a killer new plane, takes off fine, flies great, but then when I go to land it, the instant the nose gear touches down, there's a huge bounce pitch approx. 20° and kicks the rest of the plane approx. 10 meters in the air. Done several tests following scientific method using controls and varying spring strength and damper strength, but I can only make the bounce take longer to hit or make it a little shallower, but it is always there. Starting to worry that my beauty is never going to see glory. I've seen other posts in regards to a more p
  4. I have a plane with the following main body, from nose to aft: Mk1 cockpit Mk1 LF tank Three material bays 1.25m service bay Radially attached to this are two Mk0 tanks with an intake and a Juno each. Rounded nosecone The problem with this setup is that if the Mk1 fuel tank is at the rear, the CoM moves forward a lot as the fuel is used up, which makes parachute positioning tricky (aside from the fact that I never build a single plane without enough chutes to come back down safely, the plane has the starting landing gears and is already overweight
  5. I know that landing gear have a set limit for which is the max they can hold and land. I think that it also matters if you land on the runway or out in the field somewhere. I understand that for the basic fixed land gear the max tonnage was something like 5 tons. (At least it was a few game version ago.) Hence I never use them because all of my basic science planes are heavier. But recently I overloaded the LY-10 gear and so now I was looking for a chart. Imagine my surprise when I see that the Kerbal Wiki says the max limit is 7 tons. I just landed my 17 ton plane just fine wit
  6. This seems to have been introduced in KSP 1.3.1. Some wheels bounce harder than others, but all have some bounce. The large gear seems to have the least noticeable bounce, but it's quite noticeable at Minmus. The others are very noticeable back at KSC. The small gear seems the most stable. To avoid scrolling down, here are current bug reports filed on this problem. Please upvote these. https://bugs.kerbalspaceprogram.com/issues/16159 <- Surface collisions on physics start https://bugs.kerbalspaceprogram.com/issues/16090 <- Related to prerelease bug #15796 Non-active
  7. As I'm studying landing gears for AirplanePlus, I dug through piles of pieces of information in the forums and searching through KSP coding through google as well because of the lack of proper documentary for it. Here's a concise visual and textual guide to the compilation of my knowledge, hopefully made easier than longer texts and covering almost everything needed to make basic deploying landing gears What you need: -Have a 3D Modeling Software -Create the model -Make sure it has proper model hierarchy Put it in Unity and here are the pictures: We will use two models
  8. Apologies if in the wrong area for this. i was wondering two things. Why don't the landing legs have deploy limit options? Additionally, I attempted to add a line into the landing gear cfg, but it appears it made no difference. So where would I add this it if possible at all? Also would it be possible to add in a min as well as a max deployment.
  9. The goal of this is just to make parts that I have wanted that just may be useful to someone else. Parts: 4 Variants of a 50 caliber long recoil machine gun. Why: I like how long recoil guns look when they fire with the very visible mechanisms moving I like low part count parts that combine multiple things together for quick assembly. The four variants are wing mounted, wing mounted with a magazine, surface mounted (shrouded) with and without a magazine. This is not based on any real machine gun but the barrel and mechanisms are, I think, within reason as
  10. The goal of this is just to make parts that I have wanted that just may be useful to someone else. Currently: 4 Variants of a 50 caliber long recoil machine gun. Why: I like how long recoil guns look when they fire with the very visible mechanisms moving I like low part count parts that combine multiple things together for quick assembly. The four variants are wing mounted, wing mounted with a magazine, surface mounted (shrouded) with and without a magazine. This is not based on any real machine gun but the barrel and mechanisms are, I think, within reaso
  11. HEY! I was landing with my lander to the moon, but when i lowered My LT-2 Struts they were bend on part that lands. I dont know what this is could somebady tell me. I dont know how to get them properly?
  12. I apologize ahead of time if this is the wrong forum section, however I see nothing that would fit this better. Im trying to get into modding so through very loosely following the wikipedia guide to parts and a few other video tutorials ive reached the point where I have a textured model made in blender (Its a single part count landing gear unit because its something ive always wanted and the only one ive seen was a helicopter skid), but now Im unsure of the steps between here and the game. Small note: There are 3 simpler models over the main 3 wheels and body for collisio
  13. Obviously my own "stupidity" rating is on the high side... I've been trying (and failing) to piece together something understandable from all the discussion of landing gear/wheel problems in 1.1.2. Would some kind Kerbingineer please summarize it at a relatively simple (i.e., non-programmer) level? I have searched through a lot of the discussions on the forum, but I haven't found a post that explains it all satisfactorily. Specifically, I hope to find straightforward answers to these sub-questions: 1. I have heard that landing gear/wheel behavior has changed, apparently no
  14. So... I'm seeing this kind of landing gear... And I'm confused about precisely what's the advantage of using caterpillar track as landing gear since usually that thing is associated and seen on tanks, tractors and bulldozers, and those usually moves slowly (most of the time), and aircraft landing and takeoff is usually performed in high speed So can anyone explain to me what's the advantage and disadvantage of this kind of landing gear? What's the practical reason of using it?
  15. The mod is completely non-functional due to KSP updates, and, dare I say, it's near-essential for an enjoyable aircraft-building experience because of how awkward the stock gear are: Any idea how to substitute it?
  16. At the moment we only have Kneeling Gear with Wheels, my suggestion seems like one that may have been requested many times but after a few searches I haven't found the topic. Does anyone know if there any future plans to add Folding Gear for Aircraft? (Wheels folding from the wings towards the fuselage).
  17. Anybody know how to slow down the landing gear and/or landing leg retraction and deployment? I've been trying to make a crane that is several stories high, that could roll over to and above a typical 2nd stage payload height. I resized some of the landing gears and landing legs, but noticed that their resized angular animations move at a very speed. The result is whatever they are attached to hurling through the air whenever deployment or retraction happens. For Squad's landing legs there is a parameter for landing leg deployment speed and landing leg retraction speed
  18. Hey guys, anyone who can fix the adjustable landing gear mod from BahamutoD for ksp 1.1.3 I understand he has no time for it and waits for a good wheel mechanics fix. Dont know if there are any experienced modder out here who wants to give his time for this mod. The main problem is that if it touches the ground it clips or bounches the like he is seeing the kraken himself. In my opinion the stock landing gear is still a bit a pain in the ass... edit: What a moderator said: 'The author has indicated that the mod wouldn't be updated until Squad is
  19. Friends, Been a long time since I've been on the KSP Forums - in fact the last time was before the great forum wipe of a few years ago. I come to you today with a question: If you look at the screenshots linked below (not sure why I can't insert them directly into the post) of an aircraft I made, you can see these odd grey crosses coming from the light sources for the landing gear, as well as a grey rectangular shape coming out from near the cockpit. What are these, and more importantly how do I get rid of them? http://imgur.com/aQNPsct http://imgur.com/whnrm2P Mods in
  20. Hello, as the title says, im curious if someone could update this mod? I cant find any similar mod out there and the original landing gear cant handle alot of weight before they break and only the medium size wheel have steering. Link to Mod Not sure if its legal for ppl to update other ppls mod but as i could read in one of his forum posts he cant update his mods anymore since he got school, etc etc
  21. Hi all, Got a problem. I have a simple plane/shuttle I use in early career for fulfilling basic tourist contracts. It works fine, but when I land it, I hit the brakes and it starts to slow down just fine, then suddenly will veer one way or the other and do a "power slide" turning a full 360 sometimes before stopping - like something straight out of an action movie. Of course sometimes this also involves wings or engines slamming into the ground, but Jeb don't care, he likes style points apparently. I added a couple of drogue chutes to the back of the plane to stop this from happen
  22. I was just thinking the other day when I was taxiing my passenger plane to the runway. I was thinking, it would be really useful if the landing gears had motors in them so we don't have to use our engines (and therefore expend fuel) to taxi to a specific location. Let's say you sent a resupply SSTO to Duna, but you overshot the base. It would be much better to use in-built motors to taxi to the base, instead of expending valuable LFO just to travel a kilometer or so. Of course, the motors would use electric charge and have maximum loads, much like actual rover wheels in KSP. So
  23. I started a fresh career in 1.1 and am in the very beginnings of the tech tree. I have a 12 part airplane, mk1 tank, 2 mk 2 tanks with two weaslys mounted to the ends of them, mk1 crew pod, two wings, tail section, tail fin, 4 elevons, single steerable gear up front and two fixed in the rear. Super simple craft, but the only way I can land it is in the water. I tried 15 or so times to land it on the runway and as soon as the gear touch the runway, boom! I had airspeed down to 57 m/s with vert less than 5 m/s, no way it should be blowing up. I am noticing that on take off the landing gear is cl
  24. should they? this was a request found in a shadow zone youtube shuttle video.
  25. Is there any resources on creating landing gear with the new system? Do I have to install anything new? I'm guesing I have to use unity 5 with part tools 1.1 or 1.2 should they ever be released. I have an amazing idea on how to make a foux hovercraft using invisable landing gear with 0 traction. I'm making an LCAC for my CVX mod to go with the LHD Carrier. Edit: Also I'd like to make some landing gear.
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