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  1. i have about 6-7 mods as im running this on a 2017 macbook air (yes i know, amazing that my house hasn't burnt down yet!) adn i tried putting a new one on that replaces some item textures, however it didn't work and now i am missing these pieces: docking port cupola hitch hiker storage mobile processing lab if anyone has the original game data and hasn't installed any mods that replace the textures of original parts could you pls message me, i need to fix this asap but i dont wanna lose my other mods or progress.
  2. This is inspired by a lot of Kerbal Mission Reports, and I've been wanting to create my own content for a while, but the real instigation was Angel-125's Heisenberg mod and his mission report. Then I found Plan Kappa, and I knew for sure that I wanted to do some sort of Mission Report / fictionalization of my main game save. Mod List Overview I wasn't a big fan of the existing nation maps of Kerbin, so I made my own. I've been using Kerbal Konstructs for some time, so this version of Kerbin contains Kerbinside, Kosmodrome, the BAD-T airfields, and possibly additional bits and pieces. The basic history is analogous to ours, sort-of. The Kerman Empire 2,000 years ago built roads all over the place, setting up the preconditions for truly world-wide trade. There was an equivalent to the Hanseatic League, and there was a Great War, which is sort of a combined WWI/WWII without the genocide. The sudden appearance of the monoliths brought everyone to the table to resolve their differences at least temporarily, and now there is an uneasy truce and a joint effort to explore the source of the monoliths. The general public isn't aware of the monoliths (yet). PSA - The Panarchist Space Alliance The PSA was formed at the end of the Great War to investigate the origin of the monoliths. Kerbin Kerbin at the time of this story has 22 nations - 5 major powers and 17 minor ones. Most of the national flags are from @UAL002 's awesome flag pack, but a few are my own design or adapted from materials online which are CC BY-NC licensed. (see comment below for details) The Major Powers Kermania: Kermania is an analog to Earth's Germany. Originally a loose federation of barbarian tribes in the days of the Kerman Empire, they overran and defeated that power before collapsing back into a dark age of anarky. Later, under Konstantine Kerman, the tribes consolidated into several warring nation states until Kaiser Vilhelm Kerman united them into the nation of Kermania. Kermania was a major player in the Great War - part of the Triaxial League: Kermania, Imperial Kermanovia, and Yitalia. Kermania started the war with the invasion of Polan in year -5. (Year 1939 in the old calendar) After the Great War, Kermanian scientists were instrumental in advancing rocket science to the point where manned space travel was possible. Kermanian rocket technology was pioneered during the war, and at the war's conclusion, on Year One, Day Three, Kermania launched the first orbital satellite - the first peaceful use of rocket technology, using a booster intended to launch a new weapon against the USK. South Kijani: The nation of South Kijani was originally neutral in the Great War, until Kermania invaded their territory to launch an offensive against the USK. South Kijani then sided with the USK to drive back Kermania and take the pressure off their occupation of Keltica. Union of Kerbalized Kommunist Republiks (UKKR): Formerly the Kingdom of the Kermanovs, Imperial Kermanovia became a member of the Triaxial League during the Great War and led the offensive against United Kerbdom until Kermanovian workers rose in revolt against their imperialist masters during the Red Oktober uprising. The new Kommunist state immediately sued for peace with the UK and signed a non-aggression pact which made them neutral for the remainder of the Great War. After the war, the UKKR established Area 110011, the preeminent test flight facility on Kerbin, and the KKVLA, a new radio telescope to detect signals from space. United States of Kerbin (USK): The USK was one of the Allied Powers in the Great War, and led the bulk of the fighting against Kermanian expansion. United Kerbdom (UK): United Kerbdom, in a flip of "real world" history, was originally a colony of the USK Which declared independence and established a constitutional monarchy. The Minor Powers Arabnia: The Kingdom of Arabnia has been ruled by the Al Kaud family for generations, and has been home to desert nomads and kamel farmers for far longer than that. The Kingdom appeared destined to remain a minor power until the discovery of Liquid Fuel. Exploration revealed that Arabnia contains Kerbin's largest reserves of Liquid Fuel, and the Kingdom has successfully leveraged that fact to earn a place at the table. Cratery Coast: (more detail to come) DPRK: The Demokratic People's Republik of Kerbin is a misnomer, as it is neither demokratic nor a republik. It is instead a military diktatorship established during the Kaoist Skism of 115 (Old Rekoning). The DPRK has no launch facilities of its own, but contracts with Republiko Simios for use of the facilities of Sanctuary Mouth. The Simios government has largely stepped back from the use of that facility, happy to keep the cash flowing. Goreyo: Goreyan culture is one of the oldest civilizations on Kerbin, and perhaps the least changed from its origins during the Big Split - the initial divergence of Kerbalkind from their pre-historic origins. Erryday: Erryday is known for their world-famous bobsledding team, their world-famous koffee, and their world-famous relaxed attitude. Indeed, it's amazing they ever get anything done. The nation is an island paradise, and their citizens work only an hour each day. (or as the residents say, erryday) Erryday's space program started the same way their bobsled team did - someone cracked a joke and said they'd never have one, so they went out and started one. Erryday contracts with New Batavia and the Cratery Coast to use their launch facilities at The Shelf and Hanbert Cape, respectively. Finnlund: Finnlund maintains the largest commercial fishing fleet on Kerbin. (more detail to come) Free Republik of Kerbin: The Free Republik of Kerbin split off from the USK many years ago, after the UK successfully broke away. Some of the early rebels wanted to call the new nation "Kexas", but were shouted down by those who thought there were already too many kountries with a "k" in their name. The Free Republik is a large island, and prides itself on the best beef in all of Kerbin, and was also the heart of the USK's Liquid Fuel industry before breaking away. Since becoming independent, that industry collapsed due to over-mining, and now the primary economy is beef, leather, outdoor equipment and enormous belt buckles. The Free Republik managed to stay out of the Great War, but because they wanted to - not because they were cowards. (and if you imply they are, they will give you "what for") Since the war, the FRoK keeps saying they're going to launch people into space, and that they have a great plan - the best plan ever, the highest rated plan anyone's ever seen. Rumor has it they have built a Top Secret facility in the island's interior. Hellenik Republik: The Hellenik Republik is the kradle of demokracy and the birthplace of Kerbal philosophy and science. Sokrates Kerman, Arkhimedes Kerman (before he moved to Syrakuse), Pythakoreus, Aristokle... the list goes on and on. The Republik wasn't always a republik, however - in years past it's been a kingdom, a military diktatorship, an oligarchy, matriarchy, patriarchy, a true democracy, and a libertarian dys/utopia (depending on who you ask). Every type of government has been tried, because the Helleniks are nothing if not experimental and ready to try anything. Most of the time, however, they have been a republic, though many think they are an autonomous collective. During the Great War, the Hellenik army successfully held off several Kermanian advances, and ultimately caused enough casualties that the Kermanic offensive found an easier target: South Kijani. The deciding battle was fought by 300 Kerbals under Leonidas Kerman in the battle of Kermopylae. Leonidas and his brave Kerbals all died, but the Kermanic advance was halted and several thousand Kermanians perished. The Helleniks have a small facility at Sea's End, on the inland sea. The facility is known more for its research than any real attempt at getting into space. Kanada: Kanada is another former colony of the USK, but one which was intended to be independent from the start. It was a place for every Kerbal who found the USK to be far too warm. Kanada is sometimes called the land of milk and honey, due to all the goats and the bees there. Kanada is also Kerbin's largest supplier of waffle syrup. Prior to the Great War, Kanada lost its southern province when Imperial Kermanovia expanded northward. Since the Revolution, Kanada has opened talks several times with the UKKR to get the regions around Boostershire Farms and Dundard's Edge back, but the UKKR has so far refused to hand back the land they took. Kanada has a small space program, but one of the best astronaut training centers on Kerbin - the Polar Research Center on the northern ice cap. Kanada is currently training the next crop of Kerbonauts for a mission to Duna. Celtika (or is it Keltica?): New Batavia: (more detail to come) Polan: (more detail to come) Republika de Santa Kruz: (more detail to come) Republiko Simios: (more detail to come) Skaibern Empire: The home in exile of the Kermanovs after being forced out of Kermanovia by the Oktober Revolutionaries. (more detail to come) Skotslund: Skotslund is Kerbin's airship capital, and home to all things considered strange on Kerbin - hakkis, kiltz, bagkipes, and golf. It's also home to ridiculous amounts of lifting gas, which not only got Skotslund's airship program literally off the ground, but provides hours or fun at parties when people breathe lifting gas and talk in high-pitched voices until they pass out. Yitalia: The home and birthplace of pasta, and the world's greatest shoes. Yitalians also originated lawn bowling. Yitalia was a member of the Triaxial alliance during the Great War, but when they learned that Kermania was planning to launch rockets against the USK, they defected from the alliance and claimed the Kwiss alps region of Kermania, moving troops up to capture the Messerkerman factory there. After the war, Timekeeping on Kerbin: 1 "Astronomical Unit" (AU) on Kerbin is 13,599,840,256 m (45.4 LS) Kerbin sits in a circular orbit with a 23.5° inclination respective to the ecliptic, which means Kerbin has seasons similar to those on Earth. It has a 600km radius, which is 1/10 that of Earth. Year 1, Day 1 coincidentally is the first day of Spring in the northern hemisphere. (thanks to the mod "Harder Solar System" for the inclined orbit!) Sidereal Orbital Period: 9,203,545 s (426d 0h 32m 24.6s) Sidereal Rotation Period: 21,549.425 s (5h 59m 5.9s) Solar Day: 21,600 s (1d / 6h) Kerbin Year: 9,203,545 s (426d 0h 32m 24.6s) Kerbin has a "Leap" year every 12 years unless that year is divisible by 180 - but every 900 years *is* a leap year, and every 21,600 years is NOT. 1 year - 14 months of 30 days each, plus "Holiday", a 6 day intercalary month. (7 days on leap years) 1 light year (Kerbol LY) = 2,759,153,377,863.61 km 1 light year (Earth LY) = 9,460,730,472,580.8 km (3.43 Kerbol LY) Year 1, Day 1 is actually 1950.12.27 under the previous calendar, which dates back to the founding of the Kermanian Empire. It's been nearly 4,200 years since the beginning of recorded Kerbal history. Days: (5 weeks of 6 days each per month) Sunday | Munday | Dunaday | Joolday | Evesday | Sarnusday
  3. So iv'e had this question for a while but only recently have really been working with planes enough for it to really nag me; when you're using procedural wings there's a slider to increase "Mass-Strength Ratio" which i tend to set at 2 to prevent hypersonic shock from tearing them into pieces. But it's had me wondering; how realistic is this? Are there materials that exist now with such ratios? Are there any in common use with higher ratios? Are they metallic or composite?
  4. My game crashes halfway trough loading I have a very powerful pc and i'm running windows 10 My first thought was that I was running out of RAM(I have 16GB) while my game is trying to load the Many Many mods i have installed. Any help would be appreciated. Thanks in advance.
  5. Hi all, hopefully someone can help me troubleshoot. I'm getting pretty frequent "crashes" where KSP will stop responding and then Windows tells me to Close or Wait for the Program. Over the past couple years of playing KSP, occasionally I'll get these, but now it seems a lot more frequently. I have a suspicion it's related to completing contracts in my Career Game, at least I'm getting semi-consistent crashes when I've completed my last 2-3 contracts. Of course, here's my latest log file: KSP 030719 Time 2159.log Here's my mod list (yes, there's a lot): I'll probably just end up going through the usual weeding through mods to get this more stable. But I'm hoping that someone can shed some light on what actually might be going on with my log and contributing to these crashes?
  6. To satisfy their unceasing desire to launch themselves into the void of space on top questionable rockets, the kerbals rushed to form a space program. But in their haste to get started on this great endeavour, they forgot* to give it a name. Thus, it became known only as "the space program". *) I was too lazy to come up with one. =================================================================================================== This is a career I started in KSP 1.3.1 (later updated to 1.4.5) about a month ago, and that I thought I'd share here. I'm using a heap of mods (list in the spoiler below), with MKS and USI-LS being two of the main ones. It's my first time using these in a career playthrough. I'm not sure to what extent I'll use the kolonization parts, but life support will play a big role. Running out of supplies will lead to death, and death is permanent. I'm also sticking somewhat rigidly to the rule of no reloads. The presentation style will most likely be short descriptions of events, accompanied by lots of pictures, 'cause who doesn't like pictures. Hope you enjoy! MOD LIST FLIGHT LOG VEHICLE LIST
  7. I did this music video for Kenny Loggins' Danger Zone a while back. https://www.youtube.com/watch?v=_rY0vNDgEGw
  8. I recently installed realism overhaul with RSS and have been wondering what the optimal ascent profile is. I’ve made it into orbit a few times but each time it was a different ascent and a different orbit. What would be best for a rocket with around 9.5-10k dv, 1.5-1.7 TWR, and end up in a 150km orbit? Like what should my pitch be at different altitudes and speeds, etc.
  9. I have a relatively heavily modded install of 1.6.1, every few seconds in the editor it freezes for about a second or so, it is making the game basically unplayable and i dont know how to fix it Edit: now happens pretty much every half a second Edit: It only lags if i have a part in the editor, if it is empty there is no lag
  10. Hello, Whenever I get into an orbit around kerbin, I lose the ability to place maneuver nodes along the orbit path. Before I reach orbit, this is not an issue. This is a science game with the following mods: Interstellar KAS KIS MechJeb2 NearFutureElectrical NearFutureSolar NearFuturePropulsion Kerbal Planatary Base Systems Community Tech Tree The mods were manually installed. I have not played in a while, so has there been a change that I don't no about that requires me to do something else to use the nodes in orbit? Update: Going to the space centre then back to the ship lets me place another node, testing whether getting into another orbit breaks the system again. Update: Moving into a second orbit doesn't require the "reset", however entering orbit on a different flight (launched after the first one) does. Update: The problem seems to have slightly stopped. It no longer happens every time, but it still happens occasionally upon a Mun flyby
  11. Hello everyone, I hope you can help me fix this so I can land on Mars for the first time! BUG REPORT: Version: KSP Windows-64bit 1.4.2.2210 Mods installed (installed through CKAN, dependencies not included, all mods is up to date): Ablative-Airbrake Engine ISP x 2 FullAutoStrut HangarExtender InlineBallutes Kerbal Engineer Redux Kerbal Reusability Expansion KSC Switcher MechJeb 2 MechJeb and Engineer for all! Module Manager Physics Range Extender Precise Maneuver QuickGoTo Real Solar System (Texture - 4096x2048) RealChute Parachute System RSS DateTime Formatter Toolbar Toolbar Controller Trajectories TweakScale TweakableEverythingContinued Zero MiniAVC Reproduction Step: Use this spacecraft (Attached below), go to orbit, and rendezvous with Mars. Time-warping to Mars' SoI Entry and the bugs kicks in (Not responding, unable to do anything, even took me 5 minutes after pressed the Power button). Files: Craft file Log file
  12. The issue am having is that my game crashes in the middle of startup, I am trying to find out what mod(s) caused it, ill link the output log below~ https://drive.google.com/file/d/1AcC06OMwxefKFEGkZ0BRACWtUCrsEPKX/view?usp=sharing
  13. I just recently made a large modded install of KSP (1.5) after a long break and the game usually runs fine even with 120 mods. (32gb Ram, GTX 1060, i5 7600k). The problem I'm having now is when ever I'm in the VAB and place down more then one command module, or any other part with crew space, the games frame rate drops down to sub 10. The memory usage maxes out to the point where it's unplayable. As far as I know all my mods are up to date and the only pre 1.4.x mods are just part mods. Log: https://ptb.discordapp.com/channels/408786446535884815/408786446535884818/506911935707611157 Here's the mod list:
  14. I was inspired to make a Mig 15-like plane in my career mode. Here it is: It is called A-3 Buzzard. It is my third aircraft in the career and like the first 2, named after a bird. Top Level flight speed (at 11km): 434m/s Absolute Top Speed (diving): 523m/s Max flight altitude: 13 km Altitude record: 15.6 km This here is the long winged version, the A-3B Buzzard: In High atmosphere: It is slower than the short wing version but can fly 2km higher. It is a weapon to surpass Metal Gear. Craft File for Short Winged version: https://drive.google.com/open?id=1P9b9jAFHiB-xfM7xt7oyJlQ8Pxsu6B6j Craft file for Longboye: https://drive.google.com/open?id=1eTvoj3BXmm-6wyNY6-stcTegQUDRjM7i Required mods: Procedural parts, Procedural Wings B9, USI Life Support, Ven`s Stock Part Revamp (find the newest fork), Unmanned before Manned, SXT I seriously see no reason to download this but I included the craft files just in case. It does require some messing with mods so it is more work than it's worth.
  15. Something weird has happened to the 2.5m RCS fuel tank (the FL-R1). In my install, it looks like this, and it's been this way since 1.4. As far as I can see, it's using the new texture on the old model. I'm not sure how to fix this -- I've even had a look in the config file for this part, but I'm not sure what to change in there to fix it. I'm using Firespitter Core as a dependency for another mod and that's the only mod I have that could be causing this. (I can give you my full modlist if you want though). Any ideas??
  16. I’ve been happily messing with KSP for several years now, regularly returning to start a grand new campaign with a slew of interesting mods. For one reason or another (real life, .exe instability, mod quirks) I’ve tended to hit a wall shortly after going interplanetary in previous attempts, but with the (relatively) recent arrival of the 64-bit client on Windows and a more mature crop of mods I’m gearing up to try once again. I intend keep a diary of sorts here, in part to motivate myself and in part to act as a sort of tutorial to others who are interested in playing with similar setups but are unsure how to bolt all the pieces together and convince them to play nicely. Situation I’ve chosen to start these reports a little way into the campaign, as there is already a wealth of material covering the first steps of a campaign. I have just unlocked the first KSPIE technologies, Nuclear Propulsion, Nuclear Power and Advanced Electrics. These nodes contain the earliest nuclear engines, reactors and beamed power parts respectively. There are currently small ‘Tortoise’ rovers carrying basic science equipment on both the Mun and Minmus (BonVoyage is my new favourite toy) crawling around doing science. In addition, the ‘Makellan’ series of early SCANSat satellites remain in orbit around Kerbin and its moons to act as makeshift communication satellites until more permanent infrastructure is in place despite having served their original purpose of mapping the surface. Going into month 5 (I’m working with 30-day months), there are two main projects I’m planning to work on. First and foremost, deployment of some lightweight interplanetary probes powered by the recently developed CANDLE engine in time to catch transfer windows to the Urlum and (possibly) Neidon. This might also require the deployment of a dedicated communications network around Kerbin to ensure continuous connection. RemoteTech's Root model (under which antennae can communicate at a range equal to the square root of the product of their individual ranges) means you don't need much of a network to get out to the moons provided you use the flight computer to make sure you don't miss your capture burns. Due to the immense range of the ground station at KSC, probes can maintain a connection for about 50% of the time. I am going to have to put at least a simple network around Mun in order to explore the far side with the munar Tortoise rover though. Secondly, and perhaps more interestingly in the long-term, development and deployment of a basic beamed power infrastructure around Kerbin, with the aim of using thermal receivers to launch lighter payloads to orbit more cheaply than currently possible. This is going to involve a fair amount of experimentation to find a sensible arrangement (I haven't messed with this area of KSPIE since it was reworked), but that's part of the fun, right? Mods My CKAN list currently shows well over 100 mods installed, before counting my personal tweaks and a few older mods that remain compatible despite their protestations to the contrary, so I’ll just provide the highlights here and leave the full list in a spoiler below. Interstellar Extended by Freethinker et al. I’ve loved the idea of this mod ever since I got it way back when Fractal was still developing it, and I’m looking forwards to playing with the new toys that have been added in the mean time. This is the mod I think people might find most interesting when covered as a tutorial, since the existing documentation is either scant, obsolete or simply absent. RESCALE 6.4x by Galileo Or more accurately a very slightly tweaked personal version that produces a Kerbin with a 12-hour day and a 540-day year. It makes orbiting a little more interesting and gives all those beefy advanced drives from KSPIE something worthwhile to do. MKS (and most of the rest of the USI suite) by RoverDude This has just gotten more and more enticing over time, and the integration of Extraplanetary Launchpads and Ground Construction provides some interesting possibilities for a budding space program. I’ve recently switched over from TAC-LS after finding it doesn’t mesh particularly well with Kronometer and after learning USI-LS now has habitation timers. Monthly Budgets by severedsolo I’m a sucker for strategy games and this mod provides both a pleasant bit of medium- to long-term planning and reduces the necessity of grinding contracts for funds. I have it set to decay reputation each month and have Play Your Way (Galileo) set to provide reputation with gathered science. The intention is that as I clear out Kerbin and its moons, I’ll need to set up other revenue streams (munar/asteroid mining operations perhaps). Kerbal Construction Time by magico13 This mod actually makes a campaign feel like a grand undertaking as you watch your space program grow over time. The broad customisation options don’t hurt either. SETI Rebalance & Unmanned before Manned by y3m0 I like what this set of mods changes about the game generally, and have had an interesting time with the new custombarnkit settings in the recent version. RemoteTech 2 by neitsa et al. Mostly because I haven’t dived in to learn the ins and outs of CommNet, and from first impressions RemoteTech is more intuitive and I’m already used to it. I have it configured so extra omnidirectional antennae do increase range and am using the Root range model. In addition to the above mods, the main other factor altering gameplay is a tech tree plugin of my own design that massively increases the cost of the more advanced tech nodes and adjusts the science available on each planet. At time of writing, the final tier of KSPIE technologies cost 100,000 science each. The intention is to force me off Kerbin and to avoid unlocking the entire tech tree with a few missions to the Mun and Minmus. Accompanying this are a variety of tweaks to where parts appear on the tree so I don’t, for example, need to finish a Joolean tour before being able to unlock thermal rocket nozzles. Full Mod List
  17. As there is no craft repository for BDB, and the hangers on KerbalX were outdated, I decided to make a new thread for people to post BDB replicas and non-replicas. If you post a craft, add a link for people to download your craft, unless you don't want to, then that is OK. Enjoy! EDIT: Your crafts can use any other mod you want!
  18. And here comes the very special post just a day after a very special day (22.10. my b-day). As the title suggests, you will get to see a super detailed replica of a German WW1 airship, aswell as a 1.6m long 3D papermodel of the same exact ship. HISTORY AND TECHNICAL DATA OF LZ 45 L 13 The LZ 45 (as it was known by it army register) L13 (as know by its navy register) is one of a series of 22 P Class Zeppelins built for the german army to serve as navy patrol ships and bombers. Technical data LZ 45: Length:163.5 m Height:21.962 m Width:25.789 m Diameter: 18.69 m Volume:32000m³ Engines:4 x Maybach C.X, 210hp, 1200 rpm Mass:21470kg Crew:18 to 20: (Executive Officer, Commander, Navigator, Sailmaker (responsible for gasbags), Chief Engineer, 2 altitude coxswains, 2 steering coxswains, 8 engineers) Armaments: 7 or 8 machine guns: water-cooled MG-08 (navy version), air-cooled Parabellum MG 14 (army version). 2,000 kg bombs (a greater load could be carried with reduced fuel load). The design of P-Class ships varied between the years. For example, LZ 72 and LZ 38 had earlier gondola designs and LZ 60 had experimental ones. There where also some differences in rudder design. The LZ 45 portrays the most common design configuration. LZ 45 was built by the Luftchiffbau Zeppelin in hall 1 at Friedrichshafen and entered service in July.24.1915. It survived thru the war and and served as a training ship for a while (a white stripe was painted on the nose), and was also the first of the airships to bomb London, dropping a total of 20,667 kg of bombs during its career. The ship and its commander Käpitanleutnant Heinrich Mathy logged a total of 159 flights, 17 of witch where bombing raids and 45 of witch where reconnaissance flights. Lz 45 was decomissioned in late April 1917 and was scrapped in the December of that year. GENERAL INFO ABOUT THE P CLASS The P class was a new design that was larger than preceding designs and introduced enclosed crew accommodation (open on preceding ships). It also introduced a new more aerodynamic design. These included a front command car with a glass house like command room, a radio room and a captains rest area with two large openings with MG-mounts on either side. Connected to that is the front engine car, with a single engine that drove a propeller trough a reduction gear. These two cars where connected with a strip of fabric, this was done keep the vibrations of the engine out of the command car. The rear gondola had three engines mounted in line. One drove a propeller at the rear similar to the front engine car, while the two others drove propellers mounted on the side of airships body trough a reduction gear. The propellers on the side where slightly offset to one another due to the position of the reduction gears into witch the propeller axles had to connect. Large openings for MG's can also be found on the rear engine car. 3 defensive MG's where on a platform located on top of the bow of the airships body, this could be accessed by a long ladder that went from the top of the ship to the corridor at the bottom of the airships body. This corridor also connects the two gondolas and has the bomb-bays in it as-well. Amount of bomb-bays varied between army and navy versions. It is believed that army version witch needed a greater range to reach places like London had fewer bomb-bays, while the navy versions had more as they where mostly used in patrol missions. You can read the Wikipedia article about the P Class if you want info on the structural design of the hull and history of other P Class vessels. Some of the P Class vessels where converted to the Q Class witch was nearly identical, minus an extra 15 meters of length to allow the airship to have a larger volume witch allows it to fly higher making it harder to shoot down. CAMO PATTERNS As,with anything military related, P Class airships sported a variety of different camo patterns. INCASE YOU WHERE WONDERING Some of you might be wondering that "hey, i think ive seen this in Battlefield 1", Altough it may look very similar, the behemoth in Battlefield 1 is an R class "super zeppelin", the L30. THE PAPER MODEL Time to go to the actual project. The Model that i built was designed by Thorsten Brand and can be found here http://www.landships.info/landships/models.html# if you want to make you own. But, i warn you, it one of the most difficult models ive ever seen, and also one of the most well researched and detailed. It would have been almost impossible for me to do properly in it's original scale witch is 1:144, that's why i printed it in A3 at school, it made the model 40% bigger, thus making everything a bit easier since the parts aren't so tiny anymore, and you-know, bigger is better right . Well, making the body of the airship would have become easier since it's not so huge, but the gondolas would have been tiny. I didn't realize that just how big it would be until about a month ago when i got re-motivated and started to build the body of the airship. I originally started by building the Gondolas first as i wanted to see if i could do those without them looking like garbage. They turned out quite well. The only thing i was kinda dissapointed with was the fact that i couldn't cut the windows open on the windscreen without ruining the window frames completely, i instead applied a bit of gray color to make them at-least a bit more realistic. I also decided to leave the interior mostly empty as it would have probably looked messy and wouldn't even be seen that well at the end. The MG platform took almost an entire day to cut and assemble as there was a lot of tiiny tiny pieces that had to be put together, but in the end it turned out pretty good aswell. The external props and their support struts/frames was a new thing to me. The instruction advised to use plastic sticks to make them, while i only had iron wire and cocktail sticks. I also only had two choises for putting the thing together, either i put them together using tape, or hot glue. I deside to go for the hot glue option as it produced a cleaner result, tough it did leave some pretty nasty blobs of glue that can be seen a little too well. Once i started making the Skeleton of the ship and the skin surrounding it, i didn't realize that just how much my lazyness was gonna bite me in the ankle. I was pretty confident that i didn't need all the provided supports to keep it together as there where a ton of supports that where supposed to be built. The skeleton should have had 19 longtitudal spars and nearly three times the amount of bulkheads. I did notice once i had hot-glued all the bulkheads onto the core that, if picked up from the middle, it would bend and buckle. I was figured that applying the skin would help keep it together. It did stop the body from turning in to a banana, but turns out that the body would get crushed under it's own weight causing a very flattened look. Because of this, i had only one choise, i had to install some ropes and hang it from somewhere. I didn't want the MG-platform to be unseen at all times, so i couldn't hang it from my ceiling lamp like the way i did with the Fiddlers Green B-36 Piecemaker, instead, i wanted to build a custom "display stand" so i could have it hanging over my computer screen. So, with help from my dad, we built a custom display stand for it using couple upside down table legs and a couple garage tire mounts (or whatever those things where supposed to be). This project really shines, not only because of the fact that it's now the biggest model ive ever built, but also because of the fact that it's by far the longest project i've ever done. While some of the bigger project like the Tamiya 1:350 USS Missouri model took me about 4 day to complete, this project took me about a weeks worth of work or maby even more to get it cut and assembled. Even tough the end result is a bit messy and how you doing in some places, im still quite proud of the end result . KSP VERSION And now for the KSP part of the project. I wanted to make a KSP replica of the LZ 45 ever since i started making the paper version. But, didn't get around to it as the airship parts that i had were a bit too small, so i had to search down the comments and found a set of custom Tweakscale configs. After i go those installed i could start making the thing. But before i could even use those, 1.3.1 came and i had to wait for a little while as the mods i needed where getting updated. Luckily it didn't take more than a few days. I also wanted to complete the paper model first. Because the custom tweakscale configs for the airship parts that only allowed me to scale the thing to 10, 20, 30 and 40m sizes, the KSP version is actually bigger than the real one. I desided to go for a full interior on the gondolas, and as an extra made the two steering wheels work, and also added a captains view (a Kerbpro camera on a docking washer). Yes, it has two steering wheels, one is for the rudders, while the other one is for the elevators. The front gondolas alone ate 500 parts, so that's why the rear engine gondola is missing some details on the inside, it all in an effort to save parts. I also ignored the offset on the outer props and made them mirrored instead. I feared that if they where offset, it could cause some control issues. To eliminate the risk of constant crashing, i built the bow and stern of the ship separately and brought them together at the end and added the bomb-bay doors, the MG platform and the logos onto the ship. I turned basically the entire front engine gondola into a sub-assembly and then built the rear engine car around that. Here's a little flying demonstration video. I put some vernor-thrusters into the nose to aid in turning cause as you can see on the video, with the rudders alone, the ship turns very slowly. https://imgur.com/a/L6qIm The album didn't appear correctly so i put a link to it instead. Technical data LZ 45 (KSP): Length:206 m Height:37.7 m Width:28.3 m Diameter:20.0 m Engines:4 x BA-4U Cyclone piston engine Mass:287.102 tons Crew: Unmanned Armaments: Unarmed Parts: 1140 Mods used: Heisenberg Airships pack, Infernal Robotics, Tweackscale, custom tweakscale configs for airship parts, Hullcam VDS. Overall, i'm very pleased with how it turned out , just wish the servos that make the dummy propeller spin wouldn't be so annoying and loud . I have plans for more airships, but i'm not sure witch or when i'm gonna make em. And yes, you may get to see a fully working U.S.S Macon. And there it is for you, a giant paper model and a super detailed Zeppelin all in one. I hope you enjoyed this rather lengthy post .
  19. R-3A Schwall: Unparrelled Air Dominance Delivered Developed under the Republic of Kerbalia Air Force Advanced Frontline Fighter program, Adler Defense Systems presents its 5th generation Air Superiority Fighter, the R-3A Schwall. A lethal package of stealth, speed, agility and next gen sensor fusion, the R-3A achieves unquestionable airspace dominance through unmatched overall performance. Stealth: Advanced radiation-absorbent materials and metasurfaces, along with internal weapons bays and sophisticated shapes all help ensure the survival and combat effectiveness of the R-3A in hostile airspace, giving allied forces decisive operational advantages. The vertical tailless design strengthens the R-3A's stealth to a greater degree. Speed: The lethality and high survivability of the R-3A is further enhanced by speed - capable of Mach 1.4 supercruise and prolonged Mach 2.3 afterburner dash at extreme altitude ensures rapid insertion and extraction over hostile airspace and air defenses. Agility: R-3A brings forth superior aerodynamics through an unconventional forward swept wing design, canards, and 3D vectoring. The R-3a possess great agility at subsonic speeds, its blazing acceleration and razor sharp turns leaves any competition behind in ashes. Sensor fusion: The R-3A's combat mainframe can autonomously collect data through hundreds of on board sensors and share it among all allied forces through secured data links, providing real time high-fidelity battlefield surveillance for commanders and coalition partners, ensuring joint operation effectiveness starting from zero hour. The R-3A features an enclosed cockpit system, favoring external cameras linked to the pilot's HMD and spherical monitors inside the cockpit, providing unobstructed views and augmented reality, enhancing pilot awareness and combat effectiveness. R-3A Schwall flying in formation with the R-5A Schnee of the Support Fighter Program currently under development. Specifications: General characteristics Crew: 1 Length: 21.1 m Wingspan: 15.1 m Height: 1.95 m Wing area: 85 m² Empty weight: 14,853 kg Loaded weight: 23,164 kg standard air superiority loadout* Max. takeoff weight: 30,120 kg(limited by landing gear safety load) Fuel capacity: 9,673 kg internally, or 12,993 kg with two external 1.66 kL fuel tanks Powerplant: 2 × Lyulka AL-31FM turbofans with 15 degrees 3D thrust vectoring Dry thrust: 76.2 kN each Thrust with afterburner: 122.4 kN each *MTW-IR-100 x 2, AIM-120 x 6, 73% internal fuel Performance Maximum speed: At altitude: Mach 2.5 as limited by engine temperature limit Supercruise: >Mach 1.4* @ 8,000m Combat Range: >3,500 km on internal fuel, standard air superiority loadout Combat radius: >1,000 km(with ~800 km Mach 2.0~2.3* afterburner dash @ 15500 m ~ 17000 m, supersonic exit & subsonic return) Ferry range: >4,000 km Service ceiling: 18,000 m Thrust/weight: 1.08 Maximum design g-load: 11.0+ g *Would require a few minutes to accelerate to desired speed Armament Guns: 1× 20 mm M61A2 Vulcan 6-barrel rotary cannon in right LERX root, 650 rounds Air-to-air mission loadout: 4× AIM-120A AMRAAM, 6xAIM-120C AMRAAM compressed 2× MTW-IR-100 Air-to-ground mission loadout: 2× 1,000 lb (450 kg) JDAM or 8× 250 lb (110 kg) GBU-39 Small Diameter Bombs 3× AIM-120 AMRAAM 2× MTW-IR-100 Hardpoints: 2× under-wing pylon stations can be fitted to carry 1,660 L drop tanks or weapons. Non-fiction: 1.I basically made the plane by mashing many planes together, be it realistic or fiction. 2.Thrust vectoring is essential for maintaining artificial yaw stability for certain roll maneuvers, so I couldn't use the more powerful F119s. Hands up for "please add 117S or izdeliye 30 to AJE". 3.Stock SAS can't fly the plane at all, atmosphere autopilot is a must. 4.I tried fitting spin recovery chutes to it, only to find out it just doesn't work at low altitudes, so they are simply drogue chutes for landing now. If you're a good pilot you might be able to land it on a carrier deck without arresting gear. I'm not though.
  20. Not exactly "fanart" per se, but I guess a ragecomic can count?
  21. i used ckan to install my rss/rp-0 install, but when i opened ksp the loading froze at at the Terobee_Decoupler file, so i deleted it. when i launched again the kerbin was still kerbin. no earth. i installed all suggested mods for a ckan rp-0 install. help
  22. My KSP program has not been used since 1.2. So now I've come back to it and added my usual mods, and now the game continues to crash no matter what I do. I read the output of the crash file but can't seem to understand what is causing the game to crash. If any of you can help me with this it would be very appreciated! output log: Raw Pastebin
  23. I am curious about how I can set up my joystick. I use PC KSP, 64 bit and have loads of mods. These include: MAH, BDB, DiRT, [x] Science!, TU, KRE, the NFT mods, all of Angel-125's mods, KIS, KAS, DMagic Orbital Science, Distant Object Enhancement, Kerbal Atomics, RealChute, Realplume (Stock), Planetshine, ScanSat, reDIRECT, Heat Control and Old School Fairings. I also have Making History installed.
  24. Chapter II: Probes To Iota Chapter III: More Money = New Rockets Chapter IV: Jeb Wrote The Textbook Chapter V: New Prospects Chapter VI: The Search For More Money Chapter VII: A Home, But In Space! Chapter IIX: Project Iron Sands Chapter 8.5: The Big Reveal Chapter 9: Making The Public Interested Chapter 10: The Atomic Age Begins Hey everyone! Following my old Galileo System career save accidentally being replaced by another KSP folder (downloaded another ksp, stuff happened), I decided to this time go bigger. 3.2x was small enough so that I didn't need huge parts, but big enough that I could get some spacecraft parts with a more practical use. This will probably seem a lot similar to the KABOOM! Kronicle. I got a lot of mods from him, and so there's that. I will try to spice it up the best I can however, I just loved the mods he was using for the 3.2x Galileo System. Here's that series if you want to check it out. This guy is amazing. Ground Rules: No alt f4ing. Everything that goes is final. No testing in a sandbox mode. Everything will be tested on the grounds of the ksc, or on an actual spacecraft. I will try to hire more Kerbals when I get the money, as to not focus on Bill, Bob, Jeb, and Val for most of my missions. Realistic progression. No crazy missions off the bat. The more crucial, interesting the mission is, the more images of it there are. Have as much fun as I can making this! Anyways, here's all of the preliminary data for the career: And My Mod Folder: Let's get into it! Our first flight was the Auklet I, a very small spacecraft. If got up to 10km before flipping the other way. A good start. The Auklet II managed to snap the first pictures of the upper atmosphere, almost meeting the 98km mark to reach space. We were getting a decent bit of money from each mission, but the next step was to get into Orbit. I typically go a poor job of the gravity turn, etc, so I packed this thing with 6000 m/s of dV, 600 more than what is needed to Orbit. And finally, the Auklet IV is the first spacecraft to reach orbit of Gael! In fact, I had enough dV left that I managed to get this spacecraft on an escape trajectory out of Gael. Not too shabby for the 4th flight if you ask me Using Strategia, the Iota Probes looked incredibly promising, so I accepted it, and made the Canary II. With upgraded technology, it was prepared to be the first spacecraft to fly by another world. The flyby was so close, you could even see some ground scatter! After using the last few units of fuel, it was recognized that the Canary II was going to do an accidental flyby of Ceti. More science, but since the Iota Probes contract is on, I will get less money from world firsts. Bummer While we are almost done with Chapter I, we haven't touched manned space travel yet. With new technology, the Sheppard I was created. Immediately, Jebediah was the first to actually want to be a testdummy pilot of the spacecraft, so he was assigned the mission. Following the long 4 minute burn with the tiny spark engine, we are in orbit! To celebrate, Jeb goes on a little spacewalk, being the first of many to touch the stars in a 2 ton metal flying machine spacecraft. After 3 hours in space, he heads home, and marks the first successful mission with a person to space and back! That is all for Chapter I. I would appreciate feedback or questions. I will probably end up bring in the Impact! Mod for the next chapter, but I'm not sure. I might stick with the mods I have. Thanks!
  25. Jebediah Kerman First KERBONAUT By Walter Kerman – The Daily Planet – Eelops 1, 720 The first day of the new year sees an exciting new breed of Kerbal. At the Kerbal Space Center, Jebediah “Jeb’ Kerman becomes the first Kerbal to become a kerbonaut. The new title refers to crew members of the Kerbal Space Center's (KSC) fledgling space program. Jeb, as he prefers to be called, has been a test pilot before joining the KSC in the role of kerbonaut pilot. He was tasked with being the first kerbbed crew on a rocket propelled vehicle. The new vehicle, titled Kerbin I, was launched into the sky on a plume of smoke and fire in the early afternoon. The rocket travelled 10km into the sky before slowing down and returning to Kerbin’s surface. The return was aided by a parachute on the top of the “command pod”, a gum drop shaped capsule on top of the rocket. The kerbonaut and his vessel broke height and speed records on this historic first journey. Gene Kerman, Flight Director for the KSC said that this mission was an important first step for future space exploration. Gene said, “Kerbin I, while only going up 10,000 meters, proves that we can use rockets for powered launches. This one small step is actually a giant leap for all kerbals.” Gene also stated that this launch will be only the first of many with the goal being an actual Kerbal in orbit around Kerbin. After his return, Jeb Kerman described his historic flight. “The lift off couldn’t have been more perfect. I was slammed to my seat and felt some gee’s [Gravitational Force] like I haven’t since my test flying days.” Jeb also talked about the sheer joy of knowing that his experience would allow kerbals to explore the space around Kerbin and in time, the other planets as well. When asked if the program could really reach other worlds, Jeb said, “certainly. Getting into orbit is half way to anywhere you want to go. We could get to Mun before the end of the year.” Whether the claims of kerbals on Mun are the stuff of science fantasy or within the grasp of the Kerbal Space Program, one thing is sure this day. The new year promises to be an exciting ride. Profile of a Kerbonaut Jeb Kerman is a decorated test pilot. Flying everything from prop-powered crop dusters to turbine propelled jets, it was once said that “if we could get a tin can to lift off, Jeb could fly it.” He joined the Kerbin Space Center (KSC) as a consultant on aerodynamics and flight controls. He eventually spent more time in simulators than designing them and the decision was made to make him part of the “First Four” flight crew. Gene Kerman said that Jeb’s natural bravery, coolness under pressure, and willingness to “push the envelope” made him a perfect fit for the “First Four”. “Jeb was a Dev send. When he came on, we were mostly scientists and engineers. His flight experience and degrees in Aerodynamic Theory and Avionics have been crucial in both kerbbed and remote piloted endeavors,” Gene said. He also stated that Jeb’s skills helped the KSC solve problems they didn’t realize they had. During his off time between design and piloting, Jeb gives tours around the fledgling KSC to school groups. His ability to explain the complex concepts of Thrust to Weight Ratios and Orbital Mechanics to primary school students is incredible. Often, young kerblits are seen leaving the KSC campus looking up. Jebediah “Jeb” Kerman. First Kerbonaut. The Kerbin I An unassuming craft. The Kerbin I, named after its home planet, is a simple looking piece of hardware. A Mk1 Command Pod sits atop a RT-5 solid rocket booster. On the top of the Mk1 pod is an industrial grade parachute. Along the bottom of the RT-5 is a set of four control fins. Gus Kerman, head of Operations, said that the Kerbin I is the last leg of a long line of smaller rockets and the first step in a new breed of larger rockets. “We have been testing with sounding rockets for some time,” Gus said. “But this beauty puts them to shame.” He explained that the capsule is state of the art with guidance data licensed from KER, vacuum rated hull, and life support systems provided by Umbra Space Industries. The RT-5 has a maximum thrust of 162.9 kN of force on the launch pad. Gus Kerman was quick to point out that the RT-5 was not set up to maximum thrust for the Kerbin I launch. “With SRB’s [Solid Rocket Boosters] like the Flea [nickname for RT-5], we have no throttle. No control on the gas except for how much it can push”, Gus said. He explained that tests at maximum caused “poor results” from test bags of potatoes. As work is completed on Kerbin II, the next vessel in the program line, the RT-5 and Mk1 Pod will continue to be a stable of KSC exploration. Mod List
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