Jump to content

Search the Community

Showing results for tags 'plane'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 2
    • KSP 2 Discussion
    • KSP 2 Suggestions & Development Discussion
    • KSP 2 Dev Diaries
    • Show and Tell
  • Kerbal Space Program
    • The Daily Kerbal
    • KSP Discussion
    • KSP Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Community
    • Player Spotlight
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • Gameplay and Technical Support
    • Gameplay Questions and Tutorials
    • Technical Support (PC, unmodded installs)
    • Technical Support (PC, modded installs)
    • Technical Support (Console)
  • Add-ons
    • Add-on Discussions
    • Add-on Releases
    • Add-on Development
  • Making History Expansion
    • Making History Missions
    • Making History Discussion
    • Making History Support
  • Breaking Ground Expansion
    • Breaking Ground Discussion
    • Breaking Ground Support
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


About me


Location


Interests

  1. landplane is easy and all, so i decided to create a seaplane no problem when i take off, but when i land, its always flippin' over JUST HOW TO SOLVE THIS PROBLEM HUH, I AINT GOT ANY SOLUTIONS, HELP PLZ p.s: my plane is a flying boat, not a floatplane
  2. License: CC-BY-NC-SA, see license.txt in folder NeistAir UPDATE P9.0 is finally brought out! Check SpaceDock link for further info + download Now B9PartSwitch is a dependency (but also bundled in the mod zip!) today, i took my time, and updated some stuff on the NeistAir Mod, made by neistridlar, and here we are - i am uploading my first reupdated version. Original NeistAir Thread: Changelogs: All Parts in the mod currently: DOWNLOAD: SPACEDOCK: https://spacedock.info/mod/3034/NeistAir Reupdated
  3. Features Speed control Maintain altitude Maintain heading Maintain climbrate Autonomous takeoff Autonomous landing Fly a pre-programmed route Fly to a pre-programmed waypoint Also works in FAR What it is This is a project I've been working on forever. Programming an atmospheric autopilot can be very, very hard, but I've came up with an acceptable result, at least in my eyes, and wanted to let you guys be able to check it out! There is much to be optimized which I will do in the future as well as add new features, but for now, the results were quite good in my opinion, which is why I'm releasing it now. Installation Install kOS https://github.com/KSP-KOS/KOS/releases Download the script https://spacedock.info/mod/2346/KK's Airplane Autopilot Put all the files inside your KSP Main/Ships/Script folder How to use Attach a kOS unit to your aircraft If your craft has thrust reversers, put them on action group 4 Launch the craft Open the kOS terminal Enter the following: switch to 0. run auto307. Once the gui is built, you can hop into the settings menu and adjust all your parameters there. For some more detailed information, you can also hop into the script, I've added some comments there explaining the different variables, but it should be pretty much self-explanatory. You can also choose to add a new "airplane" to the database, simply copy an existing one (do not copy the last aircraft, copy one of the first) and adjust the parameters. Enjoy! To create new waypoints, simply copy an existing one (best if you copy the first one), give it a new name and enter it's latlng position. You can do this two ways: log the current geoposition of your craft to a file and then copy the logged coordinates into the waypoint OR enter the coordinates from the cheat menu "Set position". The same procedure for navigation / flyroute mode. Copy an existing one, add the waypoints and end with a runway. This script could be extremely handy for career mode where you have to fly to certain waypoints, gather some data etc. Now you can just enter the heading you need to fly to, select the speed and altitude and lean back! Bus / Known issues: You might see some severe wobble / oscillation of the craft shortly after you activate a mode for the first time. The script will automatically try to reduce the oscillation but this might take a few seconds. If the oscillation is really bad, try to reduce control authority on the rudders in the beginning and steadily increase it. Some more action: @Mods, I hope this is considered to be an Addon and thus is in the right subforum!
  4. Fuselage (DMF) Adds seven (7) stock-a-like flat fuselage parts. These parts are rectangular fuselage pieces meant to be radially attached. By zer0Kerbal, originally by @DaMichel, and then by @Bezzier View full album Forward by @Bezzier Contains seven (7) stock-a-like flat fuselage parts tank [normal, long] air inlet terminal piece flat to 1.25m adapter radially attached tail boom slanted cone Cabin Notes by @DaMichel Usage of FerramAerospaceResearch is strongly recommended. The parts have some values for stock aerodynamic parameters but i have no idea if they are reasonable nor will i take the time to balance for stock. In contrast, FAR figures this stuff out automagically. See More Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues GitHub Pages : See Pages Youtube review by @Kottabos[ Kottabos Gaming ] Localization Installation Directions 1 Use CurseForge/OverWolf App (currently does not install dependencies) or Dependencies Kerbal Space Program 2 DaMichel Ltd (DM/L) Suggests DaMichel's CargoBays (DCB) DaMichel's Fuselage (DAR) DaMichel's SphericalTanks (DST) DaMichel's Fuselage (DMF) GPO (Goo Pumps & Oils') Speed Pump (GPO) TweakScale Supports Either 3 Module Manager Module Manager /L GPO (Goo Pumps & Oils') Speed Pump (GPO) TweakScale Active Texture Manager (ATM) Include a configuration which scaling in general and compression of the normal map If you like a more aggressive configuration - delete Compatibility/ActiveTextureManager.cfg Advanced Jet Engine (AJE) The inlet has a configuration for AJE Based on the Sp+ rectangular inlet and made the inlet larger Ferram Aerospace Research (FAR) Firespitter Core If you have the Firespitter DLL and no RealFuels it will use it to give the parts swappable tanks Chose between LF, LF+OX and MP variants Real Fuels configs are included Tags parts, resources *red box below is a link to forum post on how to get support* Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks @DaMichel for creating this glorious parts addon! @Bezzier for the picking up where DaMichel left off see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!
  5. I tried sort of making a f-14 and here it is what it looks like what is causing the low manueveerablity?
  6. The Kerbal Air Force Rearmament Challenge CHALLENGE SUSPENDED The Kerbal Airforce is in dire straits (not the band, although they are amazing). A recent strategic attack on their hangars and airfields has wiped out all of their combat-related assets, and we need YOU to design an aircraft (anything that flies, anything.) as a measure that will give us the material advantage in future combat situations. This challenge allows mods, they are so far limited to: Airplane Plus, BDArmory, North Kerbin Dynamics, Ground Effect, all the NFT mods, Restock-like visual mods, Aviators's Arsenal, KerbalField, KJR, Simple Repaint, SXT, Working Under Lite, NAS, SXT, KTech, OPT, NMB, Interstellar Fuel Switch, Cold War Aerospace, Procedural Wings and Tweakscale (Others could be considered as well). DLCs are now allowed, the craft must be made in 1.11.X or later. You may build an aircraft for any of these classes, or, a multirole aircraft that conforms to multiple: Air Superiority Fighter: Relatively fast, more maneuverable than average, Sufficiently capable of taking down other aircraft by any means necessary. Must be equipped with a radar for air-to-air radar locking, 2 x .50 cal MG's minimum. Interceptor: High speed, high climb rate with decent maneuverability, must be able to quickly scramble and climb to altitude to engage multiple of singular hostile targets. Must be armed with at least 4 x Air-to-Air missiles. Naval Fighter: Same rules as an Air Superiority fighter, but must be carrier-operable and with a low stall speed. Ground Attack Fighter: High Survivability with decent speed, must be armed with at least 4 x .50 cal MGs or two 20mms or a single 30mm, must be able to deliver targeted strikes and secondarily assist in controling the airspace. Preferably equipped with both an Air to Air and an Air to Ground radar system set. Must carry at least 2 ton of ordinances. Bomber has multiple subclasses: Heavy: Must be suited to high (4km+) altitude, carry at least 25 Tons of ordinances, minimum cruising speed of 100 m/s. Minimum range of at least 7,000km. Medium: Must be suited to high altitudes, carry at least 15 Tons of ordinances, minimum cruising speed of 120 m/s. Minimum range must be at least 5,000km. Supersonic: Must fly above 3km, at least reach Mach 1 in a straight line, at least 10 tons of ordinances. Minimum range of at least 3,000km Light: No minimum altitude restrictions, at least 5 ton of ordinances, no more than 2 propulsion systems. Minimum range must be at least 3,000km Naval: Must be fully carrier-based, have a low stall speed and should be able to stow away it's wings for a reduced deck footprint, at least 7 Tons of ordinances (can be Mines, Depth charges, Bombs or Torpedoes). Minimum range must be 2,000km. Stealth: Must be stealthy and have a notable reduction in detection range, time and probability as compared to it's contemporary counterparts. Must be able to deliver at least 5 tons of ordinances. Minimum range must be 2,000km. Reconnaissance: Must be a high altitude, kerballed or unkerballed aircraft that should be equipped with an Air-to-Ground Radar and/or a camera pod(s). Range must be at least 2,500km. Airborne Warning System: A plane equipped with an omnidirectional Air-to-Air Radar system that is not designed for active combat, but rather for surveying remote airspace. Range must be at least 3,000km. Naval Airborne Warning System: A naval variant of the AWS, must be carrier based and have a low stall speed (<70m/s). Range must be at least 3,000km. Unkerballed Reconnaissance: Must be unkerballed, minimum speed must be above 60m/s, must be equipped with a targeting pod and at least 2 Air-to-ground missiles or bombs. Military Transport Aircraft: Moderately-high survivability, must not be reliant on paved landing strips, Should be able to take off with at least 35 Tons of Cargo. Range must be at least 5,000km. OPTIONAL: Should be able to airdrop cargo if required. Helicopter has multiple subclasses: Attack: Must be armed for Air-to-air and Air-to-Ground engagements with a variable ordinance layout. Must have a main gun as standard. Range must be at least 150km Transport: Must be able to lift at least 10 Tons of cargo externally or internally. Must be able to carry armed Kerbals and deploy them under enemy fire in hostile territories. Minimum range must be 300km. Maritime: Must be able to operate from a carrier, can be either in a Transport, Surveillance or Attack role. Minimum range must be 200km Surveillance: Must be light, quick, and equipped with a targeting pod. Minimum range must be 250km. -BONUS- Flying Gunship: Must be armed with at least 2 Howitzers, conforms to a Ground Attack fighter role with appropriate concessions for speed, size and armaments. Seaplane-Fighter: Must be able to directly take off and land on water, must conform to rules for an Air Superiority fighter with concessions for armament. Rocket-powered Interceptor: Must be powered by a rocket motor, Minimum straight-line speed of above 300m/s. Must be armed with at least 2 x .50 Cal MGs. Ekranoplan: A Ground Effect vehicle that flies over the surface, must be armed with either Air-to-Air or Surface-to-Air Missiles or carry at least 5 Tonnes of cargo with a range of 4,000 Kilometers. More TBA. Award: Those whose aircraft have been selected shall get to wear this badge I whipped up in all of 2 minutes, I'll beautify and make it a proper badge later, sorry. Enjoy, and I'll be waiting to see what this community can whip up!
  7. my spaceplane is constantly going retrograde if it is above 60m/s making it impossible to take off the mass center is in front of the lift center solved the mass center should be behind the lift center
  8. so im wanting to make a non KAL spaceplane but that means that i should not use fuel consuming "S3 Vector" engines. and that makes the speed of the plane not enough to achieve aerodynamic stability(the combination of forces that make missiles turn prograde and reentry pods retrograde) how can i fly without aerodynamic stability?
  9. Throughout the forums, everyone shows the big, bulky, expensive and sophisticated craft with incredible range, efficiency, speed or size. but kerbin needs a domestic cargo service too, something mass-producible, able to reach remote landing sites and transport the cargo distributed across kerbin. YOUR GOAL: A Reliable, Unique, Long Range and Durable Craft to carry mid size cargo (multiple 2.5 service bays worth) Anywhere On Kerbin (or Laythe ). dlc and part mods not allowed (for fairness). kraken drives are ok. my attempt - bluebird 2 seaplane [min speed - 40m/s, cruising speed200m/s, sea or land landings] bluebird 2 file
  10. Hi everyone, Build a prop-plane (coaxial) for Eve. Tested in flight at Kerbin, everything worked smoothly and stable there. After landing on Eve, the plane seems to have torque along the longitudinal axis, like from the rotors. But no parts were destroyed during entry and landing. I can cancel the torque by having different rpm for my two rotors. While testing on Kerbin, there was no torque. Edit: I found that, with lower torque(33%), the rpm of one of the rotors is not at maximum and is decreasing with higher blade angle. So I can fly stable, when I limit the rpm and have the rpm of the rotors at a certain ratio while also limiting the blade angle... but all that was not present at Kerbin. I'm certain it has something to do with altitude or atmospheric pressure, since stability varies at certain altitudes. Can anybody make sense of this or is it just bugged?
  11. Nice MKseries Body Made by: Kerbal Battle Field & Icecovery Studio & Kerwis Team Our members: Models: @Kernowden Kerbin Textures: @Kernowden Kerbin @Icecovery @Johnny005611 IVA: @Kernowden Kerbin @thedawm Import: @Kernowden Kerbin @thedawm Configs: @Kernowden Kerbin @thedawm Technical Support: @Acea @ladeng @flywlyx @Icecovery @BF2_Pilot All members come from Kerwis team DOWNLOAD: SpaceDock Recommended: RPM BDArmory Continued AEST AARS Complete experience need: JSI ASET License: Nice MKseries Body was released under CC BY-SA 4.0.
  12. Anyone has ideas for planes in BDA? I'm kind of bored.. Here "are" the thing(s) that I already made: 1 single biplane Hope you could help, thanks in advanced!
  13. KSP Version: 1.8.1 Craft Download: A-10 Warthog I tried to make the A-10 as realistically as I could, and I think it turned out pretty well. Some issues: The shading on the two engine nacelles break a lot, but that's just visual, and it may be a problem with some other mods I have, or with my version of PRE. Mods: (most mods 1.9.x are backwards compatible with 1.8.x btw) -BDArmory continued 1.8.1 -PhysicsRangeExtender 1.8.1 -AirplanesPlus 1.8.1 -KerbalFoundries (tracks and wheels) 1.8.1 -ProceduralParts 1.8.1 -Pwings 1.8.1 images:
  14. Similar to the "What is your favorite rocket" thread, just about your favorite aircraft. Mine are the Boeing 777 and 747, the Antonov AN-72 and AN-225, F-14 Tomcat, and, of course, the Sikorsky Skycrane ( I believe it is the S-64). I couldn't narrow it down to just one, you don't have to either (Just try and keep it under 10 aircraft)
  15. Hello! I am using the Thrustmaster T.Flight Stick X and I want to battle with it! I can fly but I want to fire guns/missiles (BDArmory) But I do not know how to set a button on the joysick to do that! Well I do but not how to set it to LMB(fire)! Thanks in advance! (KSP 1.9.0)
  16. Welcome to the KSP Original Design Competition, brought to you by @Servo and @HB Stratos! The Idea Servo came up with a challenge for his own to build an original design for each jet fighter generation. I was inspired by this and in collaboration with Servo we made background information/guoverment contract for each jet plane generation. The Contracts 1. Generation 2. Generation 3. Generation 4. Generation 4.5. Generation 5. Generation 6. Generation Transport Aircraft form various times Few rules Part clipping is allowed Craft File Editing is allowed Stock craft only No Making History Expansion How to win I can´t really say there will be a definite winner, but I will probably make a video on my YouTube channel featuring the 3-5 best aircrafts of each generation. How to submit your Planes You are allowed to submit as may planes as you want, but just one is also fine Template for submitting stuff, coupy this and replace with content to contribute. [contact no. xy] [generation] [author(s)] [craft name] [description] [pictures (max 3)] [Download link (if possible KerbalX)] HB Stratos over and out
  17. I worked on a series of airplanes, that are capable of landing on water with their hull. But they should also look cool and resemble real Flying Boats as much as possible. Here are some of my results. Some designs had trouble with lifting of the water. I found that the alignment of the thrust vector is critical and that not all parts survive the impact into the water Most of this planes can be landed on the sea just like on the runway with a normal speed, only the smallest 'Boatplane S' flips when I don't slow down enough. What do you think? Have you done similar crafts? Boatplane XL Boatplane L Boatplane M Boatplane S
  18. I used to have this amazing mod with lots of stockalike cargo plane and fighter jet cockpits, but can't find it anywhere. I know it worked in 1.10 - 1.11. Some of these cockpits include a C130, Dassault Mirage F1, F-14, and lots of other European fighters.
  19. I wanted to build some sort of Duna Science unmanned space plane, to visit multiple biomes on Duna and send data back to Kerbin. I think a small Ion powered plane makes sense, but I’m not sure. Do you guys have any tips, suggestions? Has anyone ever tried this?
  20. so i'm using a xbox 1 s and I've been building many planes. On some of these planes when i try to roll to the left, it rolls me to the right and even if i roll to the right it goes to the right. Any solutions?
  21. I would like to see some heat-resistant aerodynamic parts for the leading edges of shuttles and SSTOs, which tend to overheat. A shuttle nose cone and medium-sized elevons with a resistance of 2600K would be very useful.
  22. How to I get airspeed, as opposed to surface speed, data so that I know when my plane is going to stall? Is there a way to do this in stock KSP?
  23. How do you make a hypersonic jet, like an https://en.wikipedia.org/wiki/Aurora_(aircraft), fly level at high altitude and speed? Whether it’s flying with SAS on or off (only control surfaces, no RCS or torque), when its pitch is level it wants to keep climbing until the engines flame out from lack of air, and speed drops.
  24. WW2 Defence Contract/ Warbird Build Challenge Is anyone interested in a WW2 aircraft build challenge using BDarmoury and airplane plus? I was thinking maybe in the style of companies battling for the defence contracts after an invasion similar to the WW2 arms race. We could build aircraft for classes such as Fighters, Attackers and Bombers and score them based on performance for its class and look/realism (I love warbirds made using command seats and custom made cockpits for realism) I don't know how to make one of these fancy looking pages with nice pictures and everything but if anyone is interested and wants to help me set it up let me know.
  25. select plane size
×
×
  • Create New...