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  1. DOWNLOAD: KERBAL X ONLY STEAM (SOON) https://kerbalx.com/InterstellarKev/KDF-K-81-ROC Description Inspired by the famous B-2 Stealth Bomber the KDF K-81 Roc will deliver a payload that can devastate the opposition. Coming with a functioning cargo bay that can supply a host of armaments as well a full cockpit that your two pilots will have enough room to walk around and the view will insure a great flight experience. This is a Fully Stock + DLC Craft (no MODS) RCS Toggle Cargo Bay AG1 Toggle Engines AG2 Switch Modes AG3 Deploy Ladder in Cargo Bay Flags required for the full look (not a mod) place in your Flags folder in your kerbal space program folder DropBox: https://www.dropbox.com/s/fy3irumwf9rt5ru/ROC.zip?dl=0 Google Drive: https://drive.google.com/file/d/1k6GFgBn-dMsuXv-OnA-33quBDXuMkmRh/view?usp=sharing A stock aircraft called KDF K-81 ROC. Built with 523 of the finest parts, its root part is strutCube. Built in the SPH in KSP version 1.12.2. Details Type: SPH Class: aircraft Part Count: 523 Pure Stock
  2. Challenge is closed. New challenge: The challenge is simple: Make an airplane or spaceplane that is at least capable of carrying 1 kerbal, and should only use jet engines. Both DLC's are allowed, and parts expansion mods are not allowed as usual. Post screenshots or videos of your plane. Optional: post the craft file as well! Mine: F-16 Fighter Jet (bombs not included) Closing Date: 31/7/2021 Badge: Get it if your name is on the leaderboard! And also subscribe to my Youtube Channel! I'm aiming for 1K by the end of the year! Leaderboard: 1. Sivako Aerospace Vought F7U Cutlass 2Nantares NA-XB 01 X 3 doggonemess KLF-101 D VTOL. 4 Mars-Bound Hokie Bill's Car 5Young_Keddish K22 raptor 6TheLordHeadass C7 Partridge 7 8 9 10
  3. 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.
  4. 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?
  5. 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.
  6. Can someone make a mod that allow you to control multiple crafts from on craft
  7. Hi, i want to make a ksp mod to simulate the proverse yaw effect caused by the bell-shaped lift distribution formulated by Prandlt. As a layman, i have no idea how to program and create a mod to do that, so, maybe i can get some help. The mod would be very simple, it would create trust at instead of drag when aileron is applied, and it could also have UI that allow you to switch on and off this effect and control its intensity. The bell lift distribution create this effect, as you aply aileron to generate more lift on the wingtip you also generates more trust, thus yawing in the same direction of the turn. For understanding more of this you can search for the prandlt-D project that is made by NASA. I want to reproduce this effect on KSP to make better flying wings projects, i hope you can help me with this project! Here is a link for the NASA's Prandlt-d project: https://www.nasa.gov/centers/armstrong/news/FactSheets/FS-106-AFRC.html If you know how to make this mod but dont have the time or just is not in the mood, could just tell me how i could make it myself?
  8. Hi, i want to make a ksp mod to simulate the proverse yaw effect caused by the bell-shaped lift distribution formulated by Prandlt. As a layman, i have no idea how to program and create a mod to do that, so, maybe i can get some help. The mod would be very simple, it would create trust at instead of drag when aileron is applied, and it could also have UI that allow you to switch on and off this effect and control its intensity. The bell lift distribution create this effect, as you aply aileron to generate more lift on the wingtip you also generates more trust, thus yawing in the same direction of the turn. For understanding more of this you can search for the prandlt-D project that is made by NASA. I want to reproduce this effect on KSP to make better flying wings projects, i hope you can help me with this project! Here is a link for the NASA's Prandlt-d project: https://www.nasa.gov/centers/armstrong/news/FactSheets/FS-106-AFRC.html
  9. Can you use hinges to make a plane switch between super maneuverability and speed. I need this for a fighter type thing
  10. Hi, i want to make a ksp mod to simulate the proverse yaw effect caused by the bell-shaped lift distribution formulated by Prandlt. As a layman, i have no idea how to program and create a mod to do that, so, maybe i can get some help. The mod would be very simple, it would create trust at instead of drag when aileron is applied, and it could also have UI that allow you to switch on and off this effect and control its intensity. The bell lift distribution create this effect, as you aply aileron to generate more lift on the wingtip you also generates more trust, thus yawing in the same direction of the turn. For understanding more of this you can search for the prandlt-D project that is made by NASA. I want to reproduce this effect on KSP to make better flying wings projects, i hope you can help me with this project! Here is a link for the NASA's Prandlt-d project: https://www.nasa.gov/centers/armstrong/news/FactSheets/FS-106-AFRC.html
  11. Humble Begginings:The Early Evolution of Rocketry Chapter 1: Loss of Vehicle Engeneer Carol Kerman watches over the only hangar of the EATA-1 (Experimental Aircraft Testing Area-1). 4 engeneers, Philip, Carol, Quiana, and Helga were moved to a new division of the air force. The constant tension between countries forced the air force to start rapid development of new aircraft. One recently built commercial airfield was on sale after the company that build it went bankrupt. The dirt runway, the abandoned hangar, and a single land vehicle to taxi small aircraft. All operations would have to be crammed here for up to a year. Experimental Plane 1B, a bomber body with modified wings and two small rotors with 2 small propellers instead of 1 big turboprop, was being integrated on the hangar. A new, cheaper tail fin system was to be tested in a month. Carol went down the stairs of the Control Tower, and joined Hanmal, a scientist who planned to use the new planes to run experiments on the upper atmosphere, was underwhelmed by the aging engines' capabilities. The scientific load would have to stay over 8500 meters for half an hour. the plane could stay over that threshold for less than a minute. Once Carol got in, Hanmal drove the van to the hangar. 5 people would have to sleep on the hangar for a month. The engeneers questioned the tail design, but they had orders from above to keep working on the flawed design. During integration, a test pilot, Don Kerman arrived at EATA-1. After weeks of work, EP-1B prepared itself for its first flight. EP-1B, piloted by Don Kerman, prepares for lift-off The two turboprops, even while being old and ineficcient, were overpowered for the hollow and light body of the plane, resulting in high speed and altitude capability. Quiana, sitting alone on the control tower, spoke: "Status?" "Nominal, 120 m/s, 120 meters AGL, 900 ASL", responded Don. "You can start a steep climb" "Copied" The overpowered engines kept a speed over 140m/s while mantaining 50° angle of attack. "8400 ASL, Engines choking, going back" "Copied. You are authorized to land" Don turned off the engines, at this point throwing black smoke, due to the unburned fuel. Pointing down, everything started to go wrong. "Emergency, I'm unable to control roll or pitch", screamed Don. "Eject at 4500 ASL if you don't recover" "Landing gear broke!" "EJECT NOW!"-Blurted Quiana After ejecting, Don impacted the left wing. A few tense minutes later, Don touched down and sent his approximate location. Philip quickly boarded the van, and drove the 11 kilometer distance between the airfield and the landing site of Don. This was only possible due to the new solar pannel on the van. After picking up Don, Philip drove to the crash site. Only part of the wing remained. That night, Quiana filed a mission report representing the team: [TOP SECRET] EP-1B Flight One Report: Outcome:Loss of vehicle and payload. Pilot Recovered. Cause: Aerodynamic Failure Highest recorded altitude:8970 meters ASL Highest recorded speed:203 m/s Mission Data: Engine Array: Success Aerodinamic Surfaces: Failure Cargo: Success Crew Cabin:Success Landing Gear: Partial Success -Quiana Kerman, Flight Control -Don Kerman, Pilot -Carol Kerman, Lead Engeneer -Helga Kerman, Engeneer -Philip Kerman, Engeneer -Hamal Kerman, Lead Scientist [TOP SECRET]
  12. KSP desperately needs larger (1.875 and 2.5 meter) jets, to bring down part and engine-count for players who build really large spaceplanes (since they take so long to get to orbit, the only way to do them, IMHO). I would like to request a modder build a simple mod with stock-alike 1.875 and 2.5 meter jet engines. The objective, eventually, would be to hopefully get SQUAD to work with that modder to make the engines Stock. So focusing on doing a really, really good job with just a few parts would be preferable.
  13. Low Altitude Speed Challenge This challenge is pretty simple. Your goal is to attain the fastest possible speed at the low altitude Body: Kerbin Max Height: 1000 meters Things to note: There will be scoreboards for each part size 0.625, 1.25, 1.875, 2.5, 3.75, 5. The largest part on your vessel determines your class. Your craft need not fully survive the ordeal. If you choose to execute a dive some form of evidence will need to be provided that you did not hit a max speed above 1000 meters. Rules: Don't cheat, part clipping is discouraged but allowed for aesthetics and radiators. Part mods are not allowed. Game difficulty should have normal difficulty or higher level heating. These rules are subject to change as I may have missed something Scoreboard 0.625 1. Pds314 1680 m/s 2. 3. 1.25 1. UndefeatedOrca 1755 m/s 2. 3. 1.875 1. 2. 3. 2.5 1. Klapaucius 1760.2 2. 3. 3.75 1. UndefeatedOrca 1964 m/s 2. 3. 5.0 1. 2. 3. My two submissions in the spoiler below Good Luck and have fun!
  14. There are many good tutorials on how to build a plane. This tutorial is about piloting the plane. I shall use my LKA-1A https://kerbalx.com/TheFlyingKerman/How-to-fly-a-plane-in-KSP for demonstration. I recommend the reader to download the plane for practice. It helps to have a plane that is easy to handle at low speed. I am not going into details about how is plane is constructed but note that its COL is just behind the COM and has wing incident. Get Jeb (or other pilot) into the plane and launch. 0.1 Before taking off, get off and plant a flag just off the west end of the runway. Then get back to the plane, or just recover the pilot and plane and launch again. Taking off 1.1 Turn on SAS (T). Deploy flaps AG2 1.2 Turn to full throttle and stage (space) to start engine. 1.3 When speed reaches 40m/s, pull up lightly (S). 1.4 Retract flaps after the main gear leave the ground. Maneuvering 2.1 Climbing and descending is easy, just press S or W to pitch up/down. 2.2 To make a large turn left, first roll anti-clockwise (Q), then pitch up (S). When the plane is heading the desired direction, level the plane. Vice versa for right turns. 2.3 To make a small turn left, roll a few degrees anti-clockwise (Q), then yaw left (A). Level the plane when done. 2.4 For practice, climb to 7000m, fly to the mountain range west of KSC, do a crew report and then fly back to KSC. Landing We will land right back to the KSC runway, from the west. This the hardest part of the tutorial. It is know the runway runs from west to east, and is 70m above sea level. Imagine the runway extends east and west, and you should be flying along the runway. 3.1 Begin the approach from about 30km away. Descend to 1000m ASL, and throttle way down to slow down to 55-70m/s. 3.2 Set the flag you planted as target. Note the navball. In this case the target is at your north-east, at about 070. So fly north-east at greater derivation (say 045). 3.3 Now the target marker is at 090. We are roughly aligned. However note the runway is still centered within the triangle bracket marking the flag. Do some fine tuning with the method described in 2.3. 3.4 Looking ahead, the front gear, the runway, and the flag is aligned. The heading is 090. We are running true. Lower flaps (AG2). 3.5 Aim at flying 300m ASL, descending at 5-10m/s while entering the KSC airspace. The final approach begins. For this plane the recommended landing speed is 45-55m/s. 3.6 We are over the runway. Check that the course is still 090. 1-2 degrees off is OK. 3.7 The landing gear is a bit weak. Pull up a little to slow the rate of descend while a few meters above the runway. Aim at <3m/s vertical speed when touching down. 3.8 Hit brake when the main gear touches the ground. When the plane fully stops, mission accomplished. Otherwise just turn around and try again. If everything fails there is still the parachute, so our little green pilot will live and fly another day.
  15. This is poll where i'm wondering if you prefer building rockets, planes, or something else like SSTOs more in Kerbal Space Program.
  16. I Cant Land Planes. I Cant Land A Training Plane. It Might Take The Death Of 999,999,999,999,999,999,999,999+1 Kerbals In The Attempt Of Landing 1 Plane. A Training Plane. I Can Never Land A Plane. Anyways. Can You Land A Plane? And Can You Give Me Tips?
  17. This little plugin lets you map the airplane trim controls to joystick and keyboard keys. (because alt+WASD is meh!) Nothing more, nothing less. here is a screenshot: TRIM_PITCH_UP / TRIM_PITCH_DOWN: press to trim the plane up or down TRIM_ROLL_LEFT / TRIM_ROLL_RIGHT: press for roll trimming TRIM_YAW_LEFT / TRIM_YAW_RIGHT: press for yaw trimming RESET_TRIM_PITCH reset pitch trim to zero RESET_TRIM_ROLL reset roll trim to zero RESET_TRIM_YAW reset yaw trim to zero RESET_TRIM like pressing RESET_TRIM_PITCH, RESET_TRIM_ROLL and RESET_TRIM_YAW at the same time SET_TRIM_PITCH : 1. level out plane 2. press and hold button 3. release pressure on the stick 4. release button. The plane is now trimmed out SET_TRIM_ROLL: Like SET_TRIM_PITCH but with roll SET_TRIM_YAW: Like SET_TRIM_PITCH bit with yaw SET_TRIM: like pressing SET_TRIM_PITCH, SET_TRIM_ROLL and SET_TRIM_YAW at the same time Source Download license: GPL v3
  18. Welcome to the first annual KSC Car and Air show. This is a special contest for builders of cars, trucks, planes, and other wacky stuff. It is a community driven air show where KSP players can upload their craft here to be a part of this event. After all the slots are full, I will set up all the stuff in a save file, and then I will announce the winners of each category. I will also share the save file with everyone else, so they can find all the craft in one place. Have fun! Uploading guidlines: PLEASE INCLUDE A CRAFT FILE!! Also, please include screenshots, a good description, and the category of entry. (Cars/trucks/small aircraft/large aircraft/crazy wacky stuff) No more than 1 entry per category per user. STOCK ONLY! (Ven's stock revamp and BDarmory are allowed, as well as Airplane plus, KAX, Tweakscale, SXT.) DEADLINE: THERE IS NO DEADLINE! HA HA HAHA!! Open slots: Light Aircraft: 0 SLOTS OPEN. SUBMISSION IS CLOSED. Heavy aircraft: 0 SLOTS OPEN. SUBMISSION IS CLOSED. Cars: 3 slots open. Trucks: 4 slots open. Wacky stuff: 5 slots open. Sponsors: Thanks to our sponsors, Forests Inc., And Bullseye LLC. ALL RIGHTS GO TO SQUAD for the images. Current entries: "Heavy Aircraft:" Haruspex. (Condor) Thor_Wotansen. (Borr) drtricky. (ABH-17 Rapture) ShadowWolf56. (Boeing 737) Skylon. (SB-1 Dragonfly) EpicSpaceTroll139. (Airbus A380) DarkLion. (Batwing-SSTO) Draconiator. (KTR-10NP) DunDun92. (KC-1 Transport) ImmaStegosaurus. (AN-12E) "Light Aircraft:" Triop. (F-20 TigerShark) NotAnAimbot. (F-2F) LazySoUseHyperedit. (Cessna) TheEpicSquared. (AF-1) GDJ (Kraken-MK1-Disarmed) DunDun92. (F-10 Striker) Mumbro Kerman. (F-16C-50 Fighting Falcon) Draconiator. (Kerbtrolite-K-1) PaperAviator. (MIG-21) Draconiator. (IHNCWTNT) (I have no clue what to name this) "Cars:" Azimech. (Charger RT-31) tgaerospace. (TSG Zelion) qzgy. (BAC-Mono type 5) 53Miner53. (Formula-Solar-Stock) GDJ. (Avro-G-Prix Special) Dark Lion. (Kustom-Krazer) doggonemess. https://kerbalx.com/LevAerospace/M8-SpyRover-II-ORV(M8-Spy-Rover-II-ORV) "Trucks/tanks/trains:" KenjiKrafts. (10-15-Hllensturm-HDMT---32) Qzgy. (Mallard V3) NotAnAimbot. (Wolverine-2A1) EpicSpaceTroll139. (Oskar-Mayer-Wiener-Mobile) 53Miner53. (Deora-II) Ozelui. (Cargo-mate tractor) (Exo-Trailer) "Wacky stuff:" PaperAviator. (Canada Goose) EpicSpaceTroll139. (E-50A - Triton) DarkLion. (Bo) HB Stratos (BAC-Concorde) Andetech. (ADX-FJC Flying Car)
  19. Warning : mild anomaly spoilers I've always used FAR for the challenge and sake of realism, but never really flown a plane because of the difficulty of such a thing and because I focus my KSP games on career, which have you very rapidly leave Kerbin's atmosphere for farther and oddly shaped horizons. Sure did I attempt a few test flights to get my hands on it knowing I would want to fly spaceplanes at some point, but even with a handful of tutorials for designing and flying planes (and understanding the UI) and a good amount of practice, I never managed to land anything. Problems during take off are easily solved and flying an eventually balanced plane is not too difficult with a joystick, but landing with FAR was a nightmare and all my test flights would end up in a ball of fire. So I ended up giving up and decided to postpone flight mastery to another day. I just installed the Anomaly Surveyor contract pack yesterday and one of my first missions involved going to a location close to the KSC, the abandoned airfield. Well, it has to be it, I guessed. No rocketing around that time, we'll have to fly there with a plane. Jeb swiftly hopped into my previously designed early career plane and took off (forgetting to embark Bill and Bob, but we won't need to reset experiment anyway, isn't it). I could have practiced my landing, but thought you know what, I might as well try and land there, if I get tired of failing, I'll parachute Jeb and the contract will be a success anyway. Against all odds and after a couple of tries, I actually manage to land there with only a little trip outside the runway! I taxied there, obviously Ok, great! Amazing achievement, I should call it a day and recover the plane, right? But I have quite a bit of fuel left (randomly added to balance the airplane) and I want to keep going, I can do that, it's easy now I'm not at all overconfident! So where is the next anomaly? There's one quite close on the other side of the KSC and one about 600 km south east. Let's go for the latter, I want to try out a long, high altitude flight. So I accept the contract and here we go. Do you have time to talk about scatterer? Totally anticipated it would be night time when I arrive and not at all cheating with the luminosity with Planetshine Oh, mission control must have forgotten the part where the Monolith is on top of a huge mountain peak... What do I do now? Land in the highlands and attempt to climb? That would take days. Abort and go back to KSC? I might not have enough fuel and how disappointing... No. There is only one thing to do in that situation with Jeb piloting and that crest on the right looks like a perfect, smooth and leveled runway! I do not want to miss and fall into that... Here we go, slow and steady. By that time, I learnt there actually is a trim in (stock!) KSP, it should be feasible. The secret recipe was to lower the throttle and play with it and the flaps position for speed control (I would inevitably stall at flaps 3 even at full throttle) and to set the elevators control deflect to very high (30 instead of 7 with my settings) in order to be able to touch the ground parallel to the slope with a huge pitch inclination just at the limit of stalling. Perfect landing! Nothing wrong, nothing special to see, the left wing and the tail were removed for the sake of parking stability on the slope. Aaaand we made it! A gentle touchdown under 50 m/s at a 30° pitch on a 30° slope, followed by a gentle braking with no slipping, no destroying half the plane or anything! And on the first try, not at all after a few dozen attempts! Totally unrelated pictures All and all, I learnt a lot today. I definitely will be flying more often with FAR and am considering giving GAP a try. Any other recommendation from FAR users? Yes, Jeb, you can go home, now.
  20. Yep, the challenge is simple. Recreate a footage or photo outside KSP (Other games are fine) inside KSP. Rules, for those who still don't understand what I'm trying to mean & those I can think of Include the original video / picture. No original footage, no compromise. Some of us don't know what you're trying to mean without the original footage. Declare your achievements, and your total point, together with your submission. me when lazy to actively judge stuff be like lol If it's a video, you may use the audio from the original video, as long as Picture and/or video is made in KSP. Artworks are allowed. It could be a movie / game release poster, or an official proposal drawing of something like a rocket, plane, etc. A user can post up to infinite amount of entry, as long as at least ONE user enters a submission, then the user before user B can enter another submission. No doublepost, in short. Cheats are not allowed, sorry. Only Autostrut, Unbreakable Joints & Kerbal Joint Reinforcement allowed. Decouplers, wings, structural panels, etc. are fragile, bends and bows, isn't it? Mods are allowed. Recreating a formation flight in KSP is quite hard without Burn Together, isn't it? Except if you put two crafts and moving it away using the 'Offset' tool. Moving craft using Vessel Mover or Making History is allowed, but if you moved your subject using another vehicle, grab some bonuses below. Adding filters will... uhh... check out the Bonus Points section. Bonus Points (aka Achievements), of those I can think of [20 Points] Contestant! - You've joined. I give this to kickstart your mood. [30 Points] Photoshop Skills? - Add filters to your picture. For now, I'll ban "Negative", "Colour Inversion" or any similar filter. It's an eyesore, am I right, guys? [30 Points] Exact Replication - Your craft (If involved) has (At least near-same) exact same parameters as their real-life counterparts. [35 Points] Interesting - Your footage is interesting / attractive. [40 Points] Nat Geo Wild - Recreate a documentary on animals, or recreate a shot with animals involved. Oversized animals are allowed, but all the other animals involved in the current shot must also be oversized in the same scale if even an animal went oversized. Do you got what I mean? [40 Points] Useful Information - Add a narration (Only applies for videos, picture entry with captions will not receive this award). Narration from original footage is allowed. [45 Points] MIND BLOWING!!!!11!!11111!!!ONEONE!!!1!ONE!!1! - Did I need to explain furthermore? [50 Points] DEJA VU! I'VE JUST BEEN AT THIS PLACE BEFORE, HIGHER ON THE STREETS! - Do an Initial D-style drift. Kerbinside & Kerbal Konstructs are recommended, since these mods have hill roads to drift at. [60 Points] Straight Out Of 2012! - Recreate one of the scenes from the film 2012. [60 Points] Kard Rock - Recreate a rock concert, picture or video. [65 Points] EDM Seems To Be Picked Up By Kerbals... - Recreate an EDM Concert footage, of whatever artist you prefer; Alan Walker, Martin Garrix, Marshmello, Deadmau5, etc. [70 Points, 50 Kudos Point] Teleported Into KSP - The footage subject is exactly at the same coordinate as its real-life counterpart. Good luck searching for one. [80 Points, 75 Kudos Point] Some Ole' Thing Teleported Into KSP - The footage subject is from before Internet became commercially available (Late-1980s - Early-1990s) and exactly at the same coordinate as its real-life counterpart. Good luck searching for one. Leaderboard @klond - 120 Points @Laie - 85 Points @purpleivan - 85 Points [Badges Coming Soon]
  21. Hey guys, I think the trim function when flying planes is very confusing! (I am talking about jet planes in atmosphere, < 10,000 m). (I am talking about KSP 1.6.0, I think this behavior exists until the TRIM function exists...) Let me explain the "strange" behavior in KSP: A pilot assumes that if you trim pitch elevator DOWN (with ALT + W) that the nose will go DOWN immediately a bit, and vice versa, if you trim pitch elevator UP (with ALT + S) that the nose will go UP a bit. Instead, KSP will keep pitching UP when you tip or hold ALT + W (instead of going DOWN immediately) until you reach the "upper reversal point", then it will pitch DOWN, regardless if you press (tip or hold) ALT+W or ALT+S. After reaching the "bottom reversal point" it will keep pitching UP, regardless if you press (tip or hold) ALT+W or ALT+S. This behaviour is absolutely unrealistic and very confusing while flying planes! This should be fixed very soon... Where can I report such a "bug"? Sorry for my English (I am German), I hope you understand what I mean... Answers are welcome, maybe you can check and confirm this behavior...
  22. After days reserching the space center history our reserchers found this forgoten spacecrafts some of them are prototipes that never flow ! Heres the hangar were the spacecraft blueprints are:https://kerbalx.com/hangars/35508 In this thread i wil present you crafts i used and crafts that im currently using. Old crafts will be marked with a and newer will be with a All the crafts from in research to the ones that have blueprints I will try to upload at least one new craft every weak. all pictures were taken from game no post procesin was used only the ones from mods for more photos and other descriptions visit Kerbal X P.S. plese mind my inglish im acctually spanish so dont expect perfect englis I do try my best If you want to make a sugestion for more spacecraft`s or to update an existing spacecrafts comment below!
  23. Ok this is somthing i think is IMPORTANT for KSP, being able to trim you planes Have you ever made and airplane and started flying it around the world (or just a long distance) and had the plane slowly start pitching downwards? If u just left the controls alone you would eventually crash right. Well this is why i want AIRPLANE TRIMMING please help me notify squad and get this to be a feature ingame because its so frustrating doing long straight flights on kerbin. So please help me notify squad about this If you want more info on what trimming is just read this little bit of info its fairly simple: https://aviation.stackexchange.com/questions/164/what-does-the-term-trimming-most-commonly-mean-in-aviation You can also find videos on yt on how trimming works and its uses! To squad: please add this its much needed. You could make it like and optional clickable button when u right click on a probe or a cockpit but man would this be useful. Besides real airplanes use this in pretty much every airplane today so why not add it in ksp?
  24. I've been trying to make SSTOs for quite the while, some successful, the vast majority not. What I have discovered however, is how easy it can be to make stock planes go excruciatingly fast at low altitudes. Iirc, my fastest plane @10km was a near-orbital bomber project that had been partly, maybe halfway, drained of fuel that went 2104m/s or something like that. It burned to a crisp soon after doing so (at least it was unmanned!) but it was cool to see that it would at least go over 2km/s after dropping payload. I made it to 2km/s again in another similar craft but the cargo bay housed 2 small TCS systems and I was at 15km this time. Lasted slightly longer before I pulled the airbrakes and ripped the plane back into subsonic speeds once again. Anyways, the main challenge is to make a plane with jet engines (my 2 planes used rapiers only, of which there were 10) go 2km/s, hopefully even 2.3km/s, and keep it in Kerbin's atmosphere. Sub-orbital hops don't count unless you're just burning of fuel to get TWR up. CATEGORIES: 1. Jets only, low altitude. Air breathing engines only, <15km 2. Jets only, medium altitude. Same as 1, but between 15 and 21km. 3. Jets only, high altitude. Above 21km on airbreathers only. 4. Hybrid, low alt. Jets + one aerospike (or any allowed LFO engine) at or below 15km. 5. Hybrid, medium alt. Same as 4 but between 15 and 19km. 6. Hybrid, high altitude. Jets + aerospike (or any allowed LFO engine) between 19 and 21km. 7. Hybrid, very high altitude. Above 21km. 8. Rocket only aircraft at low altitude. LFO engines only at or below 13km. 9. Rocket only, medium alt. Same as 8, but between 13 and 18km. 10. Rocket only at high altitude. Between 18km and 23km. 11. Rocket only at extreme altitude. LFO only between 23 and 27km. 12. Jet-Ion hybrid. I just want to see someone do this, surprise me! 13. Limbo. Go +2km/s as low as you can, no cheating, and keep thrust below 1000kn. RULES: 0. MINIMUM QUALIFIER SPEED IS 2000M/S SUSTAINED FOR 3 SECONDS FOR ALL CATEGORIES 1. Must be a plane, as in it uses primarily aerodynamic controls and wings. Mk 2 parts are preferred for fuselage in my experience. 2. RAPIERS, for jets only submissions, these engines are not allowed to go into closed cycle at any point. If they do, they are classed as rocket engines rather than airbreathers. This means your run will be counted as a HYBRID category run. 3. Apoapsis height when at top speed should not exceed 30km unless you are doing a power-dive, in which case I ask it be below 40km. 4. Submissions are to be classed by the altitude they are at when they reach top speed, if you reach top speed twice in the same flight, use the lower altitude. 5. Proof of completion is to be in the form of screenshots. If you are not aware, it is possible to have your navball open on the map screen by clicking the arrow at the bottom of the game window. You should also right-click your apoapsis to have it "bookmarked" while setting up your screenshots. 6. For all categories, speed is to be determined with the surface reference on navball only. 7. TCS systems are frowned upon but allowed, it would be hypocritical of me to ban them as one of my designs used them. 8. Bonus: Survival with a manned aircraft at these speeds and altitudes (MUST use stock cockpits, no chairs in service modules!) is likely to be challenging, I encourage you to try it. Detachable cabins are allowed for this subsect of the challenge, although airbrakes are more likely to help. 9. Engines should be of the Small size, or 1.25 meters like the rapiers. Vector is not allowed for this competition for the sake of pushing designs as far as possible, the vector would arguably make this challenge extremely easy at the extreme or high altitude categories. 10. The only mod allowed to be used is Kerbal Engineer Redux for gathering proof of apoapsis height and surface velocity in screenshots. All altered or modded engines or parts are disqualified as are autopilot mods. If I can do it with standard SAS, so can you. 10b. If you have a question about a modded part i.e. cabin, then ask me. Don't use insanely powerful modded engines or scramjets, that would remove the true challenge from this if you did. 11. Ablative heat shields are allowed, but only one, and it must be at the tiny, or 0.625m size, the same as the small circular air intake. It can not be jettisoned after the material is burnt off. 12. No part clipping of engines. You may put fuel tanks inside the wings and attach engines there, but this will mostly add stress to the wings. 13. Have fun, make any suggestions you feel warranted and I will think about altering the challenge. Thanks for reading this book of a challenge.
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