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  1. Heyho, I've seen all kinds of replicas on KerbalX and in the forum, tons of MiG's too. There are a lot of Burans and Spaceshuttles built by the community. There are a couple of DYNA-SOARs too. So i wondered why there were no MiG 105's, since it is basically the soviet concurence program to the DYNA-SOAR. So i decided to build one. I think this was great part of spaceflight history (I know they weren't actually in space with it ) that has unfortunatly has been forgotten about. Incase you wonder what the MiG 105 or the SPIRAL program, were: The Mikojan-Gurewitsch MiG-105 was a soviet space glider (russias concurente for the Amercian Boeing X-20 Dyna-Soar). The plane rose from the Spiral project, the Soviet Union first attempt to build a reusalbe spaceship. Multiple Prototypes were build in 1965. Until 1978 the glider performed a total of eight test flight, neither aiming for space (100km height). Test flights were performed with the Gliders own rocket engine. The project was unfortunatly cancelled. The USSR wanted to focus on the Buran Project For orbit flights multiple lifters were taken in consideration. Starting with simple ideas like putting the glider on top of a soyus rocket, to more complicated systems, like putting the glider on top of a rocket, which is put on top of a plane, which lifts teh whole system to 20 km height, from where the rocket takes over and the plane departes (The craziest space flight idea if ever read about). My Version: - is a little bigger than the original - doesn't look quit as smooth, it's kinda edgy but i couldnt find a much better solution within my design skill - flies kinda well (sometimes not loss of control but catches itself quickly again) - Glides well and lands safely on the ground (I don't recommend water landings) Craft File: https://kerbalx.com/SpaceTrashCan/MiG-105 Pictures:
  2. INTRODUCTION Yet another revamped version of my MiG-29A replica i made about a year ago or so. This one undergone some considerable changes which added some important details present on the real 29. The MiG-29 was the Soviet answer to the rising threat of US frontline fighters such as the F-16 being fielded on a large scale. The Soviet Air Force needed a light, easy to maintain and competitive fighter to support the Su-27 and thus, the MiG-29 was born. It was the trademark 4th gen frontline fighter of the Soviets and, over the years, it underwent many modifications which ensured that it remained competitive to this day. The A version was the initial production variant fielded by the Soviet Air Force in 1982. It is powered by twin Klimov RD-33 turbojet engines which, given the small size of the airframe, allow the MiG-29 to achieve a whopping TWR of 1.09 on reheat. The power outputs of the engines are, just like on the Eagle posted earlier, modeled correctly down to 0.1kN of static thrust. The weight is also very representative of the real Fulcrum and thus, this aircraft approximates the real aircraft's performance well. FEATURES Just to name a few: 1. True to the original engine performance and weight. (Activate the reheat with AG 1) 2. Functional flaps activated with AG 2 3. Correctly placed airbrake mounted in the rear activated through AG 3 4. Correctly placed drogue chute activated through staging. 5. Alot of minor detailing with antennas, the infrared sensor bulb on the nose etc. HOW TO FLY Quite similar to the Eagle, but lighter and perhaps a bit slower at some altitudes. Airbrakes and flaps can be used for slowing down the airframe. Take off at approx 55m/s, land at a similar speed. Watch out for stalling since the aircraft can drop it's speed very low through turning due to how agile it is. Fly safe and have fun. I am eagerly waiting for your feedback so if you have any suggestions, feel free to leave them here! DOWNLOAD LINK https://kerbalx.com/EvenFlow/MiG-29A Updated on 22-07-2017, V1.1 CHANGELOG 1.0 - initial release 1.1 - fixed the main landing gear not being straight which caused problems on takeoff.
  3. INTRODUCTION After returning to KSP after a lengthy hiatus and watching a few videos on propeller-driven aircraft in KSP I've decided to start off with something ambitious. The Tu-95, or "Bear" (NATO callsign assigned to the Tu-95) is a long range strategic bomber designed by the USSR in the early 50s to provide the Soviet Air Force with a bomber capable of reaching targets overseas without refueling. They achieved this feat through the use of extremely efficient Kuznetsov NK-12 turboprop engines. Being the most powerful propeller-driven aircraft to ever take it to the skies the Tu-95 boasted a respectable bombload comparable with it's US counterpart - the B-52. The famous nose refueling probe first appeared on the K version of the aircraft which extended it's already impressive range even further from 10000km to over 14500km with support from aerial tankers. This immense operational range caused the Bear to become a feared weapon among the US airmen who were often sortied to intercept the bombers conducting operations in proximity of US airspace. FEATURES This KSP version comes with a range of functions to make flying this leviathan a unique experience. -Four stock propeller turboprop engines. I've decided to resort to propellers being there for mostly visual purposes. Turbines serve as the main source of thrust for the plane. Working on the bearings (Credits to Squiddy for the idea!) for a few hours was worth it in my view - watching the engines spin up individually is a magical experience. They operate incredibly smoothly. Instructions on operating the engines will be included further down. -Clean bomb bay capable of housing various ordnance up to 1.25m radius. -RDS-37 Thermonuclear bomb replica in the bomb bay -Functional, historically correct flaps. -Detailed engine nacelles - no aesthetic tradeoffs from using the propeller mechanism. -Correctly placed gear! As much as i loved winged's Bear i saw a while ago on the forums his landing gear placement, necessary due to Bear's long and heavy tail section was bugging me for a long time. He was a great inspiration in making this replica too. -Relatively rigid, wobble-proof construction -Near-historical specifications: Length: 40.3m (46.2m historically) Wingspan: 43.3m (50m historically) Height: 10m (11.1m historically) Weight: ~88t dry (90t historically) Top speed: ~215m/s (227m/s historically) Partcount: 488 HOW TO FLY ACTION GROUPS BRAKES (B) - Engages brakes ACTION GROUP 1 - Toggle turbines ACTION GROUP 2 - Toggle flaps ACTION GROUP 3 - Toggle landing lights ACTION GROUP 4 - Toggle bomb bay door GEAR (G) - Toggle main gear " [ " AND " ] " - Toggle between propeller controls and aircraft controls PRE-FLIGHT AND STARTUP -Decrease throttle to zero and preferably engage brakes to prevent plane from rolling down the runway -Engage stage 1 to spool up the turbines -Engage stage 2 to release bearings, SAS should be disengaged at this point -Begin the engine startup procedure. Switch to the first propeller by pressing " ] " twice -Hold Alt key and press down on Q or E key (preferably Q for left engines and E for right engines) -You will see the roll indicator in the bottom left corner of the screen slowly move to the side -Wait until the indicator hits the limit of the roll gauge, the propeller should start up. -Move onto the next engine by pressing " ] " twice. Repeat steps until all engines are started up. -You are now standing on the runway at idle thrust, engines running. Time to go flying. TAKEOFF AND FLIGHT -Switch back to the plane controls with " ] " key, release the brakes, thrust idle. -Engage the SAS preferably for an easier takeoff run, although the craft is mostly passively stable on the runway and in the air. -You can deploy flaps with " 2 " for extra immersion, although KSP physics limit their effectiveness. -Throttle up to max power, let engines spool up and start rolling. -Let the aircraft gain speed. For the Tu-95 V1 is at ~70m/s and preferable V2 is at ~90-95m/s -Apply elevator until positive rate, retract gear and flaps. -Wait for the plane to gain some speed for maneuvering, approx 120/s allows you to maneuver safely without risking a stall. FLIGHT CHARACTERISTICS This craft handles as you would expect from a heavy strategic bomber, although it's maneuverability is by no means frustrating. SAS helps with stability so it is advised to utilize it for the duration of the flight. It has plenty of wing area and is designed to be naturally stable during flight so unless you try something stupid the plane should not cause you problems. Landing with flaps allows for higher AoA during approach, advisable landing speed is ~105m/s. SHUTDOWN -Engine shutdown is possible via two different ways after coming to a full stop at the runway 1. Switch to each engine control and engage SAS to stop the propeller 2. Use the Alt trim to revert trim back to it's neutral position, the propeller will come to a stop shortly afterwards. I really hope that you will have as much fun flying this thing as I had designing it. Enjoy! DOWNLOAD LINK https://kerbalx.com/EvenFlow/Tu-95K Updated on 22-07-2017, V1.1 CHANGELOG 1.0 - initial release 1.1 - changes to some minor details, e.g. positioning of the anti-shock bodies on the horizontal stabilizers, added a replica of the RDS-37 thermonuclear bomb into the bomb bay, revamped the page of the craft as a part of a major overhaul.
  4. Hello comrades I haven't been here for a long period of time. But now it's time to comeback. I thought it would be fantastic to fly this thing in KSP so I made one. Grab some screens: https://imgur.com/a/piQvFnp I hope you'll like it. Pros: Guns Badass look Cons: Too wide (I made it based on the side picture and I used my memory [back when I was playing Cod MW series] and it turned out to be too bulky) At least on my PC it has strange bug with Firespitter (I'll explain later) Not too authentic, because I added four small engines under the rotor so it could fly faster. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~DOWNLOAD~~~~~~~~~~~~~~~~~~~~~~~~~~~~ https://www.dropbox.com/s/d2mr8yddj1kauft/Mi24.craft?dl=0 ~~~~~~~~~REQUIRED MODS~~~~~~~~~ FIRESPITTER BDArmory Squad (KSP game) <<<MODPACK FOR Mi24 (1.3 KSP)>>> https://www.dropbox.com/s/rcaqtkhy1rhjzy3/MODS FOR Mi24 KSP 1.3.rar?dl=0 FIRESPITTER BUG: When you put power to max it'll has only 300RPM on the rotors. You have to adjust the throttle carefully.
  5. After much frustration, I'm finally trying to go ahead with this. What was supposed to be "lightly" modded became my most bloated save ever. 60! 60 mods! No wonder it crashes every three minutes! The extensive modlist is as follows: CKAN file of my mods as of 1/3/16. Some entries were manually removed, RCSFX is NOT needed or compatible with 1.0.5, for example. https://www.dropbox.com/s/9fig6y3hfrytzqj/UssariSpaceProgram.ckan?dl=0 Primary mods are Tantares and of course, 64K, with a seasoning of various visual & realism mods that are HIGHLY SUBJECT TO CHANGE! But, I'm gonna stick with it and see where this goes while also writing a fanfic to go along with it. Difficulty settings: quicksave/reverting ON because crashes, no respawning, 200% funds rewards because 64k is EXPENSIVE, with 200% penalties, and starting funds around ₽100,000 after some necessary Kerbal changes. All launches are from territory controlled or "borrowed" by the Imperious Union of Ussari Republics. If you see KSC, someone is probably going to Kerberia. I've tried to get Kerbal Construction Time working but it doesn't seem to play well with KerbinSide's launchpad switcher, which is disappointing as it's such a vital realism mod. Any resemblance to the excellent career reports byShania_L and Landwalker is completely unintentional, absolutely not the result of careful reverse-engineering, and purely a case of convergent evolution. So, without further ado, I'll turn the floor over to Comrade Political Officer Credit for map to this guy.
  6. привет! Recently, I've been working on a T-34 tank. Here's what I made: Project: Probably completed Tank is made for 1.2 version. It features many thing like: Working cannon and machinegun, Very fast speed for a tank (can reach up to 45m/s risking tracks to broke and 35.2m/s is the highest safe speed.) Refuelling is possible via docking port on the back but I think you won't use this feature because it can travel huge distances at the amount of fuel that you have in your tank. In my opinion this tank is very fun to drive and shoot. Looks almost like original one. Here is .craft file with mods that you need to run it. Everything packed into .zip. Mods that you need: BDArmory CAL++ Firespitter KerbalFoundries KSPWheel (comes with Kerbal Foundries) North Kerbin Weaponry Old School Turrets TeakScale All for 1.2 Version .craft + MODS - 374.55MB http://www.mediafire.com/file/21pb7c9pd4fxgdq/T-34+KSP+1.2.zip Only .Craft File - 231KB http://www.mediafire.com/file/vnsz865ho44layu/T-34.craft
  7. Mod has been picked up by SpannerMonkey. Attention: At the moment (17/01/16)i'm putting this mod on standby due to exterior reasons. Enjoy the content i put so much effort into! And please try not to blow yourselves up. (18 July 2016) Update: At the moment i'm working on my own videogame, of which I will give further details in the offtopics of the forums (if allowed), until then I'm afraid I won't be working on this mod anymore although I do not part without one last gift for those still following this mod. Many months ago I had computer problems and Had to format and in the process I lost all my files of the mod except a backup I left on dropbox, although old the backup still possessed some interesting files and among them the 3D models for the Hyperion and both Terminator and Vanquisher (mig-21) cockpits. So have at them if anyone who wants to is more than free to modify them and distribute them as their own mod! But be sure to mention my name in the process I'm sure out there there are people with fantastic Ideas on what to do with these: Cockpit 3D Files (Mega.nz) Hey people! I'm an IVA nut. So I make IVA's. HAVE IVA'S! The mod is still a constant ongoing project.My modpack is intended to feature all sorts of aircraft related parts (when i can make them) , features mostly cockpits with full integrated IVA, i just love IVA's (Who doesen't) Current parts: Cockpits: BF-109 ; Mig ; Hyperion (P-80 lookalike) ; Razor ; Jetfire (SR-71/F-106 lookalike) Intakes: Early and Late variants of Mig-21 intake ; Engines: Reaper AB Jet Engine (based on Su-9 engine); Kiril AB Jet Engine (based on Mig-21) And one more thing, I plan that ALL my cockpits will have IVA's! Note: Cockpits with ASET & RPM stuff requires ASET Props https://kerbalstuff.com/mod/1021/ASET%20Props ASET Avionics https://kerbalstuff.com/mod/1023/ASET%20Avionics RasterPropMonitor https://kerbalstuff.com/mod/734/RasterPropMonitor Planned: As many cockpits as we feel like having! Keep in mind that I can take requests! If you have ideas feel free to post them, even post a drawing if you wish! For me English classes are the best to draw IVA's (but don't tell anyone, that stays between you and me.) And other parts like engines and intakes! Cheers! Don't forget to comment! Changelog: License: CC-BY-SA Hey, if you are feeling generous you can donate any sum you wish!
  8. New and Updated for 1.2.2! Hi all. I'd first off like to thank @Mulbin for inspiring this and designing it in the first place. Although I made it from scratch, I don't think I could have ever came up with this creation without him. In version 0.19, Mulbin made a Duna rated LK spacecraft. Versions passed, Mulbin's activity declined, and then the link to download it went bust. When 1.1 came out, I decided to breath new life into this long vanished spacecraft. So I built this from scratch So here it is. A Duna LK lander, a LOK Orbiting Spacecraft and a Micro Buggy thrown in on top. You can download the craft at KerbalX, here. A few notes: -Your pilot will be in the wrong capsule on liftoff. Transfer him and/or set control to the top capsule. -Try to Aerobrake, at least a bit, at Duna. Warning: Do not go lower than 28,000 Meters, you might blow the Nukes. -Yes, the rover is supposed to land separately. Just make sure it doesn't crash into the lander. -When departing Duna, you can use the Arrival Stage to give a kick or what is left in the lander. Your choice. You might have to use a bit of monopropellant to get back. -Don't bother with slowing down, the heatsheild can take the reentry. Just get the angle right. Mission Video: Ok, that's all, enjoy flying!
  9. Repository for all of my new VAB builds upcoming in the following months Information on lifters, and the lunar station is below. In development: -NK-1 orbital refueling station around the mun (N3 rocket will launch parts) -Reusable first stages To do list: (Link will be under them if they are complete) -Soviet style interplanetary craft Lunar Landers: https://kerbalx.com/He_162/N1 https://kerbalx.com/He_162/N2 More landers soon(TM) -Reusable first and second stages -N9 rocket (Largest soviet style rocket I'll ever consider building)
  10. BEHOLD THE N2 (Upgraded N1 model, 9500 deltaV in first 4 stages) https://kerbalx.com/He_162/N2 BEHOLD THE N1 MUNAR LANDING DEVICE *kerbalized https://kerbalx.com/He_162/N1 *roughly based on this design (the russian one):
  11. Looking for best mod with Russian booster tech.
  12. Does anybody here have any idea why the Soviets launched so many Venus probes? I mean, I'm not complaining, but they did launch a LOT of Venera and Vega probes- with over 14 missions logged between the two programs (not all being successful)- not to mention the Soviets launched the majority of Venus probes, and made the first Venus landers. I'd wonder why they would spend so much tim and effort there, while other space agencies have generally given it much less attention (especially NASA).
  13. Ilyushin IL-2 is most produced military aircraft design in aviation history. file http://www./download/8fsgt8g432zi36g/IL-2_KSS.craft Mods used SXT, TweakScale Sreenshots In real life
  14. Behold! The bane of the capitalistic leeches, the T-72, has arrived! This tanks is pimped out with rubber side skirts, view ports, spaced armor, armored primary gunner's sight, convoy light, regular lights, infrared lights, and much more. It's armed with "smoke launchers" (just aesthetic). If the turret gets stuck, just wiggle around a little. XD Don't say it's a design flaw until you've tried to design something like this yourself. I've got a reworked turret and some upgraded track equipped variants in development. https://www.dropbox.com/s/hm34raxyaqeknom/A%20Pokpung-ho%20Prototype%204_1.craft?dl=0 https://www.youtube.com/watch?v=n8TCyszwyWE
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