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Found 5 results

  1. Hey guys, I've been out of the loop for about 9 months now and am just getting back into things. I built a few simple jets just for fun. I noticed that when I switch between them while they are on the ground, they will pop up in the air, usually resulting in an explosion or flipping of the aircraft. I noticed it also happens when a vehicle on the ground comes into physics range (the grounded aircraft will jump with no effect on the aircraft in flight). Any words of wisdom would be greatly appreciated. Here is a screen shot of my GameData folder. https://imgur.com/a/CDeIk
  2. Hey folks, I've been playing KSP since 1.2.2 and I've managed to get rocket launching pretty much sorted (stock game, no mods, except AFPW, to get my Saitek HOTAS to work properly), but man, I appear to be utterly useless at space-plane design/flight. I've designed a number of regular planes, which all fly just fine (I do have some experience in full size and model aircraft), but for the life of me, I simply *cannot* get any of my space-plane designs (SSTO specifically) into orbit successfully. I can get them *close*....and I mean *really* close, but I just always end up running out of rocket fuel. I've watched countless YT videos from guys who seem to just point the thing at the sky and blast off into orbit with no drama whatsoever, but my designs all seem to just barely struggle to the upper atmosphere, then invariably fall *just* short of making it into a stable orbit. The closest I've managed to get is an AP of about 72k, but didn't have enough fuel left to circularise. IIRC I managed to get to about 12 or 13K PE before it ran dry. One thing that most of the videos I've seen have in common is the ability to accelerate at the mid-flight stage to well in excess of 400 to 500m/s, but no matter what I do, I can't seem to get much beyond the 300m/s mark. I've tried adding more and various engines, but I either end up running out of fuel too fast, or being too heavy to climb steep enough to make it out of the thicker part of the atmosphere in time. I've managed to find a couple of *really* good posts in the tutorials section for how to get rockets to launch with the most efficient profile, but there doesn't seem to be anything like that for space-planes/SSTO. Can someone point me to anything like that? Or perhaps share their 'hot tips' on space-plane design, so I can try to work out where I'm going wrong? I'd rather not just download someone's craft file and go fly. I'm rather enjoying the challenge of building/flying stuff by having to do the trial and error process myself, but I've run out of ideas for SSTO. Cheers,
  3. Hi everyone. I'm an experienced KSP player and understand most of the science behind the rocket-building aspects of the game, and have hundreds of happy hours landing all over the Kerbol system in stuff that rode tall pointy things to space. Spaceplanes, however, have always eluded me. Well, I've decided to tackle that challenge, and want your expert advice on the way. I've watched some tutorials, noted design features in other people's successful ships, and have tried quite a few iterations without any success. I don't have the RAPIERs unlocked yet in this career save, but I kind of want to solve the SSTO challenge without them. Feels like I'll know the art better if I do it that way. I have a ship I'm happy with, and it's struggling to get sub-orbital. I can reach about 25km and 1,100m/s with my air breathers (why can't I get it higher or faster?), and the nukes just don't cut it to take it the rest of the way. I'm conscientious of effecient ascent profiles, but I may not be doing it right. I climb at about 45 degrees until around 10,000m, and then gently lower my nose to 10 degrees and ride the air breathers until they quit--when they reach about 5-10% thrust, I engage the nukes. Here's a picture of my spaceplane. Not all the fuel tanks are full, and it's aerodynamically sound both wet and dry. Help me, oh mighty wizards of the SSTO world. (also, how do I embed imgur pictures into a post...?) http://imgur.com/FaQggff [edit by Snark: put image inline]
  4. Here I will be posting my designs. Some of them are ordinary while others are out of this world. STOCK Planes: Quadane I A four winged twin hull passenger jet capable of carrying 200 kerbals. That's right, 200! Including pilots! It's a little sluggish when it comes to controls, and it requires you to run off the runway to take off, but it DOES fly. Make sure to stock your snacks off, otherwise you won't be able to keep the Kerbals happy through out the journey. It comes with over 8000 Kiters of fuel! Permission is given to make modifications to the aircraft, but not to post a download of the modified design please! Pictures are also welcome of your flight, or modifications! Download (Dropbox) Heliplane I Okay, this one is... very odd. I made this plane based off this picture. I believe it is supposed to be a hybrid helicopter/plane, sort of like an osprey. I believe it achieves this by locking the rotor blades in place during plane flight, and they release during heli flight. Anyway, I had fun making it. Here are some pics: Hotkeys: 1) Activate main engines 2) Activate afterburner - main engines 3) Activate VTOL engine 4) Activate afterburner - VTOL engine Note: The VTOL engine does not lift the craft. Note 2: On take off, turn on all engines, then turn on afterburners before releasing brakes. Note 3: Tap WASD, do NOT hold them, to turn Note 4: Hold down S then immediately W to pull a Top Gun Note 5: Hold S to SALTIL Note 6: For how ungodly unstable this plane is, it actually recovers just as fast, which surprised me. Have fun trying to control this bucking bronco! Note 7: The VTOL engine in AFB mode will help a LITTLE while turning, but not a lot. Note 8: Good luck trying to land safely. Here are some pics: Download (Dropbox) P.S. I would LOVE it if someone could make a video about this plane! ACE COMBAT 'S ADFX-01 MORGAN This build was inspired by the plane of the same name from the Ace Combat series. Here are two pics of the aircraft: http://vignette1.wikia.nocookie.net/acecombat/images/6/6f/02_Morgan.jpeg/revision/latest?cb=20130903030812 http://pre03.deviantart.net/eba9/th/pre/f/2010/210/c/f/adfx_01_morgan_by_bagera3005.png The iconic feature of the Morgan and it's big brother, the Falken, are that they both come equipped with super huge engines, and have unique weapons. In game the Morgan comes with a laser system, a giant missile which has enough explosive power to cover an area roughly the width of a 747, airbus a380, or worse the an-225, and ECM pods. This plane is my favorite of the series, the 2nd being the CFA-44 because of a special weapon which launches around 30 missiles at once which can hit a target with the up most precision. This plane does lag my laptop when all weapons are on board. If you don't want the weapons, feel free to remove them. Part count is 175(Roughly) Pics in game: Download Stock Soyuz I made a stock rendition of the Soyuz. Flies great, stable, gets up to orbit fine, though I use Gravity Turn to get my rockets into space a lot, so Idk how it handles without it. Comes with vernier engines and landing SRBs, though they don't do anything really. Pics: Download: https://www.dropbox.com/s/iam0xmz4slc5isw/Stock%20Soyuz.craft?dl=0 XP-104-C Space Arrow (For 1.1) Direwolf Industries has been working on this Space Shuttle for a good while, but due to wheels being breakable at low speeds prior to 1.1, we have withheld this design from the public, only allow a select few to fly this unique shuttle. But thanks to them, their advice, and 1.1's new wheels, we are finally proud to release it to the public. Meet the XP-104-C Space Arrow! This shuttle can get a fully fueled 2.5 half tank into LKO, with only drops of fuel left(Does not use any fuel from the dummy payload tank). The ascent requires a very precise plan as not to waste any fuel. Production process: XP-104 was the initial design, looking like a elongated space shuttle with butterfly tail. Cons: Couldn't raise nose to land safely. XP-104-B added canards as well as jet engines for powered gliding capability. Yes, powered gliding, they do not allow full flight. Cons: Could raise nose, but would break apart on landing, even at low speeds XP-104-C Elongated the front of the delta wing where it meets the shuttle. Changed design of canard and moved canards closer to the nose. The tips of the delta wings where extended. Drogue chutes added to help with braking. Bigger nose gear. Cons: Extra weight limits payload capability. Pictues: Disclaimer: May bounce above 10 m/s and at higher vertical speeds front wheel may brake/explode while landing. Direwolf Industries is not responsible for wheel breakage or LOCV. Any damage, LOCV, or scratching of paint is the sole responsibility of the flyer/pilot. By flying the XP-104-C Space Arrow you (The pilot/player/flyer) agree to waver DIrewolf Industries and GoldForest of any and all responsibility of this aircraft/spaceplane after it leaves the factory floor(Dropbox). Download: https://www.dropbox.com/s/31scv1xub3lm2zl/XP-104C.rar?dl=0 Action Groups: Brakes: Brakes, drogue chutes, tail airbrake 1: Reverse Engines
  5. I finally managed to get a plane into space that had enough dV left to actually perform something meaningful in orbit. After construction of a space station in LKO Jeb and Bill have finished their long-term orbital habitat experiment (which is a nicer way to say that I simply forgot them there), I decided to find more efficient means for a return mission, which meant to build something, I have never used before: A spaceplane. After lots of designing, crashing, reverting, re-designing, crashing again and watching some Scott Manley videos on youtube, Ferly Kerman finally managed to rendez-vous with the KSS (I wonder if there is anyone here who has never named a Space Station KSS...) and safely return the crew to Kerbin (even if on the exact opposite side of Kerbin from KSC). Overall, a successful mission. It's amazing how this game still offers new challenges even after a fairly long time. The sense of accomplishment after the plane came to a halt came close to my first successful orbit and return when I started the game with 0.25. Here's the craft: Happy Landings!
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