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  1. After some real hard trial and error sessions I finally managed to build a pure stock SSTO-Spaceplane with VTOL capabilities without any moving parts (aka no fancy docking port action): The BRI-Arrowhead! Action groups: 1: RAPIER-engines toggle 2: RAPIER-engines mode toggle 3: Supersonic intakes toggle 4: VTOL-engines toggle 5: Whiplash engine toggle 6: Subsonic intakes toggle Flight profile: activate SAS (T) and go to full throttle activate VTOL-engines (4) it takes some time for the engines to spin up, be patient activate the main engines (1 + 5) climb at an angle of ~15° (prograde marker) once you reach 400m/s speed, shut down the VTOL engines (4) and close the subsonic intakes (6) once you reach 10000m, change your angle to ~5° and gain speed. Once you reach 1200+ m/s, climb again at ~15° (prograde marker) switch to closed cycle after you reach 22000+ m deactivate Whiplash engines (5) and close supersonic intakes (3) once you reach 31 km, set autopilot to prograde marker cut engines once your apoapsis is above 100km at apoapsis, circularize your orbit More Images (sorry about that, couldn't imbed the album here, so I just post a link:) Arrowhead - Imgur Craft-File: BRI-ArrowheadVTOL.craft
  2. Is there no mod around yet to let you change the textures of the stock fairings? Seems a real shame when there are so many good textures around for procedural parts and fairings! The search function seems a bit buggy, but I did some googling and couldn't find anything. Have I missed something?
  3. The title says it all pretty much... Btw, I'm only looking for like 3-4 Players so the Adress ETC will be given in PMs once said person has setup the sever...and PM'd me it! Backup People who can make a sever are also appreciated! Thanks to who ever contributes to this amazing cause!
  4. Welcome to Fairly Reliable Rocket Technologies! All of my somewhat ridiculous craft in one place! Most craft usually do not explode, YMMV depending on wind speed, solar flares, and Kraken attacks. All ships lightly tested to assure they are mostly functional, then turned loose on the unsuspecting public. Orbital Science Command Cruiser This monsterous cruiser is a mobile base of operations and mothership. It carries a full science lab, several landers and ion scooters for gathering science, and an ISRU for making fuel from ore shipments. TWR ~.29 over 8000 dV in LKO Orbital Science Frigate This large science vessel is outfitted with an orbital lab and experiments bay, 2 Little Landers, plus a Kube mono tug. Full onboard ISRU for refuling and plenty of cabins for long excursions Download: https://kerbalx.com/PointySideUp/Orbital-Science-Frigate Science Smasher Large science cruiser with an MPL, a science experiment bay, and plenty of room for Kerbals. Equipped with 2 small probes rated for Duna or Eve landings. Makes LKO with ~2000 dV, enough for landing and refueling at Minmus. Download: https://kerbalx.com/PointySideUp/Science-Smasher ScienceLab DeLuxe A sleek little mobile science station with all of the deluxe features and bristling with science instruments! Two fully outfitted probes rated for Duna and Eve landings, and two "Little Landers" tested capable of up to a Duna landing and return. Download: https://kerbalx.com/PointySideUp/ScienceLab-DeLuxe BZT XJ-6 AirSpeeder Download: https://kerbalx.com/PointySideUp/BZT-XJ-6-AirSpeeder BZT RocketSpeeder Download: https://kerbalx.com/PointySideUp/BZT-RocketSpeeder MicroSub of Flying Download: https://kerbalx.com/PointySideUp/MicroSub-of-Flying BZT Speeder DOWNLOAD: https://kerbalx.com/PointySideUp/BZT-Speeder BZT X-34 LandSpeeder DOWNLOAD: https://kerbalx.com/PointySideUp/BZT-X-34-LandSpeeder Micro Enterprise DOWNLOAD: https://kerbalx.com/PointySideUp/MicroEnterprise Hammer family of Starships Hammer Download: https://kerbalx.com/PointySideUp/Hammer SledgeHammer Download: https://kerbalx.com/PointySideUp/SledgeHammer JackHammer Download: https://kerbalx.com/PointySideUp/JackHammer WORK IN PROGRESS - EXPERIMENTAL (1.0.5) Things not ready for general release, not worthy, or.. contain the dimension defying, possibly dangerous, mostly fantastic SKAT drive system from @Jolly_Roger!
  5. A Soyuz-style launcher. Stock. Has good dV to go to the Mun and back The airbrakes act as a fairing, activate before decoupling the stage. Download: https://kerbalx.com/awfulhumanbeing/Soyuz
  6. Planet Express SSTO Download her now! Click here for more images and a GIF The Planet Express Ship runs into a familiar ship in low Kerbin orbit! Planet Express SSTO, aesthetics, functionality, utility. Open the bay doors to reveal a tiny satelite, or load your own! Sadly, the Dark Matter Engine has been replaced with 4 Rapiers and a backup monoprop system (Kerbal Technology). You can drive her as long as The Professor is taking his nap! Have fun! **Flight Note** The main cockpit is angled slightly down, control from probe core inside cargo bay for accurate heading. **/end flight note**
  7. Well, finaly got the time (and motiviation) to do my own full thread of my crafts instead of all the different single ones. This is the place, where i will collect my craftfiles for sharing with the community Some of them are bound to my heart, like my Soyuz or Proton. Developed over years ... If you want more picture, you can find them on the KerbalX site. just follow the downlaod button Big thank you to many of you, who helped me over the years with inspiration, tricks, debugging and more. (like Mulbin, Rune, sgt_flyer, and many more) i hope you can enjoy them as much as i do. Feel free to ask anything or even use it as inspiration Planes: X-01 a liltle scout plane with a droptank for increased range. -> download <- X-01B based on the X-01, added a science module to the streched fuselage, there is a narrowband scaner hidden in the nose! -> download <- LazTec Businessjet little passengerplane -> download <- F-18 Hornet Afterbruner inclusive -> Download <- Rockets: Orion - EFT 1 v2.0 good old Orion, now with realistic RCS. tips for launching: first of all, throttle down the Delta IV core with Actiongroup 2 at 1min in flight. Throttle up again after booster seperation. short before MECO, go trough the decoupling of the Capsule cover and second stage fairing. Then proced as usual. The Delta IV is kinda overengeeniered ... you can go to the Mun with good flyingskills -> Download <- Zenit 3 with Intelsat 27 Yeah, the ukrainian Zenit rocket with the Blok D upper stage, to put a civil communication sat into GEO Inspired by the real world mission (which sadly failed) tips for launching: After MECO, stage first to separate the first stage and ignite the verniers. 2 seconds later stage again to ignite secondstage main engine. Decouple fairings at 40km altitude or above. Aim for a GEO orbit of 2.863 km and orbital periode of 6 hours. Press 1 to deploy Antennas and Solarpanels. Zenit itself is designed to lift roughly 12 tons to LKO. -> download <- Proton | Blok D with 3 Glonass-M Inspired by the real Glonass network, this Proton carries three sats to orbit like in the real world. tips for launching: when separating the third second and third stage, wait 2 seconds and stage again to ignite the third stage main engine and auto decouple fairings. Use the Blok D upper stage to reach the desired orbit. This rocket is intend to reach a circular 1.581,7 Km orbit with an orbital periode of 3 hours. Manualy decouple a single sat from the main carrierbus. Press 1 to deploy Solarpanels. Proton is designed to lift roughly 22 tons to LKO. -> download <- Energia M | Blok D with 6 Glonass-M Getting many sats into the same orbit can be a difficult work ... so it's time for the heavy workhorse! This Energia M, a smaller version of the famous Energia rocket, carries 6 Glonass-M sats to orbit. tips for launching: Decouple fairings at 40km altitude or above. Use the corestage to get to the apogee of 1.581,7 Km. There you can use the Blok D to finish the transferorbit. Manualy decouple a single sat from the main carrierbus. Press 1 to deploy Solarpanels. Energia M is designed to lift roughly 45 tons to LKO. -> download <-
  8. I got inspired by the "who can make the best planes in KSP" post to make my own SuperFortress replica. Note: the description for this one is going to be a long one. Engineers report: So, using all the experience i got from my previous B-17 Replica, i again went for the "all or nothing" style detailing and built it around the MK-3 fuselage system. Because i wanted to make it a bit different, i went for the tanker version instead. This means that there is no turrets installed. But, the mounting points for the turrets are still there even tough they they are smoothened out on the real one to reduce drag. The refueling probe doesn't actually work, but you can make it work with some IR magic. Also it's not piped up to anything at the moment. I also made the wing tip tanks out of structural fuselages to reduce wing flex. There was always that one thing that bugged me about the B-17 replica i made, and that was the engines. This time i think that they are pretty good, tough they are a bit dirty in some places. I was thinking about using fairings, just like i did with the B-17. But, i couldn't really get a good shape, so i scrapped that and used decouplers instead to create the open section. I would have also had to make all the fairings for each engine one by one cause you can't copy nor mirror them. Other than that and the cockpit, it was a pretty simple build. Because Editor Extension hadn't been updated yet, i had to work with the offset limits witch made some parts a bit tricky, but it's nothing i can't handle. So that's why the windshield has I-beams in it. History of the "Freedom Fighter": The Freedom fighter is a tanker aircraft with a very rich history. The Freedom fighter was originally known as the "Kermainian Killer" a regular B-29 that was used in KW-2 to bomb ships and ports of the enemy during the Fastific campaign. The aircraft sunk two ships and did many bombing mission during the war while suffering minor damage overall. After the war had ended and all troops had been put into reserve, our boys at KSC (known as the Kerbal Aerospace Research complex at the time) saw this as an opportunity to by some new shiny planes to experiment with. I mean it's not like the airforce needs them anymore. So, our boys went trough some tough negosiations and ended up with a few aircraft in our hands, and "Kermainian Killer" was one of them. Since we didn't have a need for heavy bombers, we started to think of other uses for a type like this. After some thinking one of our engineers said to us "wouldn't it be nice if we could find a way to extend the range of our cargo planes so we could ship our parts by air instead of by sea, witch takes forever. The airforce would also be happy to find a way of extending the range of their radar aircrafts and bombers". From that, we got the idea of making an aerial tanker, that could refuel aircrafts in mid flight. The airforce also got interested in this idea and gave as some help during the project, but It did take quite a lot of years before we got the system working. After many fires and leaks and other accidents, there it was, a B-29 that could refuel aircrafts in flight. To celebrate this, our engineers gave the aircraft a new name, it would be called the "Fueling Flyboy". It served as one of our primary workhorses for about 16 years, before it was retired and sent to storage. But now, after all these years, we felt like the old lady deserved to fly again, so, we fixed it up and polished it and gave it a new name, the "Freedom Fighter". The name would be given due to the aircraft type's contribution in preserving our freedom. IMPORTANT THINGS TO REMEMBER: There are some things you need to remember before you take off. 1. Don't fly this thing unmanned unless you want inverted roll and yaw. 2. When taking off, wait till you get to a speed of 85-90 m/s, then pull up gently or otherwise the refueling probe will hit the ground and explode. Specs and picks: NOTE: these are not the picks for the latest version, i have tweaked and added some bits after taking those picks. But not by much. Top speed: 135 m/s. Stall speed: 50 m/s Fuel: 8320/10143 Length: 58.8m. Wingspan: 65.4m. Height: 14.6m. Mass: 164 tons. Parts: 903 Mod used: Firespitter. Download link: https://www.dropbox.com/s/esef59fpzduxh7u/B-29 SuperFortress (tanker).craft?dl=0 There it for you, another part eating super detailed monster. I hope you enjoy it
  9. About the B-1B Lancer: the B-1 Lancer is a 4 engine supersonic strategic bomber introduced in the 80's Used by the United States Air Force. The B-1B is focused on low-level penetration bombing.The aircraft is still in service as of today and continues to serve in combat missions.It is expected to continue serving until 2030 when the long range strike bombers are introduced. Features: B-1 Lancer (Stock) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Consist of 3 bombs (1 large one up front and 2 smaller once in the back) The 2 smaller bombs drop at the same time for a extra amount of damage The Larger bomb can be guided Completely stock B-1 Lancer (BDArmory) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Consist of 10 bombs (9 JDAMs the front 1 Warhead in the back) Has Flares, Chaff, and Smoke The Warhead has 2 parachutes for accurate targeting Only requires the BDArmory mod Both (Stock and modded features) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Large horizontal stabilizer (good for flaring for landings) Large wingspan 2 cargo bays (1 large one and 1 smaller one) Can hold up to 2 kerbals Max Speed is 127.2 M/S (measured at a level altitude of 3000 meters) Max Altitude Around 5000 meters but possibly higher Speed to take off is under 70 M/S The aircraft can easily turn with no issues SPECS Known Issues/Known Suggestions Action Groups: (Stock) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Front cargo bay doors (open/close) Back cargo bay doors (open/close) Front cargo bay bomb drop Back cargo bay bomb drop (BDArmory) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Front cargo bay doors (open/close) Back cargo bay doors (open/close) JDAM bomb drop (one at a time) Warhead bomb drop Flares Chaff Smoke Nothing Warhead parachutes Warhead detonate button (detonate it before it hits the ground) Download the Rockwell B-1B Lancer Below Stock https://kerbalx.com/FlamingOnion_1/Rockwell-B-1-Lancer-Bomber Modded(BDArmory) https://kerbalx.com/FlamingOnion_1/Rockwell-B-1-Lancer-Modded-Bomber Thank you for viewing my craft Check out my YouTube for more content like this- https://www.youtube.com/channel/UCncsRTjIiBXzM4QbWnV402w Note To Self : Make a newer version soon
  10. Good news everyone! Farnsworth Rocket Surgery and rubber toast delivery is not out of business! The new craft are all 1.1.3. compliant some are stock others have, well not-stock stuff. First up is the Lemur SSTO. Capable of crew transport or cargo delivery up a 150k orbit and returning without needing to refuel at an orbital station. The Lemur was designed to facilitate crew transport duty for my orbiting station around Kerbin and it works like a charm. Flight profile: After rotation off the runway, bring the speed up to about 300 m/s and slowly bring the nose up to about 45 deg. Hold that position until you get to about 8k altitude then bring the nose down to 10 deg. Hold that attitude until you explode or your out of air and need to change to closed cycle on your rapiers. If you fly it perfectly you can hit 1500 m/s before the engines start starving for air. Action Groups: 1. Toggle engine mode (closed/Open cycle) 2. Toggle elevator deploy (helps hold the nose up on reentry). 3. Toggle docking port open and toggle engine on/off (it sucks to poke the wrong button and move your station out of circular orbit. So turn off the engine). 4. Toggle fuel cell Abort: Toggle cabin lights. Rentry: Move fuel to the rear of the craft and hit action group 2 to deploy the elevators. Enter the atmosphere pointing straight up to present as much of the surface area of the craft as you can to assist in slowing down. Once you have dropped to about 1400 m/s, transfer all the fuel you can to the front of the craft. The craft will become unstable and is not capable of flight If you don't move the fuel or you are attempting to glide in without at least 80 units of liquid fuel in the nose cone. Currently there is a bug that will cause sections of the craft to load out of alignment if the landing gear are retracted. This only happens when the game re-loads the craft with the wheels stowed. An example: When you release the docking port from the station you are attached to it will happen when the craft re-loads. The workaround is to un-dock with the landing gear deployed. Just retract them once you have detached from the station. Some pics: The Lemur can be easily changed from a crew transport to cargo by simply changing out the center section! Download Here: https://kerbalx.com/Dr_Farnsworth/Lemur Farnsworth Mongoose SSTO Being a sister to the Lemur, I decided to include it in the same post instead of making a new one. The Mongoose enjoys the same operational envelope as the Lemur and shares similar design cues. With both crafts you need to be careful of tail strikes on take off and landing. They rotate at about 100 m/s and need to land around 150 m/s. The Mongoose is a much more stable craft in flight and reentry due to the mid fuselage mounted engines. Reentry follows the same technique as it's sister. Move fuel to the aft of the spaceplane. Enter the atmosphere perpendicular. Once the air thickens up you will level out to about 45 deg attitude. Good enough to keep everyone from burning to a crisp. When to slow to 900 or so m/s, move the fuel back to the forward tanks, un-deploy the elevators and head for the runway! Removing the crew cabin and replacing it with a cargo bay makes it a dual function spaceplane. Download here : https://kerbalx.com/Dr_Farnsworth/Mongoose
  11. A versatile SSTO, the Cloudstream is able to lift 10-ton payloads to LKO and is fully reusable. Packing a bit more than 5000 m/s of delta-v and a TWR or 1.3, it can SSTO off the surface of any planet that isn't Eve or Jool. It can reach a 100km orbit and return easily just on its own tank. If you have heavier payloads or want more delta-V for a launch, you can add extra drop-tanks if you so desire. In its off-the-shelf configuration, it holds 2 kerbals and has one exposed docking port. Pick yours up today! Only 81 parts! And if you refuel it in orbit, it can land on any Joolian moon, or go to and return from Duna! The possibilities are endless! Ad poster made by illegal RP division (Disclaimer: Interplanetary transfers are not covered by your warranty.) (The Cloudstream in the album is modified without landing struts, extra chutes, and has a Mechjeb module. Your install has the two former and does not have the latter.) https://kerbalx.com/WorkaroundIndustries/Workaround-Industries-MK1-SSTO-Cloudstream
  12. Jebediah found himself wandering around the design department recently, so thought he would have a go at putting together something for fun rather than the serious business of space exploration. The flying sub is what he came up with, and surprisingly managed to get it on to the production line as well. Pros: Is quite versatile, fun for a while, is a bit different Cons: Has no real practical use, has a short range, doesn't fly particularly well which makes it a cow to land, isn't a particularly good submarine due to the positive buoyancy, though it does make a reasonable boat. Operational notes. Taking off from water should be done from the submerged position as too much speed is lost when trying to transition from the surface. Try not to land too slowly as this requires the nose to be pitched up to reduce vertical velocity, which usually results in bouncing all over the place when the main gear touches down. A nose high attitude when landing on water usually results in the engines getting knocked off. Action group key 1 toggles the engine mode. Craft file on Dropbox ETA: Have made a few small changes to the craft since posting, so that it now flies better (marginally) and is not so prone to skidding across the runway when landing, but it's still a cow to land.
  13. The Government has been keeping an eye on the Space Program's ludicrous spending lately and has decided to cut their funding! They now give them these limitations (ie. the challenge rules): If reusable craft are present, no new craft may be manufactured. If not, one new craft void of fuel may be manufactured. All craft will use fuel from one (1) Government provided Kerbodyne S3-14400 tank. Said tank may be modified once in a facility. At least 200(normal mode)/400(hard mode)/800(Jebediah mode) Science must be brought back to KSC for the Government to analyze. The Science must be received in whole. (no transmitting) ISRU is allowed, provided the craft used Government fuel originally and it is not within 10 kilometers of KSC. There will be no manufacture of new parts allowed. (no parts mods) Any number of launches may be made, however all Science must be delivered on one craft. The crew at KSC are squirming under these inane new regulations, but Gene thinks it might (might) be possible. Can you step up to the plate and get their funding back? Start: Normal Science save (to actually get and track Science), all parts unlocked, 0 science remaining. Badge: Your score is the amount of Science you bring back, it's simple. Top Government Scientists: Jetski with 2,140.2 Science (This could be you!) with (number) Science (This could be you!) with (number) Science (This could be you!) with (number) Science (This could be you!) with (number) Science Feel free to voice any comments, concerns, or criticism; I'm not the best challenge maker.
  14. I am recreating all of NASA's Flights (And a few important ones that came before) in one save game. You will be able to fly any chosen craft, and complete the mission like it was meant to. This is gonna take forever... This will be all stock, no mods required (As much as it pains me... I will not use tweak scale). Starting from the Explorer 1, the first US satellite to orbit the earth, all the way to the present. Oh crap I am going to have to do 100+ space shuttle missions This is still heavily a work in progress. I will release a save to the public when I feel as I have enough content. Probably around 20-30 rockets. Until then I will post pictures of the next few rockets I finish. I would recommending subscribing to this forum to find out when it is updated... However, some crafts will not be exactly the same, due to KSP restrictions. For example, the Apollo missions (I have a prototype on my main save that I made months ago) will only carry one passenger because of size limits. Work Schedule Explorer 1: Pioneer 1: Little Joe: NEWS: While planning ahead for my work schedule, I came across project constellation, the cancelled return to the moon, and then onto mars. Do you want that, and other cancelled programs put into the save? Back from break... I got Subnautica. That explains it all. Pioneer 0-2 Are finished. Little Joe 1 is also finished. Pictures are here now. Next I am working on Explorer 7x. finishing project Mercury.
  15. NO MODS REQUIRED EVER! What is it that I can really say about this one that the screenshots don't already? The Ki-24 "kind" is a lookalike but def. not a replica of the awesome Mi-24 Hind helicopter. This chopper comes with a wheel-less 100% stock bearing in a quad-rotor design that uses only 4 of the smallest vanilla jet engines to lift this 40 Ton beast off the ground. This beauty fits a crew of two and has a large accommodating cargo-bay to carry anything from rocket fuel to infantry or anything in between. Designed as a military transport/gunship I also armed the helicopter with four simple SAS stabilized rockets to shoot and sometimes destroy buildings of your liking. (or hating) Unfortunately this is one of my least refined builds that I have ever posted to these forums. Nothing about it am I 100% happy with so I'm designating it as work in progress. That being said it is fully functional (besides a strange behaving front landing gear) and can reach just over 11 M/S in forward flight. It isn't a fancy Azimech turboshaft coaxial so don't expect it to be the most stable thing in the world although is still perfectly flyable. I promise to continue improving it but I am horrible with making wheel-less bearings since the 1.1 update and will probably stick to making more mega trucks. Download The Helicopter Here: Download For some reason the front landing gear only wants to deploy half of the time. After this video I reverted the flight and was able to deploy it again without issue. The front gear has a mind of it's own so be kind to it and it will deploy. Not like it matters too much anyways. Its a helicopter not a high speed jet. You can just get rid of the landing gear entirely if you has a problem with bipolar wheels.
  16. So, we've seen the amazing UH-1 replica by @Redshift OTF and the equally amazing AH-1 replica from @pTrevTrevs. Now it's my turn to bring you something from that era, the Chinook, my all time favorite helicopter next to the UH-1 Huey. Little bit of history: The Boeing-Vertol developed CH-47 Chinook was created to replace the USAF's fleet of CH-37 Mojave helicopters. It was developed as a twin-rotor heavy-lift helicopter, but has been used as a gunship, and even as a passenger helicopter by the British Airways. It's main task is to airlift troops, supplies, light vehicles and field guns to the front lines. The Chinook was put into service in the early 1960s and is still operational today witch proves that it is the perfect tool for the job. Due to this, It has been operated by 16 different countries, and has found use in the Vietnam war, Operation Desert Storm and the Falkland wars, witch is quite a service record. As mentioned above, it has also found use as a Passenger helicopter under British Airways and Helifor among others. On with the KSP version: Instead of trying to make it a 1:1 size replica, i made more of a Kerbal scale one, using a little Metal Earth model of it as reference. As usual, the build/testing phase took me something like 3-4 hours, but that's mainly because i had a pretty good idea on how to build the Chinook. Even the cockpit was pretty easy to put together, tough a lot of tweaking was involved. (i moved the landing-gears into their correct positions after those test-flights). The Chinook is very easy to fly, witch came to me as a complete surprise. I think it's mostly due to me using a lot of hidden and not so hidden control surfaces. WARNING: The Chinook can run out of intake air at totally random times (propably caused by sharp maneuvers), this may...ehm...slightly affect the way the chopper handles. So, don't fly too low while doing sharp maneuvers or you might crash. Originally it had only two rotors, and it flew fine, but to give it a chance of actually being able to lift something (need KAS for that), i gave it four instead. But as a minus, the range is halved. It could have been around 50 km but now it's only 25 km. Top speed: 40 m/s in level flight. Range: 25 km with the current fuel load of 568/922. More can be loaded if needed. Lifting capacity: 13-15 tons of cargo: Length: 19.5m. Width: 11.7m. Height: 5.4m Mass: 20 tons. Parts: 249. Mod used: KAX. Download link: https://www.dropbox.com/s/m8k3xs4tdwknhmt/CH-47 Chinook (KSP).craft?dl=0 So there it is for you, the mighty Chinook in KSP. i hope you enjoy it .
  17. Hi all, I am very excited to be able to share with you a KSP stock first, tank tracks! Or at least that is what I am trying to make! The idea came to me when playing with my little 'therm-o' hinges (trade mark) lol not really. I began to realise that it may be possible. So I tried to imagine how something like that would look like. It would be a collection of 'links' looped back with the first and last connecting to each other. I knew if in future it would be used to drive a rover it would need parts that don't disappear when decoupled and reloaded, so that means probe cores. So I took the smallest probe core and made a therm-o hinge on one end and two 'spider' motors on the other. I then placed one on to a stack decoupler and offset (download the no offset limit mod folks) it away. Then take another link and attach it to the decoupler and offset it in line with the first. This can be seen in the second video below. So each link is attached to the same decoupler. So when it releases all the individual links detach but remain together as therm-o hinges. This can also be clearly seen in the videos below. I made a very simple rig to power the track using the rotating antennas. There was a lot of torque from the track and they could not be made 100% reliable in this configuration. I am currently testing a new rig that is completely stable and can run unaided using reaction wheels. The issue I have now is designing a reliable drive wheel.. It can become quite laggy as each link is 21 parts. And every single one of them is needed! This will most likely be a 1.1 rover drive. Anyway talk, or text rather is cheap! I made a kind of Progress report video from recordings I made during the experimentation stage. Failures included! I took a few pictures as well. Of the new WIP test rig and the links themselves. I have also made a video of me putting together a basic chain of the links. There is also a Sub-assembly download for the links. Here is the development video And the track construction video What you see is just the test rig to develop all the parts that need to work. The track itself worked first time. The drive and the wheels not so much.. The end result will look very different from what you have seen here. Thank you all for looking and have a go with the link sub-assembly. Maybe someone will have another idea for possible applications. MJ Track link Sub-assembly: KerbalX DL
  18. With the same 5150 delta-V you've come to expect, here is the Cyclone Heavy. Capable of reaching Duna directly with some clever aerobraking, the C-H can lift payloads of up to 20 tons to a 100 km orbit and return. It is fully reusable, except for the possible exception of the in-fairing docking port. It is reasonably forgiving, but don't do anything stupid with it. Do not open the fairing at altitudes lower than 55000 meters. Doing so will void your warranty. The C-H can be fitted with a hitchhiker container for crew storage (By default it is unmanned). It has no action groups or solar panels to worry about; the Cyclone Heavy is powered by 4 Radiothermal Isotope Generators and thus does not require external power input. It weighs an astounding 773 tons in the default configuration, with a sea level TWR of 1.58. If you so desire, there is more info is in the KerbalX page. Fly with care, or with mechjeb. It's stable at 3x time warp, and does not fall apart at 4x, but I advise you to stick to low timewarp speeds. (From left to right: Misttrailer SSTO, Cloudstream SSTO, Cyclone Heavy SSTO) https://kerbalx.com/WorkaroundIndustries/Workaround-Industries-MK3-SSTO-Cyclone
  19. I know about all of the RSS and texture mods, but is there a mod that makes the sizes of the stock planets and other objects realistic?
  20. Presenting the MistTrailer Chemical SSTO! The MistTrailer is the little brother of the Cloudstream. It has a lower cargo capacity, but packs the same amount of delta-V in a considerably smaller package. It is equally at home ferrying 5-ton payloads to LKO or landing on distant planets. You can pick one up at your local hobby rocketry club for the low low price of [REDACTED] dollars! The current in-box configuration for the MistTrailer is the interplanetary config, allowing you to refuel it and then to fly it anywhere in the Kerbin system. Packing 5150 or so m/s of delta-v, it's great for family roadtrips, as long as you attach seats for them (Interplanetary config is unmanned). Now with a poster for all your poster-y needs! Stubby yet sleek. Capable of safe reentry at speeds of 2100 m/s and equipped with 4 parachutes. It has 5200 m/s of delta-V in LKO, and can reach and circularize at a 200 KM orbit. Half the size of the Cloudstream. https://kerbalx.com/WorkaroundIndustries/Workaround-Industries-MK2-SSTO-Mistline
  21. I've seen a few Dropship designs on the forum lately and I thought I would have a go at my own version. 213 Parts. 115 tons. I made a couple of tweaks to the version shown in the video so it now carries 2 pilots and 4 passengers. You can't see the cockpit door but you can still EVA a Kerbal from it. The Mk1 passenger modules can be EVA'd from the cargo bay. Hotkeys: 1) Toggle Rear Engines 2) Toggle thrust reversal on Rear Engines 3) Toggle VTOL Engines 4) Toggle Afterburners on VTOL Engines 9) Toggle Roof Doors 0) Toggle Ramp Door Make sure SAS is on before flight, (unless you like a challenge :)). The ship can hover at 5/6ths throttle. Try not to land vertically harder than 8m/s. The Dropship handles pretty well and has a lot of fuel, (37 mins hover time and 1 hour horizontal flight time). I'm not sure how much she can lift but you can always use the afterburners if you need some extra power. Yaw is pretty good in this plane in either mode. Download here > https://drive.google.com/open?id=0B9mK0rPybNaxU0REX1dkX1hSaDQ Enjoy and share your own Dropships if you like!
  22. After lots of research and development, Atlas Industries proudly presents two new planes, the Sanderling and the Parakeet. "Sanderling" Small Passenger Jet KerbalX link: https://kerbalx.com/Atlas2342/Sanderling-Small-Passenger-Jet "Parakeet" Mid-Range Passenger Jet KerbalX link: https://kerbalx.com/Atlas2342/Parakeet--Mid-Range-Passenger-Aeroplane Please feel free to comment and criticize!
  23. This is the continuation and standalone sequel to my KSP war series: The Return of the U.K.N.C. I hope you enjoy. Please comment what you thought of it.
  24. This is the repository where i will be posting all my future navy aircrafts/helicopters. These are the aircrafts that protect our fleets on the open seas. And are the ones that operate from our carriers. Listing in here will work the same way as in the main post: Info about this post: Unfortunetly due to spoilers being a little broken (albums don't work), i won't be using them, so this could get quite long. (don't want to have a wall of 10 or so picks). Doing separate post for each aircrafts (new ones) like i have done for my new ships will propably end up being the way to go. But the problem is, that i usually make a bunch of aircrafts in one go, so making something like 4-5 separate posts at once, seem very very dumb. Also, if i put them on the comments, i can't categorise them, Darn. I'll figure out something. List of aircrafts: Alright, i figured it would be best for me to just put my new planes on the comment section. So, here is the LEGEND that i have been using on my aircrafts for a while now. All the crafts will be put under these categories. I will include all the info under about the crafts under their own categories and a single pick. All the albums will be in a random order and won't be inside any spoilers. Here are all the Categories. New ones may be added in the future and some may end up being unused for this project. KF (Kerbal fighter). (includes Carrier, Land and Sea based aircrafts). KLB (Kerbal light bomber). KMB (Kerbal medium bomber). KHB (Kerbal Heavy bomber). KG (Kerbal Gunship). (C-130 Spooky style plane gunships fall under this name). KAH (Kerbal armed helicopter). KSH (Kerbal ship/sub hunter). (Didn't want to use Kerbal seaplane since it would have been KSP). (Also works for non seaplane ship hunters). KRP (kerbal reconnaissance plane). KTP (Kerbal Transport plane). Albums: They will just be slapped here on a mostly random order. There will be many MANY more aircrafts to come, so stay tune. And there you have it, an ever growing list of naval/carrier aircrafts. I hope you enjoy them . PS. I really do hope they get around into fixing the problem with albums not working inside spoilers, since it's not the best solution to have all the albums like they are right now.
  25. This project began when i had the idea of making some small and simple aircrafts, but since i am apparently unable to do simple designs (cuz they are so boring), i desided to spice things up a bit by making some custom cockpit designs for the aircrafts. Currently there are only 2 design but i will make more in the future so be on the lookout for that. First up we have the Kondor cockpit that i designed for the KPP-700 Kondor. The Kondor is a 40x40x13 m quad engined passenger aircraft with a top speed of about 220 m/s in low altitude. The cockpit does look a bit messy in terms of its colours. You could try using the Kerbpaint mod but it doesn't support all the newest parts. Next up we have the Skytrain cockpit that i designed to be used in cargo aircrafts, but you can of course use it in anything you like. The KTP-110 Skytrain is a 39x37x8 m Cargo aircraft with a top speed of about 240 m/s Both of these cockpits do look pretty good if you ask me (bit messy on the colours tough) and also have a pretty good visibility in terms of the IVA view (the new mk-1 cockpit doesnt have iva view yet). You have to remember that these cockpit designs are a bit heavy (24,7 tons including the 15 ton fueltank in to witch it was built for the kondor cockpit) and not that part friendly (100 parts for the Kondor cockpit and 72 for the Skytrain cockpit). Here is the new addition, the Jumbo cockpit witch as you might have quessed is based on the B-747 cockpit. The dry weight is 13.7 tons. The shape is not perfect but i think it ended up looking pretty good, aka this time its a little more clean in terms of its colour Just happened to have a 747 laying around so i used it instead of building a new one, but i have plans on building a 1:1 747 replica in the future. this time instead of just doing a cockpit and slapping an of the self aircraft on the back i instead did a replica aircraft. So, presenting the KL-760 Kandid. Actually the one on the picks is the K-50 mainstay, but the aircraft that is for download is fully stock. Its not a 1:1 replica since it would have been way outta shape, so instead its about 10x10m more smaller than the real thing. Long story short it flies really well, has a top speed of 100m/s in low altitude and has a very short range thanks to the "Wheesley" engines witch suck big time. It takes of really quick and has some pretty amazing slow speed capabilities, aka it is still controllable at speeds of about 40-50 m/s witch makes landing a breeze. The wheesley engines ended up sucking some much fuel durning this flight (bout 1700-1800 units of it) that it became a taildragger, witch caused that durning the takeoff the aircraft went off course and first hit the control tower and then the hangar. And ow yea, i needed about 26 or so different air intakes to meet the wheesleys high intake air requirements (66 units/second). That and overheating issues was the reason why i didnt put engines inside one another to boost the top speed. I will keep making more of these in the future. I already have plans for some more classic looking cockpits (FW-200, DC-3,etc), more modern ones (MD-11,B-747,Chinook,etc) and some others as well. if you have any suggestions/ideas for other cockpit designs for the MK-3 line just leave a comment. And if you think these are too useless and messy looking to use, well you now the drill. So i hope you enjoy these little cockpits of mine. Download links: (Aircrafts not included, these are only the cockpit subassemblies) Kondor cockpit: https://www.dropbox.com/s/mefbmoleo6kkyne/MK-3%20%27%27Kondor%27%27%20cockpit.craft?dl=0 Skytrain cockpit: https://www.dropbox.com/s/hdhjfwd706gukug/MK-3%20%27%27Skytrain%27%27%20cockpit.craft?dl=0 Jumbo cockpit: https://www.dropbox.com/s/ud0baindme0ntsm/MK-3%20%27%27Jumbo%27%27%20cockpit.craft?dl=0 Download links: (This time the whole aircraft) KL-760 Kandid: https://www.dropbox.com/s/8ut5piae9g971sv/KL-760%20Kandid.craft?dl=0
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