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Found 12 results

  1. I present my newest invention: Samson Mk 1.5! Inspired by the Samson Sa-2 from James Camerson's Avatar, this little helicopter is a vehicle of choice for the scouting parties both on Kerbin and other planets. Initially designed as a search-and-rescue craft by KAEC, which also made a combat prototype also known as "Samson 0", the KSCRD team upgraded it for exoplanet missions. It can carry up to 4 passengers (seats can be swapped for cargo holds), its engines can be easily tweaked for a thinner atmosphere, has an infinite range with the help of its 2 RTG generators, and thanks to its ability to fold the rotor blades, it can fit in the MK3 cargo bay, making it easy to transport. This craft has two modes: transit and lander (ACTION GROUP 5) Recommended engine speed for "lander" is 80%, for "transit" is 100% HOWEVER: before you fly the helicopter, make sure you have pressed ACTION GROUP 3 in order to make it work. It is highly recomended that you fly with SAS on, and that you take caution when performing maneuvers. Download from KerbalX (You need both expansions for this craft.) I am open for suggestions on how to improve the craft. If you feel there is something I really need to fix, please comment below and I will update the craft ASAP Known bugs: *Sometimes, when the craft is landed on a building, the lander legs clip through them when loaded FIXED *When opening the engines, there is a chance that one of them will go rogue. Revert to start/quickload to fix this.
  2. Supply and Demand A mod by Eskandare Heavy Industries What is Supply and Demand? Supply and Demand is a mod I am working on in active development that allows you to transport goods to various locations and earn funds. The idea is that you drive a truck to a location with a building, load at the loading dock, and haul cargo to a destination. Sometimes the destination is going to be far, far away and you'll need to build aircraft, boats, or even rockets to get there. The mod will have, at the start, 3 trucks with various cargo attachments for various payloads, industries and a couple of towns. This is an amalgamation of a couple of mods (Cities of Kerbin, Kerbal Trucks, Kerbin Shipping) that I've been silently working on. Current road map for the mod: Trucks! (Lorrys made in Kerbal scale) Buildings! Highways (Motorways) 2 cities, and addons to Kerbin City (Including that dastardly missing bridge between the airport and the city.) Compatibility with other mods Eye Candy and updates Coming Soon! Special Thanks and Additional Credit: To @Ger_space for taking the time to make additions to Kerbal Konstructs to make this happen. This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  3. D20-TC Goose Dropship Designation 20-Troop Carrier Description Details Type: SPH Class: ship Part Count: 473 Pure Stock The D20-TC Goose Dropship 20-Troop Carrier is our new carrier that will now support light medium and heavy transportation around Kerbin and hopefully around other atmospheric planets. The D20-TC Goose comes standard with 16 merged J-404 Panther Engines using new noclip technology spawned from a local transwarp gate that some big guy wearing green armor happens to drop taking off the head of a what looked like a demonic creature. Nevertheless this has enabled great TWR to support heavy VTOL applications unlike what we had in past models. Also unlike past models we have increased usable space with transport by creating a completely custom cargo bay with built in fuel MK2 Tanks to complete the roof of the Goose. This has increased space and usability. Also in Cargo bay includes a arm for multi use applications and dc Jr x2 ports one on cargo wall one on arm. Outside ports include x2 ports on under belly and chest for fuel and transport. Have tested so far by lifting and carrying the Kerbal Mech Suit to Desert Base for Training facility as well as taking back Bob’s Warthog. Very Stable flight can land pretty much everywhere. Able to carry (tested up to 34 Tons) Flight Controls Press AC1 to Hover VTOL Mode. At full throttle it will raise gradually. Press AC2 will increase speed with wet mode. Press AC3 to toggle forward flight Press AC4 to close cycle AC1: Toggle Panther AC2: Switch Panther Mode AC3: Toggle R.A.P.I.E.R. Engines AC4: Switch R.A.P.I.E.R. Engines AC5: Toggle Customer Bay and Cockpit/Ladder AC6: Toggle Docking Bay Stop Guard AC7: Toggle Cargo Arm Dock Jr. Oh yeah PS we are actually getting Bob a new Vehicle for his Birthday so we included his Warthog in the back for free so have fun with it! Don’t tell BoB! A stock aircraft called D20-TC Goose Dropship. Built with 473 of the finest parts, its root part is adapterEngines. Built in the SPH in KSP version 1.9.1. Download Kerbal X: https://kerbalx.com/InterstellarKev/D20-TC-Goose-Dropship Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2014189900
  4. Spear of HorusDisclaimer(needs breaking grounds for robotic parts)(to match graphics shown in screenshots make sure you have downloaded stock only version or restock) *not restock+ (this is optional not needed this is fully stock)Controls:USE I and K to tilt Vtol wings Forward and BackDual VTOL technology.|( KAL-1000 mapped to Main Throttle: Control Fan Pitch/Deploy and Speed )||( AG1: Toggle 8 Juno Engines )|Throttle|( Dual Juno (AG2: Toggle Engine )||( Panther (AG3: Toggle Engine )||( Panther (AG4: Switch Mode )|Decouple|( AG5: Decouple Node ) Decouples from node for the first time )||( AG6: Undock Node *available after using AG4 at least once to redeploy after successful redock )|Part of InterstellerKev’s Phaethon Dynamics series:Short Story -The head of a falcon and the body of a mere man was really the sky god once known as Horus the deity of past Kerbal History. Once said to fly all day and night.They said he held a spear called The Spear of Horus. Reading ancient hieroglyphs contained some old Blueprint for his Spear of Horus! It turns out it is a Flying Vehicle of some kind?!Ground breaking theories are now shattered. We have to rewrite history. Questions like “did aliens come down and help build the monuments that still stand today are now more concrete. KerbalX: https://kerbalx.com/InterstellarKev/Spear-of-HorusSteam: https://steamcommunity.com/sharedfiles/filedetails/?id=1983151486
  5. Next Chapter in Phaethon Dynamics vision for the Kerbal System Introducing Garuda’s Lance, this fully capable Cutter can seat 17 passengers, Low Gravity VTOL, Refillable self sufficient Craft. Stock with DLC content. ACTION GROUPS Activate Thud Engines Activate Reliant engines Activate Cub VTOL Engines Toggle Drill Position for Refueling Toggle Radiator and Solar Panels Toggle Wheel Landing Gear Toggle Legs Landing Gear Kerbal X - https://kerbalx.com/InterstellarKev/Garudas-LanceSteam - https://steamcommunity.com/sharedfiles/filedetails/?id=1976592164
  6. Action Groups 1. Toggle 2x Reaction Wheels and enable 4x4 AWD 2. Toggle Gun Turret fire mode 3. Toggle Gun Turret turn mode 4. Place Gun Turret in loop mode (useful for cinematics) Video of Warthog in Action Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1889849503 KerbalX: https://kerbalx.com/InterstellarKev/M12-Warthog
  7. I have created a launchpad in the VAB, launched it, and moved it to a different location in the space center. Now I want to launch rockets from it. The only problem is that when I launch, the rocket launches from the regular launch pad so I have to move the rocket to the other pad somehow. I have tried making many different rovers armed with claws, but none of them are very reliable and can't easily it straight up the ramp onto the secondary launch pad. Has anyone done this before? Would rovers work or would I need something else? Here is a screenshot of after the most reliable rovers moved a rocket to the launchpad: https://imgur.com/uVetFBH One of the two rovers is in the bottom right, Bill is standing on the ramp (to repair popped tires; I had 4), and the pad is the big thing in the middle.
  8. [Picture go here] Summary: Build the best vehicle to transport cargo, participate to event and cargo mission. Kerbal Express Delivery managers came up with a new strategy to adapt their fleet of vehicles to the needs of the market. KED is a fast shipping company present everywhere in the Kerbol system. Their supercomputer(my brain) use some truely absurd mathematic theorem(my random idea) to predict the future requirements(my will) of the company. They use these prediction to decide wich vehicle they gonna buy to replace to older one. Your task is to offer that match the best their needs for current round of buy. Kerbal Express Delivery want the best of the best, they want cargo-vehicles with high efficiency or transport solution. Your craft will be given a spec sheet by the reviewer of the company with his specification and their notes, then current prediction will be multiply to your spec sheet and the sum of all the resulting numbers will be the score of the craft for the current round. NEW!: To demonstrate the effeciency of your transport solution and prove his usefulness you can present a working and complete transport network. Disclaimer: english isn't my native language (french is) be tolerant for error and weird phrasing of a sentence. I do my best. Also feel free to correct me. Rules *All mods listed are optional, stock always better. -Game version= 1.5.1 -Parts(compatibility confirmed): stock + making history + airplane plus + kerbal aircraft expansion + mk2 expansion + mk3 expansion + b9 procedural wing + b9 part switch + eva handrails continued + mk.1 stockalike open cockpit + K.A.S. + ablativeairbrakes + Wetterwings + mk1 cabin hatch + Kerbal foundries(when updated) + opt reconfig(main) + Kerbonov -other: Bonvoyage + TCA + worldstabilizer + IFS(no parts) + ballast water tank (submarine only) + tweakableeverythingcontinued (no abuse) -STXContinued:(no engine: some are unbalance with stock game)(may get remove) -tweakscale(use with moderation to not get caugth by the police) -dock rotate(use with moderation to not get caugth by the national guard) -AtmosphereAutopilot, optional but please use it. AWESOME -Craft that cause my computer to lag won't be reviewed plus I'll erase them of the known univers. If it make crash my computer well... use your imagination. -Clipping= max 20% of a part volume. To use only for good reason. I don't like evil. Ex: Compressing fuel tank to get more space is bad. -2 craft max per week per person for more take one leave one -Autostrut yes but only for big thing when it's the only way to prevent your craft from exploding when spawning -no addons that affect physic of the game -No free moving cargo in/on a craft -Electric propellers and engines are allowed providing the power comes mainly from battery and/or fuel consumming devices. -No more thant 1 RTG for 25 parts allowed on atmospheric planet. Can't use RTG has main source of power for Ion engine. -You can't use any unfair bug or exploit as a propulsion method. (Wheel Hover bug is ok) -NO NUCLEAR engine in use below 50 km on kerbin -neistridlar can only use Neist Airliner Parts -squad staff and moderator can only use upside down command pod -S.A.S. is disabled on pair day Cargo definition: A cargo(it's a payload, a marchandise, a commodity) can be a lot of thing from fuel and ore to a whole rocket, it's also kerbals. Cargo has a mass and a size and. If a cargo is, for example, a ressource that doesn't have a physic existence in the game, then the cargo have to be in a container. You can submit container. Craft Your craft can be manned or not, if not make sure to have enough power and antenna range. Your craft can be anything that can contribute to a transport logistic. Ground: for wheeled vehicle on kerbin apply the rule for electric engine(extra point for minimal use of solar panel) and no mining. Liquid: you'll need dock to load and unload cargo, we don't supply them. Atmosphere: range above 5000 Km is kinda useless. Space: Temporarly space only vehicle won't be allow for the challenge. Transport Network WIP Submission Guidelines (your craft should): be fully reusable, durable and safe (for reusability, any detachable component need to be reattachable. Ex: in a missile delivery system, missile has to be reloadable+give the price for one) be able to; move cargo from a point to an other (vehicle)/store cargo (container) be the most efficient/effective in any way* (speed, crew capacity, range, fuel consumption and maintenance cost are relative to cargo capacity) have the least amount of part per cargo capacity be easy to use be the most flexible (on cargo configuration) stay stable and manoeuvrable whatever cargo configuration is use (vehicle) be as cheap as possible have a good range of operation (for your kind of vehicle) extra points for style and originality. *Example: If, for the same price, you can buy a big aircraft or an other two time smaller and two time faster, then, they are both equivalent. Complete judging criteria(reviewer secret checklist): Submission rules: Name your company and your craft Describe his cargo capacity A Picture Main spec(that apply to your craft) ex: speed, range, cost, part, cruise altitude, deltaV,... any relevant information like safety stuff pilot manual(how to use it) actions groups and commands needs to be listed in the in game craft description link to your craft file using kerbalx (or steam but steam workshop is bad) do some blabla say wich mod you are using but most importantly if you are using or not atmosphereautopilot What should look like a submission: For reviewer Score, event, mission, round, prediction and badge Event (new post every time) Two things will happen through time; When I decide to, a new round will start(ending the previous one) with new prediction. The second thing will be mission and event. -Prediction affect the score of your craft by redefining how much point worth(multiplication) each stats. You get a badge while one of your craft is on top of the leaderboard when round end. -Event can be a lot of thing but mostly . You may get a badge by accomplishing them on time. You need to post screenshot as proof of success. -Cargo delivery mission: see below. You'll be able to see your score when the google doc(or excel or other) will be completed. Awesome super secret special badge can also be obtain by BlaBlaBlaBlaBlaBlaBlaBlaBla.......... THEY ARE MINE! Find them by yourself! Mission list Car delivery WIP Rocket plane Goal: Make the most efficient rocket cargo plane. Rules: rocket engine only, max 10km altitude Score: 100*range(km)*cargo capcity(mass t)/cost Russian doll Goal: Make a vehicle carrying a vehicle, carrying a vehicle, carrying[...] a kerbal. Rules: Max mass=100t Score: range(km)*number of step/1000 Badge Link -Google sheets need time to do that. This challenge have been simplified to make sure everyone can have fun while doing it. Below are the original rules that you can still follow to get extra point, mention it in your submission as hardcore mode. You should know that they are not complete and may never be, there is a lot of missing elements that only exist in my mind.
  9. Hey guys, Wanted to share my new STOL Transport. Capable of over 5 tons payload and water operations. Video: Download: https://drive.google.com/open?id=0B7-hhvJgx6_lN1IxZlZJWTd1enM Thanks, buzz66boy
  10. Hello again You might remember my last plane called Raven, This is an updated version of it made completely out of stock parts So, What comes with the Raven mk2? 1 container inside the cargo hold, All the benefits of having 6 engines and plenty of fuel capacity inside the wings and the fuselage. No action groups have been set, So you can set them up how you like them. Can be converted into a longer version very easily. Download:: http://kerbal.curseforge.com/projects/raven-mk2 Video:: Thanks for reading. Have a nice flight Fifteenth
  11. Been a while since I posted an SSTO, so I thought I'd share my latest design; the Wildfire Small Crew Transport. It may be tough to see, but the Wildfire has a Mk1 Crew Cabin between the main tanks and is capable of carrying three Kerbals to a 120K orbiting space station (just not with a great view ), and return. My goal was to see how small I could make an SSTO that could transport at least three crew members to orbit, doc with a station, and make it back to Kerbin. Please let me know what you think. Thanks for the look! Edit: Here's the .craft file for those interested. Wildfire.craft If you fly it, here's a few tips: Pitch for 30 degrees on takeoff and hold it there at full throttle all the way up. That's pretty much it for reaching orbit. Group 1 switches engine modes, but it's easier just to let them auto switch. At this point your Apoapsis should be around 67k. It becomes a bit nose heavy after all fuel is exhausted. With empty tanks it is still controllable, but requires a lot of lead time to get the pitch angle up for landing. Best to keep a bit of fuel in the rearmost center tank. If docking at a refueling station, I'd top off enough to make sure that that tank has fuel during landing just to make things easy. Comments and concerns always welcome! Have fun.
  12. Hey all, been a bit since I played KSP, and I decided to take a crack at making a spaceplane again, though with the aerodynamics changes I don't know if it will reach orbit. Anyways after failing to make a decent looking mk3 plane with lots of cargo room I decided to try making an mk2 plane to ferry people around, however since I've made some functional, but not very good looking planes in the past, I decided instead this time, I would turn off the com and col indicators and design one based just on looks, and fuel capacity. I think it turned out pretty good, and when I launched it, to my great surprise, it actually flies quite nicely. Turning left and right are a bit limited, due to my not wanting a vertical tailfin, but aside from that it's remarkably stable, I did check the com and col a couple times, but didn't really have to move anything to my surprise. So, I thought I'd get some opinions from you guys, and maybe someone who knows how to fly ssto's (I've only ever gotten into orbit three times, in previous ksp versions, it's probably way worse now) could give it a whirl and see how she does. So, I'd love to get some feedback on the design and the performance. Download the craft file here -> https://www.dropbox.com/s/w1sc1gwqb8cmjqn/Nighthawk.craft?dl=0 Future improvements will be some parachutes if you can't touch down somewhere flat, and an RTG for power once I unlock it.
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