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Found 97 results

  1. Elegant Wing

    Browsing this forum before uploading my simple wing design, I was struck by how similar it is to @Cupcake... Vulture wing design. Whilst my offering is nowhere near as nimble as Cupcake's design, it is easy to fly and is, perhaps, of a slightly purer design. Flight demonstrates no untoward traits, except for perhaps a small amount of sideslip at low speeds, but it is only a small amount. Take off is simplicity itself - Turn on SAS and stage the engines, throttle up to max, and this wing will take off with no further input at around 70m/s. Action group key 3 can be used to toggle reverse thrust to slow down for landing. Download from KerbalX -
  2. 1:1 Scale Replicas Full stock, full scale, full power In a scaled-down universe filled with scaled-down kerbals, it's easy to forget how big real planes are. F-15 Eagles and F-14 Tomcats are over 60 feet long, dwarfing pilots and ground crews. Cargo planes are absolutely massive, with the C-5 Galaxy coming in at almost 250 feet long with 220 feet of wingspan. Additionally, the amount of detain that can be achieved in a replica is limited by size - parts are only so small. 1:1 replicas can better mimic profiles, cockpits, and wing shapes, making them as visually accurate as possible. Grumman F-14 Tomcat McDonnell Douglas / Boeing F-15 Eagle Boeing F-15 ACTIVE/STOL/MTD McDonnell Douglas AV-8B Harrier II Lockheed NF-104A "Zoom Climber" More will be posted as I make them. Feel free to contribute you own scale replicas or suggest new build ideas!
  3. Hello to all again. I'm new to the KSP forums and after searching google I'm turning here for support. I want to build a customized artillery shell but the small warhead isn't working. Sometimes it'll explode like its supposed to, but mostly it just impacts and disintegrates. Can anyone help?
  4. Kerbal Space Program Ultimate Fighter Competition (KSP-UFC) With the Guidance of Emperor Allister of house Kerman. The Bosognian Empire would now host a gladiator pit-fight between the world's greatest aircraft designer's fighters. The First set of the competition would be Theme-less and would follow an 8 competitor bracket. The battle would be fought with 2 planes per player with the opposing planes facing each other back-back. No tampering on the planes would be done. If you sent your fighter with an maneuverability even an AI cannot control then that's how it shall battle. The Competitor would be chosen through Random Selection The Competitors Submission must be sent by E-mail to The Competition Shall Impose restrictions on the fighters however the restriction would be light. Mods (Required) BDArmory (The (Optional) Quiztech Airplane Plus Aviation Cockpits Firespitter SMArmory Master Tech weapons Procedural Wings Adjustable Landing gear Restrictions No Gimbaling Turrets No Gimbaling missile launchers No Meteor Missile from Master Tech Weapons Crafts should be 80 parts or less FAR would not be used No PAC-3 missiles Clipping is allowed but Resource Clipping is not allowed The Clips from the battle would be posted at:
  5. Hello friends! I present to you the Margański & Mysłowski EM-10 Bielik! Hope you like it! More Images! ----------------> More Crafts! ----------------->
  6. Hello friends! I'm happy to present you my latest design! The B-29 Superfortress with surprise inside, the XF-85 Goblin! A parasite deployable aircraft from the cargo bay! It took me a long time to get the correct modifications and good configurations of many files, but I finally did it! Of course, there are many things to improve, so suggestions and more are welcome! I also have to say that this would not have been possible without the help of @ TheKurgan, @winged, @JadeOfMaar and other people who helped me with some mods, thank you very much guys! Deddicated to all of you! Thanks to all, I hope you like it! If you like it you can download it at <-------------More images here More Crafts!
  7. Kestrel

    Not intended as a replica of the Harrier, but taking its styling cues from that craft, here is Kestrel. The craft can be downloaded from Kerbal X - where you will find pilot's notes on flying the craft and details of the Action Group Keys used to fly the craft.
  8. Apparently, use of electric motors allows you to design aircraft with contra-rotating propellers- as is demonstrated in these electric racing aircraft designs: I had no idea this was possible, and this massively changes the game in terms of electric vs. internal combustion aircraft. For one, with contra-rotating electric propellers it's easily possible to pack twice as much Thrust into a given airframe as with an ICE design, allowing for higher speeds (in racing designs) ot larger wings and more space/weight for batteries (in actual utilitarian planes). It's also possible to achieve a much higher ratio of propeller-area to Thrust with the same Thrust- allowing for better performance at higher altitudes (electric engines also operate better than ICE ones at higher altitudes, due to not requiring Oxygen..) I could easily imagine an Electric passenger aircraft being designed someday with 5 sets of contra-rating propellers (1 on the nose and 2 on each wing), each with 3-4 blades rotating in each direction with a rather large propeller diameter, being used to support very high-altitude flight with electric aircraft for the inherent advantages this provides (lower drag for a given speed, less turbulence, more glide time/distance in case of engine-failure). At high altitudes electric propellers eventually reach their maximum torque and rotation-speed, and start to consume less and less electrical power as the Thrust produced and air resistance to rotation starts to fall off with even greater gains in altitude. So, if you climbed high enough you could eventually reach the point where 10 contra-rotating propellers (5 sets of 2) with large diameter blades spans and 3-4 blades on each propeller only draws as much electrical power, and produces as much Thrust, as a single propeller at sea level. However at this altitude, Drag would be greatly reduced- meaning you could (and would need to in order to generate adequate Lift to maintain altitude) fly substantially faster than that amount of Thrust would allow you to fly at sea-level. Even accounting for decreasing Lift/Drag at higher speeds, you could still cover far more miles of distance per kilowatt-hour of electrical power consumed with a design optimized for high-altitude flight and cruising at high altitude... This would lead to substantially extended max range compared to electric planes with lower cruising-altitudes, and might (just barely) allow for practical electric Transatlantic flights on a large plane (larger planes encounter less parasitic drag relative to their volume, and have less mass dedicated to cockpit computers, landing gear, and pilots compared to their payload) with a substantial portion of volume (maybe 50% of the plane's internal space) dedicated to batteries, for instance... Other videos worth watching on the topics of electric aircraft and high-altitude flight: (Above: a general overview of efforts at small electric aircraft...) (Above: a video on the development of "Alice", a proposed 800 km range passenger aircraft by Eviation...) (Above: Airbus and Rolls Royce' efforts at developing Distributed Electric Propulsion for large passenger jetliners- with company estimates putting a rollout date of about 2030-2050, target of 2042)
  9. Hi to all kerbonauts i'm Diias, So let me tell you my idea, in a simplified version : I wanna reshape (not in a bad way) the way you start with your aircraft in the ground, I wanna add this items to my first iteration of this mod when it realeses which I have no date, 1. New small to mid size engine, I'm aiming for like a A320 to B737 engine 2. Add an APU system 3. Add 1 new type of material which is pressurized air So it would be like: So you would do your aircraft or plane, and to start the engines you need pressurized air.... and to make that pressurized air you need to start the APU (It's worst than it sounds) but to start the APU you need Electric charge which I will tweak during the development to be balanced. "Obviously the APU can only start one engine ( You could only start 2 engines at the same time if you putted 2 APU's but that is kinda obvious)" But here it's where it gets tricky, I know little about 3d modeling and I just have my girlfriend helping me doing it but she only had like a crash course of blender, so if anyone wants to help or in this case volunteer for this project send me a private message, and for everyone else I will try to update every once in a awhile the development of this mod thanks to all who red this post stay kerby 1st Update: 2nd Update This is how it looks in unity now with some really fast textures but almost finished: and
  10. The Solid Plane

    This should be a nice simple challenge. Build an airplane, powered only by solid rocket engines, capable of taking off from the SPH runway and landing on the island runway. Rules: Solid rockets are the only propulsion allowed. No jets, no liquid rockets, no RCS, no infiniglide. Aerodynamic control surfaces only. If your command pod has reaction wheels, they must have torque turned off. Rolling takeoffs and landings; you can't use dedicated solid thrusters to lift off or anything messy like that. No staging, no damage. What takes off must come down in one piece. Kerbal it! You've gotta have a pilot; no probes. Is there scoring? Well, sort of. All submissions must be able to take off from the SPH runway and land on the island runway (velocity = 0) but there are leaderboards for different capabilities within that set. Your plane only needs the capability; you can get the following achievements/challenges on a separate run. I'll make a rockin' awesome badge if I get enough buy-in. Achievements/challenges: Speedrun. Take off, come to a full stop on the island runway, return, and come to a full stop on the SPH runway, in as short a time as possible. Shockwave. Reach the highest possible airspeed (below 60 km altitude). No recovery required. Endurance. Travel as far as possible from the SPH and make a successful rolling landing. Spaceballs. What's the highest altitude you can achieve? No recovery required. Featherweight. What's the lowest-mass solution you can manage? Replication. Make your solution look as close as possible to a real-life aircraft (I'll judge). More achievements/challenges may be added based on demand.
  11. The Mustang is a new Mk1 sized Turboprop fighter from KAe systems, it is being built to enter the Stock Turboprop DogFight challenge and may be selected by entities to fulfil the role of Airborne Combat Patrol and Homeland Defense. Mustang Prototype Download The Mustang prototype has been under development for quite a while. There were several technical challenges to be overcome. Today we are unveiling the prototype for review. This version is a test-bed for new technologies and will be worked on to increase speed, range and include armaments. It has a top speed currently of 60.5ms in level flight (don't be fooled by the navball, the wings are pitched so even though the nose is slightly down, the wings are level and maintaining altitude). It is as efficient as could be built although it is currently under-powered for military purposes. It uses two twin Juno KAe Mercator engines in a push/pull configuration. It is envisaged the production version will be equipped with the tri Juno Brigand engine. A lot of effort was put into making this aircraft AI controllable for the Stock Turboprop DogFight challenge, so it could not be finicky, or need special tricks to fly. As such it is remarkable easy to fly for a pilot, just stage (space), engage SAS (t), and full throttle (z). Pull up at about 40ms and it should lift smoothly off the tarmac, you don't even have to worry about tail prop strike. Landing is as straightforward as any other aircraft, though landing pitch of more than 10' may cause damage. Stall speed is below 30ms. Mustang Prototype - Top Speed You can eke slightly more speed out of it by deploying the rear blades. Mustang Prototype Development
  12. Ammonia borane (H3NBH3) is a compound with properties analogous to ethane, but with a higher point of fusion. Basically ammonia borane is solid at room temperature and pressure, unlike ethane that is a gas. Ammonia borane has an special property: it will release hydrogen while is heating (being transformed to H2NBH2, next to HNBH) until degrade to nytrogen boride at 1000 "C. If ammonia borane isn't degraded to nytrogen boride, it can be recharged of hydrogen. This is a good thing, since a ammonia borane volume is able to store much more hydrogen than the same volume of liquid hydrogen. Then, it could be used for build light reusable rockets, as well as compact high hydrogen density cells of cars, and like hydrogen batteries for jet engines. Currently the ammonia borane is being studied for its possible application for hydrogen batteries of future, the main problem is the production of this substance, together logistical problems derived in the extraction and recharge of hydrogen gas from it.
  13. A fully operational carrier hull and bridge. As opposed to Eskandre's excellent Nimitz, this one has a ski-jump. It's not actually based on any real-world aircraft carrier, but it probably most resembles the Russian Navy's Admiral Kuznetsov. The lifts and hangar are fully operational. The mod is actually just a single part that comprises the hull, deck, lifts and bridge. It generates its own power, but it's meant to be used along with other ship mods for engines, radar, antennae, defence systems, etc. DOWNLOAD FROM SPACEDOCK
  14. P-101 Boomerang Stock KSP 1.3 Personal Flying Wing Download Craft File @ KerbalX! Inspired by early flying wings such as the Gotha Go229, the P-101 brings back the pioneering spirit with its radical, yet simple flying wing design. Featuring just 22 parts, the pint-sized Boomerang is powered by two Size 0 turbojets making it one of the simplest aircraft capable of controlled flight at subsonic speeds.
  15. By now there's multiple procedural parts generation mods that allow fully custom rocket and spaceplane designs. However, I'm yet to see one that tailors towards more graceful fuselage design for aircraft. I doubt I'm the first to think of this, but I haven't yet found any topics that discuss this. The would only feature one part - a regular procedural fuel tank. Users can edit the same properties that current procedural parts mods allow, such as textures, width, length, part type (fuel, structural, battery, etc), and so on. However, the following customisation options would also be included: Cross Section Type: Each fuel tank has a cross sectional shape that can be changed. Ellipse Rectangle Chamfer Rectangle (diagonal corners) Fillet Rectangle (rounded corners) Cross Section Dimensions: Each end of a fuel tank has tweakable geometric properties. These would be unique to each end. For example, you could have a fuel tank that starts as a tall ellipse and ends as a flat ellipse, or a square with small chamfer corners growing in size as you move down the tank. Section width Section height Chamfer size Fillet radius Cross Section Smoothing: Each end of a fuel tank has optional smoothing. What this means is that you can make a tank change shape smoothly, rather than instantaneously. This would allow you to have multiple parts inline that gradually change shape so that your fuselage doesn't have any jagged lines. This imgur link describes what I'm talking about. Section Offset: Each end of a fuel tank can be offset vertically and horizontally. This would allow you to create long and smooth tail/nose pieces, much like what we see in aircraft in reality. Is there anything already like this? What do you guys think of this?
  16. Send in some KSP Surveillance aircraft. Put it in a reply. They have to be in a KerbalX web link. There can only be 3 SR-71 because in the next video their can't be to many SR-71 aircraft compatible for KSP 1.3. Here is the channel that they will be shown in Here is an example requirements The craft must be stock unless if it have BDarmory Continued installed [optional] Give it a proper name by starting with a SR in the beginning, SSTO's are ok but not to many but only mk2 and mk1 aircraft, Give it some detail saying it's origin and the company that the aircraft was made from, Last but not least send them in by this Wednesday. [you can send some in after that but I wan't some for a video coming out this Wednesday] plus I will credit you Here are some helpful tips for wing configuration
  17. Concorde

    A Concorde analogue I threw together, to get to Mach 2.0 you have to use afterburners, it is quite a stable plane and performs well. Altitude maximum is around 10km. Not sure how far it can go yet, but it does have quite a bit of fuel onboard and also a cargo space in the tail. Download
  18. Ever wanted a Super Cool Jet(SCJ) that was faster than everything else? and could pull massive gees? well, this is the jet for you!(Cringe level rising auto shutdown) The SCJ-100 is the first of its kind(im my save). with 1 panther engine and mostly C7 parts, i can ensure you there's a way to get it to go mach 2.WARNING:VERY TWITCHY ON TAKEOFF.LET IT FALL OF THE RUNWAY. Please do not text and fly Backstory(warning:boooorrring) One day i was playing ksp and i thought, i should make a jet. so i went to the SPH threw some parts together and BOOM! a high speed jet with sick g force endurence. I went to make 11 more. THEN 1.3 came along and said"i dont work with your PC. Im gonna make you lose your super awsome squad of jets" and all of my jets that took me HOURS to make went "POP". a year later, i tried making them again, so this is the best i remember the SCJ-100 being. there will be more... DOWNLOAD NO MODS NEEDED: Tell me if there is anything that can be fixed pls.
  19. Kerbal Express Airlines is in need of updating its aging fleet of regional jets and turboprops. It's a big client, operating at hundreds of airports around Kerbin, and that means big fleet sales. Does your aircraft company offer the right kind of aircraft for the job? Kerbal Express wants profitable aircraft. They're looking for aircraft that meet or exceed their requirements for fuel efficiency, speed, range, passenger load, ease of training, and cost of maintenance, for the right price that gives them the best return on investment. They also want a design that's flexible, offering variations of the same design for a variety of different routes. The Rules: KSP version 1.3 or 1.2.2 (Craft file must import into 1.3 for judging). Stock parts + Airplane Plus (optional) only. The Mk1 and Mk2 Crew Cabins count as 8 Passengers Mk3 Passenger Module and Size 2 Crew Cabin count as 24 Passengers Small aircraft must have at least 1 pilot in a cockpit, and medium-large at least 2 pilots. No command seats. No reaction wheels. Air breathing engines only. No overly wacky designs or "spaceships", it must look like a modern aircraft. Minor clipping is allowed, within reason. A rolling runway takeoff is required. Takeoff & Landing speed of no more than 80 m/s (Use flaps to achieve this, if necessary) Flaps must be set to toggle on action group Custom 01 Your aircraft must stay intact. [No drop tanks, etc.] Model variants may only have minor differences between them to be considered. 15,000m altitude limit. Mach 1 speed limit (343 m/s) TweakScale is allowed, just please don't ruin the spirit of the challenge with it. Submission Deadline: 9AM PST, 7/6/2017 What is a variant? To improve your design's competitiveness, your company can submit a variant of the same design (See Wants section below). A variant is built on the same model platform with minor changes in design to give it, say, extra range, or extra passenger room. This is most commonly achieved by adding fuel tanks or lengthening the cabin, sometimes with minor changes to wing and emmpanage design. To qualify as a variant, it must generally have the same structural layout, meaning engines, gear, and lift surfaces must be in roughly the same location & design. Basically, if you make it too different, it will be considered a separate model/submission. What Kerbal Express Air Wants, By Category: For all categories, Range will be calculated by total fuel capacity divided by fuel burn rate at the recommended cruising speed & altitude. Turboprop Range of at least 800km Cruising Speed of at least 130 m/s 24 Passengers, and optional 32 Passenger variant Small Regional Jet Range of at least 1000km Cruising Speed of at least 220 m/s 32 Passengers, and optional 40 Passenger variant with an extended range of at least 1200km. Medium Regional Jet Range of at least 1500km Cruising Speed of at least 240 m/s 72 Passengers, and optional variant with extended range of at least 2000km. Judging Criteria: Every submission that meets the requirements will be ranked w/ feedback from Kerbal Express Jet test pilots, but how well it ranks depends on: How well it meets or exceeds the category requirements How well it meets or exceeds the requested variant Cost of Aircraft Fuel Efficiency at recommended cruising speed & altitude Ease of maintenance; fewer parts and fewer engines are preferred How to Submit (See Example Submission in post below). Your post must include the following: The name of your aircraft company and model names for the designs you're submitting. At least one screenshot of your designs. A link to your craft files in your submission post. No PMing me. The price of your aircraft times 1,000,000. (If $23,555 in-game, submit as $23,555,000. This is just for fun to make prices more realistic.) The recommended cruising speed and altitude for your aircraft. This is the speed and altitude you've fine-tuned your designs for, ensuring the best balance of speed, range, and fuel efficiency. It's also what the test pilots will be testing your aircraft at for judging. (Optional, but will help in review) Pitch your aircraft to the Kerbal Express Airlines executives, selling them on why it should be purchased for their fleet. Include any notable features (even if fictional). ========================================================================== Challenge Submissions & Rank Turboprop Kramer - 50-100/150 Avery, A well balanced turboprop with good all-around performance and handling characteristics. Small Regional Jet Kembraer ZO-135, While unconventional in design, the Krembraer ZO-135 performed excellently, besting the competition in every way. Pizio & Hartmann Co. - Bluebell A+, Well featured, and meets all of our requirements at a reduced price. Osprey Regional Jet ORJ400/500, A well-rounded aircraft, meeting our requirements in all areas. Kerbolde Supersonic Jet - AAA072-1, An efficient, high-performance aircraft, but its supersonic speed significantly restricts its use over populated areas. ScarsTarsProducts - Vulture-01, A beautiful looking aircraft with excellent flexibility, but it burns fuel like a mofo. Medium Regional Jet One More Booster Co. - Kerb Ferry 72, Sturdy for cargo use, but its high fuel burn rate and steep price make it expensive for commercial passenger use. Kramer. - 150-100 Baltimore, Expensive, inefficient, loud, and too big. The Baltimore fails to be competitive on all fronts.
  20. Since I saw videos on YouTube of how many people made propeller based aircrafts in the last month, I wanted to try my luck and make a stock supersonic propeller plane. Obviously I failed, and since I've failed and given up on propeller aircrafts, I wanted to share with you my design. It's my most stable prop engine I've ever built. My highest level top speed I achieved was 170 m/s . I don't understand how I didn't achieved more... but I'll explain to you why I don't understand. Here are the 3 models for my aircraft: Aircraft V1.1 Top speed: 110 m/s Torque: 7 Medium SAS modules per engine => Total of 14 This is the most stable prop based aircraft I ever made. It's a joy to fly. Aircraft V2 Top speed: 150 m/s Torque: 13 Medium SAS modules per engine => Total of 26 I'm dissapointed that I didn't get an at least 70% improvement of speed over the first version. I have almost double the torque and the stability of the aircraft is almost the same! I don't understand why I couldn't get to at least 190 m/s. This was a total let down for me. Aircraft V3 Top speed 170 m/s at 7000 m altitude Torque: 19 Medium SAS modules per engine => Total of 38 This is where I stopped. Obviously I had no chance of increasing the speed anymore. Stability was an issue here, but I managed to make it fairly stable with that many modules per engine. The engines won't woble to death so that's good enough for me. Now why is that with so much torque I get little speed increase? This is what I don't understand. I have tried numerous ways to improve the speed but I've failed. I tried different elevons but that didn't improve the speed. But anyways, you can download the craft files and maybe make a miracle and achieve Mach 1 if you find the solution. If not then at least you have now one of the most stable prop engine designs at your disposal. I can't wait and see what you guys will make out of this engine design and what aircrafts you'll design. P.S. I used Advanced Tweakables to make those engines as they are now. No cheats involved. If the engines won't spin when you decouple just Re-edit the fairings and it should solve the problem. Hold shift if you want to offset something on the aircraft. If you can't offset to infinity go to settings.cfg and do this: VAB_FINE_OFFSET_THRESHOLD = 20 . EDIT: I've finally made an almost supersonic aicraft. It has the same engines as the V3 but this plane is faster. Here it is: The aircraft
  21. This is an original aircraft of mine. The F-67 Phalanx is super maneuverable, has a very low take off speed, and can achieve speeds above 1200 but should not sustain such speeds for extended periods of time due to eventual overheating of the aircraft's wings and body. The aircraft's designation is the F-67 Phalanx. It consists of 52 parts, and uses 6 mods (Which are listed on the Craft Page linked below). It boasts 2 AE-6 B.R.O.A.D.S.W.O.R.D. engines and features stow-away landing gear that retracts into the fuselage. Hope you all like it! Built using KSP version 1.2.2. Published Craft Page (Contains pictures of the aircraft, a list of the mods used, and the download is also available here) F-67 Phalanx Craft Page Direct Download download Phalanx Craft Thumbnails If you have any comments or suggestions feel free to reply to this thread and share your thoughts! Enjoy! -Moonsparkejo
  22. The T-65 Crow was designed by Incom Corporation. I clocked the top speed at just over 1400 m/s in the atmosphere, and it can sustain these high speeds without overheating or exploding thanks to the Heat Resistant Parts mod which also gives the aircraft it's black coloring.. It's maneuverable, sturdy, and boasts 4 AE-6 B.R.O.A.D.S.W.O.R.D. engines from the Mark IV SpacePlane System mod. Hope you all like it! View Published Craft (Mods used, part count, images, and craft download are all found here) T-65 Crow Craft Page Direct Download download T-65 Crow Craft Thumbnails Please reply if you have any comments or suggestions for me! -Moon
  23. =TKOL= The King of Laythe Challenge (BDArmory 3 vs 3 AI Duels) This is 3 vs 3 sci-fi aircraft duels, taking off from Laythe's ocean and firing future weapons. YOUTUBE PLAYLIST Current King of the Laythe: @jrodriguez - Z-Type Mang Class Rev1 Number of Wins: 2 DoctorDavinci - Kajiu-P2 - DEFEATED SuicidalInsanity - Sea Kestrel - DEFEATED ------------------------------------------ Registered belligerents: KenjiKrafts - Lehi-XVIII Mods allowed: B9AnimationModules B9PartSwitch B9 Aerospace B9 Procedural Wings BDArmory Firespitter FutureWeapons JSI KerbalJointReinforcement OPT ProceduralParts TweakScale BDMk22 Submit Rules: Your craft should be added to the TKOL hangar Your plane should be able to take off from water! The max part limit is 70. Only weapons from Future Weapons part pack is allowed - Don't forget to add power to your future weapons otherwise it will not shoot!. Turrets should have angles fixed with 0 º. Test your craft against the current King of Laythe before posting! Recommend weapons: x10 laser cannon and old fixed laser. Recommend fuel for a minimum of 5 mins at full throttle. Challenge Rules: - Challenges to the King of the Hill will be processed on a first-come first-served basis. - The first winning 3 rounds wins. - This challenge will end when all contestants registered have been defeated. - To win a round or claim title to King of Laythe, one of your surviving craft must: Still under AI control and flying without issues (It is not about to crash...) Still appear on the VS list in the BDA GUI (your weapons module hasn't been shot off) if there are no survivors with all the above, the round will be considered a draw, and a new round required. - In case of a draw or bugged round, a round will be added to the match. - Only AI and Weapons Manager changes are permitted to the TKOL champion between matches to fine-tune their AI response to upcoming challengers. No other part changes are permitted to the TKOL champion. - All challengers are permitted to make any changes they wish to their craft up to and just before their match vs the current TKOL champion.
  24. The Ministry of Space (Aeronautics Department) (MAD) proudly presents it's first product: No dependencies, but works well with FAR. Uses stock mk1 IVA. Download Parts: Known bugs: Options: Planned: If anyone has any suggestions please let me know. Licence: LGPLv3
  25. Howdy, This craft sways once it achieves mid altitude. I was hoping that that someone fixes it while I go and eat dinner Any suggestions would be nice. Sigh, attachments seem to be very buggy... EDIT: Well I've fixed everything so now it is a working SSTO. Thanks, Chris (Heretic391)