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Found 9 results

  1. HISTORY In mid-1960s airlines had to choose between the low-capacity narrow-body 707 or the massive 747 for transatlantic routes. Future of air travel clearly belonged to the spacious and cost-efficient wide-body jetliners and so a gap in the market appeared for a long-range, mid-capacity wide-body airliner. While Lockheed’s L-1011 may have paved the way for tri-engine jets it’s extremely complex S-duct made it hard to maintain and prone to failures. The odd shape also meant that upgraded, bigger engines could not be fitted. A technological wonder of it’s time was a dead end in the long run. McDonnell-Douglas also developed a trijet of their own and decided to learn from Lockheed’s shortcomings. The fruit of their project was the DC-10. With the engine number 2 integrated into it’s vertical stabilizer the DC-10 was far easier to maintain and could fit a multitude of engines. Three engines allowed it to conduct flights directly over the ocean (it was free of ETOPS restrictions) and it’s sleek silouhette meant that it was more fuel-efficient than it’s contemporaries. It gained some bad reputation after a series of accidents attributed to it’s cargo door locking mechanism. In retrospect the bad press was greatly exaggerated and the DC-10 proved to be as reliable and safe as other airliners of it’s generation over it’s service life. It was quick and fairly easy to maintain compared to 4-engine monsters like the 747 but after the ETOPS restrictions were lifted and aircraft like the B777 or the A330 started making direct flights over the oceans the trijet quickly lost it’s edge in terms of efficiency. Two engines were the future, and in the late 1990s the DC-10/MD-11s were slowly being phased out of service. Last passenger variants of the MD-11 were retired from service with KLM in 2011, but the powerful platform was quickly adapted for cargo-carrying duties by Fedex and UPS among others. Many DC-10-30Fs and MD-11Fs remain operational to this day in those companies. This replica of a cargo variant of the DC-10-30 is my biggest flyable craft to date, and perhaps also the most detailed and functional. It features custom landing gear, flaps, spoilers and a ton of detail which make flying it a great experience. It’s also relatively low partcount for a craft of this size which should make it quite playable! FLIGHT MANUAL 1. STARTUP AND TAKEOFF Since KSP slams your craft onto the runway REALLY hard when spawning, the gear may get a little wobbly and you may have to wait a few seconds until it settles down and straightens out (you may want to enable SAS and brakes). This happens only on loading so don’t worry about it too much when landing. Be sure to enable the APU with AG3 so you don’t run out of power while your engines aren’t running. After the DC-10 is sitting still on the runway you can start up the engines on idle throttle. You can extend the flaps with AG1 for takeoff. To take off apply gentle throttle (no more than 20-25%) until you are moving at approx 40-50m/s on the runway to prevent stalling the compressors and losing thrust. Optimal V2 is approx 80-90m/s. After takeoff you should be moving fast enough to prevent any compressor stalls at high throttle. Retract the flaps with AG1 and retract the landing gear with G. 2. FLIGHT There isn’t too much to it - the DC-10 is very stable and pilot friendly for the most part. Roll rate and pitch authority are both very good for an aircraft of this size. The cruising speed is approx 200m/s and top speed sits at somewhere around 270m/s at 5-6km. Be careful not to overstress the airframe if you are making hard maneuvers at higher speeds. This airframe is rated at no more than 4.5Gs. 3. APPROACH I recommend lining up with the runway in advance to give you time to set up a smooth glideslope. After you line up with the runway drop your speed to about 120m/s to allow for flaps to deploy safely. You can now deploy the landing gear (G), flaps (AG1) and spoilers (AG4). 4. LANDING The DC-10 will become really sluggish and stall-happy below 60m/s so land at approx 75-80m/s if possible. Be sure to flare and reduce your vertical speed to prevent damage to your landing gear. After touchdown, apply brakes and activate thrust reversers with AG2. Remember to reduce thrust when your speed drops to prevent compressor stalls. That’s it! Below are the main controls: AG1: Toggle flaps AG2: Toggle thrust reversers AG3: Toggle APU AG4: Toggle spoilers U: Toggle landing lights Enjoy and fly safe! v1.0 - Initial release DOWNLOAD: https://kerbalx.com/EvenFlow/McDonnell-Douglas-DC-10-30F
  2. My vision for this mod is to create stock alike believable parts to build passenger planes with. It is inspired by Airplane Plus, and will be made to supplement it as well as the stock parts. Here is an album with some concept art and work in progress screen shots: https://imgur.com/a/fAViy And here is an album showing up the semi finished parts: https://imgur.com/a/ljyIgIH Parts currently in the mod: Download at: https://github.com/neistridlar/Neist-Airliner-Parts Tweakscale patch by @TMasterson5: https://www.dropbox.com/sh/u6cliq18972oo1g/AADtWdAcCjVC-oGoO1_Jycfaa?dl=0 I am pretty new to modding in general, so if you have advise or suggestions you would like to offer, please do so. I do believe, however, that I have many of the skills required. My plan is to use Fusion 360 along with Blender for modeling, Gimp and Inkscape for image and graphics editing. I do know a little C++, python and matlab, which might come in handy, though I have never programmed anything with more than a command line interface, so I expect to have a few things to learn if I want to get into that side of modding. Also I want to set this up so that it is easy for someone else to take over in the case that I should disappear (knowing my self I usually don't stay focused on one thing for more than 1-2 years at a time), so any suggestions as to how to accomplish this would be welcome. This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License http://creativecommons.org/licenses/by-nc-sa/4.0
  3. This craft is a full stock 1:1 replica of the McDonnell Douglas MD-11, this craft makes use of no DLC parts or mechanisms. While I have built a number of large planes, it has been nearly a year since I've built an actual airliner, so I decided to tackle another one. I wanted to built a tri-jet as I had simply never done one before, and true to form I chose the largest tri-jet ever built, The Md-11, a largely altered variant of the DC-10. This craft features refined versions of building techniques I had used in the past, as well as new ones. In total it took 3 months of on and off work to complete, as various difficulties and roadblocks would regularly halt progress on the build. This craft also utilizes a perfected form of the custom actuated wing surfaces used on my Drehmeister fighter craft to replicate the large control surfaces located at the base of the wing. basically every section of the craft had to be reworked or rebuilt from scratch, this made the build the slowest going out of any craft I have built proportional to it's size. However, I feel it payed off as the final product is notably more polished than any of my previous builds. Download Link: https://kerbalx.com/Kronus_Aerospace/Kronus-McDonnell-Douglas-MD-11 Part Count: 1485
  4. Features: Introduction: This new mod introduces 7 airliner related parts (for now). All parts in this mod unlocks at [aerodynamics] tech, as well as the stock aeroplane control surface. So you could get a working airliner early in the game if you somehow unlocks advanced landing. However all parts in this mod is not heat protected! Going beyond Mach 3 will spell doom to your crew. If you build an airliner out of stock parts it cost about 200,000 funds, and looks very strange with shuttle cockpit and unnecessary weight. With the airliner parts it cost 55,000 funds and 20t lighter The biggest issue of this mod currently is the crew module doesn't have hatches to allow EVA through portrait, and the cockpit only have 2 seats, which means you only can EVA 2 crew at a time. This is going to be ridiculous for a airliner that carries 80+ Kerbals. I'm going to have to figure something out, perhaps i will be making a longer version of the mk3 crew with hatch in the future. But for the moment perhaps EVS mod will help! Bundled mod: Module Manager v2.8.1, by sarbian Firespitter Plugin, v7.4.X, by Snjo IVA required Mod: (no longer bundled) RasterPropMonitor, by Mihara, MOARdV ASET Prop pack, by alexustas Must Have Mods: Kerbal Foundries, by Lo-Fi/ShadowMage [contains Adjustable Landing Gears which are much better than stock landing gears. Two of the pre-built craft requires this.] Pilot Assistant, by Crzyrndm [can be used as auto pilot to maintain your heading, altitude and speed for long trips.] Janitor's Closet, by linuxgurugamer [some parts of this mod look exactly the same as stock parts. Use this mod to avoid confusion.] Supported mod: Connected Living Space, by Papa_Joe Ferram Aerospace Research (FAR), by ferram4 Installation: Simply drag the content of the .zip file into your KSP install directory. Then check the GameData folder, make sure there are no duplicates of ModuleManager.dll. Download Links: Credits: Original Creator: @K.Yeon Some part contains Squad Assets. Support this project if you like This mod is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  5. Absurd, but fun to build. https://kerbalx.com/Klapaucius/Steerpike-136-passenger-liner
  6. To start off, I would like to credit MajorJim as the original creator of the bearing. Klond and Azimech for developing the modification that uses RCS Balls. Big thanks again to Azimech for showing ways of optimizing the bearing to make it even better and even more reliable. ________________________________________________________________________________________________________________________________________________________________________ With that out the way, Here's the actual post. I apologize for not existing for so long, there's no reason for it, I was just too lazy to post again. I've made many planes (mostly with spinny propeller things) so today, the one I've picked out for today is... The DC-3 Dakota (AKA, the C-47 Skytrain) The DC-3 was an airliner developed in the 1930s and was developed from the earlier DC-2. The DC-3 turned out to be one of the most successful aircraft in the world. What makes it unique compared to most aircraft designed before WWII, the DC-3 is still in (limited) use. During WWII, the DC-3 was converted into a military transport called the C-47. It was considered one of the best transports during the war. The replica I've created is down below. _________________________________________________________________________________________________________________________________________________________________________ _________________________________________________________________________________________________________________________________________________________________________ Instructions and Download 1: As soon as the crafts spawns in, turn on the brake. 2: Decouple the propellers and turn on SAS afterward. 3: Switch to one of the propellers using the [ ] keys. 4: If the propeller selected is on the left, hold down ALT and E until the roll indicator in the bottom left has reached completely to the right. 5: If the propeller selected is on the right, hold down ALT and Q until the roll indicator in the bottom left has reached completely to the left. 6: Switch back to the main craft, and turn off the brakes as soon as the propellers are both spinning 7: If done correctly, the plane should start to move. On takeoff, the plane should take off on it's own if left alone with SAS on. 8: Have a nice flight. Try avoiding excess manouevers. Download (HERE) _________________________________________________________________________________________________________________________________________________________________________ Thank you for reading! Sorry I've been away for a while. However, as a sorry gift for keeping you guys waiting, I have a bonus craft down below. Enjoy!
  7. Built this craft, it's the first Airliner that began passenger flight. It's a very difficult craft to fly and I didn't take the time to show video of the craft landing. This isn't the best landing but the craft was not damaged. Anyway this is a really laid back kind of Aircraft and very challenging to fly..........and land! If you like it you can find it on the Spacecraft Exchange Forum.
  8. The Benoist XIV Airboat St. Petersburg, Florida, is not generally considered a city that can boast of an aviation ‘first.’ But on January 1, 1914, the St. Petersburg-Tampa Airboat Line was born there–the world’s first scheduled airline using winged aircraft. A plaque on the entrance to St. Petersburg International Airport proclaims: ‘The Birthplace of Scheduled Air Transportation. There are a few reasons I almost kept this craft from being released. The sensitivity of it's handling is extreme, a tailspin is most likely going to happen if you are not careful. The craft will not takeoff from the water and does not travel well on the water, landing on the water is possible but not too graceful. Craft File: The Benoist XIV Airboat Parts: 255 Mass: 24.427t Height: 7.9m Width: 30.1m Length: 22.8m Operation: Use extreme caution & patience, use the quick save before making your first maneuver because you will most likely go into a tailspin. I use very small increments when flying. Keep your speed between 30 and 40 m/s. Landing on the runway or the turf? Well we haven't made that test yet!
  9. Are there any mods out there that put rounded airliner cockpits [In the 2.5 meter range] (And cabins) Into the game? After digging deep, I found Coffee Industries, but it's well outdated after CoffeeSE lost the assets for the mod after his computer died. The Horizon cockpit for KAX would fit the bill, but has no companion cabin and has an ugly placeholder-type interior. Thanks.