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Found 10 results

  1. FuelWings Fuel resources added to stock and B9 wings. This addon allows you to add and customize fuel types/quantities in stock wings, and automatically cross-feed between other parts! Also supports B9. The intention of this is to improve weight & balance, reduce craft size, and increase aesthetics. More info & Credits in info.txt file. Current Note: FuelWings is now available for KSP v1.5.1 Installation: ialdaboath - ModuleManager NathanKell - Crossfeed Enabler taniwha - ModularFuelTanks azza276 - B9 support Changelog: Download Curse - v3.2e! SpaceDock - v3.2e! CKAN All rights reserved
  2. Welcome to the Kerbobulus Aerospace Airliner Showcase! Here we have many airliners for many different purposes. Each has been thoroughly tested, but if you have an comments and/or concerns, feel free to post in the thread below. CURRENT AIRCRAFT Greyhound Liner DOWNLOAD KS-111 DOWNLOAD KS-111C DOWNLOAD KS-111LR DOWNLOAD KS-C1 'Humpback' DOWNLOAD KS-120 DOWNLOAD RETIRED AIRCRAFT KS-100 Family ---- DOWNLOAD KS-110 DOWNLOAD KS-110E DOWNLOAD KS-110P DOWNLOAD
  3. I know the game is made to build rockets n stuff but i personally the 75% of the time i play is just to make planes, helicopters or space planes so i think some new airplane parts could be nice, like: - New Engine for planes -A new set of wings? (like the structural wings but more bigger) -some landing gears maybe -a new fuselage?! thats some thing i will like to see in the next big update (1.4.6) or even 1.4.7
  4. Have you ever found the airplane parts in KSP severely lacking? Have you ever wanted to carry around passengers in KSP and buy and sell aircraft as they evolve from WW1 era biplanes to a380s? If so, then this DLC would be for you! It would contain: A LOT of airplane parts, ranging from basic wing pieces for early planes, such as the Wright Flyer and such, to humongous jet engines, like those on gigantic jets such as the a380 and 747. Also would include spaceplane parts. A new game mode, "Aviation Mode", which would be a little like career mode, but instead of building airplanes, you would buy and sell planes and configure them. What Aviation Mode would include: Buying and selling and configuring airplanes Airports all around Kerbin Planes evolving over time Being paid when "passengers" "buy" their tickets Hire and pay flight crew Compete against other airlines (powered by AI) Have the option to fly some flights and also have the ability to have the flight fly by itself: for the first flight to a place, you would have to manually pilot it, and could choose to pilot any flight or just let it fly on its own (useful for very long flights, such as between the KerbinSide North Pole and South Pole bases). Air races Procedural wings and fuselages Node-based autopilot system Stuff for dogfights Thanks, BottleRocketeer If you have any questions, ask down in the thread below. Also, please answer the poll after reading.
  5. After several hours of gameplay on sandbox and testing my creativity, I decided to get more serious and start a new career mode. As an airplane lover I really felt a lack of utility on creating atmospheric aircrafts despite being useful on running short distances to gather surface samples on the very beggining of your career. I really saw no need on building those gigantic and awesome airplanes. It would be even more awesome building those on career mode, where you would to plan and desing a even more efficient and better airplane then your casual "sandbox jumbo". As a simple solution, I came up with the following idea: Main idea: Add "Airports" around the surface of Kerbin capable of picking up or delivering Kerbals. It doesnt have to be too complex, just a runway and a "terminal".Beyond the missons you receive form the Space center, you would have some "passanger kerbals"(as a new type of kerbal, like the Pilots, Engineers and Scientists, and now, Passanger) on standby. Each kerbal would have a unique destination, and taking him to the "airport" that he wants to go, would reward you with money. Further away the airport, more money you get. Purpouse: That would encourage the player to build a better, saffer, more efficient airplane and as a whole, creating an extra purpouse for atmospheric aircrafts. Canon(?): To make the Kerbal passanger transport make sense as a whole, it would be a cool thing if we added something more beyond taking those random kerbals around Kerbin. It would make more sense if those airport were added next to a cluster of KerbNet Antennas in order to, in theory, keep the maintaince of those antennas. Also, there would have some bigger airports, which those, would be larger and contain a science only building in it, so having more kerbals in it, would increase the income of science. Taking scientists to an airport, would increase the amount of science income, and taking engineers, would increase the efficiency of the antennas. Conclusion to "Canon(?)": Beyond transporting Kerbal passangers that would give you money for that, you would have the option to take Scientists and Engineers too. Taking scientists to an airport, would increase the amount of science income, and taking engineers, would increase the efficiency of the antennas near that airport.
  6. Post your Engineering Marvels! Since the genesis of mankind, the human race has observed growth of monumental proportions. Engineers and scientist, invented and inspired others, to create the best solutions, to all of man's problems. That is exactly what we are doing here! Below, you can show the world your amazing creations, an exhibition so to speak. This will show everyone your engineering talents, whilst also providing inspirations to others, to accelerate the KSP engineering !
  7. Hello experienced KSPers and fellow pseudo-aeronautical engineers! My question is about building sub-orbital aircraft. Specifically, is the functionality of elevons or control surfaces negatively impacted if the part is partially offset (i.e. clipping) into another part? For example, using the FAT55 stock wings and attached control surfaces, but part of the elevons are clipping into the engine housing (for aesthetic reasons). Does this occlude anything or prevent any range of motion? I'm playing on Xbox (otherwise I'd share screenshots). Appreciate the inputs!
  8. I had a friend recommend KSP. I downloaded the demo, tried it and liked it, and got the full program. I've been playing about two weeks, and I have some not quite absolute beginner questions. I like the career game on moderate difficulty. I don't have the science to duplicate the launch vehicle in the training scenario. I've successfully made orbit and returned several times with a simpler and smaller vehicle, but my vehicles don't turn well in the early launch stages. Is being overpowered a likely cause? Getting around to do science out of the immediate area of the KSC is a bit tricky. I can do crew reports, temperature and pressure readings, EVA's on the ground, and the materials lab. What are some reasonable next steps? Airplanes at the earliest tech possible routinely crash. I've only had one make it off the ground yet and haven't managed to duplicate the feat. How do I calculate how much lift a wing will give? My apologies if these questions have been asked and answered many times.
  9. Just completed a very fun bit of backstory explaining how Wernher von Kerman came to be a part of the Kerbal Space Program--paralleling the real world Project Paperclip that brought Wernher von Braun to the United States. Along the way we explained some of the lingering mysteries of KSP... or did we? The craft I used were loads of fun to build and fly, and so I'm sharing! First up, here's Der Fliegenstrudel, the saucer-like craft Wernher used to escape the evil mirror planet Kerbulus and journey to Kerbin. It features a single LV-N engine, a parachute, and landing gear. Disclaimers/ Restrictions: There is a lot of fuel, but no fuel lines--manual transfer required. The pilot can exit the craft, but he won't be able to get back in. Boarding is allowed only in the VAB. The LV-N does not typically survive re-entry. Launch system not included. However I have it on good authority that you can get it to space on top of a slightly modified W-2 missile (coming soon!)
  10. Ok, so the words "Steam Controller" might have have killed interest in answering. Let me try one more time but ask a bigger question: Primary question: Does KSP allow for analog gamepad inputs? That is, does gamepad support allow partial control inputs or can joysticks only input full deflections as with a keyboard? I would like to fly an airplane without having to flick control surfaces to full deflection. Corollary: The official steam controller profile maps keyboard inputs to the controller's joystick. If possible, I would like to change this to analog inputs. Is that possible?