Search the Community

Showing results for tags 'fighter'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • The Daily Kerbal
  • General KSP
    • KSP Discussion
    • Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Gameplay and Technical Support
    • Gameplay Questions and Tutorials
    • Technical Support (PC, unmodded installs)
    • Technical Support (PC, modded installs)
    • Technical Support (PlayStation 4, XBox One)
  • Add-ons
    • Add-on Discussions
    • Add-on Releases
    • Add-on Development
  • Community
    • Welcome Aboard
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • Making History Expansion
    • Making History Missions
    • Making History Discussion
    • Making History Support
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


Location


Interests

Found 63 results

  1. We create this mod to better simulate a modern naval combat as a BDAc addon. Full version DOWNLOAD LINK: https://spacedock.info/mod/1779/[MNWS]Modern Naval Weapon System Full version contains all three packs below. MNWS AERO pack -- only contains planes:https://spacedock.info/mod/1923/[MNWS]Modern Naval Weapon System - AERO pack?ga=%3CGame+3102+%27Kerbal+Space+Program%27%3E MNWS SHIP pack -- only contains ships:https://spacedock.info/mod/1924/[MNWS]Modern Naval Weapon System - SHIP pack MNWS WEAPON pack -- only contains weapon systems:https://spacedock.info/mod/1926/[MNWS]Modern Naval Weapon System - WEAPON pack# In that case, we would want the maximun performance and the minimun usage of your computer. That's why we made all the MNWS SINGLE-PART. Now we have single-part-ship and single-part-fighter and a series number of missiles. It's time to start a war! Mod List: AAMS:(Advanced Anti-Air System) AAMS AAMSL AAMSLM AAMSR SAAM FRADAR HHQXL1 HHQXL2 HHQXX VLS:(Vertical Launch System) AVLS1 AVLS2 AVLS3 MissileCell(CGNX2050) MMB(Air) AVLSX1 AVLSX2 AVLSX3 Ships: DDG1000(Destroyer) BBNX(Battleship) CGNX002(Cruiser) CGNX2050(Cruiser) FFG001(Frigate) FDG(Frigate) CVN003F CVN004 SSBNX SSBN002 AMB AMBII 055A(Destroyer) 055X1(Cruiser) 075(LSD) CVN21 CVN16 065(Destroyer) Fighters: F22 CFA44 CFA44A UCAV1 UCAF2 XV32 UN80(Helicopter) F16C F16XL F35 NATF NATF2 EDI Dragon Bomber: H20A H20B Truck: 3X(Series) TRUCK Truck Module: 3X2 3X6L 3XL 3X120 3XLaser 3XR LLauncher Rail Gun: DDG2002(208mm) RGBB(428mm * 2) Missiles(Prototype Ship - Air): SM_KKV SM_LREW SM_SADRM SM_SRADRM SAS Missiles(Ship - Air): HHQ16C HHQ19 HHQ19RCS SM_KV11 Missiles(Air - Air): SASAA SM_AADRM SM_RAADRM RR120 CUDA(CGNX2050) Bombs(Air - Ship): SDB28 Missiles(Ship - Groud/Ship): LRASM-A(Ship) LRASM-A(Air) LRASM-B(Ship) LRASM-B(Air) X51A(Ship) AGM46 AGM84 AGM84-BS AGM258(AGM2588) Torpedo: MK56Launcher MK58Launcher MK48(Sub) MK56(Ship) MK58(Ship) Missile(Submarine - Ground): BMM Missile(Ground - Ground): GBBM Required Mods: 1.BDAc (include PRE) 2.Kerbal Joint Reinforcement 3.Vessel Mover continue 4.Module Manager Recommanded Mods: 1.Aircraft Carrier Accessories 2.Single Part Aviation https://spacedock.info/mod/1034/Single Part Aviation(f22) This mod is now distributed under the license CC-BY-SA 4.0. Presented by Kerwis Team. Hope you enjoy it!
  2. The result of a bunch of random experimentation, this fighter craft ended up being heavily inspired by various Sukhoi fighters. It is also quite large, being 3 meters longer and having a 4 meter wider wingspan than an F-22. The craft has excellent low speed preformance, as well as a very high top speed and service ceiling. There is also an alternate version available which possess 4 small missiles. These missiles each utilize 8 seperatrons, they have probe cores and reaction wheels, are able to accelerate from 0 to mach 2, and have an effective range of 2-3 kilometers. These missiles would (obviously) function best in air-to-air applications. Download Link: https://kerbalx.com/Kronus_Aerospace/Kronus-SD-1-Buzzard -Part Count (Unarmed): 287 -Part Count (Armed): 363 -Rotation Speed: 35 m/s -Stall Speed: 20 m/s -Max Speed Dry SL: 280 m/s -Cruising Altitude: 12500 m -Max Speed Afterburner CRZ ALT: 933 m/s -AG1: Toggle Afterburners -AG2: Launch Missile #1 -AG3: Launch Missile #2 -AG4: Launch Missile #3 -AG5: Launch Missile #4 -AG0 (or is it action group 10?): Detach Hard-Points
  3. For those that struggle with finding that perfect part or put together that perfect fighter fuselage, this is the mod for you. Brought to you by SM Associates @XOC2008 and @TheKurgan (with some excellent modelling by @SpannerMonkey(smce)!), we bring you Versus! Versus was created with two things in mind, lower part count aircraft to utilize BDArmory and related mods more efficiently, and to put together head-to-head match-ups between aircraft of similar style and function. These fuselages are all-in-one, including cockpit, radar, engine, ammo, and fuel. (On some occasions, the fuselage will also have a weapon integrated such as with the F-15 in this initial release.) Versus contains the following parts: F-15 Fuselage with inegrated 20mm MiG-31 Fuselage Su-25 Fuselage 3 F-15 droptanks in varied sizes 2 Pilot Pitot parts for WM and AI function FAB-100, 250, 500, and 5000 bombs (assets from NKD, rescaled and edited for current BDAc compatibility.) You will of course also need to outfit the vessel with wings, landing gear, control surfaces, weapons, and whatever various odds and ends you'd like. To note: This mod is intended for "full size" aircraft. Tweakscale is not supported, as it can and will most likely alter the weight and flight characteristics with disastrous results. Thrust, velocity, and atmospheric curves have been toiled over to get the most realistic performance we can squeeze out of these aircraft. This mod was designed for and with Stock aero, as such FAR is not supported, but if this works in FAR then all the better for those users. Versus is CC BY-ND 4.0 I know, no pics no clicks! Download on Spacedock or Dropbox. Recommended (but not required) Mods: BDArmory Continued - Required for pilot pitot part to function SM Armory SMI Missiles and Launchers - Full of missiles, especially some perfect Russian ones to outfit your vodka fueled planes. KWS - Cold War BDArmory Extension Kerbal Foundries Procedural Wings
  4. The F-15C Eagle was a development of the F-15A air superiority fighter which introduced a glass cockpit, modernized avionics and new weapon systems. It also extended the F-15s range which was sub-par in the first versions. The F-15 up to this day stands as a backbone of the USAF and is one of the most successful air superiority fighters to ever enter service. Built with the not a pound for air to ground doctrine in mind it combines superior aerodynamics with high wing area and lifting body design to acheive unsurpassed energy retention and maneuverability. AG1 controls the afterburners. CRAFT LINK: https://kerbalx.com/EvenFlow/F-15C-Eagle v1.0 - Initial release v1.1 - Wing strakes smoothed out v1.2 - Horizontal stabilizers control authority has been adjusted, maneuverability increased by a small margin. v1.3 - Engine position tweaked to be more realistic and seamless, dry thrust values adjusted to match the real Eagle’s top speed at sea level, subtle improvement of aerodynamics resulting in a 10m/s increase of top speed at sea level. v1.4 - Rigidity of the nose assembly improved. v1.5 - Strutting improved, some miniscule part displacement behavior after discarding fuel tanks has been fixed. v1.6 - Strutting further improved, part displacement when staging is now as far as I can see inexistent. Fuel flow order adjusted to maintain better maneuverability with lower fuel supply. v1.7 - Roll rate massively improved, horizontal control surfaces adjusted to better match the shape of the actual F-15. v2.0 - Complete rework of the airframe and the canopy.
  5. The Tomcat has always held a special place in my heart. As a child, I used to rewatch Top Gun over and over and build scale models of the famed big fighter. Even today, I still believe it is one of the most beautiful and innovative airframes ever concieved and constructed. Even if it won't take it to the skies under US Navy roundels ever again, I have decided to give it a second life in the skies of Kerbin. Here is my replica of the F-14 Tomcat - the most successful variable-geometry fighter to ever enter service. INTRODUCTION: The "stock" part of the title is actually a bit complicated. In this replica, I've decided to opt for visual accuracy and performance over anything else, and thus I could not fit in a bulky stock bearing system that could handle the stresses on the wing surfaces properly. At the same time, a Tomcat without it's variable-geometry wings isn't a true Tomcat of course, thus, I've resorted to a different solution. Parts that make up the aircraft are completely stock and you are free to fly it out of the box. Swing-wing capabilities though are provided via a handy mod called DockRotate which I will include below. It doesn't add any parts or functionalities besides making the docking ports capable of rotation. I believe this is the best compromise I could manage. It allowed me to place the wing bearings in their correct position (I've actually read some blueprints to make sure they are correctly modelled) while maintaining the sleekness of the wing gloves themselves. The mechanism operated extremely smoothly and I'm very satisfied with the result overall. INSTRUCTIONS: The Tomcat has extremely comparable performance to my other jet fighters. Due to it's unconventional wing layout and behaviour it has a few small details worth knowing before you take it to the skies and buzz some towers. 1. Takeoff: This one is pretty straightforward. Don't use excess yaw and roll as in all planes in KSP when rolling, feel free to use flaps (AG6) and rotate at about 90m/s. Tailstrikes shouldn't be possible unless you have your tailhook extended which would be unusual for takeoff. 2. Landing: The Tomcat has some beautiful handling characteristics when landing. Remember to land with wings extended, with wings folded under 200m/s the aircraft may be very underresponsive, albeit in emergency situations landing with wings folded is absolutely viable as long as you keep your speed about 30m/s higher than usual. The stall speed depends on your fuel load but with about 50% of fuel (which is about what you will be landing with for the most part) sits at around 40m/s. Optimal approach speed sits at around 60m/s or whatever other speed that allows you to slowly lose altitude while maintaining mild nose-up attitude. AoA for touchdown should sit at about 10 degrees. You can extend the brakes (Brake buton), flaps (AG6), and the tailhook (AG5) if you need to bleed off speed. With drop tanks attached be careful not to slam down too hard as this can damage the tanks. 3. Overall flight behaviour: Some quirks the Tomcat has: Since it uses it's elevons for roll control it can sometimes take a few tenths of a sec to achieve it's max pitch rate if coming out of a roll. Keep that in mind if you need to pull up hard from a dive for example. Other than that just keep in mind that it's a big and heavy fighter. Also be aware that flight behaviour will change depending on the wing sweep: 20 degree sweep will favor turn rate and responsiveness at low speeds while folded wings will increase roll rate and energy retention at higher speeds. 4. Operating the wing mechanism. The wing mechanism is the central part of this replica. With DockRotate installed, AG1 and AG2 are assigned to increasing and decreasing the sweep respectively. Main guidelines are: - Only change the sweep when not maneuvering. After the wings are locked in position you are free to push the 'Cat as hard as you like. - Change the sweep at speeds of 240-250m/s and higher. Lower speeds will not break the pivots but they will put unnecessary strain on the wings. - Don't try to unfold the wings when they are already unfolded or fold them when they are already folded. One click of the proper AG will put them in their correct position. ACTION GROUPS AND FUNCTIONALITIES: Stage - Detach the drop tanks. Brakes - Deploys the airbrake, engages wheel brakes. AG1 - Toggle afterburners. AG2 - Wings folded (With DockRotate). AG3 - Wings unfolded (With DockRotate). AG4 - Toggle tailhook. DOWNLOAD LINKS: DockRotate (Optional, enables variable-geometry wings) (Thank you @peteletroll!): https://forum.kerbalspaceprogram.com/index.php?/topic/170484-141-dockrotate-rotation-control-on-docking-ports/ CRAFT file: https://kerbalx.com/EvenFlow/F-14B-Tomcat Enjoy! v1.0 - Initial release. v1.1 - Some tiny details polished out, missing autostruts added where possible. v1.2 - Nose assembly smoothed out. v1.3 - Ventral fins aligned properly, strutting improved. v1.4 - Minor changes to the tail section to make it appear smoother. v1.5 - Changes to the tail section and nacelles to make them appear smoother overall. v1.6 - Aerodynamic improvements, top speed increased by about 5m/s overall. v2.0 - Major overhaul of the whole airframe. Airframe reinforced, wing gloves remodelled, wings refurbished to appear cleaner and more accurate, wing sweep corrected to match the real aircraft, horizontal control surfaces updated. I highly recommend updating your craft if you have downloaded a previous version. v2.1 - Aerodynamics improvements, antennas are now modelled better. v2.2 - Tiny changes to the positioning of the fuselage panels in some places to increase the overall smoothness. v3.0 - Complete rework of the nose section, the replica is now fitted with a cockpit which closely resembles the real F-14.
  6. EdAY

    Un-Stockable

    It's been quite a time since I did my first post (which I guess is much of a clickbait as I never found time to upload stuff, Sorry for those who got click-baited). I guess this would classify as my first real post then! So I spend a lot of time looking for fun mods. Much of my craft files contain mods, and I hope you enjoy my crafts . This is the Jet-F6. And also check out my kerbalX stuff (including this!)
  7. The AJS 37 Viggen was the final iteration of the succesful strike fighter introduced into Swedish Air Force service in 1971 as a replacement for the dated subsonic Saab 32 Lansen and the 50s-borne Saab 35 Draken which formed the backbone of Sweden's aerial capability at the time. The modernized AJS variant offered extended reconaissance capabilities and other improvements over the previous AJ models which enabled it to carry more modern weaponry. Speaking of software, the Viggen was one of the very first production combat aircraft to introduce a flight computer. Structurally, the main difference is the lack of the distinctive "tooth" on the vertical stabilizer. The vast majority of the updates made to the AJS variant lie under the hood in shape of modern software and a brand new electronic warfare suite. DESIGN: The Viggen was a unique design, perhaps the closest we've ever come to a modern biplane. It's main delta-configuration wing featured variable leading edge angle along it's span and multiple pylons for carrying a vast array of weapons - from dumb bombs and rockets, through the newest AIM-120B air-to-air missiles in some of the later modifications to the massive and heavy-hitting Rb-04 and Rb-05 anti ship missiles. The front canard is unusually big and provides a substantial amount of lift. This part of the airframe is perhaps the most important contribution to the Viggen's STOL capabilities. Viggen's uniqueness does not end here though. It is one of the only fighter aircraft featuring a sophisticated thrust reverser similar to those used in commercial airliners. It both shortens it's landing distance and enables it to reverse by itself. This quasi-reverse-gear enabled the Viggen to perform quick, turnarounds on runways. This maneuver has become one of the Viggen trademarks due to how often it was performed in demonstration flights in front of the public. This multirole jet was a sturdy, easy-to-maintain and reliable platform suitable for the harsh Scandinavian enviroments. It could operate from rural roads, small airports and formed the backbone of Swedish air power in the latter half of the 20th century. Oddly enough, it never found recognition outside of it's origin country despite numerous efforts to export the Viggen being undertaken throughout it's service. The AJS-variant Viggen was phased out of service in 2005, but a single 37 (serial no. 37098) has been restored to a flyable condition by the Swedish Air Force. It can sometimes be seen performing demonstrations at airshows all over Europe. Now you can take it to the Kerbin skies in this ugly murderous duckling from the land of Vikings and IKEA and kill some Soviet shipping on the Baltic Sea. OPERATING THE RB-04: This AJS 37 replica features a functional payload of two Rb-04 missiles on it's wing pylons. These missiles are fully controllable and can be used to strike targets at over 70km away. They can be operated extremely easily: When jettisoned through staging, a rocket motor is instantly activated and gives the missile the initial push of acceleration before the Juno motor spools up. After the missile is fired all you need to do is switch to the missile via your vessel switch key and guide it to it's target with control input. Cruising speed of the Rb-04 sits at around 370m/s. FLIGHT CHARACTERISTICS: The Viggen is a very simple machine to fly, albeit it requires some care especially when it's loaded up with missiles. With missiles on their pylons the Viggen has low ground clearance so care should be taken not to slam down too hard when landing as this can damage the missiles. The Viggen is capable of 347m/s flight at sea level, but with stores under the wings this speed drops by about 10m/s. At high altitudes Mach 2+ flight is easily attainable. Yaw control is very responsive and can help push the Viggen through turns faster than usual. Deep stall speed is very low sitting at around 45m/s. Optimal approach speed sits at around 60m/s. AG1 activated the afterburner and Brake key deploys the airbrake under the fuselage. Have fun flying the fighter jet equivalent of an IKEA table. Multirole, sturdy and simplistic. DOWNLOAD LINK: https://kerbalx.com/EvenFlow/AJS-37-Viggen v1.0 - Initial release.
  8. The F-104G was an export version of the original Starfighter built for the USAF in the early 60s. This aircraft saw extensive service with European countries, it was often used outside of it’s original role of a high speed interceptor, being assigned to low altitude ground attack missions which didn’t really suit it’s sluggish flight characteristics caused by high wing loading. It’s quirky flight characteristics and speed-focused, low lift design made it an exceptionally tough plane to fly in European conditions. Multiple accidents, often resulting in death of the pilot earned it the Widowmaker nickname among the German pilots. The Starfighter was a troubled, but a classic design and one of the first high mach interceptors in service. The G version features an additional dorsal fin for stability. This plane also features a jettisonable canopy activated either through staging or the abort key. Due to fairing drag issues present in 1.4.3. this planes speed is lowered. This is a game bug and will hopefully be fixed in the future. Have fun flying! DOWNLOAD LINK: https://kerbalx.com/EvenFlow/F-104G-Starfighter v1.0 - Initial release v1.1 - Major changes to the canopy and the nose section of the airplane, they have been made more proportional and pointy (thank you for the feedback selfish_meme!). Minor tweaks to the positioning of the undercarriage. Vertical stabilizer leading edge angle has been corrected to match the real aircraft.
  9. Kronus_Aerospace

    Large Scale Stock Jet-Fighter

    This craft is fairly fragile due to its high maneuverability, large part count, and mass. So I recommend using Unbreakable joints This craft is a massive highly maneuverable jet-fighter style aircraft. This jet is extremely stable in flight, to the point where SAS is entirely unneccessary. This craft uses canards made from clipped Big-S Elevon 2’s to control the pitch and the rest of the control surfaces to control roll (besides the one on the tail fins of course). This craft also has a ridiculous amount of yaw authority, like too much. Pulling a hard yaw maneuver with this craft will immediately max out the accelerameter on the Nav-ball, so yaw at your own risk. Download link (and additional screenshots): https://kerbalx.com/Kronus_Aerospace/Kronus-DD-3-PTV Craft Mass: 87.1 tonnes Part Count: 392 Flight Characteristics -Rotation Speed: 50 m/s -Max Speed SL: 346 m/s (Just barely Supersonic) -Cruising Altitude: 9500 m -Max Speed CRZ ALT: 298 m/s -Stall Speed: 20 m/s -Max Dive Speed: 460 m/s -Sea level TWR: 1.78 (Will drop as the craft acellerates) This craft was inspired by the works of Servo, I highly recommend that you check him out. https://kerbalx.com/servo Servo has also made a large fighter aircraft inspired by this craft. It's quite awesome so check that out as well! https://kerbalx.com/servo/200-F-16 Side Note I accidentally posted this craft on the wrong section of the forums. The topic is still there unfortunately as I do not know how to delete a topic. Any help would be much appreciated.
  10. Kronus_Aerospace

    Large Stock Fighter Aircraft

    This craft is fairly fragile due to its high maneuverability, large part count, and mass. So I recommend using Unbreakable joints This craft is a massive highly maneuverable jet-fighter style aircraft. This jet is extremely stable in flight, to the point where SAS is entirely unneccessary. This craft uses canards made from clipped Big-S Elevon 2’s to control the pitch and the rest of the control surfaces to control roll (besides the one on the tail fins of course). This craft also has a ridiculous amount of yaw authority, like too much. Pulling a hard yaw maneuver with this craft will immediately max out the accelerameter on the Nav-ball, so yaw at your own risk. Download link (and additional screenshots): https://kerbalx.com/Kronus_Aerospace/Kronus-DD-3-PTV Craft Mass: 87.1 tonnes Part Count: 392 Flight Characteristics -Rotation Speed: 50 m/s -Max Speed SL: 346 m/s (Just barely Supersonic) -Cruising Altitude: 9500 m -Max Speed CRZ ALT: 298 m/s -Stall Speed: 20 m/s -Max Dive Speed: 460 m/s -Sea level TWR: 1.78 (Will drop as the craft acellerates) This craft was inspired by the works of Servo, I highly recommend that you check him out. https://kerbalx.com/servo
  11. In order to train the new KAF pilots, you have been contracted to make an aggressor fighter jet. The competition for the contract is fierce. Can yours stay at the top? This is a BDArmory fighter competition. RULES: 1. The battles are run King Of The Hill style. You fight the 5th place aircraft, and work your way up the leaderboard. 1.1. There are 5 maintained spots on the leaderboard. 1.2. Fights are 3v3 matches, best out of 3. 2. No space-grade parts permitted (oxidizer, monoprop, rockets, non-cockpit reaction wheels, ISRU, etc). 2. Ore is allowed for ballast purposes only. 3. No drones (or lawn chairs). 4. Armor thickness must be left at the default value. 5. No unreasonable part clipping 6. 75 part count limit(may be raised later to 85 if necessary) 7. No decouplers/multi-staging (this is a plane, not a rocket!) 8. Up to 2 Vulcan hidden 20mm cannons, 1 GAU-8, 6 Browning AN/M2 .50 cal, or 2 M230s (locked in forward position) 8.1. No turrets (unless locked in forward position). 8.2. No mixing different types of guns. 9. Up to 6 AIM-9 "Sidewinder" missiles. 9.1. AIM-9s are the only missiles allowed. 10. Up to 4 flare boxes 11. Your plane must fall under 1 of two categories: light and heavy fighters. 11.1. Your plane (light or heavy) has a two engine limit. 11.2. Thrust is calculated with the engine on AB (if applicable). 12. Light fighters must weigh at least 6t at combat weight. 12.1. Light fighters can have up to 250kn of static thrust, and at least 400 units of liquid fuel. 13. Heavy fighters weigh at least 12t at combat weight. 13.1. Heavy fighters can have up to 500kn of static thrust, and at least 800 units of liquid fuel. 14. Editing of the craft outside of the game (e.g, text editing in notepad) is ABSOLUTELY prohibited. (Looking at you @Eidahlil) 15. BDA 1.1, and KSP 1.3.1 is used. 15.1. We will use 1.4.x as soon as BDArmory is ready . 15.2. AirplanePlus and BDArmory (duh!) are the only allowed mods. 16. Have fun! 17. If you have any questions, ask me (@dundun92). PLANES IN TESTING: [none yet] LEADERBOARD: 1. 2. 3. 4. 5.
  12. Sukhoi Su-27S Flanker-B So I've decided to make another jet replica before finishing off my B-29 and as I wanted an adversary for my F-15C Eagle, this choice seemed only natural. The Flanker was the USSR answer to the incredible performance values the F-15 Eagle achieved. Designed as a pure air superiority fighter, it's designed for dogfighting and neutralizing state-of-the-art aerial threats. The key to it's effectiveness lies primarily in it's high maneuverability, even at low speeds. It's a good match for the Eagle: It is a bit slower in terms of top speed and acceleration at all altitudes while also topping the Eagle slightly in terms of maneuverability. The Flanker was fine-tuned to be relatively similar in performance to the Eagle so I highly encourage to download both the Eagle and the Flanker, slap some Pilot AI on it and put them against each other in a gloves-off dogfight. Have fun flying the Flanker! CRAFT LINK: v1.0 - Initial release. v1.1 - Wing strakes were smoothed out and flight performance was adjusted and improved to be more realistic. https://kerbalx.com/EvenFlow/Su-27S-Flanker
  13. This craft was the result of me just messing around. I was attempting to make an aircraft that was as unconventional as possible, and instead what I created is by far the most maneuverable jet that I have yet produced. This craft can easily pull 30g maneuvers Download: https://kerbalx.com/Kronus_Aerospace/Kronus-BT-2-Dreizack Craft Mass: 14.63 tonnes Part Count: 69 Preformance: -Rotation Speed: 60 m/s -Max Speed SL: 271.6 m/s -Cruising Altitude: 4000m -Max Speed CRZ ALT: 274.4 m/s -Max Dive Speed: 348 m/s -Maneuverability: Extreme -Stall Speed: 20 m/s
  14. So I've been experimenting with CameraTools and some editing. This is the result. A bit rough around the edges in terms of quality but it's still a nice showcase. Enjoy! Craft files for the craft used: Lightning F.6: https://kerbalx.com/EvenFlow/Lightning-F6 MiG-21MF: **WILL BE ADDED IN A FEW HOURS**
  15. The Baltic Sea Incident A Cold War gone Hot story project. Back in July of 2017 I came up with an idea of making a relatively realistic, story driven creation consisting of multiple military craft replicas which would mimic a possible real-life tactical NATO-USSR skirmish as closely as possible. The scale was quite grand - The plan was to include as many detailed, full scale replicas of aircraft, ground forces and naval vessels as possible. Sadly, alot of the non-backed up craft files, about 100 carefully set-up screenshots and custom scenery got irreversibly wiped during my transition to a new computer at the end of the month. The project was about 70% completed at the time of the wipe, and some material was salvaged. While what is left doesn't quite represent the finished product, after a long wait caused both by university duties and KSP hiatus I've decided to release what I've managed to keep for you all to enjoy. This is what I've made over about two and a half weeks in July. I hope you will enjoy looking at it as much as I've enjoyed making it. Was good while it lasted. LOCATION: Heavy water production plant, coastal area of the Estonian SSR TIME: 16-17.03.1985 ALBUM LINK: Two-man team of SBS operatives tasked with infiltrating a deuterium production facility, after a succesful sabotage attempt prepare to leave the plant and head for the coast to get evacuated under the cover of darkness. They reach the coast and board a small civilian fishing vessel tasked with delivering them to the open waters where they are scheduled to rendezvous with a Los Angeles-class SSN in the area, their ultimate evacuation vessel. Due to rising tensions in the region over the past months, the coastal area has seen heavy Soviet Navy patrols. The SBS team eventually manages to reach the rendezvous point and board the Los Angeles-class. Soviet surface radars catch a glimpse of the unidentified fishing vessel in the area and dispatch a Tu-142 navy reconaissance aircraft to assess the situation. On arriving, the Tupolev manages to spot the submarine at periscope depth. The SSN crew promptly initiate emergency dive procedures. Luckily for the sub crew the Tu-142 doesn't carry dedicated submarine weapons at the time of their encounter and is forced to turn back to base soon after making contact due to lack of fuel. With the location of the US Navy sub compromised, Soviet forces in the area are notified of the vessel's presence and dispatched to it's location. The hunt for the elusive target begins. Closest to the submarine's location are two dated but recently upgraded Soviet Navy vessels - the Kanin-class destroyer and a smaller escort - a Grisha corvette. Due to their heavy use of active sonar their location is quickly estabilished by the Los Angeles crew and passed over to the command. A small-scale evacuation has now turned into a rescue operation. Los Angeles-class is ordered not to return fire unless directly attacked. With Soviet vessels on pursuit, time is of highest value. West German airbases are best-suited for anti-shipping operations but they are too distant to be able to react quickly enough. A small Swedish Air Force airbase is chosen for conducting the surgical strike on Soviet vessels. AJ-37 Viggens are very well suited for ASW. Their systems were designed with focus on utilizing the RB-04E missile to it's full potential. While it might not excel at anti-air warfare it may prove to be just enough to do the job in this scenario. The craft are hastily armed and dispatched. Due to their limited range and possibility of enemy interception they only get one approach at the target. To save time and fuel they are ordered to fly at high altitude until the final attack approach which renders them more vulnerable to SAM fire and being spotted. Soon after getting inside the Pact-controlled airspace they are spotted by a coastal 2K12 SAM battery. Mud-spiked Viggens are now diving to the deck to minimize the chances of interception. Two missiles are fired off, both missing due to their radars getting confused by ground clutter. Soviet Air Force, now alerted of the Swedish attackers, dispatches a flight of MiG-29A Fulcrums to deal with the threat. A F-15C Eagle patrolling the area is now tasked with fending off the Fulcrums. Due to it's altitude advantage it manages to reach the target area quickly. Two AIM-7 missiles are fired off at BVR ranges which don't allow the 29A's to return fire. Although they both miss, they force the Fulcrums to scramble and switch their focus to the F-15. The AJ-37s are now capable of approaching the pursuing vessels close enough to fire off their RB-04s. Due to the dated CIWS systems on the Kanin-class, they manage to score a direct hit on the destroyer and cripple it's mobility. The small Grisha-class is unable to continue attacking on it's own. Viggens head for Sweden, now flying at deck level to avoid being spiked by SAM batteries. The attack allows Los Angeles-class to retreat into international waters. The evacuation is successful, albeit diplomatic stability between NATO and the Soviet Union is significantly strained due to a Soviet vessel being damaged by Swedish fire in a Pact-controlled area. Intel gained by the SBS proves to be highly useful in assesing Soviet nuclear capabilities. END LOG So here you have the story and all the images I've managed to salvage. All the craft are built in 1:1 scale with as much detail as i could fit in. The naval vessels were especially exhausting to complete, each consisting of a few hundred parts and being over 130 metres long in the case of Kanin-class destroyer. I have copies of the Kanin and Grisha backed up on Dropbox so if any of you guys would be interested in checking them out please let me know. They require Vessel Mover to be put into the water but are fully functional and can move through water under their own power. Files for the 100+ meter long submarine, the Viggen with it's functional RB-04s and all featured ground vehicles are sadly lost. Not all of the images depicting the events of the story are there either. I hope you will enjoy it nonetheless. Thanks for checking it out. Cheers.
  16. This gave me the idea, thanks to MiffedStarfish for indirectly giving me the idea for this replica! ____________________________________________________________________________________________________________________________________ As with my other forum posts, I credit MajorJim for creating the bearing I require to even think about building these replicas, check it out here! Also, big thanks to whoever designed the modification that allows you to use RCS thrusters as ball bearings. (Please tell me who made it as I want to credit them) Klond and Azimech for developing the RCS bearing. (Thank you qzgy for telling me who developed the technologies) ____________________________________________________________________________________________________________________________________ I assume you don't need any information on want the Spitfire is, so let's get right into the showcase! But just before I show my replica, here's the real deal here: And to compare, here's photos of the replica I made here: ____________________________________________________________________________________________________________________________________ Instructions 1: Press space to decouple the propeller from the main craft. 2: Turn on SAS on the main craft (NOT THE PROPELLER) 3: Switch to the propeller 4: Hold down Alt+E until the Roll bar in the bottom left is completely to the left.\ 5: Switch back to the main craft 6: Don't touch the controls, and it should take off when it gets to 20m/s. 7: Fly like normal, but be gentle when it comes to dives. Don't exceed 70m/s. ____________________________________________________________________________________________________________________________________ Top Speed: 56m/s (may differ with altitude) Top Speed (In Dive): 70m/s (before propeller breaks) Takeoff Speed: 20m/s Download (HERE) Modified version by Azimech (which is lightyears better than mine) (HERE) (Don't mind the name, that's because I've made nine editions of the plane experimenting on which amount of reaction wheels work best, and the ninth worked the best.) ____________________________________________________________________________________________________________________________________ Hope you enjoy the craft! Any suggestions (Direct or indirect) would be great! The Spitfire was a bit of a challenge, but I managed to create it. Sorry for not posting for so long, I've just been slacking.
  17. Alright, here is the second Modern Fighter Jet Challenge! Now with MOAR REALISM! REQUIRED ADDONS BDArmory 1.0.0 Ferram Aerospace Research(FAR) Advanced Jet Engine(AJE) Kerbal Weapons System (KWS) Dynamic Deflection ALLOWED ADDONS B9 Procedural Wings. DCK Camo AirplanePlus Tweakscale RULES: Engines: Structural/Aerodynamic: Weapons rules. AI limits: General rules No space-grade parts(RCS, reaction wheels, RAPIERS, oxidiser tanks, Radiators, heat shields, etc) RTG's are allowed. No drones No Sci-Fi planes No armor. No unreasonable part clipping. *For those who don't want to have BDA, AJE, or FAR installed* I will put BDA weapons on your craft for you. For FAR, if I can fly properly in FAR (last times second place plane was originally stock, it happened to work in FAR) I will take it. Since the only real user-noticable change In AJE is reduced thrust by about half, I will remove fuel to the minimum for your airplanes class, unless you want otherwise. I will try to keep the CG in the same location. LEADERBOARD: 1. 2. 3. 4.
  18. SU27! Yes, SU27! In this pack you can see: --- Jet Fuselage with 6 tons of fuel --- 30mm Auto-cannon with 300 units of ammunition (needs BDA) --- Cockpit with full IVA (needs ASET MOD and JSI mod to work) --- Main Wing with 3 missile racks --- Tail Fin --- UHF Antenna --- N001 Radar (thinks for the help form @XOC2008) You can also use stock parts to finish this jet - much more interesting than giving you a complete jet, right ? I am trying to make it work in FAR, which took me a lot of time to do it, but it just wouldn't work... I will be really grateful if anyone could make it work, . Oh and what's more, there are some bombs in this pack too. License: MIT Thanks for the help from all my friends who helped me finish this mod! and sorry for my poor English and Let me put a piece of my oil painting here. Download at: https://spacedock.info/mod/1590/Maimico‘s Flanker SU-27 Gallery: ____________________________________________________________________ 1.01 update ----a main wing without racks ----some codes change
  19. 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 ultimatefightercompetition@gmail.com 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: https://www.youtube.com/channel/UCfLcV69Rtie9wDHmAoW-8kA
  20. I remade my inline cockpits mod. Some of the cockpits have been completely remade from scratch, but all haven been retextured and the shaders have been recompiled. The new shaders are meant to emulate the metallic coating that gives an orange/gold tint to some fighter cockpits like the F-22 or the EA-6B Prowler. So, while the glass is actually blue, you'll see nice shades of orange/gold when iluminated. I doubt the external view will change, but I'm having a hell of a lot of trouble with the IVAs in unity, which are not even importing correctly for some reason I can't determine. So IVAs will be added hopefully in the near future, but since I'm kind of stuck for now, I'm releasing it as it is now into the wild. However, I'm open to new part suggestions as long as they fit with the general purpose of the mod. That being said, I'm on the verge of giving up on the IVAs, so anyone who's open to doing them, be my guest. I have some base models for them, they just won't load properly in unity. The parts contained in the mod are what you see in the gif below. They're meant to be generic (duh) enough to be useful for a wide variety of purposes. Have fun! DOWNLOAD FROM SPACEDOCK
  21. [Please Consider] This is my first post on to the KSP forum . PLEASE GIVE ME FEEDBACK. This challenge was designed because after 2448 hours of KSP (Not a joke...), I have realized that stealth aircraft are very hard to recreate. This challenge is designed to create a challenge for veteran designers. The goal is to recreate a functional stealth aircraft that is realistic in most standards. RULES 1. Aircraft has to fly and be able to land at the KSC. 2. Aircraft has to have a realistic shape that is recognizable. 3. If you decide to build a B-2 Bomber, DO NOT USE MK II PARTS. 4. NO MODS WHATSOEVER. 5. No fake or mythical aircraft. Points Listed Below 1 Point - If you make a real aircraft that can land using the KSC runway. 3 Points - If you make a real aircraft that can land using the Kerbal Island runway. 5 Points - If you make a real aircraft that can land using the KSC runway, and fire stock missiles from a realistic location. (F35, F22 etc must use internal bays) 10 Points - If you make a real aircraft that can land using the Kerbal Island runway, and fire stock missiles from a realistic location. (F35, F22 etc must use internal bays) 15 Points - If you make a real aircraft that can take off vertically or under 10 meters/second. 25 Points - If you make a real aircraft that can take off vertically or under 10 meters/second, and fire stock missiles from a realistic location. (F35, F22 etc must use internal bays) 50 Points - If you make a B2 Bomber without using MK 1, MK 2, or MK 3 parts that takes off on the KSC runway, fly without drifting sideways, and then land on the KSC runway. 100 Points - If you make a YF-23 realistically without MK 2 parts, and can fly with thrust vectoring, maneuverability, and speed that can take off from and land on the KSC Runway.
  22. I'm working on a new fuselage mod that expands Mk2 with a new profile-- MK35! MK35 is a fuselage extension based around the F-22 Raptor and F-35 Lightning II's stealth profiles and bays. So far, I have a few models, shown below, and a basic fuselage shape, which is in Unity. What I'm looking for is someone else to help me with texturing and modeling. The models will likely need a major rework as they aren't really all that stealthy. This will be fixed in the future, and the Radar Cross Section will be dramatically lessened. Testers aren't needed yet, but any input is welcome! Thanks, and any help is appreciated!
  23. Canard-delta airframes aren't new. The late 60s / early 70s brought us the SAAB Viggen, but it had a CoL behind it's CoM and therefore did not need FBW (fly by wire) technology to render it controllable. However, most current fighter aircraft are designed with CoL ahead of CoM (inherently unstable). They are completely dependent on FBW assistance - this includes tailed designs like the F-22 Raptor, as well as canards like the Eurofighter Typhoon - But what of the dark horse, China's J-20? It's hard to find actual information about this aircraft rather than just endless trash-talking and trolling on the internet - yes we know China makes a lot of cheap and substandard stuff. Yes we know they're new to this game and however it looks on paper it probably will not be as good of a weapons system as the Raptor in reality. What interests me is the airframe. I suspect this might not be a "relaxed stability" or "inherently unstable" design. Look at the canards in this takeoff video , they angle up to raise the nose ... and they appear to remain angled up after the aircraft rotates. They are having to maintain an up force to maintain the positive AoA. On an unstable design, the higher the AoA, the more the canards must angle downward, to suppress the nose's tendency to rise ever higher. Of course, it is somewhat complicated by the fact it also has elevons and thrust vectoring, we can't really see what these surfaces are doing from this low quality footage.
  24. So I've tweaked the airframe of my old F-2 fighter even more, and came up with this one. It's kind of a "re-do" of my F-4 Cobra, which was supposed to be the Su-27 equivalent to my F-2 Predator, which was built for close range engagements similar to the MiG-29. I've added more lifting surface and rebuilt the wings entirely, in addition to clipping a second pair of Panthers to keep reasonable performance for the added weight. Like the real Su-27, this thing is pretty massive, weighing in at 30 tons at full combat and fuel load, like the real deal. However, it's not meant to be an exact replica, and is smaller at 17m length and 11m width, although it does give off a Su-27 feel. Its main role is air superiority, and, unlike the F-2 and F-4, is a dedicated fighter without any dedicated multirole function. Estimated internal range is a little bit above 2000 km at 8700 m altitude and 250 m/s cruise speed, which can be upgraded with drop tanks, although you would have to remove the ECM pods or some armament to save weight. Maximum speed, which is of about Mach 2.5 at full throttle and half tank, is rarely used since it uses the fuel very quickly and reduces range by half. I'm currently trying to develop an interceptor version of this which would use ramjets allowing it to operate at these speeds efficiently, but my F-6 fills that role quite well for now. With ECM pods, countermeasures and sufficient armament, the F-8 can fare pretty well in a BDA AI match against other "aesthetic" fighters, but it's not really a dedicated competition fighter so don't expect too much out of it. Armament is of 8 AIM-120 and four AIM-9 in addition to two M61 Vulcan cannons. Countermeasures are three chaff and three flare pods mounted in the vertical stabilizer. Be careful when flying it, since the controls are very sensible and can easily flip the plane if you smash the S key too much at high speeds. The following image gives a good idea of what the F-8 is capable of. Notice the jet trails. While it's not as crazy as the F-2F+, the turn rate is pretty good for a plane this big. To make high speed flying easier, you can disable pitch control on the canards. Action groups: Fire weapons (Modded version only) Switch weapons (Modded version only) Toggle afterburner Download links: Stock version: https://www.dropbox.com/s/axdmgij7qtwledk/MDL F-8 Thunder STOCK.craft?dl=0 BDA version: https://www.dropbox.com/s/91jy32mahwg6zsr/MDL F-8 Thunder.craft?dl=0 KerbalX page: https://kerbalx.com/NotAnAimbot/MDL-F-8-Thunder
  25. I've decided to move up a war for planes to replicate (Don't worry, I'll still be doing some more WWI planes! ) and this was the result. It was my first time working with a custom cockpit, and I really hope it doesn't look like absolute trash . This replica was a lot more difficult to do than the previous two, so if quality is lacking, I apologise The plane in real life: ____________________________________________________________________________________________________________________________________ Now, before I show off my replica of the Zero, I'd first like to credit MajorJim for the revolutionary stock bearing technology he's developed. Without it, my planes would still be using jet engines to fly *Gasp* (Link Here) With that out of the way, here's the Mitsubishi A6M Zero! The A6M Zero was a naval fighter developed by the Japanese in World War II. It was brought early into the war and gained a legendary status of being a fantastic dogfighter. It was so fantastic that it's kill ration was 12 - 1. It was considered the finest fighter until 1943. The zero had manoueverability that was un-matched, even compared to the Spitfire. Unlike the allied fighters however, the Zero had a lack of armour. This saved on weight which caused it to have excellent range. I based the replica primarily off the A6M2 Zero. ____________________________________________________________________________________________________________________________________ Pictures ____________________________________________________________________________________________________________________________________ Top Speed: 52.3m/s (May vary with flight) Top Speed (In Dive): 70-80m/s (Depends on your bravery) Takeoff Speed: 19-20m/s Stall Speed: 12-18m/s ____________________________________________________________________________________________________________________________________ Download and Instructions Since the instructions to fly this thing are literally the exact same as my Sopwith Camel, here's an extract to save me some time Just ignore the bit about being a twenty minuter, it ain't World War I anymore (Download here) ____________________________________________________________________________________________________________________________________ Thanks for reading my post! I'll be returning to making World War I Planes soon I think, coming up next is a replica of the Fokker D1. Depending on how I feel.