Search the Community

Showing results for tags 'fighter'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • 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
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website


  • Developer Articles

Found 47 results

  1. 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:
  2. [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.
  3. 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(not working properly now, requires BDA) 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 Download at:‘s Flanker SU-27 Gallery: ____________________________________________________________________ 1.01 update ----a main wing without racks ----some codes change
  4. 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.
  5. 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!
  6. 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
  7. 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.
  8. 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: F-8 Thunder STOCK.craft?dl=0 BDA version: F-8 Thunder.craft?dl=0 KerbalX page:
  9. 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.
  11. INTRODUCTION Yet another revamped version of my MiG-29A replica i made about a year ago or so. This one undergone some considerable changes which added some important details present on the real 29. The MiG-29 was the Soviet answer to the rising threat of US frontline fighters such as the F-16 being fielded on a large scale. The Soviet Air Force needed a light, easy to maintain and competitive fighter to support the Su-27 and thus, the MiG-29 was born. It was the trademark 4th gen frontline fighter of the Soviets and, over the years, it underwent many modifications which ensured that it remained competitive to this day. The A version was the initial production variant fielded by the Soviet Air Force in 1982. It is powered by twin Klimov RD-33 turbojet engines which, given the small size of the airframe, allow the MiG-29 to achieve a whopping TWR of 1.09 on reheat. The power outputs of the engines are, just like on the Eagle posted earlier, modeled correctly down to 0.1kN of static thrust. The weight is also very representative of the real Fulcrum and thus, this aircraft approximates the real aircraft's performance well. FEATURES Just to name a few: 1. True to the original engine performance and weight. (Activate the reheat with AG 1) 2. Functional flaps activated with AG 2 3. Correctly placed airbrake mounted in the rear activated through AG 3 4. Correctly placed drogue chute activated through staging. 5. Alot of minor detailing with antennas, the infrared sensor bulb on the nose etc. HOW TO FLY Quite similar to the Eagle, but lighter and perhaps a bit slower at some altitudes. Airbrakes and flaps can be used for slowing down the airframe. Take off at approx 55m/s, land at a similar speed. Watch out for stalling since the aircraft can drop it's speed very low through turning due to how agile it is. Fly safe and have fun. I am eagerly waiting for your feedback so if you have any suggestions, feel free to leave them here! DOWNLOAD LINK Updated on 22-07-2017, V1.1 CHANGELOG 1.0 - initial release 1.1 - fixed the main landing gear not being straight which caused problems on takeoff.
  12. INTRODUCTION As a relaxing little break from creating propeller aircraft I've decided to recreate one of the most prominent 4.5th gen jet fighters of the modern era - the F-15C Eagle. Not a single Eagle has ever been lost to enemy fire and the airframe itself, although almost 40 years old by now is continiuously proving itself to be a formidable foe to every modern jet fighter. The F-15C is currently the definitive variant suited for air-to-air combat and maintaining air superiority. It is a heavy airframe weighing in at approximately 20 tons loaded, powered by Pratt and Whitney F100 low-bypass turbojet engines, each putting out approximately 100kN of thrust when running reheat. The plane is capable of reaching over Mach 2.5 at it's operational ceiling. The Eagle is extremely capable in terms of it's maximum loading and can achieve an operational range of over 5500km when used with it's conformal FASTPACK fuel tanks. This replica is an attempt at creating a detailed and correctly performing Eagle. The weight is about right, and the engines have been tuned to provide the exact same amounts of static thrust the real F100s would provide. I managed to get the values down to 0.1kN accuracy. The replica is fully stock. I hope you will enjoy flying it. FEATURES Here are some basic features included with the replica. 1. Correctly performing recreations of P&W F100 turbojets producing exactly 64.9kN of dry static thrust and 105.7kN of static thrust wet (toggle with AG 1). 2. Retractable flaps (Toggleable with AG 2) 3. Functional airbrake (Toggleable with AG 3) 4. Realistically modelled drop tanks, the centerline tank is exhausted first. HOW TO FLY The flight characteristics of the Eagle are rather standard. If you can fly any other jet in KSP, flying this one should also be relatively easy. Flaps and the airbrake can be used to slow the airframe down. The top speed at sea level with the drop tanks on sits at Mach 1 and gets better with altitude. Keep in mind that the drop tanks add considerable weight to the airframe and they should be ditched when entering combat. Take off at about 70m/s, land at approx 65m/s. Keep in mind that the airframe, although agile, is rather heavy and has plenty of intertia, especially when performing low-level maneuvering with drop tanks on. Have fun taking the Eagle to the skies and fly safe. Feel free to leave requests and suggestions down below so i can improve my replicas! DOWNLOAD LINK Updated on 22-07-2017, V1.1 CHANGELOG 1.0 - initial release 1.1 - major structural tweaks done which make the craft more similar to the original in terms of proportions. before, the ratio of lenght to width of this replica sat at about 1.52:1 (14.2m x 9.3m) and the horizontal stabilizers were unproportionally big when compared to the main wing. now this issue is fixed and the replica has the exact same length-width ratio as the real plane (1.46:1 14.2m x 9.7m for the replica and 19m x 13m for the real Eagle). pictures were changed accordingly, but here is a gif to portray the changes I made better: (old one in the first frame, fades to the new one which is visibly wider and more proportional) (i think it just goes to show how bad my OCD is with those replicas. WELP, GOOD FOR Y'ALL I GUESS)
  13. INTRODUCTION Hey there again. After finishing building and tweaking the Wyvern which was my first attempt to create a single engine propeller airframe replica. Right away, I've started working on yet another one, this time recreating a weapon from an earlier decade, when the world was engulfed in conflict. The 190 was a German single-seat, single-engine fighter aircraft designed by Kurt Tank in the late 1930s and widely used during World War II. Along with its well-known counterpart, the Messerschmitt Bf 109, the Focke-Wulf 190 Würger became the backbone of the Luftwaffe's fighter force. The Dora version, unlike the earlier Anton and Friedrich, was powered by an inverted 12 cylinder Jumo 213A engine (which is quite in-detail modeled in this replica!) which was fit for better performance at higher altitudes. The inline engine brought some design changes, e.g. different exhaust pipes and the distinct lenghtened nose section. The Dora proved to be a formidable opponent to all Allied counterparts from 1944, but as with the majority of German arsenal in the later years of WWII it was troubled by being outnumbered and hard to maintain. Even the fearsome armament of 2x MG151 root-mounted 20mm cannons coupled with a pair of 13mm MG131s in the nose couldn't stop the oncoming onslaughts of B-17 bombers. Even although the plane itself didn't change the tide of the conflict, you can now take it to the skies yet again in KSP with this replica. It consists of little over 150 parts and has some neat features which make flying it out exceedingly fun compared to other craft. FEATURES Features of this aircraft are mostly all the standard stuff you see on my other replicas, coupled with the detailed engine interior. Just to name a few: 1. Functional flaps, activated with AG 1 2. Openable engine cowling which reveals a detailed replica of the inverted V12 Junkers Jumo 213A engine. (Toggle with AG 2) 3. Functional, spinning propeller which adds alot of immersion to the replica. 4. Correctly placed guns and antennae, alot of little details here and there. 5. Actually useful drop tank which gets drained before the rest of the tanks. Ditch it with staging. HOW TO FLY Pretty much the same things that apply to the Wyvern, apply here. The Fw-190D has a little bit less torque at low speeds, that is the only real difference. 1. Startup and takeoff Idle the throttle and engage brakes. SAS needs to be off. Stage the first stage. The ring securing the propeller in place will come off. Switch to the propeller with " ] ". Start up the propeller. Hold down ALT and either Q or E. Hold the key until the roll indicator in the bottom left corner of the screen will reach it's limit. Remember to have SAS disengaged in this stage if you want the propeller to work. SAS, along with neutralising set roll trim with ALT can be used to stop the propeller post-flight. Switch back to the main vessel, engage the SAS (although the craft is perfectly flyable without it of course) and disengage the brakes. After the propeller has started rotating sufficiently quickly you can add throttle and begin the takeoff. The plane will take off by itself after reaching approx 65m/s. Tailwheel and rudder can be used to counter the torque generated by the engine which can be felt while the plane is low on speed (this also applies to real life propeller engines) 2. Flight Flying the Dora is rather easy. The plane is stable at any speeds above it's stall speed (which sits at about 50m/s), will reach speeds of up to 145m/s (and over 220m/s in a dive), and the fuel will last for a while. The drop tank is expended first, after it runs dry you can jettison it with staging. Turning is safe at any speed within it's flight envelope, but due to compression not being modelled it will lose speed in high speed turns rather quickly. Mild turns are advised if you are planning to keep your speed up. Just like in real life, roll rate of this plane gets rather sluggish when your speed is too low. Keep an eye on your speed during tight turns to prevent stalling. Optimal climb can be achieved at approx 90m/s TAS at most altitudes. 3. Landing To drop your speed quickly, feel free to pop the flaps. Get your speed down to about 70m/s, retract the gear and lower the throttle. Watch out not to come in nose-first, since this could damage your propeller. Engage brakes after touchdown, use the tailwheel to taxi into a desirable position. Engine can be turned off with methods described in "Pre-flight procedures and startup" section. I really think this is one of the better replicas I've created. I hope you will enjoy flying it as much as I did during all the testing. DOWNLOAD LINK Updated on 22-07-2017, V1.0 CHANGELOG 1.0 - initial release
  14. The challenge: Build an aircraft that can pull a Crazy Ivan. If you don't know what a Crazy Ivan is, watch this awesome scene from Firefly: Simply, a Crazy Ivan is a mid-air 180. It works best with aircraft which have two engines mounted rather far apart and best if those engines are reversible. At full throttle, one engine is reversed, producing a dramatic torque that results in a 180-degree yaw. Then the engine is switched back to normal and the engines fire together, stopping the aircraft in midair and then taking off in the opposite direction. Rules: Aircraft engines only (no rockets) Aircraft control surfaces only (no RCS or reaction wheels) Must be capable of normal rolling takeoff and landing Goals: Pull a Crazy Ivan Using reversible thrust on both engines, fly your plane backward Take off and land backward or forward Good luck!
  15. The KF-105 "Banshee" Light Fighter is an advanced stealth fighter designed to operate from improvised runways and in groups. The Banshee is often used when heavier fighters either aren't available or cannot operate from a certain location for some reason. Armament: -2x Vulcan guns -2x AIM-120 "AMRAAM" -2x AIM-9 "Sidewinder" Technical Specifications: Parts: 75 Mass: 10.604t Height: 2.8m Weight: 8.7m Length: 12.8m Engine: 1x J-404 "Panther" Afterburning Turbofan Notes: The unique aerodynamic properties of the Banshee means that it is capable of flying and maneuvering with one or even two wings missing (tests courtesy of Object Thrower) Craft File: Well? Thoughts? Suggestions? What did you like? What did you not? I'd welcome feedback, this is the first craft I've decided to post on here.
  16. There was a jet fighter tournament by Jolly Rogers on Youtube a couple of days back. I sent in a fighter to compete, but I wasn't satisfied with it and went back building what I thought would be the best Jet Fighter possible, combing high speed, heavy armor and massive firepower, and here's the result. or It's the best configuration possible, and should defeat any other design when numerically evenly matched. Would anyone like to take up a challenge to prove me wrong?It is built on rules of TAPE's jet fighter showdown and Jolly Roger's plane fight club, so Stock + BDA Parts and no turrets. STATS Max Speed: 780m/s in level flight Max Ferry Range: ~4000 km(circumnavigates Kerbin without drop tanks) Maximum maneuverability: 75Gs Armaments: Dual GAU-8, 8 x AIM-120 ARMAAMs Armor: Resists 1-second burst of Vulcan or Browning at 1000m Dry Mass: 18 tons Maximum Payload: 20+ tons.
  17. The Snowy Owl(Bubo scandiacus) is a 5th-generation fighter configuration come out by the Shenyang Aircraft D R Institute in China. It is used to compete with the Chengdu J-20. To obtain the control ability of large angle of attack, it was designed with the triplane aerodynamic configuration. Although it attain the design requirement, it was defeated by the Chengdu J-20‘s canard configuration. No official type number(such as J-XX) was given to her. Mod used: B9 PW, FAR, Tweak Scale, BDA, InfernalRobotics. I just don't know how to make the nose looked well...
  18. As of lately, I have been working on a project to replicate all major post WW2 fighter/attack aircraft of the US/USSR/Russia. All new ones will appear here. If you have any suggestions, post them here. They were built in KSP 1.2.0. All require BDarmony, a lot need TweakScale and Airplane Plus, plus other mods as needed. WW2. None Available Korean War MiG-15 F-86 Veitnam/Early Cold War. F-4E MiG-21 Late Cold War/Modern Era F-16C MiG-29
  19. IAI Lavi stock fighter plane The IAI Lavi was a fighter jet under development in Israel during the 1980's that was ultimately cancelled for reasons of cost, but some rumour that Israel was pressured by the US to cancel it to avoid competing with the F-16 and F/A-18. Test pilots who flew it reported that its handling was excellent. The ultimate cancellation of the programme upset some in the defence establishment, who today believe it could have been among the most advanced jet fighters in the world with upgrades applied. Some have speculated that the Chinese J-10 may incorporate technology from the IAI Lavi, and they do have similar contours. I decided to re-create the design in KSP and this here is what I came up with. Features: Accurate appearance Excellent manoeuvrability Low part-count (32 parts) Download at KerbalX Screenshots
  20. F/A-18C/D Hornet

    The McDonnell Douglas F/A-18 Hornet is a twin-engine supersonic, all-weather carrier-capable multirole combat jet, designed as both a fighter and attack aircraft (hence the F/A designation). Specifications: Type: SPH Class: aircraft Part Count: 58 Mass: 12.54t Cost: 42,213 Crew: 1 Craft file: Notes: Great autonomy of flight, ideal for escort over long distances!
  21. Fighter Replicas

    Just post fighter replicas that you made. I will upload mine shortly
  22. Russian warplanes are fascinating, especially those that you can build in ksp
  23. Just tell me what you want me to build, I'll build it, and give you a dropbox link.
  24. New fighter jet!

    This is my new fighter jet! I'll let you guys decide the name! Happy building, burning, crashing, Kerballing, and overall madness!
  25. Hello guys, I have created a replica of the Su-47 fighter that could use some tweaking form more skilled people than because in my opinion it doesn't fly particularly well. You will find attached the craft file and I allow anyone to modify it as they wish as long as if they share it again, they include my name because I spent about 4 hours (I don't know if it's much for an airplane) on it. If you do make it better please share it by all means, I'd love to see your creations! I've been wanting replica of that plane for so long but the other ones were outdated since 1.0.5 and the authors didn't share the crafts, they just put videos on youtube. Anyways, the mod used for it is TweakScale because some parts were of the right shape but not the right size. Of course this was created with BDA compatibility in mind Berkut [export].craft?dl=0 Regards