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Found 27 results

  1. Airplane Plus Powerful stockalike parts for aircraft enthusiasts. Feedbacks would be helpful. And if you have time, please take the Poll: Click here to vote on what part do you want to be added Download at: Spacedock · Curseforge Want to support me? You can on either of these: PATREON User Patches: Tweakscale Compatibility RPM Compatibility AJE Compatibility F-16 Cockpit RPM Remotetech Config Community Tech Tree Sound Issue Workaround is under "Issues" Below If you want assist in hovering, I recommend this mod I'm using Craft Files (Click Image): Release 22-24: Release 20: Old Files: Extra Images: Old Part Selection Images: -- Collection of Aircraft Photos: Old Album: -- APU in Action: Huey in Action: Machbuster Video: Extra: Demonstration of the Tilt-Rotor function, assisted VTOL landing and New Diagonal Gear Other videos: Latest Changelog: Installation: Remove old folder if there's an old installation. Copy the GameData folder into your root folder. -Included in the pack are AirplanePlus and Firespitter folders. It also packs ModuleManager* *I do not own these mods, I merely packed them in for Airplane Plus to be functional and avoid linking downloads for dependencies. Big thanks to their Authors. FAQ: License: *I only take credit on my parts. Firespitter and Modulemanager which are included in the pack are made by different authors with their own licenses. Most performance configs powered by @Tanner Rawlings Shout out and big thanks to @acc for doing a test run back then. @kiwinanday helped a lot on producing important info in reconfiguring performance, thanks a lot!
  2. Need More Rotors? Apart from Firespitter and KAX, I felt there wasn't enough rotarywing parts. This mod is my attempt to answer that. Introducing K.R.X. (Kerbal Rotor Expansion). DOWNLOAD From SpaceDock! Videos: Included in this release: Heron: coaxial rotor Sparrow: 3 blade rotor (left and right rotating versions) Osprey: 3 blade tilt-rotor style (left and right rotating versions) Seagull: 6 blade super heavy rotor Tail Rotors: 3 Blade, 6 Blade, and Fenestron Issues: Some tuning and balancing is still needed. Co-axial rotor (Heron) has a problem with one of the rotor switch/prop-blur, a limitation of firespitter. I'm working on a fix. Recommended Mods: Throttle Controlled Avionics: For single rotor use 'unbalanced thrust' on the main rotor and 'manual' on the tail rotor. For intermeshing, tandom, or quad, etc. configurations, use 'thrust'. Change Log: Version 0.31.1 Minor Update -Fixed Crash Tolerance on Fenestron tail rotor -Fixed Spelling Error on Osprey rotors -Increased torque compansation in Osprey rotors Version 0.31: -Added Fenestron tail rotor -Corrected the direction of the Osprey rotors -Increased the thrust of the Osprey rotors Version 0.30: Added 2 new tail rotors: -TR7 tail rotor to compliment the Sparrow main rotor. -TR24 tail rotor to compliment the Sea Gull main rotor. Added specially rigged gimbals to main rotors to emulate cyclic. Remodeled the Osprey rotors. Version 0.25: Initial release. Additional Credit: Snjo and RoverDude: for FireSpitter (*.dll Packaged with K.R.X.) Keptin: The sounds were made by Keptin (tweaked by me) and for much of the inspiration of this mod. This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  3. david50517

    New Propeller design

    Helicopter 2 Download E plane 6 Download
  4. The_Cat_In_Space

    LH-1 'Lynx'

    Hello! Yesterday, I set myself a challenge to make a helicopter. It was really hard, but also rewarding when I saw my creation fly around. I've created several variants as well
  5. luizopiloto

    Hue-H7 Lynx

    This one have 2 variants Stock: kOS: kOS variant uses a set of scripts to enable full cyclic controls, enabling the helicopter to be way more responsive/maneuverable.
  6. luizopiloto

    Hue-64 Skykrane

    Winch cable not included:
  7. justmeman117

    Stock propeller help?

    I'm mostly asking for help in this thread. I'm currently trying to develop vehicles I can deploy permanently in the field to support a career mode colonization effort. This means I need to set up mining facilities, SSTOs, and small towns on every planet. Perhaps the most difficult planet to set up such a colony with reusable technologies on is Eve. Thanks to its dense atmosphere, simply using aircraft to fly at faster than driving speeds between bases is a compelling option. However, jet engines obviously don't work inside Eve's atmosphere. So, I have to resort to stock electric propellers (unless I want gas guzzling rocket planes that are mostly fuel, and need to land and refuel multiple times in one trip). My difficulty is prototyping a stock electric propeller with the specifications I want. I wanted to make one out of .625 meter parts, to push the size and mass limits of stock propellers (and then scale up from there for larger planes). This means using .625 reaction wheels, and possibly using .625 meter decouplers in some manner as the bearings. Next, the prop needs to be able to redock to the mothership, since propellers tend to break easily whenever the game loads or unloads a vehicle with a propeller. And finally, the propeller needs to be a sub-assembly with a docking port, so that I can change out a broken engine in the field if I need to. No sense in condemning an aircraft I went through the trouble of getting to Eve if all that broke is the propeller. Anyway, I haven't had too much luck, a whole lot of friction between parts, and the prop breaking free of the different kinds of bearings I've designed. So I thought I'd turn to the KSP community for tips or tricks on designing props that aren't just for show, but are actually useful and utilitarian. The ability to redock is probably the part I care most about. I also have the making history pack, so I have those parts to draw from for making props as well. The structural tubes might be useful for 1.25 meter props and up.
  8. The Kraken Killer Somebody asked me if I could create a "futuristic" looking helicopter and this is my response! Drawing inspiration from all across the board, including the Halo Pelican, the Fallout Vertibird, the C&C Orca, the Aerospatiale SA-2 and so many more. Though it may look different, the VK-02 is a traditional Turboshaft vehicle. Pumping out about 270kN per rotor and with a top speed of around 115 m/s. The Kraken Killer is easily the most stable and fastest Kermansky Helicopter to date. Even the greenest beginner should be able to pilot this craft with little trouble! How to Operate: 1. Releases Rotors 2. Toggle VTOL engines 3. Toggle all Afterburners (craft will lift off if only VTOL is activated) 4. Toggle 2 of 4 Forward movement engines 5. Toggle the other 2 of 4 Forward engines
  9. Hi Kerbonauts! As you all know, the evolution of stock propellers/rotors in KSP has come a very long way. Ever since legit aerodynamics crash - landed at Kerbin people have been trying to figure this thing out. I would like to see what people think of stock propellers, rotors, prop. planes, and helicopters. This post isn't a contest or a poll, just seeing how people approach this thing. Submitting You can submit anywhere from: pictures, gifs, tips, advice, troubles/problems, explanations, compliments to others, or constructive criticism. This post is short and straight to the point! remember, jebius explosius
  10. Hello comrades I haven't been here for a long period of time. But now it's time to comeback. I thought it would be fantastic to fly this thing in KSP so I made one. Grab some screens: I hope you'll like it. Pros: Guns Badass look Cons: Too wide (I made it based on the side picture and I used my memory [back when I was playing Cod MW series] and it turned out to be too bulky) At least on my PC it has strange bug with Firespitter (I'll explain later) Not too authentic, because I added four small engines under the rotor so it could fly faster. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~DOWNLOAD~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~REQUIRED MODS~~~~~~~~~ FIRESPITTER BDArmory Squad (KSP game) <<<MODPACK FOR Mi24 (1.3 KSP)>>> FOR Mi24 KSP 1.3.rar?dl=0 FIRESPITTER BUG: When you put power to max it'll has only 300RPM on the rotors. You have to adjust the throttle carefully.
  11. Krog34

    Kermansky KM-60

    Kermansky KM-60 KerbalX.craft file Borrowing a little bit from the looks of the Sikorsky MH-60, the KM-60 is the culmination of hours of trial and error and hours of taking apart other people's helicopters! Able to lift a total of about 60 tons. She uses 4 panther blowers to spin the 4 bladed rotor and a single panther with full gimbal enabled to counter the torque-spin and to help with unwanted roll at speed. Limited to about 40-50 m/s she isn't too quick but is user friendly. Controls: 1. Release Turboshaft 2. Toggle Main Engine 3. Toggle Wet Mode (lift off) 4. Toggle counter-steer engine
  12. HUMMINGBIRD Stock propellor VTOL/HTOL Gyroplane* * I've no idea what this would be classified as, so I'm guessing it's that. A stock, 106 part turbo-jet powered dual propellor VTOL with the ability to fly like a plane too, so you don't just fall out of the sky when you run out of fuel. FLIGHT It's really like controlling a normal jet-engined craft, no vessel switching and with so little engine wobble as to make a brave kerbal weep. Simply stage, engage SAS, throttle up and fly. She does have a slight tendency to tilt backward (the CoM really should be shifted forwards) but meh, it keeps you on your toes this way. In forward flight, you can switch off the rotor engines and fly like a plane but getting those rotor engines started again can sometimes be a bit temperamental! Give the plane a little shake if one or both of the rotors fail to spool up. And do it quick! CONTROLS AG1 Toggle forward engines AG2 Toggle forward engines dry/wet AG3 Toggle rotor engines AG4 Toggle rotor engines dry/wet DOWNLOAD Hummingbird.craft 164Kb Hope you have fun with this. If you've got any questions about the craft, I'd be happy to answer them, most probably at great length and ksp-nerdiness.
  13. Been inactive for a while, and need to take a break from counter-strike due to a major slump, so i decided to fire up ksp for some craft building. Making it mostly with pwing, as i have done with my other crafts. Will update with more pics as i build. For now, the further down you scroll, the more progress will be seen. I'm going to update the OP with recent pics a bit later Can't get kerbpaint to work properly, some pwing elements can be colored, some can't, and some only get updated with new colours when coloring another part (mostly when i add paint to a stock piece), if anyone can help me with this it would be greatly appreciated. Some additional angles and further progress: ------------------------------------------------------ OLD ------------------------------------------------------------ Decided the ejector seats (which actually work, just not right now because they get blocked by the dash, will fix though) didn't really look the part, so i modified them and replaced the existing ones. I do realise the upper seat part is slightly too long, but im going to focus on finishing the craft and deal with it later on, should be a pretty simple fix. Not really pleased with the way the turret section turned out, will smoothen and fix later on. It looks alot more 'blocky' than it actually is, the panels blend into each other in the screenshot. Some vent detail
  14. (Edit: If you want to see the part about needing the bearings, go look at the more recent posts. March 9th or later). The time was in the middle of last summer. @Jon144 had built his beautiful helicopters while I had nothing to show for it (We've competed with designs in the past and I usually lost). I didn't really like the fact that stock KSP helicopters had to detach their rotors to work, requiring switching crafts to adjust throttle, and set about on the quest to see if a claw based bearing could work (tests in previous versions showed it couldn't, but I wanted to see if anything had changed). Forcing the claw to stand upright did not work, but then the entire rotor assembly tipped upside-down and started spinning like a charm. And thus I had my idea. The Clawjet Rotor So why did I call them "clawjets?" Simple. The claw is the most important part of the bearing and it uses tip-jets to spin the rotor. The Clawjet rotor's main advantage is that the power of the jets can be adjusted mid-flight without having to switch craft and lose control of the helicopter for a few moments. With a properly placed fuel tank its possible to fuel the rotor from fuel stores aboard the main craft, and the blades can clip through the main craft if you wish. The main disadvantage to it is that it's complex to set up prior to the flight and likes to break at every opportunity. That's the main reason why I never actually built a proper non-experimental helicopter using one to upload to the forums, and decided to just put the whole project on hold. So how does it work? Glad you asked and I didn't type out the exact response I wanted you to have in big blue text above this statement! The setup is effectively made up of 3 parts: The claw, the rotor, and the lock (which itself is made up of 3 parts). The rotor is placed upside-down directly above the claw. It is then detached, landing center on the claw. The claw is then set to "free pivot," allowing the rotor to tip upside-down (2 upside-downs makes a right-side up, so this is good). The rotor is then locked in place with the lock. Here's a picture: In this example the decoupler is between the fuel tank and the claw; its just that the decouper is actually attached to the structural support on the right side of the image and majorly offset over (more than the stock settings allow). Also notice how the claw is tipped back slightly. This is because the claw can't rotate fully upside-down, it just gets really close to doing so. I think this is the reason why the rotors destroy themselves at every opportunity. So then how does the lock work? Ok, the lock is divided into 3 parts, which I shall call the "rotor lock," the "detached lock," and the "attached lock." Here's the same picture with the lock parts highlighted instead: I've named the 3 lock parts in this format because it's descriptive of where they are. The rotor lock is attached to the rotor. The detached lock gets detached from the craft. The attached lock stays attached to the main craft. The attached lock and the detached lock form your typical bearing setup. The rotor lock winds up in the same place as the attached lock once the rotor has been rotated upside-down by the claw. The detached lock then detaches, locking the rotor lock and attached lock in the same place. Essentially the detached lock holds the rotor lock in place, while the attached lock holds the detached lock in place. The rotor lock is "locked" to the main craft, and thus the rotor shouldn't tip when the helicopter decides to lean. EDIT: Make sure to lock the pivot on the claw once the rotor is rotated into place. Free the pivot again when you detach the detached lock. This will make sure that the rotor lock locks properly with the detached lock. This lock setup will work with many types of bearings, and I have indeed experimented with many types of bearings. If you want to get especially creative you could have the rotor lock and attached lock be in different places; as long as the detached lock is locking the rotor in place and allowing it to spin while the attached lock is locking the detached lock in place you should be fine. Success? Flight was achieved with several prototypes, and at least 1 even landed, although they did all encounter many issues with the rotors breaking off when trying to pull maneuvers, along with the helicopters being practically uncontrollable. Eventually I settled on counter-rotating prop designs as the best option, but even that did not remedy the problem. Eventually I abandoned development because the challenges to overcome were greater than my interest in continuing development. Anyways, have some pictures: The Future? The game has gone through a couple of updates since I experimented with these rotor bearings, though I would think they'd still work in the current version. Autostrutting might do interesting things for the clawjets, and perhaps allow them to actually succeed. However, I'm definitely done with them after all the trouble they gave me and a waning interest in KSP. However, now that I'm no longer working on these things, I thought I should probably at least share my progress to the forums. So I guess that's where you guys come in. Try some things with these clawjet bearings and see if you can get them to work properly, or if the concept is so bad that it's unfeasible. And since it's the spacecraft exchange I better post a download link Below is the download for all of the experimental helicopters and rotor setups I have. All of my research into these rotors is in there, so hopefully you can go from where I left off.
  15. Hey guys! Im a noob in ksp but i've just build a ''helicopter'' that works pretty well,his unique problem is stability. I would like if you guys can make it better and post a craft file for it,thanks! This is the link for downloading it. Hope you like that:
  16. RandomKerbalUser

    Dissymmetry of lift in ksp

    Hey Guys, I have played a bit with the electric rotary motor and build a helicopter,now I'm stuck at the problem ,that my helicopter can't get over 35m/s without losing it's stability and of course it's speed.The problem shouldn't be the motor itself, since even with more power, it is stuck at that 35m/s limit.My quess is that there is a dissymmetry of lift, since the rotor blades are very static.It's a problem with real helicopters too ,but they compensate it with blade flapping. So does someone got a solution for doing blade flapping in KSP or something that can compensate for that? Thanks.
  17. frizzank

    Chopper Parts

    Just an experiment to see if I could create helicopter parts that do not require a plugin like firespliter. Kerbal doesnt like engines being on top of the center of mass so it freaks out if you leave the gimbals on. Also parts are not textured. Comes with- 2 blade commercial prop 4 blade industrial prop tail rotar Air intakes Skids Props
  18. I'm bringing to you today a build I've been working on over the weekend: A fully working and weaponized Hind! It features two working cockpits, pylons with plenty of room for ordnance, semi-accurate landing gear placement, and a passenger cabin. I tried to make it as true to real life as possible, so tell me what you think! Here we see it flying majestically over the KSC, using its machinegun to destroy a spherical tank on the space center grounds. Landed in the grasslands, ready to unload troops. Finally, landed back on the VAB roof. Thanks for looking through. I'm currently unable to post a .craft file, so sorry if anyone wants to download this. See ya!
  19. pTrevTrevs

    AH-1 Cobra

    Given how difficult it was to come up with a shape I like, and given how many new features I tried with this craft, including the strut canopy and BD Armory TOW missiles/FLIR set, this craft took a lot less time to finish than I expected. The Cobra's design was derived from the UH-1 Iroquois (Huey), and used the same engine, transmission, and tail section as the Huey. While the UH-1 made air cavalry practical, it was poorly armed and was vulnerable to ground fire from Vietcong or NVA forces, especially when it landed to unload its troops or supplies. While many UH-1s were converted to gunships, and Air Force/Nay jets could provide close air support, a new helicopter was needed that could escort the Hueys and sanitize LZs to make it safe to land. The Cobra filled this role perfectly, and was used extensively during the Vietnam War. After the war the Cobra became the main attack helicopter for the United States, and served in this role from 1967 until being replaced by the AH-64 Apache in 1999. Twin engine variants of the Cobra still serve with the USMC and other NATO countries. the US Forest Service also flies unarmed Cobras for fighting forest fires. Aaaand most of you probably won't read all that history, so here's a picture to keep you here Although the AH-1G featured a smooth, curved canopy, later model Cobras were fitted with a flat paneled canopy which reduced sun glare and reflection inside the cockpit. This Cobra replica is based on the AH-1F, although I am not entirely sure whether F models served in Vietnam, so if anyone could provide me with reliable information about it, that would be great. It's a pretty easy aircraft to fly so long as you understand the basics of rotary-wing aircraft and vertical flight. As you can see I landed it on the VAB helipad with ease. I recommend coming in on a flat approach at a slightly higher altitude than your landing point and slowly decrease your speed as you near the pad, killing all horizontal velocity right before you cross over the center of the pad (by that point you should be hovering just above the pad). Then lower the throttle enough to let the helicopter descend, but be careful not to gain any lateral motion. The helicopter is equipped with TOW missiles, guided by an FLIR set in the nose, unguided Hydra rockets, and a 30mm cannon. The TOWs are perfect for taking out targets at long range, while the Hydras and 30mm can mop up after them. Unfortunately all the systems on the chopper require a lot of control panels and menus to operate effectively. This is the setup I use, with the FLIR and main rotor menus on the right between the Weapon Manager and the staging diagram. the FLIR tracking camera is on the bottom right and Flight Engineer (if you have it) is in the top right. To use the TOW missiles, enable the FLIR, aim the nose of the helicopter at your desired target, then fine tune it with the camera. You can lock the camera and zoom in to make it easier to move. Once the camera is over your target, lock the camera if you haven't already done so, and you should see range information and coordinates on the camera. Select the TOW missile in the Weapon Manager, arm the trigger, and hold it down until the missile fires. It should automatically guide itself to the target and detonate. Hydras and 30mm are pretty straightforward, so I shouldn't have to explain them. I definitely recommend pinning the rotor's menu somewhere so you can keep track of the thrust level. Unlike real helicopters, the KAX rotor takes a while to rev up and down, so it can be a challenge to fly using only the throttle as judgement. Although I personally like Utility helicopters more than Attack helicopters (what can I say? My father flies the UH-60M), I must confess that I really enjoy flying this. It's fast, responsive, versatile, and best of all, deadly. Vietcong/Taliban beware, Cobra venom kills! DOWNLOAD REQUIRED MODS KAX BD Armory
  20. I have finally finished my stock coaxial helicopter. It is fairly reliable (only explodes in about 1 in 10 flights) The bearing is a modified version of @Jon144 design, except it has two different rotating parts. The helicopter flies quite well but can't perform any arial stunts (without violent explosions) but can carry about 7 tonnes of cargo It can carry 4 passengers and can fly for about 10 minutes To fly the helicopter apply about 1 notch above 2/3 throttle press space and then engage SAS (SAS in not strictly needed but makes it much easier to fly) 2/3 throttle on both rotors should be enough to hover and any less will cause you to loose altitude Adding or removing ore from the tanks will change how it flies (add more to the front tank if you are carrying cargo) Here is the download link: Thanks for looking
  21. Redshift OTF

    Huey Bell UH-1 Helicopter

    Here's my attempt at a Huey replica. The only mod needed is KAX for the rotor blades. 165 parts, (6 are jettisoned). 11.11 tons. Seats 2+8 Kerbals. Hot key 1 toggles rotor engines. Remember: The last Kerbal you put in a seat is the pilot. If this Kerbal is in a side seat don't forget to change control to a front facing Kerbal or the control ring near the main rotor or your controls will be reversed! I forget this all the time. Looking on Google there are quite a few variations of seat layout so I just went with the one I liked the look of. You can easily move/add/remove your own seats. It's not a perfect replica but I wanted to keep the part count down and it was hard finding the right parts for a helicopter that matched the scale of the Kerbals. The actual craft will look like below. This is to allow easy loading of Kerbals. Download > KAX mod > Enjoy.
  22. Castille7


    Sector 7 Space Laboratories - VTOL Division - V-Copter The V-Copter, it's name comes from VTOL & Helicopter. The looks take some getting use to because of it's upper rotor not being there but it's growing on me the more I fly it. The craft is handling well and it's range and flight time is good for having fun. V-Copter Flight Operations: Engage RCS and SAS, throttle up to full then press spacebar, if you would like to jump up quickly use the K Key, this is the downward thrust which is also used for landings. Hold the K Key until you gain some height then press spacebar a second time to engage the rear engines. The lift engines are on action group 1 and the forward thrust engines are on 2, leave all engines engaged during flight and this will not be a problem with fuel consumtion because the Juno's are easy on fuel. Special Note: Water landings are very tough, keeping it at balance is a challenge but the craft will hold level. Controls 1- Juno Lift Engines 2- Juno Forward Thrust Engines Craft Files V-Copter Land Craft V-Copter Water Craft
  23. I've had this for quite a while now, tinkering with it, and now that I know people actually like my work sometimes, I decided to share my best "working" helicopter! The descriptions between the civilian and the military version are the same, sorry. The performance is quite good, and it'll respond well in almost all situations. Jeb likes to blind bill with the spotlight by the way, make sure you keep him away from the brightness controls. No pics of the military one, the only difference is that it has a real FLIR camera, wing mounted chain guns and hellfire missile pods, and additional engines. Be careful. Look for the action groups.
  24. Making this was very hard. I'm going to go to bed now. Another angle: Landing: It has 420 parts heh
  25. Gidday all, you smarter than me guys.... I have got to grips with making helicopters that fly really nice. The most fuel load I got to was 900 unit of LQ fuel. So the range was just over the western hills from KSC (200km ?). So, I was thinking I need a deployable forward air base to land and re-fuel. Some thing like a land based aircraft carrier, but... - needs to be relocate able to selected LAT/LONG and on the ground at ground level. - needs to auto load fuel for the landed craft. not, a miner type of thing, and perhaps not a docking port. -not to big, say an 8x8m square with a H on it. May be a redone SpaceX landing platform?? I tried to make one using the relocation gadget that says it will place you on the beach from the SPH. this keeps exploding on me, can not get the height right...? So, any thoughts welcome. It will be the only way to fly around Kerbal to see the anomaly's by helicopter. regards, Algwat