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  1. Fuselage (DMF) Adds seven (7) stock-a-like flat fuselage parts. These parts are rectangular fuselage pieces meant to be radially attached. By zer0Kerbal, originally by @DaMichel, and then by @Bezzier View full album Forward by @Bezzier Contains seven (7) stock-a-like flat fuselage parts tank [normal, long] air inlet terminal piece flat to 1.25m adapter radially attached tail boom slanted cone Cabin Notes by @DaMichel Usage of FerramAerospaceResearch is strongly recommended. The parts have some values for stock aerodynamic parameters but i have no idea if they are reasonable nor will i take the time to balance for stock. In contrast, FAR figures this stuff out automagically. See More Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues GitHub Pages : See Pages Youtube review by @Kottabos[ Kottabos Gaming ] Localization Installation Directions 1 Use CurseForge/OverWolf App (currently does not install dependencies) or Dependencies Kerbal Space Program 2 DaMichel Ltd (DM/L) Suggests DaMichel's CargoBays (DCB) DaMichel's Fuselage (DAR) DaMichel's SphericalTanks (DST) DaMichel's Fuselage (DMF) GPO (Goo Pumps & Oils') Speed Pump (GPO) TweakScale Supports Either 3 Module Manager Module Manager /L GPO (Goo Pumps & Oils') Speed Pump (GPO) TweakScale Active Texture Manager (ATM) Include a configuration which scaling in general and compression of the normal map If you like a more aggressive configuration - delete Compatibility/ActiveTextureManager.cfg Advanced Jet Engine (AJE) The inlet has a configuration for AJE Based on the Sp+ rectangular inlet and made the inlet larger Ferram Aerospace Research (FAR) Firespitter Core If you have the Firespitter DLL and no RealFuels it will use it to give the parts swappable tanks Chose between LF, LF+OX and MP variants Real Fuels configs are included Tags parts, resources *red box below is a link to forum post on how to get support* Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks @DaMichel for creating this glorious parts addon! @Bezzier for the picking up where DaMichel left off see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!
  2. License: CC-BY-NC-SA, see license.txt in folder NeistAir UPDATE P9.0 is finally brought out! Check SpaceDock link for further info + download Now B9PartSwitch is a dependency (but also bundled in the mod zip!) today, i took my time, and updated some stuff on the NeistAir Mod, made by neistridlar, and here we are - i am uploading my first reupdated version. Original NeistAir Thread: Changelogs: All Parts in the mod currently: DOWNLOAD: SPACEDOCK: https://spacedock.info/mod/3034/NeistAir Reupdated
  3. SilverWolf Aerospace is reopening its doors! After mulling it over for some time, I have decided to re-release this project. So, what is it? It is a humble collection of things I have wanted over the years. A more attractive, familiar cockpit for airliners and small freighters. Something a little more iconic when economy gives way for haste, and something completely new for exceeding the boundaries of sanity and atmosphere. I've also paid attention to the back of the plane, too, adding tail connectors I have longed for. Auxilliary power units included. Finally, I have a bad habit for mounting my wings low; so wing boxes of varying lengths with various cockpit and tail adapters have been thrown it; because an aircraft just looks better when it's streamlined. What's next, I have no idea. Download: https://kerbal.curseforge.com/projects/silverwolf-aerospace As a friendly reminder, All Rights Reserved.
  4. The Mark II of my VTOL Harrier jump jet design, updated and redesigned to work with For Science! Much like its predecessor, it has full VTOL and STOVL capabilities, the Panther main engines on the original design have been swapped out for Wheesleys to accommodate the heating changes in For Science; While they lack afterburners, Wheesleys are actually more efficient than Panther engines, thus yielding an overall much higher range along with the extra two tons of fuel capacity, while maintaining the same non-afterburner top speed of 330m/s from the original design. This redesign has an extra pair of Whittle engines to support the increased mass of the vessel, the wing tips have been augmented with an additional pair of landing gear, making precise vertical landings far more stable and easier to perform than with the original design, which was notorious for tipping over upon landing, the wings have also been adjusted to make the plane generally far more stable and the plane is also equipped with a probe core now in case you want to do some shenanigans with it without risking a poor Kerbal's life. Finally, the redesign comes pre-armed with two hypermaneuverable high-velocity atmospheric probes, warranty void if pointed at something that isn't the atmosphere. Specifications: Dry mass: 10.83t Wet mass: 17.12t Part count: 91 Height: 3.57m Width: 8.64m Length: 11.83m Action groups: Activate main engines Deactivate main engines Activate VTOL engines Deactivate VTOL engines Toggle main engine thrust reversers Advice: Best way I've found to transition from horizontal to vertical flight is to pull up into a straight 90 degree climb over your landing target, cut your main engines and stall yourself, glide down towards your target, activate the VTOL engines and then stall yourself again as they're throttling up, then you'll have killed enough of your velocity to transition cleanly into hovering for landing once you pitch back down. When fully fuelled, the VTOL engines have a TWR of 1 at 85% throttle, and a maximum TWR of around 1.16. The landing gear is rather sturdy; you don't need to worry about making your landings tremendously smooth, after all any landing you can walk away from is a good one. The throttle response time on the Whittle engines (The engines used for the VTOL engines) is very bad, be prepared to make throttle adjustments a few seconds in advance of when they're needed. Along with most other plane designs, SAS absolutely hates this thing while in flight, get used to setting trim and making adjustments if you plan on taking this thing any long distances. Contradicting the previous point, SAS is absolutely your best friend while hovering and landing this plane VTOL, the reaction wheels on this craft are powerful enough to allow for very fine control and adjustments while hovering. Remember: the thrust direction of your VTOL engines moves with the attitude of your craft and isn't strictly vertical; if you have too much horizontal velocity in a direction try pitching your VTOL engines in that direction to cancel out your horizontal velocity. Download here: https://kspbuilds.com/build/VTOL-Harrier-Mk-II
  5. First off, it's not my first rodeo in KSP. However, I found that one of my greatest challenges for interplanetary missions is designing a ship that is aerodynamically stable while performing an aerocapture maneuver. The primary reason for this is that rockets are naturally bottom-heavy, especially when launched from KSC. So while one can easily place an inflatable heat shield between the launch abort system and the command module, the center of mass will be so far back that the ship will tend to flip unless you add a ton of drag to the back end, in the form of literally tons of fins or more creative means. That was my first instinct, and I ended up with various semi-successful designs including turbine-like fins and infernal robotics deployed drag-inducers (heat shields). This solution isn't consistent, so I started designing ships to aerobrake engine-side first. Designs, using KIS/KAS, included using winches to haul a massive heat shield in front of the engines, assembling a heat shield in situ, or robotic arms moving radial shields into a heat shield snow plow design. Then came my most successful design concept - separation. I started designing ships to separate into two equally massive halves and aerocapture separately. Then would then rendezvous and rejoin after they left the atmosphere. The two halves were always much more stable than attempting to aero break with my typical burj khalifa looking design. My question is: what have been your successful solutions? I have a sneaking suspicion that there is a more elegant one out there.
  6. Nice MKseries Body Made by: Kerbal Battle Field & Icecovery Studio & Kerwis Team Our members: Models: @Kernowden Kerbin Textures: @Kernowden Kerbin @Icecovery @Johnny005611 IVA: @Kernowden Kerbin @thedawm Import: @Kernowden Kerbin @thedawm Configs: @Kernowden Kerbin @thedawm Technical Support: @Acea @ladeng @flywlyx @Icecovery @BF2_Pilot All members come from Kerwis team DOWNLOAD: SpaceDock Recommended: RPM BDArmory Continued AEST AARS Complete experience need: JSI ASET License: Nice MKseries Body was released under CC BY-SA 4.0.
  7. I built a functional Millennium Falcon. Here it is landed on Minmus, and there it is docked to my Enterprise. I use these mods:
  8. What do you think about the Starfield features revealed by the gameplay videos and photos - as compared to KSP2? I'm not comparing genres - only "apples to apples", things that KSP also has: ship building features, base building, celestial body environment, ship IVA and third person HUD features. Also remember: Starfield players cannot actively pilot their ships to a planet's surface Ship Building (with details here & here): Base building and resources (details here): Exploration & environment (details about planets here): Ship IVA / flight deck / HUD (but no seamless spaceflight): Clearly KSP2 is doing something amazing that technically has never been done before (even before speaking of the multiplayer aspects). "An update on Kerbal Space Program 2 and how we're enabling players to travel from planet A orbiting star B to planet C orbiting star D, continuously, without any loading screens, pauses, faked out transitions, "warp drives", or other trickery. We're simulating a multi-light-year spanning 3D volume at a sub-millimeter level of resolution, and enabling players to travel to any point in that space if they can build a ship capable of making the journey. Unprecedented in gaming." - Paul Furio, the Senior Engineering Manager at Private Division https://www.linkedin.com/posts/paul-furio_kerbal-space-program-2-episode-5-interstellar-activity-6920089169021014016-J_5I
  9. Hey Y'all! Many past players have used all sorts of means to simulate airships in KSP, from jet engines to control surface spamming to landing gear glitches and even awesome mods like HooliganLabs. Since the game will calculate lift on an aerodynamic body regardless of how it's occluded (unless it's inside a fairing/cargo bay), we can build a helicopter that sure looks a whole heck of a lot like an airship using the new DLC parts. To this end, I've got another entry into the stock airship category: The Kindenburg utilizes two R7000 Turboshaft engines with 16 medium helicopter blades each, mounted to counter-rotate inside the wing-only section of the envelope. Outside the envelope along the sides, there are two electric rotors with duct blades which will provide our forward thrust. The lift engines are fed by liquid fuel and intake air, while the rotors and reaction wheels are run by the lift engine alternators along with a pair of fuel cells. The crew capacity is 10: 2 in the lander can, and 8 in the upside-down modules. Hanging the passenger modules upside-down was mainly for aesthetic reasons, as I found it to be the best and easiest way to make a good looking passenger module for an airship. I hear bats love to travel in this thing. Action Groups: AG1) Toggle lift engines power and fuel cells AG2) Toggle forward engines AG3) Toggle ladder Flying the thing can be a little tricky. The lift engines are mapped to the main throttle via RPM limit, and a throttle level of 1/2 corresponds to roughly neutral buoyancy. When taking off, it's best to do so with a little forward velocity for stability. Start out by hitting AG1 and releasing the breaks, then hit AG2 to start moving forward. Set your autopilot to prograde lock. Once you pick up speed, throttle up to ~1/2 thrust and you'll be off the ground. Don't try to gain altitude too quickly, otherwise you'll pitch up too far, flip out, and crash. Keep your nose close to the horizon and rely primarily on yaw for steering, bumping the throttle up and down from neutral buoyancy for pitch. Yaw works better for steering while at low speeds, but at higher speeds rolling is preferable. I've gotten it up to ~60 m/s at sea level, but you can probably push it beyond this. When landing, shut off the forward engines and deploy the gear. The massive drag of the fairings will slow you down, so drop the throttle slightly to descend and touchdown, then reapply the breaks. Craft file: https://kerbalx.com/Jamie_Logan/Kindenburg Gallery: OH THE HUMANITY!!!!!!!!! I hope you enjoyed this, please check out my last post too (also an unconventional vehicle novelty):
  10. KSP2's procedural wings allow for some pretty cool stuff. And one plane design that's really been opened up to us as easy to make look good now, is the almost always impractical Flying Wing. Your mission is simple: Design the biggest flying wing you can that can pull itself into orbit. You can have only one wing (can be made up of multiple wing parts but they all have to be part of the same wing), and the flying wing must be able to take off from the runway, make it to orbit, and then return to land on the runway again. No canards, No tailplane, No clipping a bunch of rudders inside the wing, though any other part clipping is allowed.
  11. So ive been slaving away for the last 4 days, trying to crack ssto's. Progress has been pretty slow and im kinda limited in how many engines and parts i can use due to lag, but today i did manage to crack the 3k lko delta v mark, so thats deffo something. This particular ssto is ready to be reconfigured to accept a poodle engine for increased delta v in vacume, but the rapier thrust bug and incorrect delta v. indication with multiple engines in orbit prevent me from going for it right off the bat. Craft file: https://we.tl/t-cEXCRnC622 craft has 4 rapiers so expect rough fps. How to orbit: 1.takeoff is really rough so make sure to not stall or strike the wing. If having trouble can enable pitch control on ailerons for takeoff. 2.once off the ground, accelerate on the deck to about 850m/s and pitch up 10o (make sure to turn down the elevator authority once at speed, craft can rip it self apart when you pitch up at speed. 17o of authority works well) 3.Once at 1.1k m/s or 10k km, pitch up to 20o for the rest of the ascend. side note: Ive increased joint rigidity in my config files, so unsure of how that affects the plane. May need to add a few struts if youre running stock noodle mode.
  12. https://youtu.be/xg17hOZNPTE
  13. Features Speed control Maintain altitude Maintain heading Maintain climbrate Autonomous takeoff Autonomous landing Fly a pre-programmed route Fly to a pre-programmed waypoint Also works in FAR What it is This is a project I've been working on forever. Programming an atmospheric autopilot can be very, very hard, but I've came up with an acceptable result, at least in my eyes, and wanted to let you guys be able to check it out! There is much to be optimized which I will do in the future as well as add new features, but for now, the results were quite good in my opinion, which is why I'm releasing it now. Installation Install kOS https://github.com/KSP-KOS/KOS/releases Download the script https://spacedock.info/mod/2346/KK's Airplane Autopilot Put all the files inside your KSP Main/Ships/Script folder How to use Attach a kOS unit to your aircraft If your craft has thrust reversers, put them on action group 4 Launch the craft Open the kOS terminal Enter the following: switch to 0. run auto307. Once the gui is built, you can hop into the settings menu and adjust all your parameters there. For some more detailed information, you can also hop into the script, I've added some comments there explaining the different variables, but it should be pretty much self-explanatory. You can also choose to add a new "airplane" to the database, simply copy an existing one (do not copy the last aircraft, copy one of the first) and adjust the parameters. Enjoy! To create new waypoints, simply copy an existing one (best if you copy the first one), give it a new name and enter it's latlng position. You can do this two ways: log the current geoposition of your craft to a file and then copy the logged coordinates into the waypoint OR enter the coordinates from the cheat menu "Set position". The same procedure for navigation / flyroute mode. Copy an existing one, add the waypoints and end with a runway. This script could be extremely handy for career mode where you have to fly to certain waypoints, gather some data etc. Now you can just enter the heading you need to fly to, select the speed and altitude and lean back! Bus / Known issues: You might see some severe wobble / oscillation of the craft shortly after you activate a mode for the first time. The script will automatically try to reduce the oscillation but this might take a few seconds. If the oscillation is really bad, try to reduce control authority on the rudders in the beginning and steadily increase it. Some more action: @Mods, I hope this is considered to be an Addon and thus is in the right subforum!
  14. As the title implies, show us what electric aircraft you got. Whether they be pure stock, stock + DLC, or modded. I'm very interested to see what you all have. The only rule is that the end-stage (as in the plane itself) must run on pure electricity - no using Lf, Ox, Lf+Ox, or monopropellant for propulsion. If your plane is designed specifically for Duna/Eve/Laythe use, then your delivery rockets can use whatever is necessary to get it to its target (like on my E-38 Earhart and E-39 Earhart Junior). As long as the plane itself doesn't use up any chemicals to move, you should be good. Having those (or ore or xenon) on board the plane is okay if it's for balancing purposes. Just don't use up any to move the plane. Besides, fuel cells aren't exactly a reliable power source when it comes to battery-powered plane propulsion. And xenon is too weak to move anything outside of a vacuum. Being able to carry passengers and cargo are awesome bonuses, but not required. I'll start this thread with my own entry. The E-40 Impulse on display in the SPH It has "PLANE ONLY" in the name since I have plans to take it to Laythe later. In the meantime, I would have to test its capabilities here on Kerbin Its cargo bay is loaded with science station equipment, EVA kits, and repair kits Although I personally don't really know how to operate the science stations. I just placed them close together and hit "Interact." Here's a funny little blooper: Jeb hitting the "Reverse Thrust" button by mistake. At least he remembered to turn the nav lights on (this time). As soon as Jeb was airborne, he turned west in order to maximize the plane's exposure to sunlight If he flew east, he would inevitably enter a dark zone and lose electric charge Nice shot of the E-40 flying over the desert. This was taken before I installed nav lights and rear robot arms in the current prototype. Jeb looking at Engine One from the cockpit, as well as the mountains to the south. Engines are numbered starting with the furthest left (looking forward from the cockpit). 100 km away from the KSC, and the mountains to the west of it are in sight. Under Engine 1, you can barely see the abandoned island airfield. 1 km ASL and ~8 km away from the runway. 5 HOURS, 11 MINUTES, 30 SECONDS Since I was flying faster than the planet's rotation about its axis, I launched mid-late afternoon so I wouldn't outrun the sunny spot and therefore lose a constant power source. E-40 Test Run Performance Stats Crew Capacity 1 pilot + 2 passengers Power Plant (2 x EM-64S) x (4 x R-25) Total Empty Cargo Capacity 12 (all loaded) Cruising Altitude 7 km Cruising Surface Velocity 200 m/s Minimum Throttle Required 2/3 Blade Angle 38 degrees (45 is optimal) Optimum Takeoff Time Westward Flight Mid-late afternoon Eastward Flight Early in the morning (NOT recommended for long flights) But I did not stop there: Craft file: https://kerbalx.com/Mars-Bound_Hokie/E-40-Impulse-PLANE-ONLY What do you think? Show us what you've got.
  15. License: All Rights Reserved This is for the .mu files, everything else is open for use. Link: https://spacedock.info/mod/3128/The Belafonte Hi and welcome to "The Belafonte". This a companion mod for @Caerfinons "The Life Aquatic" mission packs mod. https://spacedock.info/mod/2808/Kerbin%20Side%20Remastered%20-%20The%20Life%20Aquatic Included are the ship "The Belafonte", The mini sub "Deep Search", The small helicopter "Zelicopter", A "Resue Boat" , a Deck Crane and cable that use the BREAKING GROUND system, 3 types of grabbers: A magnet for the crane to pick up the sub, A heli pad grabber to secure the Zelicopter and a boat grabbing frame to retrieve the rescue boat. The boat and the frame have a decouple on the nodes that first connect them so that the boat can be included when building. You then decouple and use the grabber from then on. Remember to unstage all decouplers if you don't want them to immediately decouple when first staging. There is a marine engine for the Belafonte and there are 2 nodes on the bottom rear for 2 of them to attach to. They will not work above sea level. The boat motor has a reverse toggle, as do the sub and the Belafontes marine engines. There is a docking plate that has a node on deck to attach to, in front of the crane, it is for the sub to dock to. Just undock right before grabbing with the magnet and then crane the sub to the water. On return drop the sub just above it and the sub will usually vibrate itself back to being docked. The sub and boat have a ballast system. The boat should spawn half full, this is because to get the balance between not going under at full load and not looking like it is hovering above the water it needs to be balanced. It should look right at first but if you full load you will probably need to empty some. There is built Belafonte in a SPH folder in the main folder, minus the Zelicopter. The Zelicopter is all one piece so you just spawn and it is ready to go. The top 2 staircases never would climb out right so you need climb till you are above the deck and then let go. Type Belafonte for all pieces. There is also a custom category if you have the Community Categories mod. I hope you have some fun with this.
  16. I just unlocked aviation but my first attempt at a plane went off the runway then crashed into the ground. I was wondering if anyone could give me a detailed guide/instructions on how to build a good plane out of only parts from the aviation node.
  17. so, i bought ksp about a month or two ago, i played around 10 hours and i have not been really successful, all my attempts at building a plane so far have failed, mostly because none of my planes are able to turn and about half of them aren't even able to keep flying for very long and really struggle at gaining lift, whenever i try to turn with my planes they mostly just turn sideways and crash in the water shortly after, i have absolutely no idea what the hell i'm even doing tbh also, sometimes my plane starts to wobble a lot just as i go to the runway here's some footage of my current design
  18. Hello everyone, where is this cabin from mod?
  19. CRAFT DOWNLOAD KERBAL X: https://kerbalx.com/InterstellarKev/The-Eurydice-Interstellar-Super-Yacht STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=2860955302 The Eurydice Kraken Powered Interstellar Super Yacht This luxury vessel from The Collective Industries features an elegant design that is both aerodynamic for in-atmosphere travel as well as highly maneuverable Interstellar Travel. Taking queues of history's greatest ships this craft will serve you well on the high seas as well as in the void of space. Dual Kraken Drives for forwarding propulsion and Anti Gravity VTOL Hover and lift modes. In-game Status - NO MODS - Fully Stock but does need DLC to use. Custom .png flags are needed for Decals and Tinted Windows. *find links below* Main Throttle - 50% Slow Decent 75% - Hover Mode 100% - Anti Gravity Lift Mode Action Groups - AG1 - Forward Propulsion AG2 - Elevator Lift AG3 - Toggle Landing Gear AG4 - Toggle Landing Lights Flight Instructions Turn on Infinite energy and Fuel for RCS In case of Kraken attacks make sure to reload and actively save when on long gameplay. When leaving a Planetary Body - Use radial out Keep vertical accent until you reach around 34,000 meters the nav ball will flip once this happens it will attempt to turn to match the radial out. Switch over to Normal Mode after this continue to rise until your flight path is past LKO from here continue to circularize until you are clear with an orbit. Flag Instructions Download Zip File Unzip all files in the Eurydice to your Flags Folder if using Steam - (SteamLibrary\steamapps\common\Kerbal Space Program\GameData\Squad\Flags) FLAG DOWNLOADS Google Drive Link https://drive.google.com/file/d/1_D03RknOwB850HTcsvfWUC9FIkSRyBIk/view?usp=sharing Dropbox https://www.dropbox.com/s/5xlikdzjhp2u6u0/Eurydice.zip?dl=0
  20. landplane is easy and all, so i decided to create a seaplane no problem when i take off, but when i land, its always flippin' over JUST HOW TO SOLVE THIS PROBLEM HUH, I AINT GOT ANY SOLUTIONS, HELP PLZ p.s: my plane is a flying boat, not a floatplane if u dont know how it looks like, then here: https://drive.google.com/drive/folders/1Is7b3viQ6OByeOriPwZWwUJYi8b2hQkS?usp=sharing the craft file: https://drive.google.com/file/d/1KFoP-Msb2Ie8YClnOlUTvfoBOQFXNNxN/view?usp=sharing
  21. Throughout the forums, everyone shows the big, bulky, expensive and sophisticated craft with incredible range, efficiency, speed or size. but kerbin needs a domestic cargo service too, something mass-producible, able to reach remote landing sites and transport the cargo distributed across kerbin. YOUR GOAL: A Reliable, Unique, Long Range and Durable Craft to carry mid size cargo (multiple 2.5 service bays worth) Anywhere On Kerbin (or Laythe ). dlc and part mods not allowed (for fairness). kraken drives are ok. my attempt - bluebird 2 seaplane [min speed - 40m/s, cruising speed200m/s, sea or land landings] bluebird 2 file
  22. The Kerbal Air Force Rearmament Challenge CHALLENGE SUSPENDED The Kerbal Airforce is in dire straits (not the band, although they are amazing). A recent strategic attack on their hangars and airfields has wiped out all of their combat-related assets, and we need YOU to design an aircraft (anything that flies, anything.) as a measure that will give us the material advantage in future combat situations. This challenge allows mods, they are so far limited to: Airplane Plus, BDArmory, North Kerbin Dynamics, Ground Effect, all the NFT mods, Restock-like visual mods, Aviators's Arsenal, KerbalField, KJR, Simple Repaint, SXT, Working Under Lite, NAS, SXT, KTech, OPT, NMB, Interstellar Fuel Switch, Cold War Aerospace, Procedural Wings and Tweakscale (Others could be considered as well). DLCs are now allowed, the craft must be made in 1.11.X or later. You may build an aircraft for any of these classes, or, a multirole aircraft that conforms to multiple: Air Superiority Fighter: Relatively fast, more maneuverable than average, Sufficiently capable of taking down other aircraft by any means necessary. Must be equipped with a radar for air-to-air radar locking, 2 x .50 cal MG's minimum. Interceptor: High speed, high climb rate with decent maneuverability, must be able to quickly scramble and climb to altitude to engage multiple of singular hostile targets. Must be armed with at least 4 x Air-to-Air missiles. Naval Fighter: Same rules as an Air Superiority fighter, but must be carrier-operable and with a low stall speed. Ground Attack Fighter: High Survivability with decent speed, must be armed with at least 4 x .50 cal MGs or two 20mms or a single 30mm, must be able to deliver targeted strikes and secondarily assist in controling the airspace. Preferably equipped with both an Air to Air and an Air to Ground radar system set. Must carry at least 2 ton of ordinances. Bomber has multiple subclasses: Heavy: Must be suited to high (4km+) altitude, carry at least 25 Tons of ordinances, minimum cruising speed of 100 m/s. Minimum range of at least 7,000km. Medium: Must be suited to high altitudes, carry at least 15 Tons of ordinances, minimum cruising speed of 120 m/s. Minimum range must be at least 5,000km. Supersonic: Must fly above 3km, at least reach Mach 1 in a straight line, at least 10 tons of ordinances. Minimum range of at least 3,000km Light: No minimum altitude restrictions, at least 5 ton of ordinances, no more than 2 propulsion systems. Minimum range must be at least 3,000km Naval: Must be fully carrier-based, have a low stall speed and should be able to stow away it's wings for a reduced deck footprint, at least 7 Tons of ordinances (can be Mines, Depth charges, Bombs or Torpedoes). Minimum range must be 2,000km. Stealth: Must be stealthy and have a notable reduction in detection range, time and probability as compared to it's contemporary counterparts. Must be able to deliver at least 5 tons of ordinances. Minimum range must be 2,000km. Reconnaissance: Must be a high altitude, kerballed or unkerballed aircraft that should be equipped with an Air-to-Ground Radar and/or a camera pod(s). Range must be at least 2,500km. Airborne Warning System: A plane equipped with an omnidirectional Air-to-Air Radar system that is not designed for active combat, but rather for surveying remote airspace. Range must be at least 3,000km. Naval Airborne Warning System: A naval variant of the AWS, must be carrier based and have a low stall speed (<70m/s). Range must be at least 3,000km. Unkerballed Reconnaissance: Must be unkerballed, minimum speed must be above 60m/s, must be equipped with a targeting pod and at least 2 Air-to-ground missiles or bombs. Military Transport Aircraft: Moderately-high survivability, must not be reliant on paved landing strips, Should be able to take off with at least 35 Tons of Cargo. Range must be at least 5,000km. OPTIONAL: Should be able to airdrop cargo if required. Helicopter has multiple subclasses: Attack: Must be armed for Air-to-air and Air-to-Ground engagements with a variable ordinance layout. Must have a main gun as standard. Range must be at least 150km Transport: Must be able to lift at least 10 Tons of cargo externally or internally. Must be able to carry armed Kerbals and deploy them under enemy fire in hostile territories. Minimum range must be 300km. Maritime: Must be able to operate from a carrier, can be either in a Transport, Surveillance or Attack role. Minimum range must be 200km Surveillance: Must be light, quick, and equipped with a targeting pod. Minimum range must be 250km. -BONUS- Flying Gunship: Must be armed with at least 2 Howitzers, conforms to a Ground Attack fighter role with appropriate concessions for speed, size and armaments. Seaplane-Fighter: Must be able to directly take off and land on water, must conform to rules for an Air Superiority fighter with concessions for armament. Rocket-powered Interceptor: Must be powered by a rocket motor, Minimum straight-line speed of above 300m/s. Must be armed with at least 2 x .50 Cal MGs. Ekranoplan: A Ground Effect vehicle that flies over the surface, must be armed with either Air-to-Air or Surface-to-Air Missiles or carry at least 5 Tonnes of cargo with a range of 4,000 Kilometers. More TBA. Award: Those whose aircraft have been selected shall get to wear this badge I whipped up in all of 2 minutes, I'll beautify and make it a proper badge later, sorry. Enjoy, and I'll be waiting to see what this community can whip up!
  23. I tried sort of making a f-14 and here it is what it looks like what is causing the low manueveerablity?
  24. my spaceplane is constantly going retrograde if it is above 60m/s making it impossible to take off the mass center is in front of the lift center solved the mass center should be behind the lift center
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