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Found 49 results

  1. Ok this is somthing i think is IMPORTANT for KSP, being able to trim you planes Have you ever made and airplane and started flying it around the world (or just a long distance) and had the plane slowly start pitching downwards? If u just left the controls alone you would eventually crash right. Well this is why i want AIRPLANE TRIMMING please help me notify squad and get this to be a feature ingame because its so frustrating doing long straight flights on kerbin. So please help me notify squad about this If you want more info on what trimming is just read this little bit of info its fairly simple: https://aviation.stackexchange.com/questions/164/what-does-the-term-trimming-most-commonly-mean-in-aviation You can also find videos on yt on how trimming works and its uses! To squad: please add this its much needed. You could make it like and optional clickable button when u right click on a probe or a cockpit but man would this be useful. Besides real airplanes use this in pretty much every airplane today so why not add it in ksp?
  2. I've been trying to make SSTOs for quite the while, some successful, the vast majority not. What I have discovered however, is how easy it can be to make stock planes go excruciatingly fast at low altitudes. Iirc, my fastest plane @10km was a near-orbital bomber project that had been partly, maybe halfway, drained of fuel that went 2104m/s or something like that. It burned to a crisp soon after doing so (at least it was unmanned!) but it was cool to see that it would at least go over 2km/s after dropping payload. I made it to 2km/s again in another similar craft but the cargo bay housed 2 small TCS systems and I was at 15km this time. Lasted slightly longer before I pulled the airbrakes and ripped the plane back into subsonic speeds once again. Anyways, the main challenge is to make a plane with jet engines (my 2 planes used rapiers only, of which there were 10) go 2km/s, hopefully even 2.3km/s, and keep it in Kerbin's atmosphere. Sub-orbital hops don't count unless you're just burning of fuel to get TWR up. CATEGORIES: 1. Jets only, low altitude. Air breathing engines only, <15km 2. Jets only, medium altitude. Same as 1, but between 15 and 21km. 3. Jets only, high altitude. Above 21km on airbreathers only. 4. Hybrid, low alt. Jets + one aerospike (or any allowed LFO engine) at or below 15km. 5. Hybrid, medium alt. Same as 4 but between 15 and 19km. 6. Hybrid, high altitude. Jets + aerospike (or any allowed LFO engine) between 19 and 21km. 7. Hybrid, very high altitude. Above 21km. 8. Rocket only aircraft at low altitude. LFO engines only at or below 13km. 9. Rocket only, medium alt. Same as 8, but between 13 and 18km. 10. Rocket only at high altitude. Between 18km and 23km. 11. Rocket only at extreme altitude. LFO only between 23 and 27km. 12. Jet-Ion hybrid. I just want to see someone do this, surprise me! 13. Limbo. Go +2km/s as low as you can, no cheating, and keep thrust below 1000kn. RULES: 0. MINIMUM QUALIFIER SPEED IS 2000M/S SUSTAINED FOR 3 SECONDS FOR ALL CATEGORIES 1. Must be a plane, as in it uses primarily aerodynamic controls and wings. Mk 2 parts are preferred for fuselage in my experience. 2. RAPIERS, for jets only submissions, these engines are not allowed to go into closed cycle at any point. If they do, they are classed as rocket engines rather than airbreathers. This means your run will be counted as a HYBRID category run. 3. Apoapsis height when at top speed should not exceed 30km unless you are doing a power-dive, in which case I ask it be below 40km. 4. Submissions are to be classed by the altitude they are at when they reach top speed, if you reach top speed twice in the same flight, use the lower altitude. 5. Proof of completion is to be in the form of screenshots. If you are not aware, it is possible to have your navball open on the map screen by clicking the arrow at the bottom of the game window. You should also right-click your apoapsis to have it "bookmarked" while setting up your screenshots. 6. For all categories, speed is to be determined with the surface reference on navball only. 7. TCS systems are frowned upon but allowed, it would be hypocritical of me to ban them as one of my designs used them. 8. Bonus: Survival with a manned aircraft at these speeds and altitudes (MUST use stock cockpits, no chairs in service modules!) is likely to be challenging, I encourage you to try it. Detachable cabins are allowed for this subsect of the challenge, although airbrakes are more likely to help. 9. Engines should be of the Small size, or 1.25 meters like the rapiers. Vector is not allowed for this competition for the sake of pushing designs as far as possible, the vector would arguably make this challenge extremely easy at the extreme or high altitude categories. 10. The only mod allowed to be used is Kerbal Engineer Redux for gathering proof of apoapsis height and surface velocity in screenshots. All altered or modded engines or parts are disqualified as are autopilot mods. If I can do it with standard SAS, so can you. 10b. If you have a question about a modded part i.e. cabin, then ask me. Don't use insanely powerful modded engines or scramjets, that would remove the true challenge from this if you did. 11. Ablative heat shields are allowed, but only one, and it must be at the tiny, or 0.625m size, the same as the small circular air intake. It can not be jettisoned after the material is burnt off. 12. No part clipping of engines. You may put fuel tanks inside the wings and attach engines there, but this will mostly add stress to the wings. 13. Have fun, make any suggestions you feel warranted and I will think about altering the challenge. Thanks for reading this book of a challenge.
  3. Welcome to the first annual KSC Car and Air show. This is a special contest for builders of cars, trucks, planes, and other wacky stuff. It is a community driven air show where KSP players can upload their craft here to be a part of this event. After all the slots are full, I will set up all the stuff in a save file, and then I will announce the winners of each category. I will also share the save file with everyone else, so they can find all the craft in one place. Have fun! Uploading guidlines: PLEASE INCLUDE A CRAFT FILE!! Also, please include screenshots, a good description, and the category of entry. (Cars/trucks/small aircraft/large aircraft/crazy wacky stuff) No more than 1 entry per category per user. STOCK ONLY! (Ven's stock revamp and BDarmory are allowed, as well as Airplane plus, KAX, Tweakscale, SXT.) DEADLINE: THERE IS NO DEADLINE! HA HA HAHA!! Open slots: Light Aircraft: 0 SLOTS OPEN. SUBMISSION IS CLOSED. Heavy aircraft: 0 SLOTS OPEN. SUBMISSION IS CLOSED. Cars: 15 slots open. Trucks: 15 slots open. Wacky stuff: 2 slots open. Sponsors: Thanks to our sponsors, Forests Inc., And Bullseye LLC. ALL RIGHTS GO TO SQUAD for the images. Current entries: "Heavy Aircraft:" Haruspex. (Condor) Thor_Wotansen. (Borr) drtricky. (ABH-17 Rapture) ShadowWolf56. (Boeing 737) Skylon. (SB-1 Dragonfly) EpicSpaceTroll139. (Airbus A380) DarkLion. (Batwing-SSTO) Draconiator. (KTR-10NP) DunDun92. (KC-1 Transport) ImmaStegosaurus. (AN-12E) "Light Aircraft:" Triop. (F-20 TigerShark) NotAnAimbot. (F-2F) LazySoUseHyperedit. (Cessna) TheEpicSquared. (AF-1) GDJ (Kraken-MK1-Disarmed) DunDun92. (F-10 Striker) Mumbro Kerman. (F-16C-50 Fighting Falcon) Draconiator. (Kerbtrolite-K-1) PaperAviator. (MIG-21) Draconiator. (IHNCWTNT) (I have no clue what to name this) "Cars:" Azimech. (Charger RT-31) tgaerospace. (TSG Zelion) qzgy. (BAC-Mono type 5) 53Miner53. (Formula-Solar-Stock) GDJ. (Avro-G-Prix Special) "Trucks/tanks/trains:" KenjiKrafts. (10-15-Hllensturm-HDMT---32) Qzgy. (Mallard V3) NotAnAimbot. (Wolverine-2A1) EpicSpaceTroll139. (Oskar-Mayer-Wiener-Mobile) 53Miner53. (Deora-II) "Wacky stuff:" PaperAviator. (Canada Goose) EpicSpaceTroll139. (E-50A - Triton) DarkLion. (Bo)
  4. After days reserching the space center history our reserchers found this forgoten spacecrafts some of them are prototipes that never flow ! Heres the hangar were the spacecraft blueprints are:https://kerbalx.com/hangars/35508 In this thread i wil present you crafts i used and crafts that im currently using. Old crafts will be marked with a and newer will be with a All the crafts from in research to the ones that have blueprints I will try to upload at least one new craft every weak. all pictures were taken from game no post procesin was used only the ones from mods for more photos and other descriptions visit Kerbal X P.S. plese mind my inglish im acctually spanish so dont expect perfect englis I do try my best If you want to make a sugestion for more spacecraft`s or to update an existing spacecrafts comment below!
  5. Having been through some threads I've found some excellent craft from both World Wars scattered throughout. I thought it would be a good idea to make a thread for these craft to be shown off properly. Absolutely any plane, vehicle or ship designed and/or built between 1914 and 1950! Here are some of mine to start off: Hawker Typhoon IB Hawker Tempest II & V Vickers-Supermarine Spitfire, way too many marks
  6. If you're flying at night (which is pretty common if you don't want to wait until the next morning to launch your mission, or your flight goes half way around the globe) here's some "safe altitude guidelines" for Kerbin: Ocean: I recommend 300. I didn't like lower because of the wave you will cause behind you, particularly at near-supersonic speeds and above (kudos to Squad for this effect). Ice shelves, Shores: 500 (Note: Kerbin's Ice Shelves are PERFECTLY flat.) Tundra, Desert, Badlands, and Grasslands: 1000 Ice Caps: 2000 Highlands: 3000 Mountains: 5000
  7. So these guys over at KASA got their space program running, exploring stuff and getting all these rad contracts. We want a piece of that. Of course, testing is right out, we dont have the latest tech, construction too, we couldn't build working sattelites if our lifes depended on them and for the survey stuff we would need equipment we dont have. But the tourism, we can do that! There was an old airport near the sea we could get for cheap. Mostly because noone goes there anymore and the last plane departure was months ago. Some of the crew could be persuaded to stay with us, luckily four pilots were among them! We also managed to "aquire" some rocket engines from KASA and the last owners of the airport left an abandoned plane in the hangar so we did the logical thing and cobbled them together to get our very own (hopefully) spaceworthy plane. Thats the Spaceplane Alpha One with Mirella, Mortimer, Telssa and Elbart. They got these spiffy new suits and will fly planes higher than they ever before have. They will touch the stars above Kerbins sky. They will also fly tourists about and make loads of cash. I mean, we have a business to run here. ---- Prerequesites List of mods (no parts or physics mods)
  8. I would really like a real Tail Fin in (basic) Aviation, that is, a triangular part with zero wing surface. Basic Tail Fins are actually designed as Canards or Wings because they have a lift surface. If you put a basic Tail Fin on your craft you'll notice the Aerodynamic Overlay Lift go left (at least it did on mine) when the part is perfectly aligned and balanced. I just want something with zero lift surface so it doesn't screw up my aerodynamics, even if I have to attach an Elevon to it as a rudder.
  9. A few things I've learned about aircraft in KSP for those research missions. I'm posting this 'cuz this is a reasonably good summary of what I've waded through to get some good info on how to do things. Construction: Simpler is better. Turn on Center of Mass and Center of Lift. In order to build a plane that doesn't spin out of control, Center of Lift must be BEHIND Center of Mass and should ideally be left/right aligned with the center of mass. Using Mirror mode when adding parts is great because whatever you do on one side goes on the other. Turn off Cockpit Torque (Reaction Wheels: Disabled) and empty your cockpit of monopropellant. It's basically useless as control surfaces adjust your heading in planes UNTIL YOU GET TO SPACE which you can't do until MUCH later. Your aircraft will be nearly useless at the beginning (Aviation, L4) EXCEPT to run around to all of the buildings and terrains nearby and do science, which should be enough to buy Aerodynamics (L5). When you get Aerodynamics (L5) and the Wheesley engine you can build a half-decent plane. Be warned: the initial fixed landing gear is both annoying in that it creates a ton of air resistance and is basically less reliable than building struts out of toothpicks. I simply toss together a Mk1 cockpit, 2 tanks of fuel (2x400=800), swept wings, the wheesley, a radial air intake, some landing gear, forward canards (tail fins mounted horizontally), a tail fin, some elevons, and one of each of the mission science toys I have (thermometer, barometer, seismometer). Warning: a Wheesley is only efficient at near-sea-level. The higher you go, the less thrust it produces. Warning 2: The When you get Landing (L5) you can replace your toothpicks with foldable Small Landing Gear which should nearly eliminate the problem of breaking landing gear when landing if you come down reasonably gently, and it folds up to reduce air resistance when flying. Set Springs and Dampening to 2 and your rear brakes to 200%. With Supersonic Flight (L6) you can make 20km with a basic plane with a Mk1 cockpit, 4 tanks of fuel (4x400=1600), those idiotic rectangular wings with 2 elevons on each, a single aft-mounted afterburner engine, and 1 or 2 top-mounted Radial Air Intakes. Despite is high fuel usage, afterburn is VERY efficient at moderate altitudes (5-15km) and high speed (700-800mps), even more so than your Wheesley, because of its supersonic thrust multiplier: it gets more powerful for less fuel the faster you go, up to about 800mps. If you want to take on those "above X" contracts and don't want to use disposable booster rockets, consider this design. Warning: it does not have jet-like maneuverability above 15km, that is, trying to turn your plane around will be next to impossible as you will end up pointed perpendiular or opposite to your direction of motion, which in a plane is NOT GOOD. With High Altitude Flight (L7) you can replace your Radial Air Intakes with Adjustable Ramp Air Intakes (Radial). With Hypersonic Flight (L8) you get a RAMJET engine and Cooling Intakes and after that at L9 you get the Rapier. Remember, more X is not always better. If you double your fuel, engines, and wings, you essentially have the same plane for twice the expense! Flying: Remember the speed at which your plane can lift off the ground, which you will need when landing. Be gentle with turning, especially when near the ground. If you can see texture when you look down, the ground is about 500m below you. Consider pulling up. Landing requires you to (1) get near the ground, (2) slow down, (3) keep your plane pointed up about +1 or +2 degrees or so while you land, and (4) brake until it stops. (1) is easy. (2) means shut down your engines to the point where you're just barely keeping it flying and then cut them totally when you're just above the surface. If necessary, you may need to pull back on the stick hard to climb, and then push forward on the stick to fall, to get rid of some of that speed. (3) means you should not let your plane speed fall below the speed necessary to keep your plane flying until you're ready to land. If you do, your plane's nose will point down and you will be unable to get it back up before you crash. (4) is the hard part, particularly in Highland and Mountain areas which can be quite varied so your plane will bounce around and/or tip over and break its wings off.
  10. Axl9734

    My Plane Saves

    https://drive.google.com/drive/u/2/folders/1oMyAeSiTSPqNBtmTakWHvHwG2gRIltIb Some of my plane saves for my friends or the public to try out. No mods involved, stock KSP parts.
  11. Apparently, use of electric motors allows you to design aircraft with contra-rotating propellers- as is demonstrated in these electric racing aircraft designs: I had no idea this was possible, and this massively changes the game in terms of electric vs. internal combustion aircraft. For one, with contra-rotating electric propellers it's easily possible to pack twice as much Thrust into a given airframe as with an ICE design, allowing for higher speeds (in racing designs) ot larger wings and more space/weight for batteries (in actual utilitarian planes). It's also possible to achieve a much higher ratio of propeller-area to Thrust with the same Thrust- allowing for better performance at higher altitudes (electric engines also operate better than ICE ones at higher altitudes, due to not requiring Oxygen..) I could easily imagine an Electric passenger aircraft being designed someday with 5 sets of contra-rating propellers (1 on the nose and 2 on each wing), each with 3-4 blades rotating in each direction with a rather large propeller diameter, being used to support very high-altitude flight with electric aircraft for the inherent advantages this provides (lower drag for a given speed, less turbulence, more glide time/distance in case of engine-failure). At high altitudes electric propellers eventually reach their maximum torque and rotation-speed, and start to consume less and less electrical power as the Thrust produced and air resistance to rotation starts to fall off with even greater gains in altitude. So, if you climbed high enough you could eventually reach the point where 10 contra-rotating propellers (5 sets of 2) with large diameter blades spans and 3-4 blades on each propeller only draws as much electrical power, and produces as much Thrust, as a single propeller at sea level. However at this altitude, Drag would be greatly reduced- meaning you could (and would need to in order to generate adequate Lift to maintain altitude) fly substantially faster than that amount of Thrust would allow you to fly at sea-level. Even accounting for decreasing Lift/Drag at higher speeds, you could still cover far more miles of distance per kilowatt-hour of electrical power consumed with a design optimized for high-altitude flight and cruising at high altitude... This would lead to substantially extended max range compared to electric planes with lower cruising-altitudes, and might (just barely) allow for practical electric Transatlantic flights on a large plane (larger planes encounter less parasitic drag relative to their volume, and have less mass dedicated to cockpit computers, landing gear, and pilots compared to their payload) with a substantial portion of volume (maybe 50% of the plane's internal space) dedicated to batteries, for instance... Other videos worth watching on the topics of electric aircraft and high-altitude flight: (Above: a general overview of efforts at small electric aircraft...) (Above: a video on the development of "Alice", a proposed 800 km range passenger aircraft by Eviation...) (Above: Airbus and Rolls Royce' efforts at developing Distributed Electric Propulsion for large passenger jetliners- with company estimates putting a rollout date of about 2030-2050, target of 2042)
  12. I have been wondering if it is possible to make something like this: https://en.wikipedia.org/wiki/Lifting_body#/media/File:X24.jpg I am aware of the Mk2 shape fuselages that provide lift, but how does the mass of those fuselages balance, with the lift? Would it be possible to make a plane with no other form of lift? (besides elevons of course)
  13. Back to KSP after a hiatus. I set myself a challenge to build the heaviest (stock) spaceplane I can manage. I'm currently up to lifting well over 70 tons to LKO in a beast with three large Mk3 cargo bays. It'll loft two of the orange fuel tanks easily with the third cargo bay carrying some extra fuel, or just about an entire space station using all three bays. It re-enters cleanly and flies well, but landings are kinda hairy because it's not altogether familiar with the concept of gliding; deadstick and dry it's more like falling really -- I drop down at a scary steep angle, flare up at just above the ground and then sort of plop there and a lot of the time some pieces fall off. My next objective is to refine the design to address that problem. My self-imposed goal is a 100 ton payload. I've gotten close -- I had one design that could loft that much, but it was a one-way trip only as the dry CoM went too far back and it re-entered in reverse. Anyone else building these things? Any tips, designs, or pointers to share?
  14. Rocketry_Science

    Speed Demon

    Welcome to the speed demon forum. Please submit ships and planes which you think are fast. Kind Regards, Rocketry_Science
  15. TheKorbinjer

    I need some ideas

    As probably none of you know, I am TheKorbinger, a huge fan of this game, as I have well over 1500+ hours in this game, tons of experience included. More recently, though. I have started building in-game replicas of planes that exist in real life. (Jets only) If you'd like to see them, view my profile and look at my posts. links for download, and pictures included. I would like to know more of what people would like to see so I can keep busy. (I need some ideas on what to build.) Thank you for giving me your time in reading this, and I hope you will give me some ideas. -TheKorbinger
  16. Whilst brainstorming and looking at some of @Z1 M4N's designs I realised that B9 Procedural wings can be used in conjunction with FAR to make realistically shaped and potentially limitless fuselage pieces for smaller planes. Not only do they look more convincing, they also act (aerodynamically speaking) like a real fuselage would. B9 PWings also allow for realistic open cockpits and the ability to completely paint the plane. So, I got to work and churned out the 'Calliope'. It was more or less inspired by late-model Spitfires, and flew far more realistically than any plane I'd built previously. The main advantage was it is significantly lighter compared to my conventionally built planes (3 or so tons fully loaded). Performance-wise everything was there, but the one thing that annoyed me was the lack of a cockpit frame to finish the look. Initially I went with PWing pieces, but it looked blocky and silly. Then I discovered the Glass Panel and Enclosures mod. That mod is just what I needed. It also makes for great cosmetic gunsights! I gave the 'Calliope Mk. I' a razor-back and added some glass. I think it works. I decided to go with an early-30s open cockpit, like on early monoplane fighters. Here's 'Jericho', a more Bf 109 inspired plane with a sliding cockpit canopy using infernal robotics. What do you guys think? How can I improve?
  17. getting no friction or grip with my wheels causing my rovers and space planes to either flip over or just slide around the place and drift... is this a bug with my modded install or 1.3.1 in general? I've put my ksp log up anyway if you need anything else just ask. KSP log: https://www.dropbox.com/s/ndmh4cacjt40v8a/output_log.txt?dl=0
  18. The Fly Like 1936 Challenge is a challenge that wants you to create a Douglas DC-3 and fly it to the North Pole and set up a base. Here are some basic achievements: 400 points: Bomber - Drop your base from your DC-3 in air! 200 points: Party Bus - Bring some extra kerbals (at least 20 kerbals.) 300 points: Bring Him Home - Return the DC-3 home without refueling! 100 points: Sully - Land it in the water (in one piece!)
  19. Okay everyone, so just to keep the "The Final Stand" (Yeah, bad grammar; sue me) hype train going, I'm uploading some of the ships that'll be used! It'll have descriptions, nationality's, and pilot scores, as well as some more info. (I'll maybe put a KerbalX link in; who knows). Without further ado, enjoy!
  20. KerBlitz Kerman

    Stratolauncher extended

    Can we build something similar to the stratolauncher that jettisons it's landing pylons (which has fuel that is burned off initially to carry a spaceplane to high altitude that then heads to another planet's orbit. Easy: Get the spaceplane to CisMunar orbit and return after landing and then dropping something (10 tons) there. Harder version of easy is to also carry 60 Kerbals. Medium: Same as Easy but on Dun. Harder version is dropping 50 tons. Hard: Launch to Duna, land, drop 25 kerbals, land on Ike, drop 10-40 tons as well as 30 kerbals. Make a refueling stop at Ike, burn towards Mun, land, jettison 15 tons and then reenter kerbin orbit without assistance.
  21. Welcome! We hope you like it here in our new sale garage, with our new Lamborghini. Here at A.A.A. we take great pride in bringing you the best of rocketry and aeronautic advancements. all craft file links at bottom of post. Rockets: Hyperion The flagship rocket of AAA, the Hyperion can VSSTO up to and over 100 tons to LKO. Able to be landed and reused, this is THE ship for eager minded entrepreneurs and frugal space programs alike! The Hyperion can be reconfigured for a variety of uses. Comes with streamlined command pod, capable of emergency detachment. warranty void if landed on Mün. Titan A Ahh... the Titan A. The poor, (but still rather wealthy) man's Hyperion. Able to VSSTO up to -redacted- tons of payload to LKO, this rocket can transport whole space stations into stable orbit. Base model includes Station Core. Probe core for landing not included. Warranty void if used as ICBM. K-2 (replica) The K-2. A pioneer of rocketry, and capable of suborbital flight to boot. Originally designed as a child's model rocket, this machine has turned itself into a symbol of one of the worst regimes to ever rule Kerbin. But it's still a pretty cool rocket! PLANES X-7509 "Highly experimental. Highly dangerous. Really Cool"-Jebediah Kerman The X-7509 is a new long range strike bomber from AAA. Capable of refueling from any part of the globe, this plane is a must have for all cold war locked countries. For an emergency bombing run, the ore tanks and nuclear reactor can be dropped, and used as a makeshift Thermonuclear weapon. Seats four(4). Mach 1 capable. Warranty void if bomb dropped while plane is inverted. K-797 Capable of carrying over 120 passengers to numerous destinations around the globe, the K-797 is the next generation passenger aircraft. These planes are going fast, so make sure to gets yours now!! K-84a A leader in passenger comfort, the K-84a is also at the forefront of customer safety. Able to fly on any one of its three engines, able to belly land on land and water, and able to fly half way around the world, this plane is a must have for any innovative airline. S-581 "Thermeso" A max speed of mach 3+. suborbital capable. Room for two passengers. Move over Kearjet! The AAA Thermeso is an incredible piece of engineering, and just happens to be incredibly fun to fly! Buy yours now. Kb-3-427 Do you need a bomber capable of crossing the KSC continent in under five minutes? do you need to strike in the dead of night? Do you, for some reason, need to break mach 4 while doing it? If you answered yes to any of these questions, AAA recommends the KB-3. Carrying three 1000 kiloton warheads, this plane serves the same goal as the X-7509, but in a fraction of the time. Warranty void if bombs are dropped at below 5 kilometers.( please do not drop all bombs at same time. AAA recommends using the two symmetrical warheads first, and then deploying the third). K-108 "Reliant" Need the charm of a slow, subsonic flight? Then the K-108 is the plane for you. boasting two sets of wings, yes TWO, this biplane is ideal for a relaxing trip on a sunny afternoon. Warranty void if used as a stunt plane. F-97 "Radiance" Imagine the Radiance as a minivan.If your mid sized sedan was mach 1 capable, had a max ceiling of 22 kilometers, and could transport your kids to school in under five minutes. Oh, and if it was loosely modeled after the KR-71 white bird. You know what? scratch that whole minivan idea. Its a plane, gosh darn it! Warning: Not capable of landing on water. Download links for all vehicles: https://drive.google.com/drive/folders/0B7ypwk--ILmnODJEZzg2YzFxcFU?usp=sharing Thanks for looking!
  22. /not/pol/

    Kerbalized Hurricane 103

    First Foray into the world of firespitter. anyone got any tips for when i run this monstrosity thorough unity? like how to make constant propeller collision work, since none of the propellers (atleast from KAX Props) have collision when at max speed, and how to get a dynamic ramp up sound when the throttle is brought up.also anyone know how to mess with the tune/pitch of audio in FL studio 11?. Sauce:
  23. Thanks for all your help guys. I've managed to build the craft i was looking for. Thanks for explaining the fundamentals so well. I've been building fast crafts of all shapes and sizes now. Hi, I'm having trouble building the plane i want. I've not much experience with planes at all, only ever built a couple of ssto's and even then i cheated the .cfg's . So i've started with the stock Mk4 Revenspear. None of my design attempts could reach more than 300m/s and this stock craft can reach 820m/s so i went with it. I need it to do as close to 1000m/s and have a range of 800km. This is the distance to my second base where i plan to eventually launch all my Kerbin rockets from and for shuttling crew and small payloads i need the speed, my big cargo plane takes 1hr10min to get there and that's far too long to do often. I also need a small cargo bay for the payloads. I've unlocked all plane science nodes. Here's the craft. The problem i'm running into is the range, every time i add more fuel and gain range, i need more thrust, i add more thrust and I've lost the gained range. I find i need a certain amount of thrust to get to around 360m/s before it seems to just run away with itself up to 800ish if i can't get to 360m/s it's a long slow journey. If i get the 360 i always then quickly get to 800 but fall short on the range every time. I've tried all sorts of different altitudes but not been able to squeeze out more than a few minutes extra flight time. This has a range of about 550km and can just about get the to the 360 tip over point. The ultimate goal would be to have a range of 1600km so i could air drop supply payloads instead of needing to land and refuel for the return journey. I also tried drop tanks but any side tank made reaching any sort of speed immpossible. If you can help me i'd really appreciate it.