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Found 126 results

  1. Kerbetrotter Ltd. is happy to announce its newest creation from the Feline Utility Rover series: The Lynx Rover. A medium sized versatile rover that is capable to operate independently in the harshest environments. It is mainly designed to operate on other planets, but also in the outback of Kerbin. Depending on your configuration it can be used for crew transport, mobile research including a laboratory or as a transport for various resources. You can also use bellowed joints to be more flexible in difficult terrain or use hover engines to pass water. It now also includes a small propeller for when the rover is swimming. Features Joints and Hitches Hover Engines IVAs in all crewed parts Custom Wheels Fits in MK3 Cargo Bay Configurable Containers Galleries Download Please remove the folder of older versions of this Mod before installing! The source code is available on GitHub Instructions For instructions on how to use the hitches and joints, please take a look at the KSPedia entry of Feline Utility Rovers The Hitches and Joints are locked by default when you first launch your vessel. You have to click "Unlock" in the right-click menu to unlock them. The Hover Engines can be controlled with the controls for the Wheels to accelerate and steer. Lateral movement and height changes can be made with the controls for RCS. Please also visit the KSPedia for more information. Translations Español by @bice Русский by @Tirathangil 中国语文 by @ssd21345, @vosskftw and @Levin845 Português (do Brasil) by @FellipeC Deutsch by @Nils277 Looking for help: If anyone is interested to translate FUR into Japanese (or the other languages that will be supported), please let me know! You can find all the texts that need translation here: Localizable Texts. Supported Mods Life Support: TAC-LS, USI-LS, Snacks!, Kerbalism, IFI Life Support Gameplay: KIS, KeepFit, RemoteTech, Connected Living Space, Pathfinder, Realfuels Visual: JSI Advanced Transparend Pods, Raster Prop Monitor, ASET Props Supports resources from: OSE Workshop, Extraplanetary Launchpads, MKS, Deepfreeze, Near Future Propulsion, Near Future Electrical Support and bug reports If you encounter a bug with Feline Utility Rovers, please follow these instructions to report it.Most important: I need the KSP.log FILE. Otherwise i won't be able to help! License Feline Utility Rovers is licenced under: Thanks @sirkut and @Ziw for Infernal Robotics, which was used as reference/learning source for the functionality of the hitch. Also thanks to @Snjo for the Firespitter mod. The Fuel-Switch is based on the one from Firespitter. Last but not least thanks to @Rafael acevedo for testing and suggestions during the development.
  2. I just delivered this mega-rover via EL to my Mun base, among many things it has a K&K recycler on the back, attached to a K&K smelter. So I was driving it around, finally able to clean up the base from all the debris of a bunch of deliveries, when I stuffed in a 2.5m stack decoupler. As is often the case with something that big, it decided to explode instead of being scrapped, and my 30 ton rover jumped, seen that on explosions before, no biggy. But then I noticed the rover didn't seem to be coming down. Valentina the pilot is missing, and although the cockpit RCS thrusters and the SAS wheel seem to be trying, it doesn't respond at all, just keeps drifting on a very-slowly tumbling trajectory. Oddly I could retract the ladders and extend the solar panels though. The video below starts a bit post facto, but it took me a few seconds to notice something was amiss. I reloaded a save so no big deal, Just wondering if this one has been seen before.
  3. Hi. I am having some trouble with rovers going downhill with mechjeb rover autopilot on. I set speed for 10m/s, for instance, but when downhill mechjeb won't apply brakes and will only, apparently, try to brake with the engines, which doesn't works. I can easily, manually, brake and the brakes are effective, it is just MJ that does not appears to use them. Any alternatives? I am using KSP 1.2, RO, RSS, all dependencies, and a few more mods like MJ2
  4. Introducing the Malemute Rover! Based on the Mars rover from 'Last Days on Mars' (great rover, horrible movie), this pack includes parts for cargo, geo-science (no more awkward Narrow Band Scanners sticking out!), crew transport, and general shenanigans. Over a dozen parts with full IVA support. Interconnects with other USI bits and pieces, and can be configured both as a rover, and also a really sweet biome hopper or VTOL. Have fun! Download, Source, and Change Log! Donation Info! If you like what you see, and want to help out (or just buy me a beer!), please consider donating, either via PayPal or Patreon. License Information Configuration files and code are licensed under the GPL v3 license Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely This mod redistributes Firespitter, which is covered under its own license.
  5. [WIP] KerbinRover Off-road vehicles

    This mod is a very very simple mod. 2 parts. A half scale Land Rover Defender in "adventure special edition" orange and black, and two different wheels. I'm intending to add more off-road vehicles over time, now that I've worked out which way around wheels go. The (2) parts are fully functional, but some of the texturing etc is missing for the IVA. On power and drive trains. I had a look around for conversion from Kerbal electric charge to something in the real world. A prior forum topic covered a few ways of estimating, and I'm basing this on the 1Kerbal Charge = 1MJ, because that is based on the power requirement for ion thrusters, while other electricity uses aren't propulsion related (apart from other wheels). So, I've divided the Defender's 90KW by 4 (for each wheel), and then by 8 (half scale cubed) and converted KW to MJ per second (the easy part). It's not a big number. Drive train is Kerballed. It's basically a hybrid running a 90KW generator with a battery, although you won't get far on the stored electricity. I've made the power generator dual mode. The "Generator" is air-breathing (air-intake is in the bonnet, front grills are for radiators) and the "Fuel Cell" uses stored oxidizer. I will do a module manager addition later for RealFuels to convert that to diesel and random oxidizer. Downloadable from http://spacedock.info/mod/602/KerbinRover%20Off-Road%20Vehicles Release forum thread at
  6. About. This is the new thread for the Version_2.0 Industries Rover pack, the old thread can be found here Version_2.0 Industries Rover Pack. This pack seeks to fill the kerbal's need for thrill and adventure in the way of exploration and little to no safety guidelines. The pack consists of a variety of rover parts to tackle the gap in planetary scientific exploration as well as cargo and passenger transportation. Leading the pack in these endeavors is the R32M Puma vehicle parts which give the perfect platform for light transport solutions and scientific exploration. accompanying the puma is its big brother the R32L honey badger parts which work fluently with the puma parts to help with heavier cargo transportation, mining and planetary exploration. Version. Current Release 2.0.0 for KSP 1.3 Download from Spacdock Image gallery. Legal. This pack distributed under the creative commons license, Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0). See for more details (http://creativecommons.org/licenses/by-nc-nd/4.0/)
  7. Fresh from Jeb's Junkyard! https://kerbalx.com/XLjedi/RV-11-Gator
  8. Hey everyone! Lots of people have been anxiously waiting for this mod. It's finally at a point where it's playable, and all the necessary features are working. This is a manned rover, based off of the design in The Martian! Now you can re-create your own missions to Duna, or drive across the planet. It features several parts: Command Pod with lights and KIS storage, Battery with attached solar panels, "flatbed" main frame with KIS storage, and "trailer" optional frame. The included craft file is already put together for you, but if you do it yourself - the trailer attaches kind of funny to the back of the flatbed. It must be rotated right and I use the offset tool in the VAB to fine-tune it. The wheels will flip you if you brake hard, and I suggest setting the brake force to 100 on the front wheels, which I've already done on the example craft. Some things to note: The crew capacity is only ONE right now, it will be bumped up to THREE at a later time, when I've started working on the IVA. There is NO IVA yet. There are NO WHEELS yet. I guess the new KSP update (1.1) will rewrite the wheel modules, and I had a heck of a time getting them to work for me anyways. The stock wheels look great with it, and the model was originally made to scale with the stock TR-2 wheels. The IVA that the cabin uses is the MK1 pod. There is an example craft included! ...I think that's all for now. Hopefully you enjoy it, and if you don't, please tell me why! I recommend using the mod Kerbal Inventory System with this, so you can take full advantage over the features. (Like storing extra life support supplies for those really long trips.) Download from SpaceDock! Imgur Album showcasing delivery of Rover using KIS and USI Freight parts. License: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License Also includes the following nifty flags: Example craft and KIS containers set-up for a cargo rover:
  9. Hi! I hope someone can help me with one issue that I'm unable to solve even after trying almost everything. I'm trying to make a rover that is able to dock into a plane and undock. I've done a cargo plane (Mk3) with a docking port inside and a rover with another docking port in the front to attach them. However, despite sometimes it works perfectly and I can dock and undock without any problems, other times when I try to undock the rover it starts to pierce the plane or fly with its own orbit until it disappears and I can't control it. Do someone know what I'm doing wrong?? Thanks
  10. Ad Inexplorata

    I wrote a script to do a skycrane-style rover landing on Duna, and then decided to make a cinematic instead of my usual script-showcase-style videos. This is the first cinematic I've ever made, and I also intend to make one for my Mun landing soon! Music: The Force Awakens, Trailer #1, John Samuel Hanson The Mole, Dunkirk OST, Hans Zimmer No Place On Earth, The Heart of Man, Tony Anderson All scenes were filmed in KSP 1.3. Mods used: kOS Camera Tools Distant Object EVE FASA Hull Camera VDS Kopernicus KSPRC Planet Shine Reentry Particle Effect Scatterer Texture Replacer Replaced Real Plume ...and many, many config edits in Scatterer, EVE, KSPRC, and Real Plume Hats off to the modders that make this game bearable to look at (and film)! Thanks for watching!
  11. Hi folks, it is Casualnaut back with another suggestion for the glorious Squad development team. I was wondering if there could be an end-tier rover wheels that used the Rocker-Bogie System JPL uses on the Mars rovers. They would come in entire sets of 3 wheels, and would crawl up terrain like this: Image provided by Wikipedia Note: I may edit the thread as responses come to make it the best suggestion possible.
  12. About This Thread was Created in The wrong place you can find the real Thread here, my apologies. Link - [1.3] Version_2.0 Industries Rover Pack
  13. AutoRove Mod for Kerbal Space Program A KSP Mod to give the Protodyne Rove Body the ability to move a landed vessel towards a target coordinate autonomously in the background. Right click on the Rove Body and activate AutoRove. The speed of the rover is the maximum speed the wheels can tolerate, scaled down for lower gravity worlds (but not up for higher). This mod is redistributing ModuleManager and Mini-AVC License: MIT Source: Bitbucket Download: * Bitbucket * Kerbalstuff * CKAN File Changelog: v. 1.0.3: - should now work if the Rove Body is not the root part - fixed a bug with rovers having a speed of 0 v. 1.0.2: - should now work if generators are attached - minor cosmetic changes v. 1.0.1: - AutoRove works now properly around the KSC - fixed the .version file v. 1.0.0: - initial release Known Issues: * does not track energy use for moving * only numeric input for target coordinates, no mouse over * does not move the active vessel, only unloaded vessels * no visual display for the target
  14. This is a up-to-date collection of wheels that I have worked on previously, namely for the Rollkage and Better Wheels mods (credits: @electronicfox and @angusmcbeth) which are now more or less abandoned. The reason for reviving these is simply because I wanted to use them in my game, and there are very few wheel mods for 1.2. I would have done this earlier if it wasn't so annoying to update wheels from pre 1.1 to the new system, since there is hardly any documentation on how to do it. On the other hand, the new wheel physics system is much better and allows easy tuning so I no longer need to tediously tune the buggy phyx suspension and tire model in unity. I will update this with additional wheels as I convert them. Direct Download: https://sites.google.com/site/zitronfiles/WheelsCollection.zip Spacedock: http://spacedock.info/mod/1027/Wheels Collection (formerly rollkage %26 better wheels) GitHub: https://github.com/zitron-git/WheelsCollection Also available on CKAN Kerchelin Small Rover Wheel: 0.5m wheel for light rovers RollKage Kerchelin Extreme: 1.0 m off-road wheel for 2-5t light vehicles RollKage Kerchelin Sport: 1.0 m off-road wheel for 5-10t medium sized vehicles RollKage Kerchelin Jumbo: 2.0m wheel for 10-50t heavy vehicles
  15. RELEASE 2.2.0 (alpha) Plugin is now compatible with KSP 1.2, but I haven't had time to thoroughly test. Therefore I've chosen not to push the release to SpaceDock/CKAN until it's confirmed this new version is fine (I would be very grateful for any help!). See new version link below. RoverScience is a KSP plugin that attempts to add more interactive functionality to the science system FOR rovers. You drive rovers to search for science spots which you may then decide to investigate and analyze for science gain. Rover Brain parts made by @akron Wonderful tutorial/showcase video by youtuber KottabosGames; thank you! There is one discrepancy, however: you do not get more science the farther away you are from the landing spot - you only generate science spots much quicker. What does give you more science (potentially) is scanning for science spots farther away from the rover (this is what the scan range is for): see here for the boost to science potential with distance from the rover. Steps are pretty simple: Quick Instructions [1] Build your rover and attach the appropriate Rover Brain and ensure it is pointing "forward". As long as it is pointing "forward" it can be placed anywhere on your rover. This forward orientation is not critical to the functioning of RoverScience, but it will provide you with a convenient "Control From Here" for driving the rover correctly forward. [2] Right-click on the Rover Brain in-flight and click "Activate Rover Terminal". [3] This console will update you with information regarding the Rover Brain. Drive and explore around to search for a science spot. [4] After driving for awhile, you may detect a potential science spot. This will be shown as a large red transparent sphere waypoint. Drive towards the waypoint to further investigate. [5] Drive into the marker and it will turn green. You may now analyze for science, but before you do consider the potential science. Every science spot analysis will increase future science loss; be wise with which spots you wish to analyze, and which to abandon. At any point you may click on "Reset Science Spot" to begin search for another spot. [6] This is the upgrade menu. "Current" shows you what value an upgrade currently has. "Next" will show you the value if you increase the level. "Cost" is how much you will spend in science to upgrade. "UP" is the button to upgrade. An explanation of each of the upgrades is given further below. All upgrades are permanent and work across all rovers! Click HERE for information on RoverScience Upgrades Notes: Firstly, RoverScience will not function unless the Rover Terminal is opened. This is done through the right-click menu of the Rover Brain part. RoverScience will only search for science spots if your vessel has at least one wheel, and that it is in contact with the ground. Upon landing, your rover will establish a landing spot. Driving farther away from where you originally landed will increase chances of finding a science spot. Science spots detected far away from the rover will have a bonus multiplier added to them. You are rewarded for exploring and reaching far destinations. Bear in mind that a 50% increase to 10 is only 15 -> carefully consider whether the potential (or the prediction) is worth it. Each analysis you commit to will slowly degrade a rover's return of science. For the first 2 analyses you'll get normal values, and anything past that will slowly degrade the amount of science you get back. Soak up those high potentials as much as possible! CTRL + R + S will open the RoverScience menu. DOWNLOAD FOR KSP 1.2.1 (or SpaceDock link) (or CKAN) This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin ___________________________________________ SpaceDock Link README Everything should be running fine, but if there any issues please post here or, even better, on the RoverScience GitHub. Known Issues: 1. Two rovers with Rover Brains that are within physics range will throw Null References and will break RoverScience. Much thanks to the community of KSP modders, who have been very patient, very kind and very helpful. This is my first major C# project and I'm still learning. The code may be messy in some places and I apologize. But nothing will ever describe my gratitude to those who helped - particularly malkuth, whose inbox I have no doubt spammed with questions. Rockstar04 for loyal testing for much of the development. And anyone else who I might have forgotten (sorry)! Some more thanks: - etmoonshade - udk_lethal_dose - akron for Rover Brain parts - modelling and texturing - Nat Sum for rock models! This is a wonderful community, and I thank you all once again. This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
  16. I've recently become obsessed with building faster and more capable rovers, mostly for use on Kerbin. I have always done testing on Kerbin in the day and have never needed to use my lights. Once I got one of them to the Mun I noticed that the lights would only light up other craft and the rover itself. This was also true on Kerbin. Below are some images for greater depth of understanding. As seen in the first and last image, the lights do not shine beams but only illuminate the rover... not that helpful. I have tried on different craft and saves, I even reinstalled the game. Finally, no, my lights are not stuck behind a structural component. If you have experienced this yourself or have a solution, preferably the latter, please let me know. -Evan
  17. I built this Munar rover for a kolony I'm working on. Unfortunately, it randomly shakes until a wheel breaks. When I repair it, it shakes until a different wheel breaks. This repeats indefinitely. Here's the .craft file so you can try it out yourself - https://kerbalx.com/crafts/30245/ By the way, control from the docking port clipped into the top of the lander can. Also, some parts are "floating"; here's how I did it in case you're curious or mess something up - https://www.youtube.com/watch?v=BkdXLYuCgMM
  18. The Microrover Flight Experiment, more commonly known as "Sojourner", was the first man-made rover to explore Mars' surface. After landing inside Pathfinder in July 4, 1997, Sojourner conducted experiments to the soil and some rocks found near the landing site, before connection to Pathfinder, and thus to Sojourner, was lost in September 27, 1997. I have tried to build a replica of Sojourner many times in the stock game, but can't fit the style from the original rover. That's why I grabbed my computer, opened Blender, and started to work. Imgur Image Gallery Done Sojourner Model Research about Sojourner, Pathfinder, and their mission on Mars
  19. Chenowth FAV

    A little something to take my mind off filming, the Chenowth FAV special forces Fast Attack Vehicle, it works pretty much as expected, is quite solid and stable, could do with some BD Armory guns Download Getting some air
  20. I have been playing ksp for quite a while now, mostly building mediocre tanks and planes, but recently I created a very silly and surprisingly useful land vehicle. It's powered only by reaction wheels. On it's ends I added wheels and landing legs (for safe spinning on the side and jumping) and also enough RTGs to power it even at full speed. Specs: Part count: 50 Top safe speed: 25m/s Torque: 80 Mods used: Kerbal foundries link: https://kerbalx.com/samuel9900/Spiny
  21. Hello fellow Kerbonauts today i want to show you guys my stock Formula One Car. I have found a couple of stock KSP F1 cars on the internet but i wasn't quit happy so i attempted to build one myself. This is what i came up with. My Car is a replica of the 2016 Mercedes Benz F1 Car which won the Drivers-and Constructors World Championsship with the drivers Rosberg (WDC) and Hamilton. My version is 5.9m long, 1.7m high and 2.6m wide. It has a docking port on the back end, so you can dock it to spaceshis. I tried to get it as close to the real W08 size as possible. It weights 3.699 tons. Thats actually a lot more than the original ). In the on KerbalX uploaded version i added a Mk1 Command Pod to the rear docking port, so the size and mass data looks different in the download version. Technically it has eight-wheel-drive. I added extra wheels to make them look thicker, and more F1-like. Electric Power is provided by a radioisotope generator (no solar panels). It has fuel celles, but only for optic purposes. The car has liquid fuel tanks but I left them empty for weight purposses. You can obviously fill them up and use the fuel sells too. It is the most stable an manouverable rover i have ever built in KSP (Eight Wheels i guess). The way the spoilers are addes i think it provides downforce too. It is safely drivable on the Mun also. Though, the spoilers obviously don’t provide any downforce there. If you wan to download it, heres a link:https://kerbalx.com/SpaceTrashCan/Formula-One-Car And here are some photos:
  22. i know i need to put the engines on equal sides of the center of mass but i cant seem to figure out where they are. i know where the center of mass is but i need 2 engines on either side of it to be equal.how do i figure this out?
  23. Fuel Station

    Craft on KerbalX: https://kerbalx.com/Marschig/Fuel-Station Initially i built a simple refueling station at Minmus. But more and more options were added during constructing, and, as a result, i got this: It has almost everything, that can has craft: 20 crew, docking ports (every size), science modules, research lab, solar panels enough to power up lab at Eeloo, full set of ore scanners, mining equipment, antennas with a total rating 383G, and so on. And it can reach, land and take off from every planet (except of Eve, of course). Also station has a rover, docked to the bottom of the Ore Tank. Rover has it's own set of science modules, so you can explore nearby biomes. And, with 504 t of fuel and 180 t of ore, it still can be used as refueling station In VAB Station is loaded with 90 t of Ore. On low orbit it has dV about 50 m/s. Converting ore to fuel makes possibe landing on Minmus, refueling and departure to any place with dV 5254 m/s After landing you can explore nearby places using Rover: And, if you want, climb on the Mun's Arch Craft can complete each contract's condition for station, outpost, mining. "The outpost must be on motorised wheels" too, simply retract landing struts: And you can return about 600000 credits, if you land near KSC: That's all, sorry for short notes and not native English
  24. [1.2.x] Structural Tubing

    DK Salvage is proud to present Structural Tubing. This mod adds a few structural components for ruggedizing your various crafts. Download Link: https://www.dropbox.com/s/9whvrrs39sauaoa/StructuralTubes1.0.6.zip?dl=1 Features: -24 different tube sections, etc. -FireSpitter TextureSwitch support. -Tweakscale support. -Agency and Flag. KottabosGames Review of v1.0: License: Much like the mod itself, the license encourages you to do whatever you want (albeit, in a more colorful manner): License: WTFPL . However, be sure to observe Wheatons Law. Support/Bugs: I'm a friggin noob at this, but I'll do my best. Luckily it's just structural pieces. Don't expect cargo bays from me anytime soon . Feel free to bring up any issues in this thread. Credit: @SpannerMonkey(smce) for modeling, making sweet rovers, and including FSTextureSwitch support. He did pretty much all the important stuff, really. @BureauJaeger for the addition of new textures for Firespitter users. The USI-alike one is my new fave.
  25. Hello Kerbanauts! I have a challagne for all of you! The highest current world absolute general aviation altitude record, propelled aircraft is 37,650 metres (123,520 ft) set by Alexandr Fedotov, in a Mikoyan Gurevitch E-266M (MiG-25M), on 31 August 1977. One of the leading test pilots of his era, Aleksandr Fedotov was a Major General in the Russian Airforce, he graduated from Flight School Stalingrad in 1950. He was a pilot in the air-force from 1950 to 1957,graduating from the Aravmir School for Military Pilots in 1952 and worked then as an instructor pilot. In 1958 he graduated from testpilot school and worked for the OKB Mikoyan. In 1965 he worked for the Moscow Aviation Institute (MAI). Between 1961 and 1977 he achieved 18 world records, including three absolute records on E-166 and MiG-25-jets. He held since August 31, 1977 the world altitude record for planes that take off under their own power (123,524 feet). Between 1976 and 1978 he was involved in the EPOS "Spiral"-Program. In 1977 he performed the maiden flight of the MiG-29. He died in a crash of a MiG-31 (together with V. S. Zaytsev) in 1984. He became a Hero of the Soviet Union in 1966 and in 1969 a Meritorious test pilot of the Soviet Union. So what's this got to do with the challenge? Well, all you have to do is build and fly a Plane to the highest peak the fastest, there is also a land category except I would only expect you to climb the mountains by the KSC. Rules : Well the rules are as follows ; No engine mods, Stock propulsion only. Wing mods are fine, wings don't add speed, just control. The plane or Land thing must be MANNED, if not expect to be added to the "skrub list" I want some form of proof as I will be making a badge, video is better but screenshots will do I want the plane's take off and a few mid flight ones too and finally the flight report with the landed plane. Yes you heard right you gotta land too! Here is the formula to work out score :Max altitude / Parts * 100 = A score so for instance, 400 / 90 * 100 = 444 Badges are won so to be given a shot you gotta be one of the leaders (in top 5) of a weight classes below, (I will make a leader-board as the entries come in :D) Feather = Under 5T Light = Under 10T Medium = 11-15T Heavy = 16 - 30T Behemoth = Over 31T Safe Flying, Kenji Info found here on Aleksander - http://thetartanterror.blogspot.co.uk/2009/04/aleksandr-vasilyevich-fedotov-1932-1984.html