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Found 14 results

  1. Hey everyone I've been ondering if some people are willing to give me some cool plane/SSTO or rocket designs that I can use for my new save file. If I do make a video I would be sure to credit you. Links could be on drive or Dropbox. These crafts have to be stock because I do not like parts mods. Trucks and vehicles are fine. Just a quick message I am not a good builder myself so don't feel bad if your creation isn't that good and your not alone. It took me 3 hours to build a XB-47 and it looks terrible. Requirements Stock crafts only no tweakscale or fuel changing mods I mostly like airplanes because I'm training to become an actual piolot Prop planes are fine to give but show a demo video in the download link, For the parts, they have to be 1.4 parts If you make a SSTO make sure it has a docking port and enough fuel to randevus and docking Manuver to a space station in LKO. The SSTO must have a crew capacity to fit at least 5 people and it must be easy to fly. I just want some community made craft files for fun but I do not have a YouTube channel yet but if I do use it you should put your username in the description of the craft so I can remember. Thanks kerbals!
  2. Features: Bundled mod: Module Manager v2.8.1, by sarbian Firespitter Plugin, v7.4.X, by Snjo IVA required Mod: (no longer bundled) RasterPropMonitor, by Mihara, MOARdV ASET Prop pack, by alexustas ASET Avionics, by alexustas Supported mod: Community Category Kit, by Roverdude Connected Living Space, by Papa_Joe Ferram Aerospace Research (FAR), by ferram4; Please download this patch USI Life Support, by Roverdude, please use the OPT_USI patch created by @JadeOfMaar Recommended mod: Distant Object Enhancement, by Rubber Ducky Scatterer, by Blackrack Planet Shine, by Valerian Installation Guide: Download Links: Albums: Videos: Change Log: Bug Fixes and Extra Downloads: Common Questions and Answers: OPT Legacy: Credits: Original Creator: @K.Yeon Maintenance/Test team while i was away: @stali79, @Spanksh, @Starwaster, @Stone Blue, @Mycroft, @M_Ouellette Contributors: (everyone above), @Winchester @Flashblade @JadeOfMaar -to be added- And thanks to anyone who made a bug report and suggestion, thank you all for helping me making this mod better! Support this project if you like This mod is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  3. I'd like to use KSP as a guide to designing somewhat realistic spaceplanes and spacecraft for a tabletop role playing game. However, the characters in the game are human and they explore our solar system. Is it possible to use KSP to design vehicles for human beings? Is it possible to change the solar system to match our own? Any other limitations or mods I should consider?
  4. As the title states, I am using a mechanics bay to shield some science instruments. I've also used a regular cargo bay from 1.25 and the mk2 line for planes. The items contained within them, when aero debugging is turned on, are not listed as shielded, and as expected for random objects hitting the atmosphere at mach x, the drag is insane. Anyone else experienced this? Its killing my plane game.
  5. Slipstreamable

    Space Plane

    Hi I've watched countless youtube videos, read a whole bunch of tutorials, but I just can't get my space plane into orbit with enough fuel left. I've only got the whiplash engine at this stage...On launch I'm at 10-15 pitch until the jet engines starts losing thrust, then I engage the dart engines pitching up to about 45 and jettison the jet engines when they flame out. My goal is to land on the moon and return, short of refueling in orbit what am I doing wrong or what can I improve?
  6. Hello all. I am having a slight issue with a career mode space plane of mine (not really a "space" plane but you know what I mean). When it lands, I can not get it to come to a complete stop. Example; I took off from KSC, and flew to the abandoned airfield off the coast. I landed fine, but despite cutting all throttle, and even unnecessarily manually shutting down the engines and closing the intakes, and even with applying brakes and leaving them turned on, my plane would just roll at about 3 m/s. Constant yawing would bleed it down to under 1 m/s, but no matter what, it will not come to a complete stop. It is early in my career and early in my plane research, so the gear I am using is the starter fixed gear. I have not fiddled with their parameters other than disabling steering for the rear 2 and only have the nose gear steer.
  7. So, I've had my career going for about a week now and i have unlocked most of the tech up to the 500 limit that a level 2 research. This has unlocked a bunch of plane parts that i have noticed on a lot of the designs people come up with, But i will be honest i suck at building planes and my rockets are all asparagus launched and the average cost to me is 130k. The module im returning with is only worth 6k, I losing alot in my launch staging. Anyone know how i can help with that will SSTO or space planes help that much with recoverable costs? I'm trying to save up for the Research level upgrade but its slow going when any contracts i take up i need 130k to get me in the air. If you have a guide on building SSTO or maybe even how to save my twin boar asparagus rockets would be good cause that where alot of my money goes. I have 4 Twin boars at 17k a unit. Then a main sail and Rockomax 64 tanks which gets me mostly circular before i have to use a Rockomax X200-16 Fuel Tank or Rockomax X200-8 Fuel Tank depending on my mission (mun or Minmus) this teams to a Skipper or poodle engine (Again whatever i think is more efficient for the mission). (i will post a pic when i get home). This may be overkill really but i tend to use up alot of DV especially when i go to the Mun. (its the landing stage that i struggle with. Although MechJeb has helped ( i don't crash as often). SO yeah y'all Kerbonauts, Any helpful tips or tricks?
  8. Mountain Thrust Aerospace presents: THE SCAVENGER'S DAUGHTER A single-crewed micro-SSTO composed of only 17 parts, the Scavenger's Daughter is: Cheap! Cute! Easy and fun to fly! Composed of only 17 parts! Cute! Capable! Composed of only 17 parts! Did I mention cute? What about the part count? Did I tell you about the part count?! In the image below, you can see the Daughter in a 70km x 70km orbit and still has over a kilometer per second of delta-V in the tank. The craft's excellent range and uncrewed flight capability make her perfect for LKO rescue missions... and not a great deal else to be honest. But look how cute she is! Nnnggaaawwwwww! Vital statistics are given in the groovy schematic: Flight Manual: Ach, it's not that hard, to be honest. I'm sure you guys can manage. Just try not to explode on the way up. Action Groups: 1. Toggle RAPIER 2. Switch RAPIER mode/toggle intake CRAFT FILE: kerbalX: https://kerbalx.com/cdrfuzz/THE-SCAVENGERS-DAUGHTER direct download
  9. Base Challenge: Suborbital Laythe Aerocapture Space planes are hard! Ready to learn? Now, with SSTO as tricky as ever, the suborbital milestone is a critical step in the path to building space planes. Unfortunately, it’s also a boring one :). This challenge gives it some zest, enough to realize that you (yes you!) can build a space plane good enough to go somewhere. By putting Laythe into LKO, you can fly into a suborbital trajectory and aerocapture into 'orbit' simply by flying to and landing on the big pretty gem in the sky. Rules: 1. Take off from Kerbin. 2. After takeoff, fly up to 14km using only air breathers 3. Lift your Apogee a bit beyond 85km. 4. Aerocapture in to Laythe and land on it. Parachutes are OK! Hang on, that sounds easy! Well, the devil’s in the details, and it’s those details this gives you an excuse to learn. Good luck! Tricky Challenge: Suborbital Russian Doll If you’re already an old-hat at space planes, we’ll add a twist: Use space planes to launch smaller space planes, and see how deep you can make the Russian doll go. Rules: 1. Take off from Kerbin. 2. Fly up to 14km using only air breathers 3. Fly beyond 70km, and separate your payload plane ** For the first plane only, Quicksave, Land the launcher back on Kerbin, then reload your quicksave to switch back to the payload plane. 4. Bring the payload plane under 20km on Laythe. 5. Fly the payload plane back to Kerbin and land. Using your payload plane as the new launcher, Repeat. You don’t need to launch from where you landed, you can start a new one from the air strip, but please make sure to remove any fuel used during the return trip. You can connect the launcher plane and payload plane(s) in any way you like- they can even share a fuselage. However, both must be able to land back on Kerbin (parachutes OK!), and none of the payload’s engines can be used until after is separates. Also, there must be a Kerbal somewhere within the payload plane(s), but that Kerbal doesn't necessarily need to be the pilot. Good luck! Other Rules Mods are OK, but please make a note of which part/physics mods you use so I can put them next to your entry. For posting, anything goes- text, pics or video. Tell us how it goes! How to use Hyperedit To put Laythe into Kerbin’s orbit, you can use Hyperedit. The mod is free and very useful for testing ships (like Eve landers) before launching them. Download Hyperedit from this link http://www.kerbaltek.com/hyperedit, unzip it, open the "GameData" folder inside, and drag "Kerbaltek" into the "GameData" folder in KSP. You’ll probably find KSP's game data folder in C:\Steam Library\steamapps\common\Kerbal Space Program\GameData. After that, Simply launch KSP, and press Alt+H to access Hyperedit at any point. On the title screen, press Alt+H and select Orbit Editor. Select Laythe and then Kerbin as the reference body. Set the orbit distance to 660000, and press apply. Now click the planet editor button, set the gravity to 0.2 and press apply . You may also turn off tidal locking, and set the rotation to -17000 to make Laythe spin backwards. I like it, but it's not necessary for the challenge. Finally, click "Save planet to config file." As a note, Hyperedit will edit Laythe for all of your save files, but it can reset the default values at the click of a button. Since Laythe will gobble up any uncontrolled ships that enters its SOI, it’s best to not load your main save file. Instead, make a new sandbox for this challenge or load this save file, which has convenient satellites marking the SOI and atmosphere boundaries. https://drive.google.com/file/d/0B4VfTCvq4M80eDdyRll4NGpEX1E/view?usp=sharing Also, if you’d rather not risk altering KSP, you can actually copy-paste the entire KSP folder and run this challenge from your copied KSP instead. Badges Silly Introductory Video Leader Board Base Challenge: 1 Payload: 2 Payloads (?): 3 Payloads (??): 4 Payloads (???):
  10. I have started to mess around with Career mode, and felt I needed a plane to help get some science points and complete a few survey contracts. The problem is, once this plane gets up to about 12K, it starts to slow way down, preventing the plane from climbing higher. I did skim through the tutorial here (the one with the funky hand drawn pictures and outdated drag info) but I saw nothing on this issue specifically. The wings are set up as the tutorial suggested: front ones for pitch, rear ones for rotation, and tail fin for turning. So far, my tech tree (vanilla) is only unlocked through the 45 sci. cost level, every thing else costs 90. I have yet to do any orbital science experiments, nor did I visit most Kerbal biomes, so I may be able to push to another unlock before I try for the Mun science. Thanks for any tips! Here are a couple of pictures:
  11. Hello, I'm trying to recreate some real-life aircrafts in KSP, and I'm having an odd problem: my biplane won't turn and barrels extremely slowly. Here's what it looks like: Everything else appears to work fine, it can tilt up and down, and such. It's just that the back fin appears to not work. When I am turning on the ground, the controls are reversed as well, though that's not my main issue. I'm new to this forum, so I apologize if this is in the wrong place.
  12. I've never had good luck with winged re-entry, but this little shuttle is coming along really nicely. It lifts up to 22 ton payload to 100km (barely, and only if flown very carefully) and can bring down 11 tons. This performance is very close to the real space shuttle, which was quite a lot larger than the Kerbal one.. By my math, my shuttle is about 60% the size of a real one. It will comfortably throw 11 tons into orbit and if done well, it has enough Dv onboard to go on to anywhere in Kerbin's SOI (although might not come back). Anyhow, I'm pretty proud of it. Pardon the audio drop out during the fast forwarded bits... https://youtu.be/QMJg1-pGqL8
  13. Greetings! I have been working hard to try to make a space plane that can reach Minmus but I am having multiple problems and am looking for some suggestions. Optionally, if someone has a working space plane that can reach Minmus LKO, dock with a station to deliver crew and return to Kerbin and land I would appreciate the opportunity to see it so I can better understand what I am doing wrong in my own designs. Basically the issues I am having are: 1. The aircraft can get into Kerbin LKO, however, it has no where near enough Delta V to get to Minmus, let alone back. For a rocket I'd add more fuel and engines, however, I feel like the plane really starts losing any semblance of "looking good", not to mention its flight characteristics begin to suffer. 2. Landing is another issue, every attempt to de-orbit the current design I've been working on has resulted in the the plane exploding in the atmosphere due to heat. It was suggested I hold a 20 degree AoA and I tried this, but the plane fought me the whole way and never really got above a 10 degree AoA. I really appreciate the help!