Jump to content

Search the Community

Showing results for tags 'spaceplane'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • The Daily Kerbal
  • Kerbal Space Program 2
    • KSP 2 Discussion
  • General KSP
    • KSP Discussion
    • Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Gameplay and Technical Support
    • Gameplay Questions and Tutorials
    • Technical Support (PC, unmodded installs)
    • Technical Support (PC, modded installs)
    • Technical Support (PlayStation 4, XBox One)
  • Add-ons
    • Add-on Discussions
    • Add-on Releases
    • Add-on Development
  • Community
    • Welcome Aboard
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • Making History Expansion
    • Making History Missions
    • Making History Discussion
    • Making History Support
  • Breaking Ground Expansion
    • Breaking Ground Discussion
    • Breaking Ground Support
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


Location


Interests

  1. OPT Reconfig Supplies highly needed config files to keep OPT Spaceplane Parts | Continued useful and alive in the absence of the original modder, @K.Yeon and in the changing KSP gameplay landscape. It is an optional enhancement to OPT's "Main" package (V2.0.1) and it does nothing by itself. It is required by OPT Legacy and by OPT Spaceplane Continued. Do not use this: With my old modlets OPT_USI or OPT_WBI. They are now features of this mod. With OPT Legacy v1.0.9 or lower. If you have an OPT FAR config already. If you have one of these, delete it. This mod al
  2. I present to you fine spaceplane enthusiasts... the Kerbal Wind Tunnel mod! We all build spaceplanes to fly faster and higher, but how do you know how fast or how high your current design can go? In the real world of aircraft design, engineers calculate the flight envelope for their aircraft before the first test flight rolls out. This mod runs your spaceplane through a virtual wind tunnel while still in the SPH and predicts its engine and flight performance at every speed and altitude. It also gives you a readout of various performance curves, plotting a
  3. About This is the new thread for B9 Aerospace. The old thread is available here This pack adds a vast selection of new parts, introducing new spaceplane components such as new engines, cockpits, wings and fuselage systems, new structural components for orbital installations and colonies, and so on B9 was originally developed by @bac9, @Taverius, and @K3-Chris, now maintained by @blowfish and @Flashblade with help from many others Requirements The latest version is compatible with KSP 1.8.x. The bundled dependencies are for KSP 1.8.1 and may not work on other versions
  4. Welcome to Spaceplane Innovations, the online leader in executive Spaceplane sales. Dropping tanks is so yesterday, earn back some self-respect by going fully-reusable today! We have Interplanetary leviathans and nimble Mun Hoppers, Single-stage-to-anywheres and Cargo-carrying brutes. All capable of high crew capacity and total galactic dominance. Shop now, the SSTO of your dreams is just a click away. We also make rockets. View the full catalogue! Click to view the full catalogue! Artemis Class These spaceplanes are the biggest of the bunch (so far), consisting of 3 M
  5. Mk3 Expansion pack This is a parts pack intended to flesh out the stock mk3 parts lineup with new engines, cockpits, fuselage parts and more, to give players more options when building spaceplanes. parts almost exclusively use MODEL nodes and stock textures, so RAM footprint should be almost non-existent. -Command Mk3 Cupola Mk3 Hypersonic cockpit Mk3 Drone Core Mk3 Inline Cockpit -Propulsion C.L.E.A.V.E.R. Mk3 Dual-mode Engine 'Cyclone' Concentric Toroidial Aerospike 'Fulcrum' gimballed Linear Aerospike 'Firestorm' Air-Augmented
  6. The K-Prize Party Thread. K-Prize badge by WafflesToo (sig badges). The K Prize challenge is to make the obvious craft, a spaceplane, and make it work. All those who succeed will be included on the roll of honour and get a free back stage pass to hang with Kay Kool and the Kerbettes after their next live performance at the Dog and Booster (where free beer will be available). To enter report relevant accomplishments on a mission which actually flew, your word is good enough but images and videos are welcome. Rules 1. The craft must launch and land intact u
  7. So there I was, sitting and having a bad day. How do I build a Spaceplane!? I can't build SSTOs, Those are too hard. I can't put it on top of a rocket, because it just flips...or can I? I wonder... (some weird engineering later...) And this is the result. I took a rocket, flipped it on it's side and strapped wings, wheels and jets to it. Here it is sitting on the pad-Wait, this isn't a launch pad. 147 Parts, 61.021 Tons, 4.3 Meters tall,, 12 Meters wide, and 25.5 Meters long. 2 Panther Engines on each side using Wet Mode provide power for the early ascent. Main En
  8. F-NAD is an aerospace division run by the finest nuggets. Check out Adans Workshop for my previous spaceflight adventures and new ones to come. Look on this forum for sneak peaks of my next kerbal vids and for giving help and getting shoutouts for and from me, respectively.
  9. Hello once again! Today I bring you, My latest attempt at an interplanetary VTOL SSTO. When launched fully fueled, it can reach LKO with ~2,200 m/s of delta-V remaining. From there, it can be flown non-stop to Laythe and back, using ISRU to refuel on Laythe's surface. The design is oxidizer-free, and the fuel tank layout preserves the C.O.M. position regardless of fuel levels. The engine layout includes two forward-fixed Nervas, four R.A.P.I.E.R. engines (two forward-fixed and two pivotable), and two pivotable Panther engines. When flying in VTOL mode, it's easie
  10. Hola colegas bueno estoy teniendo un problema serio y es que mis aeronaves terrestres son totalmente incontrolables no se si es por la ultima versión que ha salido o si le cambiaron algo de la física del juego, les cuento. Tengo en mi modo carrera 5 aviones que en las versiones anteriores volaban con algo de dificultad al despegar pero al menos volaban y hasta algunas las podía hacer aterrizar, ahora mis aviones ni siquiera pueden despegar pues siempre se van hacia la izquierda y el avión termina volcando como si fuera un camión que se sale de la ruta. Me dije bueno tal vez no les hice un test
  11. KerbalX link: https://kerbalx.com/OlMuskiBoi/Stock-Dreamchaser Not perfect but I'm happy with how it turned out. Launch vehicle isn't anything special, feel free to throw it out for a proper Atlas / Vulcan replica if you want
  12. Here's the story. I decided to build an SSTO that can carry a three-person spaceplane into LKO and leave it before landing at the KSC. That way, the spaceplane itself will be ready for its interplanetary burn with all its liquid fuel tanks full and I won't have to drop any debris on the surface. For an aerodynamic design concept, I viewed Matt Lowne's air-launched spaceplane video. Though I followed the video while building my plane, I made sure to add my own parts in my version (e.g. rapiers instead of airliner engines, reaction wheels, NERVs, more oxidizer for the rapiers, etc).
  13. BASIC MK2 WHIPLASH/NERV SPACEPLANE TUTORIAL The best looking airplane parts in the game almost certainly belong to the mk2 family. The part descriptions combined with their "hypersonic" appearance make them a natural choice for a new player, unfortunately they generate more forum help threads than anything else. Pic - the wrong stuff ! Problem 1 - Poor Performance Mk2 parts generate at least twice as much drag as a mk1 or mk3 fuselage built to carry the same amount of fuel or passengers. As a result they are frequently unable to break the sound barrier
  14. Hi All! I've been trying a little more with SSTO spaceplanes recently. I've done some in the past, mostly small ones with stock parts, but in this heavily modded career game I wanted to try big, so I built this one using moslty OPT parts, which I wanted to use for a space camp mission (bring 15 tourists to orbit). It actually has a pretty decent TWR, not a lot of DeltaV probably, but I haven't tuned it yet...mostly because I can't get it past 370 m/s or so. In the picture attached you can even see that I'm pitching down, but even pitching down, my speed was DECREASING... So. I'm
  15. Hello guys I didn't found any topics on Spaceplane in RSS mode, so I create this one I am playing RSS (Real solar system) on KSP 1.7.3, but not R . It is yet a big challenge to send a rocket or a spaceplane in orbit as you have to reach Mach 25 or more than 7500m/s to be free from gravity. Stock engines stock are not an option to send a rocket or a spaceplane in orbit and I use Real Scale booster engines and OPT mod engines. SSTO is impossible. What I decided is to create a Stratolauncher, then have a spaceplane on the top to launch it at the Stratolauncher ceiling at the q
  16. TL;DR: is this generally considered a "don't do this" type of thing for spaceplanes, or just a tradeoff? Hi, I've been refining a Mk3 "do-everything" spaceplane for a while now (all science, ISRU, amphibious, etc.) and I'm wondering if I'm making a mistake with the balance. The default CoM is very stable and just a tiny tiny bit forward of the CoL, but I understand that although these being very close makes the plane more maneuverable, it also makes it more vulnerable to loss of control. My question is: is this generally considered a "don't do this" type of thing for spaceplane
  17. After much trial and error, I've finally managed to make my second ever functional SSTO, and the first SSTO I've ever created with a useful payload other then it's pilot! It's built to enter orbit, land on Minmus, spend about 2 and half months processing ore, then lift off to interplanetary space with 6,000 delta V to spare! Kerbal X Download Page Notes/Trivia: The crafts' front-most two fuel tanks are intentionally under-fueled! This was done to help achieve liftoff on the run way; when full, the craft was too unstable for me to fly properly X3 You might want t
  18. Syrvannia SSTO Dear Kerbonauts, This post is meant as a standalone showcase of this craft. This will be updated as this gains experience and revisions. For the K-Prize post; see bottom of this entry. I would like to submit the following for your consideration. Today i present: Syrvania SSTO Main view: The Syrvanna SSTO is named after a faction in my favourite Ravenfield Mod. It can haul 5T of payload into LKO. This vehicle is also capable of mining and processing resources. Self sufficient SSTO. Includes Space Cab. Specifications (without Spacecab): Crew cap
  19. This is my first craft thread, so advice would be welcome if I am in conflict with any conventions. LKO stats have been adjusted for 1.8 aero changes (improved performance for this craft). Big Plane to Anywhere (figuratively) https://steamcommunity.com/sharedfiles/filedetails/?id=1875714661 (Nice try, Bill, but I don't think this is what they meant by "long range ISRU craft"...) Well, it's been a long time coming. I'm mainly a rocket guy, but when I do find myself in the Spaceplane Hangar I very easily get obsessed with fiddling with my designs, more so than with the rockets.
  20. Please rate my GT SSTO Craft file: https://steamcommunity.com/sharedfiles/filedetails/?id=1717638434
  21. Of course, I immediately thought of KSP after seeing this article because that is how my brain has been wired ever since I launched my 1st career rocket circa 2016. Ultrafast, air-breathing rocket engine moves a step closer to reality... Cool image btw...I think I know what I'll be designing in the SPH tonight. Link to Article: https://www.cnn.com/travel/article/air-breathing-rocket-scli-intl-gbr-scn/index.html Cheers, RS
  22. Welcome, ladies, gentlemen, and anyone else who happened to stumble upon this forum topic, to... Here, you will find a blooming aerospace program, just starting to get a foothold in the market that consists of vehicles able to transport you to space! Shop now, and a round-trip ticket to Kerbin Orbit and beyond is just around the corner! Come take a look at our inventory... NOTE: Some craft flags and names might be inaccurate if the screenshots were taken before the mass class reorganization. SEE THE GALLERY HERE SPACEPLANES Note: Only spaceplane classes Angel through P
  23. This is a parts pack of 2.5m spaceplane parts with a flat bottom, possessing a bit of aerodynamic lift. I am going to be updating this mod sporadically, and I would appreciate any comments, critiques, etc. I would especially like to know people's thoughts on the balance of the mass and lift. As of 5/12/17, I have changed the license for this mod to MIT Download: Note: updating to 1.3 renames/replaces many of the parts. Spacedock: http://spacedock.info/mod/194/Mk2.5%20Spaceplane%20Parts Curse: http://kerbal.curseforge.com/projects/mk-2-5-spaceplane-parts-fl
  24. I was building a very large scale spaceplane, with custom internals inside MK3 cargo bays. The plane was more than 170 parts, probably around 200. When I first experienced the plane falling apart, it was just some clipped parts falling out of the main plane. I fixed this with a few structural connectors. I launched again and when I tried to pull up off the runway, my wings just went crazy and blew the plane up. I thought I might try again but not pull up so hard. So I reverted to launch, and my plane immediately.. well it’s kind of hard to describe. The parts were all separated from each other
×
×
  • Create New...