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  1. Visual Compilation "You are the closest to adventure when farthest from home." - Joe Hafner Less compressed Vimeo link and other videos: Hey, Avera9eJoe here. Spectra is an ultimatum of a visual pack. A well optimized and yet breathtakingly beautiful revamp of all celestial bodies in KSP. Fly through the geysers on Minmus and Eeloo. Soar across Laythe's glittering bioluminescent sky. Skip across the dust on Minmus, Pol, and Vall. Descend through Eve's mystic clouds. Or like they say, die trying. In a nutshell Spectra is designed with these players in mind: Streamers: While made to be pretty Spectra is as optimized as possible. It runs very well on a high end system and there are ways to squeeze out extra performance as well if need be. In terms of pure FPS values, it's a dead tie with SVE. Film makers: This pack is my interpretation of the greatest visuals in KSP. An ultimate cinematic suite. Stock part purists: Spectra does not effect the stock parts, colliders, or physics. This adds visual effects and no more, meaning it runs exactly the same as an un-modded game. Just prettier. Nostalgic veterans: Many visual packs have risen and fallen over the years, and in making Spectra I'm taking the best concepts of each, expanding on them, and then applying them to an updated visual pack reminiscent of old. KSPRC's surface textures, Stock Visual Enhancement's storms, Better Atmosphere's glow, Astronomer's colors, it's all there. The credits at the bottom of the page highlights this in more detail. It's a lot to live up to, and I hope it meets your expectations. Standard pictures: Scatterer-less pictures: Spectra also works with SVT - there are instructions inside the download on how to set it up. Download: https://spacedock.info/mod/1505/Spectra Licensing: Spectra is licensed as MIT, meaning you are free to edit and redistribute everything in Spectra so long as you give credit where it is due and don't add a more restrictive license. What's mine is yours, and what's yours is everyone else's. Ways to improve performance: You have a few options at your disposal that can highly improve your fps: Remove some extras RealPlume, PlanetShine, and DistantObjectEnhancement all tax your GPU. Removing one or more of them (Or any of the other extras) can improve your frames. Remove Scatterer Spectra has backup atmospheres that enable when Scatterer isn't in GameData. Removing Scatterer from GameData will dampen the experience, but greatly increase your performance. Spectra not to your liking? Try SVE or Sci-Fi Visual Enhancements Both of these packs are beautiful and unique in very different ways. Panzer1b and Galileo are both incredible modders, and I highly recommend their mods if Spectra doesn't suit your fancy. Known issues: Mun surface textures look bad from low orbit Duna turns death blue (moreso than usual) if you make any changes via the EnvironmentalVisualEnhancements GUI. Don't touch it and you'll be fine. WindowShine and Scatterer compatibility issue: When hacking into orbit with both WindowShine and Scatterer, the ocean flashes rapidly on screen. Fix by removing either WindowShine or Scatterer. WindowShine not updated for 1.6.1 Credits: @Proot's KSPRC v-0.7 PreRelease 3 Proot's Kopernicus surface textures are being used in Spectra with a custom config I made to remove tiling and dim down their intensity since Spectra uses less intense planet textures @blackrack's Scatterer Atmospheric scattering and tinting Ocean shaders @Valerian's PlanetShine PlanetShine is bundled into the original download to clear confusion with version checking. Base Albedo has been maxed in settings to create more interesting visuals, and quality has been lowered to reduce performance impact. @JadeOfMaar's Sunflares of Maar Spectra uses a dimmed version of his Primus sunflare. Inspiration: @Astronomer's Astronomer's Visual Pack - Interstellar V2 - I can't thank you enough for what you've done for your ground breaking work on the aesthetics of KSP. Thank you! Bioluminescence on Laythe @Proot's KSPRC v1.0.5 - concept image post by @drswagboss from December 2015. Focus your eyes on the textures from low-orbit. Surface textures Ablation on Moho Green-tinted Eve Warped clouds on Laythe Geysers on Eeloo @Galileo's SVT and GPP - Your works are incredible... Thanks for all the help and advice. Lightning Terrain scatters @erona's and @Thesonicgalaxy's Better Atmospheres - The original mod that added glow to non-atmospheric bodies. If you said this is where it all started, you wouldn't be wrong. Blue Duna Cloud textures @panzer1b's Sci-Fi Pack - Your pack is incredible! If you don't have the PC to run Spectra, definitely try SciFi. Proving that planet glow can still be done in new EVE, and look even better than before.
  2. WELCOME TO THE HANGAR Here there be giants With part counts measured in the thousands, these colossi of the skies aren't for the faint of heart Look inside to find detail-oriented replicas of some of the largest passenger and cargo liners ever built or conceived With no mods or DLC required, these craft are open to all who can handle their bulk! Boeing 747-100 Antonov An-225 "Mriya" Boeing 747-8 Airbus A-380-861 Boeing Pelican "ULTRA" Hughes H-4 Hercules "SPRUCE GOOSE" McDonnell Douglas MD-11 Boeing 747sp (WIP)
  3. This will be a collection of all the stock airplanes and rockets I build. I hope you have as much flying them as I had making them! Northrop HL-10 F-89 Scorpion Avro Arrow CF-105 V-1/Fi-103 I-16 Rata Il-28 Beagle Hawker Hurricane
  4. LAST CRAFT FILE UPDATE: 22 June 00:55 EST CHECK BACK FOR MORE CRAFT RELEASES TABLE OF CONTENTS 1) Catalog Introduction/Description 2) SPH Craft File Download Links 3) VAB Craft File Download Links 4) Subassembly Download Links 5) Categorized Bulk Download Links 6) Frequently Asked Questions (FAQ) 7) Videos & Tutorials 8) Most recent update listings THE CATALOG This thread is where I organize and present all the craft and subassembly files I currently offer on KerbalX for free download. First of all, I'd like to thank @katateochi for his administration and maintenance of the KerbalX website. It's a user-friendly, fan-driven site that allows community members to exchange craft files for use, modded or stock. If you're an avid user of the KerbalX site, please help support it by donating via links on the main KerbalX page. Any craft you see in this catalog has been thoroughly tested to perform as intended, and is accompanied by a graphical image to show other players how to use the craft. These graphics are meant to shed light into what went into the design, how the action groups are programmed, and other important tidbits. Additionally, if necessary, "Engineer's Notes" have been included next to each download link for critical information that may not be included in the respective graphic, or may not be readily apparent. Although I have been playing KSP since v0.13, I am not perfect. Whenever I (or other players) find issues or defects with my craft, I update and republish. Some of these designs have been around for several years, and have continued to evolve along with KSP and my personal build style and skills. All of the craft available for download are built using 100% stock parts and are designed/tested within the stock aero model. A lot of the craft are inspired by real-life designs or concepts, but they are not intended to be replicas. Rather, they are my personal analogues within the "Kerbalverse", just as Kerbin is the analog to Earth, or Duna is the analogue to Mars. My design philosophy emphasizes function balanced with aesthetics. Further, all of these craft/subassemblies I have personally used or continue to use in my own KSP career. In essence, they are in a constant state of testing. To browse for a craft file, expand the primary spoiler drop-downs (SPH, VAB, or Subassemblies) and then continue to work your way through the "catalog tree" until you find something you'd like. Then click the hyperlink below that craft file image and it will redirect you to the appropriate KerbalX page to download that craft. ________________________________________________ Space Plane Hanger Section ________________________________________________ Vehicle Assembly Building Section ________________________________________________ Subassembly Section ________________________________________________ Categorized Bulk Downloads Section ________________________________________________ Frequently Asked Questions (FAQ) ________________________________________________ CHECK BACK FOR UPDATES ON DESIGNS AND NEW CONCEPTS IF ANYONE HAS SCREENSHOTS OF THESE CRAFT IN ACTION, FEEL FREE TO SHARE THEM HERE ALONG WITH STORIES OF SUCCESS, GLORY OR FAILURE For more in-depth instructions for the use of some of these craft, here's some tutorial videos I've produced: CisMunar Propellant Economy Part 1/Part 2
  5. Hey everybody, So I've officially been playing Kerbal Space Program for 2 years and to cap it all off I present my Lockheed-Martin F-22A Raptor! This is the sixth and final version of the F-22 that I made, she's extremely maneuverable, has above-average acceleration, and best of all, she's as perfect as they come. I know I haven't posted here often, but I want to share this one with you guys because she's extremely special to me. Without further ado, here she is! Hope you guys like her as much as I do, I put my heart and soul into this thing over 2 years of effort and it's paid off more than I could ever have imagined. F-22A Raptor Description: The Lockheed Martin F-22 Raptor is a fifth-gen, single-seat, twin-engine, all-weather, stealth, tactical-fighter aircraft developed for the United States Airforce (USAF). The result of the USAF's Advanced Tactical Fighter (ATF) program, the aircraft was designed primarily as an air superiority fighter, but also has ground attack, electronic warfare, and signal intelligence capabilities. The prime contractor, Lockheed-Martin, built most of the F-22's airframe and weapons systems and conducted final assembly, while Boeing provided the wings, aft fuselage, avionics integration, and training systems. The aircraft was variously designated F-22 and F/A-22 before it formally entered service in December 2005 as the F-22A. Despite its protracted development and various operational issues, USAF officials consider the F-22 a critical component of the service's tactical air power. Its combination of stealth, aerodynamic performance, and situational awareness enable unprecedented air combat capabilities Courtesy of Wikipedia Craft Specs: Top Speed: ~285 m/s Maneuverability: 30 Gees Acceleration: High Accuracy: Max Mass: 33.07t Cost: 204,309 Parts: 308 Crew: 1 Built in KSP Version 1.6.1 Length: 18.31m Height: 5.79m Width: 14.23m Download and fly her from KerbalX: https://kerbalx.com/LunarEnterprises/Lockheed-Martin-F-22-Raptor_2
  6. History of Spaceflight Contract Pack for Stock/RSS/RO/RP-0/RP-1 This mod aims to basically transcribe the entire NASA Master Catalog into missions for Stock/RO/RP-0/RP-1. This project initially started as an expansion pack to Whitecat106's popular Historic Missions contract pack, but after he quit I decided to rewrite the entire mod from start to finish. This mod will feature and expanded 1942-1958 contract set of sounding rockets from all over the world. Plus complete mission sets (including failures) of every spaceflight launched to date(when completed). It also has more accurate orbital specifications for you to reach including historical Apogee, Perigee, and Inclination(RSS Version). Since there will most likely be two version of Realistic Progression, RP-0 and RP-1. I will be making a version of this mod for both RP-0 and RP-1. Currently playing through the beta of RP-1 and collecting historical rocket costs and rollout costs to balance RP-1. The main balancing and release of the RP-1 version won't be until after an official RP-1 version has been released. Currently this mod contains 670 contracts for RSS/RP-0. and 622 contracts for Stock. It contains every mission (might be missing a few but still adding) from the time frames 1942-1967, basically the first 25 years of spaceflight, and contains: - 53 Pre-Sputnik sounding rocket and ballistic missile contracts including but not limited to : A-Series, Aerobee series, Deacon, Corporal, Hermes 1-3, Kappa 1-6, Veronique, X-17, Cajun, Wasserfall, RTV-A-2/ RTV-A-3, Terrapin, Nike series, Eole, Deacon, Skylark-1, R-Series, Thor, Redstone, Atlas, Jupiter and more. NASA Master Catalog USA Missions 1942 to 1967 Ats (3) OGO (2) Gemini (17) MISC (32) Biosatellite (3) OSO (2) Mercury (10) Midas (10) ERS (3) Pegasus (3) Missile Tests (7) Samos (11) Explorer (41) Pioneer (11) DMSP (6) Ferret (7) GGSE (3) Ranger (9) Echo (3) Corona (17) Lunar Orbiter (2) Solrad (7) Intelsat (2) Discoverer (39) Mariner (4) SECOR (8) LES (4) GambitKH7 (36) Vanguard (11) Surveyor (2) Syncom (3) GambitKH8 (9) Transit (22) Vela (3) Telstar (2) Tiros (10) launcher tests (15) ESSA (6) Soviet Missions Sputnik (3) Vostok/Korabl-Sputnik (11) Kosmos (123) Missile Tests (7) Elektron (3) Polyot (2) Zond (3) Marsnik (2) Luna (21) Mars (2) Molniya (4) Proton (3) Venera (6) Voskhod (3) China Missions Dongfeng-1 (3)S (5)RSS Dongfeng-2 (3)S (5)RSS Dongfeng-3 (3)S (5) RSS Dongfeng-4 (3)S (5) RSS Canada Italy United Kingdom Japan Alouette (2) San Marcos (1) Ariel (2) Lambda (2) Blue Water (1) Kappa (6) More info and screenshots to follow. Currently testing and balancing what is done right now and Version 1.0 will be released once that is complete. Should take a few more weeks to finish that off barring any unforeseen catastrophes. How to install History of Spaceflight: 1. unzip contract packs to a new folder 2. Choose which version you want to play. Either RSS/RP-0 mod or Stock 3. Copy the HistoryofSpaceflight folder into your KSP game directory under GameData/ContractPacks 4. When updating to a new version it's best to delete the previously installed HistoryofSpaceflight as well as ModuleManager.ConfigCache, and ModuleManager.ConfigSHA from your GameData folder to make sure it loads the new contracts that were added. License: This pack and associated plugin is Licensed under CC-BY-NC-SA-4.0. The beta for Stock/RO/RP-0 is available here- GitHub Also Spacedock, and Curse Report Issues Here Incompatible with Kerbalism or any other historical contract pack. Do not install these mods with this History of Spaceflight or you will have issues! Requires: Thanks to @Whitecat106 for his hard work on Historical Contracts. A few of his contracts were helpful in understanding the bugs in my own for the early parts of writing this mod. This is my first attempt at a mod and my coding skills are pretty basic. I'm learning as I'm going. I do have a lot of free time though as I am disabled and unable to work a job. So expect a lot of work coming out in the next few months as my condition permits. Websites referenced to make this mod: Encyclopedia Astronautica Gunter's Space Page Spacecraft Encyclopedia National Space Science Data Center Spacecraft Search Wikipedia
  7. 1:1 Scale Replicas Full stock, full scale, full power In a scaled-down universe filled with scaled-down Kerbals, it's easy to forget how big real planes are. I've been building planes to the same scale of their real counterparts, enabling more accurate replicas with functioning mechanisms like swing wings, moving lift engines, and the odd GAU-8 Avenger. McDonnell F-4 Phantom II EC-18B ARIA - Apollo Range Instrumentation Aircraft Douglas A-4 Skyhawk Mikoyan Gurevich MiG-19ST "Farmer-B" USS Johnston - Fletcher-Class Destroyer McDonnell Douglas F/A-18C/D Hornet Superscale (1.3x) Republic P-47 Thunderbolt Superscale (1.5x) North American P-51D Mustang Grumman YF-28 "Alleycat" Northrop B-2 Spirit Martin XB-51 Ilyushin IL-76 "Candid" Convair B-58 Hustler McDonnell F-101C / RF-101C Voodoo Grumman F11F Tiger Panavia Tornado Fairchild-Republic A-10A Thunderbolt II "Warthog" Shuttle Transport System Northrop T-38 Talon Lockheed L-133 Starjet Yakolev Yak-38 Forger Boeing-Saab T-X Trainer Aircraft Dassault Mirage 2000 North American F-100D Super Sabre Canadair Regional Jet CRJ-200 Mikoyan-Gurevich MiG-15 North American F-86 Sabre Lockheed Martin F-22 Raptor Dassault Rafale Lockheed Martin F-35 Joint Strike Fighter Lightning II Republic F-84 Thunderjet Concorde General Dynamics F-16 Fighting Falcon Grumman F-14 Tomcat (MULTIPLE VERSIONS) McDonnell Douglas / Boeing F-15 Eagle + F-15 ACTIVE STOL/MTD McDonnell Douglas AV-8B Harrier II Lockheed NF-104A "Zoom Climber" Sukhoi Su-27M/Su-35 Flanker-E More will be posted as I make them. Feel free to suggest favorite craft for me to take on!
  8. This is my stock ksp recreation of SpaceX's starhopper test vehicle, which recently hopped 20 meters untethered on July 25, 2019 and will hopefully hop 200 meters in August. It's still a WIP though, but I'm almost done with it! Here's some images: My Recreation (using Making History for some parts) Real Life Starhopper My Stock Starhopper Recreation "hopping" Real life Starhopper hopping My Starhopper Recreation after hopping, back on the ground One time I tried landing it on the VAB, and this happened (turns out its pretty durable, not the VAB though) Downloads: KerbalX Steam Workshop
  9. Level: Intermediate/Advanced Craft used to illustrate this tutorial: BAK-52NS Version history: 1.2 - Updated with a note on 1.7.3 built-in rotor and propeller blades 1.1 - Updated with better rotors, thanks to a tip from @Hotel26 1.0 - Original version About this tutorial This tutorial is a basic primer on stock helicopters made with parts from the Breaking Ground DLC. It does not discuss pre-Breaking Ground stock rotary motors, nor helicopters made with mod parts. I have limited experience with both and it would expand the scope of the tutorial rather too much. I also do not claim to being the inventor of any of the construction techniques or principles discussed here; a quite a bit I have discovered on my own, and a quite a bit I have picked up around the forums. If you feel you ought to be credited, please say so and I'll add you. What's a helicopter? A helicopter is an aircraft that flies by producing lift from one or more powered rotary wings, or rotors. If the rotor is not powered it is not a helicopter, it is an autogyro; they are also very cool but out of scope of this tutorial. And if the rotor is not used to produce lift but for some other purpose -- thrust, for example -- then it is not a helicopter either. Helicopters can have other forms of propulsion as well: real-life choppers with jet engines bolted on exist and work well. If it's necessary to make the distinction, they are known as compound helicopters. This is a helicopter. It's the BAK-52NS. This variant uses hydraulically sprung and damped landing skids instead of wheels, making precision landings easy...ish. How is it different from an airplane? Airplanes fly by producing lift from airflow around wings. They need to be moving forward to do this and stay in the air. With helicopters, the spinning rotor moves the lifting surface through the air, producing lift. This allows them to hover. However, the big rotating propeller on top of the craft produces a whole set of complications, many of which are shared by kerbal helicopters and human ones; others however are specific to one or the other because kerbal physics aren't quite like real-life physics, and stock kerbals lack certain highly useful bits and pieces used to make human choppers more manageable. On the other hand, kerbals have some amazingly powerful components to build with. Cyclic and Collective Another obvious difference between a plane and a helicopter is how they're controlled. Planes are controlled by moving control surfaces -- rudder, ailerons, elevators, and canards -- which modify the lift produced by each lifting surface, applying forces to the plane and causing it to turn. Pull the stick back, and the control surfaces move to produce more lift near the nose and less lift near the tail, pitching the nose up; push it right, and port control surfaces move to produce more lift while starboard ones produce less, causing the plane to roll to the right. Since helicopters need to be controllable even when they're hovering, they work differently. The primary controls on a chopper are cyclic and collective. Cyclic means adjusting the pitch of the rotor blades differently depending where they are in the cycle of rotation. Imagine that your chopper sits in the middle of a clock face, nose pointing at 12 o'clock. Now, if you want to pitch up, you will want the blades to increase their pitch as they near the 12 o'clock position, and decrease their pitch as they near six o'clock, thereby producing more lift towards the front and less towards the back. You'll also want to adjust cyclic as you start going faster: if your rotor spins counterclockwise, the blades at three o'clock will have a faster airflow over them than the blades at 9 o'clock, because the airflow from your forward motion will get added to the airflow produced by the rotor's rotation. This means you'll want increased pitch around 9 o'clock and decreased pitch around 3 o'clock, or else your craft will roll to the left. This makes helicopters rather hard to fly in real life as well as on Kerbin. What's more, kerbals have no direct control over cyclic: instead, when you adjust the pitch, yaw, or roll, the magic control surfaces try to figure out what you want them to do. This works acceptably with regular aircraft; with helicopters, not so much. So cyclic control on Kerbin is crude at best and you will need partial or total workarounds for this. ~ * ~ UPDATE: FooFighter has built a working swash plate with collective and cyclic control. If you want to make a realistic helicopter that is controlled without reaction wheels, now it's possible! https://kerbalx.com/FooFighter/Swashplate ~ * ~ Collective is a much simpler proposition: it just means the average blade pitch on the rotor. Increase collective and the rotor produces more lift, causing you to gain altitude. Increase it more and your motor will run out of torque to spin the rotor: the RPM will drop and eventually the rotor won't be able to produce any more lift. You'll leap up and then drop down again. Increase it too much, and your rotor will stall, causing you to plummet rather precipitately. And conversely, decrease collective to descend and reduce the torque needed to spin the rotor, allowing it to rotate faster. Collective gives really fine control over hover, and makes a helicopter extremely responsive in vertical motion, comparable in KSP only to a wildly overpowered rocket-powered VTOL. Thankfully, it is possible to make a really nice collective in kerbal helicopters. Perhaps surprisingly, hover on a helicopter isn't actually controlled by throttle. The motor's job is just to keep the rotor spinning; collective and cyclic do the rest. Torque effects In addition to the asymmetrical aerodynamic effects described above, rotorcraft have one more issue to contend with: torque. Spinning up a rotor and, when flying, pushing against the air to produce lift requires torque. Because Sir Isaac Newton is no fun with his laws of motion, this torque will have to get transferred somewhere in an equal but opposing manner. If you don't want your helicopter to spin in the opposite direction of the rotor, you will have to find some way to balance out the torque produced by spinning the rotor. Most real-life helicopters do this with a tail rotor: the helicopter has a pretty long tail which works like a lever arm, and at the tip of the tail is a propeller producing thrust in the opposite direction of the main rotor's torque. The pilot controls the pitch of the tail rotor using yaw controls, and will in fact be continuously adjusting it in different flight conditions (unless he has a computer to do it for him). Sadly, this does not work all that well in KSP. It is possible to make a smallish single-rotor/tail-rotor that is somewhat controllable, but it is hard, it won't be all that easy to fly, and it will very likely require a lot of reaction wheels to paper things over. That's why we're going to discuss a different type of helicopter here: one that flies with twin coaxial contra-rotating rotors. This solution neatly balances out the asymmetrical torque and aerodynamic effects, making for a stable, neutral basis for your craft. By all means attempt to make a conventional main rotor/tail rotor helicopter. Just expect it to be quite hard! This has real-life counterparts as well, notably the Soviet/Russian Kamov Ka-50 and its relatives, and the solution is used there for the same reason it works for kerbals. It makes the craft stabler and easier to fly. By Dmitriy Pichugin - http://www.airliners.net/photo/Russia---Air/Kamov-Ka-50/0920728/L/, GFDL 1.2, https://commons.wikimedia.org/w/index.php?curid=5896037 The coaxial contra-rotating twin rotor powertrain The simplest kerbal rotorcraft powertrain uses a similar solution as in the Ka-50. Kerbals have the advantage of having incredibly powerful, yet compact electric motors that can be placed anywhere, so that's what we're going to do. The powertrain only consists of two parts: at the top a motor (the standard or heavy electric rotor work well for most craft), and below it, a flat servo with its motor disengaged (with no motor at all). The rotor blades attach to the motor above, and the freewheeling servo (or the bottom half of the motor) below. When you spin up the motor, the torque will be evenly split between the two rotors, which will start spinning in opposite directions. Note: this isn't the only way to make a contra-rotating powertrain; you can also use two electric motors surface-mounted to a base, then gizmoed into being coaxial; in this case, each motor will be spinning its own rotor. It has twice the power. For most purposes, the single-motor/freewheel solution is sufficient, however, and has the advantage of being simpler and stabler. Collective Since KSP 1.7.3, Breaking Ground includes propeller and rotor blades as parts. Clip them onto a motor, deploy them, and bind their authority limit to an axis group to control collective (e.g. up/down). Note that they come in clockwise and counterclockwise variants: if building a contra-rotating powertrain, be sure to use mirrored variants for each rotor so that the marking decals point the same way on each, and set the deploy direction on each of them so that adjusting collective up increases pitch on both of them. When building your own rotors (see below), mount an elevon on a servo as pictured above, limit the servo's angle to some relatively sane values, and bind it to an axis group as above. Rotor design The built-in rotor and propeller blades differ greatly in performance from ones made from elevons. They are much more powerful in the lower atmosphere, producing a great deal more thrust/lift. However, their performance drops off much more abruptly and their service ceiling is much lower. A craft powered with a rotor made from elevons can reach 20 km on Kerbin and operate easily on Duna. Therefore, for such special off-world uses, hand-built rotors still have a niche. With rotors, light weight is everything, so use the lightest components available for the job. Your rotor blades should be control surfaces -- FAT-455 for bigger rotors, elevons of various sizes for smaller ones. Here's the best way I know to make a rotor: Place servos onto the motor or the freewheel in radial symmetry. Small ones work most of the time; for very big rotors you might want to use larger sizes. Attach a control surface to the servo and rotate it to the correct orientation. Hold down the shift key and offset it outwards to your desired radius. Set the angle restrictions on the servo. Values of about 12 to about 35 degrees depending on rotor size work for me. If making a bigger rotor, add a second control surface and repeat step 3 for it. Optional: add a strut connector from the servo to the nearest control surface. It won't do anything much but it will make it look better. Copy the entire blade assembly onto your other power element and turn it upside down. Assign servo angle on both sets of servos to up/down, reversing one of them. Important: Disable yaw control on all the control surfaces on your rotor, leaving pitch and roll enabled. Powering it Rotorcraft require electricity to run the powertrain (and also operate collective). Small craft like the BAK-52NS "Kranefly" above could actually run just on a pair of the larger solar panels, or you could bring enough batteries to give you the endurance you want, but the all-around easiest solution is to use fuel cells as above: the golden tank contains enough fuel to fly the Kranefly for probably longer than you have patience, and it only needs a few cells to run. For the heavy rotors you pretty much have to use fuel cells; a pair of large fuel cell arrays is sufficient to power a single heavy electric motor. Controlling it You can set up whatever control scheme you like of course, but I have found the following to work for most things: Action group 1 Toggle fuel cells and engage motor(s) Main throttle[1] Adjust engine torque (you'll want this at maximum most of the time) Up/Down axis Adjust collective (K increases pitch, I decreases pitch -- this places them at the same positions on your right hand as pitch on your left) [1] Since 1.7.2, F/B in 1.7.0-1.7.1 Additionally, brake will apply brake on the motor driving the rotor. Because you have a freewheel between the rotors and the craft's body, this means you can stop the rotor very quickly by disengaging the motor (action group 1) and hitting the brakes -- both rotors will stop with the torque canceled out between them. The magic of reaction wheels Kerbals may not have cyclic but by the Kraken's tentacles they have reaction wheels. You can paper over minor misbehaviours in the craft by adding some reaction wheels... sometimes quite a lot really. Don't feel bad, it's a kerbal solution. Tuning it The powertrain described above is fairly docile and you can stick it on top of the centre of mass of pretty much any craft light enough for it to lift, and it will fly and hover. Getting it to fly well is a different kettle of fish altogether. If there is a science to tuning kerbal rotorcraft I haven't discovered it -- all of my tuning has been through trial and error. I suspect the unpredictability is due to the way KSP translates control inputs into control surface positions on the rotor, which is a bit on the flaky side: Change the number of rotor blades. I've had good results with rotors from 2 to 6 blades. More blades require more power but run smoother. Adjust blade length. Larger rotors are more efficient but less stable unless you feed them with more power. Move rotor forward/aft. Moving it forward and back changes the craft's tendency to pitch forward or back as you increase/decrease collective; it also changes its sensitivity to roll and yaw controls although I have no idea exactly why and how. Even tiny adjustments can make massive differences; less than a "click" of snap-to motion can completely change the handling characteristics of a chopper. I suspect this is due to the way the rotor blades respond to your control inputs. Move rotor up/down. Up tends to make the chopper more stable but less responsive to control inputs, down does the opposite. It's quite possible to make a really numb chopper that only goes up and down and barely even responds to pitch, roll, or yaw controls! Tilt rotor forward. It does something so it's worth a try. Adjust control authority. Less authority means less judder but less control; more does the opposite (and might cause blade stalls which is no fun at all). Adjust the craft's centre of mass. Generally speaking you will want a high centre of mass, close to the rotor: this is why the fuel tank is right below the powertrain in the BAK-52 above. Add or remove reaction wheels. Tip: Tune with SAS off. You might find that your chopper flies rather pleasantly without it in fact! Flying it To fly a helicopter, spin up the rotors with collective at zero, engines at maximum torque. Then increase collective until it takes off. Pitch to accelerate, slow down, or fly backwards; roll to fly sideways, yaw to spin around. When you're moving forward at a decent pace airplane-like aerodynamics start to enter the picture which is fun and different. Developing it further The basic Ka-50 style craft plan is just one possibility among many. Once you've got the power train figured out, you can make bigger ones and smaller ones, choppers powered by more than one set of rotors in a variety of configurations, tilt rotors with heavy servos making for an Osprey-style VTOL craft, and so on. You can stick on a jet or two just below the rotor assembly to make it go faster -- making fast choppers is a completely different and much harder challenge than making fast planes, since the limiting factor is stability rather than thrust to weight ratio; you will need to design rather different rotors for choppers that go very fast. You can also attempt different solutions altogether, like with non-coaxial contra-rotating rotors, or even attempting a main rotor/tail rotor style craft. There's a lot of room for tuning in rotor design as well, and if you feel the stock electrics don't quite produce the oomph you want, research turboprops and start breaking records (ht: @Azimech). You might have to get creative to find a practical use for helicopters in career missions but they are a lot of fun to build and, eventually, to fly. There are at least two helipads on the KSC just begging to be used, so go out and use them!
  10. MiG-21bis Fishbed Here's my stock Mig-21 replica, pretty fun to fly Download w/Drop tank: 104 parts w/o Drop tank: 92 parts My other Russian aircraft replicas
  11. I have NO MODS installed, I've tried completely reinstalling the game, I've tried restarting my PC, I've tried launching the game from steam and directly from the directory, I've tried restarting steam, And nothing works. I got no error logs and the game worked before. The only thing I know that might have been the cause is that I've tried installing Realism Overhaul via CKAN and ever since it didn't launch. I have no idea what to do anymore.
  12. SPC - Spaceplane Corrections Hello everyone! Personally I've been pretty annoyed that a number of stock parts don't have matching colors or shades. There are two generic white coats used for splaceplane or rocket parts, and there are at least five different shades of gray used for trim (Mk1, Mk2, Mk3, Spaceplane, Airliner, etc...). This really bugs me when building intricate craft so I decided to fix this with FireSpitters texture switch plugin (FSTextureSwitch2) to add a widget to swap between textures and trim colors, as well as fix a number couple of misaligned textures and add a few aesthetic changes along the way. I hope they suit your fancy This mod is dependent on the Firespitter plugin maintained by @RoverDude and ModuleManager maintained by @sarbian. Thank you all so much for making this mod work. Make sure to download and install the latest ModuleManager.dll! Firespitter is bundled with the download. Complain about mismatched textures here! It's the best way for me to find and fix them. Trim change gif example: https://i.imgur.com/GrJgIwL.gifv Flap retexture gif example: https://i.imgur.com/5ebwtVz.gifv More images: http://imgur.com/a/KjyV5 -Embed links seem to be broken There's a lot more that isn't mentioned or shown in those images (I.E. retextured the blue nosecone and small decoupler, etc). Check the SpaceDock version history for a much more complete list. Download: SPC v0.19 (Spacedock) License: This mod is published under the MIT lisense. View it here. Things to do Tell people to give suggestions. ??? Well, that's all for now folks! Thanks for the read, and I'll see you all later. - Avera9eJoe
  13. This craft is a 1:1 scale full stock replica of the H-4 Hercules, more popularly known as the Spruce Goose. This craft, while relatively simple in its design, ended up being one of my more involved replicas, with a large amount of work and experimentation put into replicating the design. The craft is powered entirely by 8 of my R-4360 turboprops, which combined produce 3200 kN of thrust. The wings of this replica represent my first attempt at fully constructing a custom aerofoil. The technique used is effective, but I have since improved upon it,and you can expect more advanced versions of it in my future replicas. One interesting quirk of these wings, is that the enormous amount of drag and lift they produce means that this craft flies very smoothly at its top speed of 26 m/s, yup. Performance wise, this craft did not meet up to my expectations. I had intended for this craft to be capable of water takeoff and landing. With this in mind I kept the craft as light as possible, being about half the weight of my other replicas of similar size and complexity. Unfortunately, this craft was not able to land, nor take off from the water, meaning that this replica is basically completely aesthetic. While I am somewhat disappointed by this craft, I learned a great deal whilst making it, and it was ultimately a valuable experience. Download: https://kerbalx.com/Kronus_Aerospace/Kronus-H-4-Hercules-Spruce-Goose Craft Mass: 310.95 tonnes Part Count: 2141 parts I would love any suggestions about what *big* plane I should build next!
  14. I was watching a new KSP player streaming, and he was trying for a Mun landing early in his career game. Like a lot of new players he was smitten with SRB's... because they are cheap. I told him with the parts he had, he could do it with no SRB's and the rocket would be easier to control. I didn't have an early career Mun lander saved in my own game to show him. So I built a new one and tested it from launch pad to Mun landing, and back to Kerbin landing. So I figured I would post it up in case any new players were stuck and needed ideas. There are many variations of rockets capable of getting you to the Mun & back. For this particular build you'll need to first upgrade your launch pad & VAB (Vehicle Assembly Building) to level 2. Also, it's certainly possible to get there & back WITHOUT upgrading the tracking station... and I encourage you to try. Now granted I'm not a new player, so if you try this rocket you may not make it on your first attempt. Keep trying! I promise it will do the job. A quick tip I like to give new players: It is recommended before executing a maneuver node, or doing a major engine burn, that you press Alt+F5. This allows you to make a game save and give it a unique name. To reload press Alt+F9. By using Alt F5 instead of just F5 alone, you can make incremental saves throughout a mission. This is useful for practicing a particular situation... like the descent from orbit and the actual landing.
  15. I'm going to keep my russian aircraft in a singular post here so I don't inevitably clutter up the Spacecraft exchange I only use stock parts or parts from the Breaking Ground DLC _______________________________________________________________________________________________________________________________________________ Sukhoi Su-27B Flanker Length: 17.9m Weight: 24.129t Parts: 98 AG1: Toggle afterburners _________________________________________ Su-33 Flanker-D Length: 17.6m Weight: 23.529t Parts: 101 AG1: Toggle afterburners _________________________________________ Su-37 Terminator Length: 17.9m Weight: 23.329t Parts: 101 AG1: Toggle afterburners _________________________________________ Su-47 Berkut Length: 17.9m Weight: 19.506t Parts: 100 AG1: Toggle afterburners ______________________________________________________________________________________________________________________ Mikoyan-Gurevich MiG-29A Fulcrum Length: 15.4m Weight: 17.393t Parts: 93 AG1: Toggle afterburners _________________________________________ MiG-21bis "Fishbed" Length: 14.8m Weight: 16.393t Parts: 104 AG1: Toggle afterburners ________________________________________________________________________________________________________________________________ Mil Mi-24 Hind Length: 18.4m Weight: 21.613t Parts: 161 AG1: Fuel Cell toggle AG2: Juno toggle Requirements: Breaking Ground DLC Note: Set the throttle to 1/3, pin the main rotors, and modulate the deployment angle to control the heli ________________________________________________________________________________________________________________________________ Tupolev Tu-95 Bear Length: 30.4m Weight: 50.2t Parts: 155 AG1: Toggle prop engines Requirements: Breaking Ground DLC Note: Turn on infinite electricity for this craft to function properly _________________________________________ Tu-22M3 Backfire Length: 28.7m Weight: 50t Parts: 200 AG1: Toggle wing sweep AG2: Toggle Flaps AG3: Toggle bomb bay doors Requirements: Breaking Ground DLC _______________________________________________________________________________________________________________________________________________
  16. CURRENT PARTICIPANTS: @KerbalKore @ @ @ PROLOGUE: BRIEF: Players must collaborate with one another in order to construct a massive colony ship with enough space and fuel to colonize another world. Each ship may be built solo or with a maximum of 3 people (see rules) The ships must be built by sharing the craft files and sub-assemblies with each other. Ships must be given a name and one of the builders then must head off into the void and get into orbit of their destination in order to complete the challenge. The Ships may be launched from Kerbin and assembled from orbit, or constructed in orbit using Extraplanetary Launchpads. The most ambitious successful mission wins. RULES: SHIP BUILDING CRITERIA: HOW POINTS ARE AWARDED: Recommended mods for the challenge (Stock is fine): This challenge is highly experimental and I would appreciate any feedback given. CURRENT SHIPS: NAME: CCS "Noah" PHOTO: TYPE: Cryo ship DEVELOPERS: @KerbalKore CREW CAPACITY: N/a DESTINATION: Nara (planet 9 of JNSQ system overhaul) MODS: restock, restock+, EPL, KSPIE, BDB, Tantares, and all Nertea's stuff. PROGRESS: Planning stage
  17. I, HolidayTheLeek had a dream... ...and that dream was to build the largest weeb thing I could think of. With the help of @Xen0m3 and his brother, Mika (who doesn't have a forums account). After two months of concentrated hamon weeb energy, we managed to complete all four of the Kongou Class Battleships. Each of them being in 1:1 scale, having fully rotating turrets, and working catapults and floatplanes each. As of the 18th of June, Kongou is the largest craft on KerbalX (From right-to-left, Kongou, Hiei, Kirishima and Haruna) ----- IJN Kongou Made by Me Kongou is the lead ship of the class, and appropriately the largest one in terms of part count too. I gave her stock decals as well. ----- IJN Hiei Made by Xenome ----- IJN Kirishima Made by Me ----- IJN Haruna Made by Mika ---
  18. Recently @MatterBeam asked me to take care of his great Simple Construction mod. With my pleasure I accepted torch from his hands, so that his glorious work wouldn't be lost in time. Description: Hi. This mod aims to provide simple rocket building capability to stock parts. Download SpaceDock Requires: Module Manager, Interstellar Fuel Switch Core (both not distributed with the mod) Special thanks to: @maculator, @taniwha, @Eleusis La Arwall, @Badsector, @cy-one for their contributions. @MatterBeam for creating this cool mod. How to ROCK! No extra parts No RAM usage Added functionality for the Mobile Processing Lab in the late game Simple, configurable and adds levels of depth to the gameplay without a learning curve After testing out Extraplanetary Launchpads and Roverdude's MK/OKS, I had the idea of creating a simple, user friendly mod that would allow you to build rockets without taking a 200MB hit to RAM or having to juggle multitudes of resource pathways. If you know how to set up a drill, ISRU and a fuel tank for an Ore to Fuel conversion, then you should know how to build rockets. Changelog: Disclaimers: This mod contains @taniwha's Launchpad.dll and textures from his Extraplanetary Launchpads. License: MIT This work was previously Licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  19. Naval Battle League Test your naval prowess in this extravaganza of Battleships, Bombs, and Booms. Rules Rules are mandatory in order to play and be counted on the league table 1- Battles are conducted by exchanging save or persistence files over sharing sites. 2- Each player takes it in turns to engage one target with one ship. Any number of ships may be moved in said turn. 3- Ships engage in order of tonnage, lightest to heaviest. Once all ships are used the cycle repeats. 4- The team with the last ship wins. Ties can be declared with both team's approval. 5- Screenshots or videos documenting all moves are needed to complete a turn. 6- Any mods which affect craft or persistence files are forbidden. 7- No quick-loading except in cases of game bugs. 8- All moves must be done manually, without the aid of autopilots. Previous Iterations Guidelines Guidelines are opt out additions to the rules to create as fair and free from exploits a stage as possible. 1- A ship is officially considered dead when the main body of the ship is incapable of fulfilling two of three goals unaided from other ships or on-board weapons... +Sustaining power +Moving +Firing weapons. 2- Weapons can only be fired from the original ship core and must be used within the the same turn that they are fired. 3- Players are not allowed to control enemy craft. 4- Players are not allowed to intentionally edit the orbit of enemy craft via weapons fire or any other method. 5- Any number of ships may be moved in a turn but only one may attack. 6- Ramming is disallowed. 7- Stealing is allowed under the pretense that the parent ship is dead and the items are disconnected from it. 8- Weapons must be fired between 5000 and 15 meters. 9- Surface to orbit weapons may be fired once per turn if applicable,and are exempt from Guideline 8. 10- A team may forfeit a turn at any point. Carriers Additional Guidelines to ensure carriers remain balanced in combat. 1- The total mass of carriers includes fighters and any other items being carried. 2- Carrier fighters have a mass limit of 15 tons, anything heavier will be included as a seperate ship. 3- Carriers will take their turn at the beginning of a cycle. 4- Fighters may be released from any distance but the fighters must still abide to Guideline 8. 5- Carriers may not use heavy armor on a majority of their area. 6- All fighters must return to the carrier by the end of the turn. 7- Carriers can not use their own offensive weapons. Settings -Body -Guideline exclusions -Maximum number of craft -Maximum total combined mass (These are recommended to be negotiated) Scoreboard MiffedStarfish: 3(5) Spartwo: 1(1) Alphasus: 0(3) Skriptkitt3h: 0(2) Quasarrgames: 0(2) DarkOwl57: -1(1) Sdj64: -1(1) Servo: -1(1) Shadowgoat: -1(2) Username: Score(number of battles) -1 from total for a loss +1 for a win 0 for a tie. Numbers increase according to the amount of players... -1/1 -1/0/1 -2/-1/1/2 -2/-1/0/1/2 ...and so on. Please @, quote, or PM me having completed a battle for updates to scoring Discord There was a demand. https://discord.gg/KF84YV7
  20. Hullo boys! Since i'm new to the forum i might be incorrect with some things but that's why we we improve as humans. This topic is for showing all (modded or stock) rockets that i make in the game and i like to share using screenshots. Hope you like them! Let's start with the Space Shuttle! https://imgur.com/a/izpIoE4 The Space Shuttle program is one of my favourites NASA programs ever, it combines rocketry and crew transport up to another level, also allowing cargo to the ISS or docking to the de-orbited Mir station made by the Soviet Union/Russia.
  21. Stock U.S.S.ENTERPRISE replica. 7794 parts in total. download link: https://steamcommunity.com/sharedfiles/filedetails/?id=1737212789
  22. This craft is a full stock 1:1 replica of the F-104C Starfighter. Intended to be simple replica to serve as my introduction into the world of fighter craft replica's. Instead it became one of my highest part count fighter craft and by far my most accurate replica in general. With 660 parts it's a hefty 40 tonnes, however due to how it was designed it still has decent enough aerodynamics that a bit of engine clipping has allowed it to achieve the required performance. It is able to reach mach 2.6, which is much faster than the F-104 actually ever flew at, although the F-104 possessed the power and aerodynamics to achieve such speeds, however parts like the cockpit limited its speed as it was never designed to take such strain. It has a rotation speed of 60 m/s A stall speed of 40 m/s Its maneuverability...Well, it won't exactly be flying under any bridges All pretty much what you would expect from an F-104, so not a big loss. On the development side, this craft came to together slowly but smoothly. I spent just as much time in the blueprints as did actually building it, the result was that I really had to redo or adjust many sections. This style of building is one I have been employing for a while, but this craft shows the fruits of that labor more than any other. BIG THANKS TO PHANTOM AEROSPACE! Fellow builders have been suggesting that I build a fighter replica for quite some time now, although I always refused. That is until @Phantomic suggested that I start off simple to ease my way into it, specifically the F-104. I just want to give him a huge thanks for encouraging me to build this, as it was one of the most fun replicas I have done in a long time. Please check out his craft, he makes a variety of craft from really detailed trucks and other vehicle replicas, to really sexy and practical stockprop fighter craft. https://kerbalx.com/PhantomAerospace Also you should download his own F-104C replica, it's excellently done and quite practical, plus all of that for exactly 1/10 the part count of mine, you can't beat it! https://kerbalx.com/PhantomAerospace/F-104C Download Link: https://kerbalx.com/Kronus_Aerospace/Kronus-F-104C-Starfighter
  23. 个人第123号原版组件飞船 Stock starship No.123 of mine 带有一个舰载机(不实用/模型/装饰)、4个通讯卫星(不实用/模型/装饰) 车间内: KVV生成: 在轨: Steam创意工坊链接:https://steamcommunity.com/sharedfiles/filedetails/?id=1753135191
  24. I've been paying much closer attention to delta V, engine weight, and twr as of a late, and I've noticed some interesting things. To start, I've just recently noticed that the overall delta V of a craft is heavily affected by engine weight, sometimes even to the point of affecting which engines I'd prefer to use. Previously, I'd picked engines solely based on their ISP, size relative to the craft/stage, and the overall twr of the final craft/stage. However, since 1.6 added the delta V display to the stock game, I've been gradually prioritizing it over those other things. Nowadays, I'm often shocked to find that the Delta V shoots up when I use an engine with noticeably lower thrust and ISP, seemingly just because of how light the engine is comparatively. I've started using the Spark engine over the terrier in all my deep space 1.25m craft in my early science games, despite the size the difference being quite noticeable; the delta V will tend jump up by shocking amounts just by swapping into the lower efficiency engine! I've even run into some scenarios that make seemingly worthless engines worthwhile; despite the poodle appearing to be inferior to the wolfhound in a variety of ways, it actually gives the craft more delta V in many cases! I'm sure this is an obvious thing that rocket science has to take into account, and I probably look quite dumb to a lot of people right now, but I just find it fascinating how a difference in mass of 1.55 tons can make 113m/s of delta V come from a noticeably less efficient engine! I was just wondering if there was a good way to quickly quantify this at a glance looking at the engine stats. As it stands, I'm only really able to find the best engine for a craft through trial and error, since I'm not really sure how the engines weight plays into things. I've gained a general intuition for how thrust and ISP factor into a crafts design, and this new variable is getting me all confused And now for the "Kerbal" aspect of things; I've recently been infatuated with the idea of making a rocket with the highest possible twr that can reasonably be achieved. I personally find it hilarious when I make rockets that are so powerful, that they are immediately burned up before they could ever hope to hit space Does anyone have any tips for getting the most twr per part, while keeping burn time high enough to use that twr? I'd love that
  25. Welcome to the Official Release thread for Before Kerbin. Before Kerbin is based on the Stock solar system, but 2 billion years ago in the past. This mod will replace your solar system, I advise beginning a new save. Overview: This mod aims to add a completely new adventure as you begin on Eve (which has Kerbin's properties for ease) and explore and uncover the secrets of the old stock planets. There is lore for you to uncover on the detailed planetary surfaces. This mod adds highly detailed, 4k planets, each come with their own EVE and Scatterer configurations. Every single planet and moon has been adjusted and changed, meaning yes - you can visit "Dres"! All planets have been tested and I have made sure both rockets and spaceplanes can function on them all. System Requirements: 5GB of RAM KSP 64 bit Donations are never asked for, but always appreciated! Help buy me a pizza if you enjoy the mod FAQ: Will this planet mod add any new stars? No. This is the Kerbol system 2 billion years ago. Adding a new star means you will need modded parts to get there, which I generally disagree with. It also means separating planets and sentencing them to "will not be visited". I want to make sure all planets are easily reachable but also require a challenge once there. Is this planet mod compatible with present day mods like OPM? Yep! Even the visual mods will work together, meaning you can install nearly any planet mod except those that also replace the home planet. How much RAM do I need for this mod? 5GB at maximum texture quality. This mod follows the CC-BY-NC-ND licence. Thank you for downloading!