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Found 394 results

  1. Electric Propeller Stops Running

    I have a working stock propeller (following Squiddy's tutorial). It works properly and will fly, but when I switch from the propeller to the plane, the propeller's trim (alt+e) lock gets reset and it slows down. I have to keep switching back from the plane to the propeller to spin it up again. Does anyone know how to keep the propeller spinning when I switch vessels (keep trim lock on)? Sorry for the possibly confusing description of the problem, please ask if I need to clarify something.
  2. 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 (they didn't with my previous planet mod), 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. Backup download for if SpaceDock can't cooperate! This mod follows the CC-BY-NC-ND licence. Thank you for downloading! Note: AFTER KERBIN is in development, where Kerbol is entering its final stages of its life and begins billowing up as a giant. It will be the sequel to this series of planet mods (Before Kerbin, Stock, After Kerbin).
  3. I KNOW ABOUT KOPERNICUS! THOSE WHO POINT IT OUT SHALL FACE THE UNDYING FURY OF MY NEIGHBOR'S CAT! *Ahem* Now that that's out of the way, let's talk about this undying question, recommendation, or whatever you want to call it - Planet Eight. It's been quite a while since we've gotten a new world to explore in stock KSP, and I'm starting to wonder if we ever will again. I just want a new, fun destination to go to, explore, and build bases on. Maybe a Kerbin-like world in the outer solar system littered with mountains and valleys and kraters filled with water, and even the beginnings of surface life! Not quite like Laythe or Eve, but something more friendly. Of course, being in the outer solar system would mean the planet doesn't get a whole lot of light, so maybe it could have a highly eccentric orbit (tidal heating) around Eeloo or another completely-new world. Maybe the life isn't entirely new, but it's just recovering after a massive object collided with it millions of years ago, ripping a long gash in the surface and carrying some particularly resilient microbes to Kerbin and Duna? Perhaps the origin of the Kraken? I'm going a little too deep in speculation, but we're lacking this kind of world in stock KSP, and I personally think it would make a pretty nice addition to the game
  4. Video was filmed using KSP 1.0.5 LAST CRAFT FILE UPDATE: 26 Aug 18:50 EST CHECK BACK FOR MORE CRAFT RELEASES TABLE OF CONTENTS 1) Raptor Aerospace History, Description & Personal Notes 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) Most recent update listings & future plans HISTORY Raptor Aerospace started out as just a showcase thread where I had around a dozen SPH aircraft posted as nothing more than screenshot eye-candy. After some repeated requests that I post some of my craft for download, I set up a KerbalX account and started doing just that. As my "fleet" of aircraft grew, I began to set up the naming conventions and look & feel of the thread as a Kerbal-verse technology developer. I began to publish proper spacecraft on KerbalX and my download list grew some more. By the time KSP v1.1 was released my craft file list on KerbalX passed 100. The designs in this thread were not just thrown together to look cool. They are meant to have practical KSP applications, and are thoroughly tested to ensure deficiencies in design are corrected before being published on KerbalX. Although I've been playing KSP since v0.13, I am not perfect. I continue to find small issues with my craft that I will update and republish. Some of these designs have been around for several years (ie, several versions of KSP). As new parts for KSP were developed and existing components refined, these concepts were updated or refined and then republished. Each has been flight-tested throughout multiple conditions, altitudes, airspeeds, fuel/payload amounts, etc. to find out where their limits are, and where they perform best. Although this started out being mainly focused on aircraft and spaceplanes, Raptor Aerospace now includes designs for all aspects of the game. TODAY This thread is a 3.0 version of my Raptor Aerospace showcase thread, which I started in November 2014 (KSP v0.25). All of the craft here are built/designed within the stock aero model, and all are 100% stock. While most of my designs are influenced by real-life aircraft, spacecraft, or concepts, they are not meant to be replicas. The craft are built to imitate function over appearance. If aesthetics can be implemented as well, that's a plus, but not to the extent it compromises functionality or significantly hinders performance or efficiency. 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. ________________________________________________ Personal Notes 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. For additional entertainment, here's some other videos I've produced: Landing the Shuttle | Red Planet Rivals | KSP - The TV Show | Elon Kerman's Reusable Rocket | Take Flight ________________________________________________ Space Plane Hanger Section ________________________________________________ Vehicle Assembly Building Section ________________________________________________ Subassembly Section ________________________________________________ Categorized Bulk Downloads Section ________________________________________________ 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 ________________________________________________ Frequently Asked Questions (FAQ) Q: Will you make craft X or modify craft Y to have feature Z? A: Craft that are shared here are made for my use in KSP, but everyone has different building and play styles. If you want an SSTO spaceplane with an LV-N engine on it, it's too easy to throw one on there yourself. I don't take craft requests. If you have a craft request, there are already a number of experienced KSP builders on the forums that do take requests. However, I don't have the time or motivation to be out-sourced. Q: How do you make the brochure-style graphics for each craft download? A: I start by taking screenshots using Kronal Vessel Viewer, then do all the rest manually using Microsoft Paint. Simple and easy. Q: You have too many craft to download, how can I get all of them without dedicating an absurd amount of time clicking away on KerbalX? A: You're in luck! @katateochi (who runs the KerbalX website), was kind enough to implement a new feature to enable downloading an entire hanger of craft files. You can find links to groups of craft in the Categorized Bulk Downloads Section just above. Q: I don't understand how to use one of your craft. A: I try to be as informative and concise when making the brochure-style graphics that accompany each craft. They're intended to provide other users with basic information to the craft's purpose, action group settings, and other miscellaneous tidbits that hopefully clarify what went into the design. However, after reviewing the craft graphic there are still unanswered questions, feel free to post your question in this thread and I'll try to answer as soon as I am able. Q: One of your craft appears to not be working as intended. A: This is a common comment I see on KerbalX. First thing I'm going to ask you to do is try the craft out in a vanilla (stock only) install of KSP. 9/10 times a mod is altering the behavior of the craft or interfering with a designed feature. I am not without my mistakes, but I thoroughly test these craft in stock KSP before publishing them on KerbalX. Another reason may be using the craft in a different version of KSP than it was intended. I'm always happy to troubleshoot issues, but the first two questions I will ask are "Do you have any mods installed?" and "Which version of KSP are you running?" *At the moment, 1.2.1 and 1.2.2 craft appear to be interchangeable, so I haven't seen any issues. ________________________________________________ Most Recent Updates (Last 7 days) (None) Future Updates to the thread -----Short-term Plans----- - Updating all craft to 1.3.1 - Republishing 'Thunder 4' rocket family. (Finished) - Revised LV-4A 'Armadillo'. It will be less than 70 parts (instead of 240-ish), but has just a basic scientific survey package, and no rover. (Finished) - A few small tweaks to the EV-4-series, the main thing being an increase in communications power. (Finished) - EV-5 'Drifter' Block 2 for inner system exploration; increased TWR and delta-V compared to EV-5 Block 1, but higher cost and lacking the ability to travel to Duna due to solar energy drop-off. (Finished) - New & improved ATSV that is more stable and capable of operations day & night. And looks cooler. (Finished) - Project "M3V" -----Long-term Plans----- - X-22 Supersonic STOVL Flight Test (whenever I am finally satisfied with the look and flight characteristics really) - Eve mission architecture - orbital elements planned/underway ('Vista Station Beta', 'Vista Station Alpha', NITE upper stage deliveries) - Gilly landing/ISRU elements under design -----LONG, Long-term Plans----- - Eve landing elements (still in conceptual stages)
  5. Disclaimer: I was originally going to call this project an "ISS Replica". I had already built Zarya, Node 1 Unity, and the first two PMA's... and then I discovered the following thread. After seeing what those guys did, I decided to call this an "ISS Approximation". If you're at all interested in a stock version of the ISS, I encourage you to check out what they built. It's pretty amazing! My first attempt Stock ISS was built back in v0.23.5, and back then the high part count made the game lag very badly. I knew that part count would not be as big an issue this time. However, due to my lack of time (and skill), I had planned to leave out certain elements such as robot arms, CETA cart, stowage platforms, etc. But I am building in docking ports to possibly add some elements later. Also, this project will be launched with non-IRL rockets, and assembled with a purpose built Tug. Space Shuttle not modeled, sorry EJ My goal was to find some balance between appearance & functionality. For example, I won't have a working Canadarm, but Zvezda is able to perform orbital reboosts (although it's not needed in KSP). EVA's will only be possible from IRL airlocks, all other hatches are covered / blocked. Crewmembers are transferred to station and returned to Kerbin via a functional Soyuz, however it only has two seats instead of three. I'm streaming the fabrication & assembly sessions on Twitch, but I don't feel the need to document this project with YouTube videos... that's what this thread is for. And frankly, I have no experience making videos. ISS Approximation, KSP v1.3.0, sandbox stock parts, no mods Station will be assembled to it's config as of JUN 2017, according to the historical timeline... mostly. Relocation of some elements will be skipped, i.e. P6 Truss. Future station configurations will be addressed as necessary, i.e. deorbiting Pirs, adding IDA-3 & Russian modules. Reference Sources: https://spaceflight.nasa.gov/gallery/images/station/assembly/ndxpage1.html https://en.wikipedia.org/wiki/Assembly_of_the_International_Space_Station https://upload.wikimedia.org/wikipedia/commons/c/ca/ISS_configuration_2017-06_en.svg https://upload.wikimedia.org/wikipedia/commons/2/25/Russian_Orbital_Segment.png https://www.youtube.com/watch?v=vgfWH3g9kpY https://www.youtube.com/watch?v=ZYUpdG1tKH0 https://www.youtube.com/watch?v=VopaBsuwikk https://www.youtube.com/watch?v=UgaC1fmF5ao ====================== Stream 01, 16 AUG 2017 Module Name, Part Count, Mass (dry) Launch 01, Zarya FGB, 36, 7.9t Launch 02, Node 1 Unity, 10, 3t - PMA 1, 6, 1.4t - PMA 2, 6, 1.4t Launch 03, Zvezda Service Module, 34, 11.9t Launch 04, Soyuz/Progress, 19, 4.4t Total: Parts = 111, Mass = 30t My first ISS build (KSP v0.23.5) contained several reaction wheels. It was fairly stable in orbit when other ships docked to it, also when the whole station rotated (in any axis) using SAS. This time, not so much. So someone in my stream suggested autostruting, and it seemed to work. I've never used autostruts since they were added to the game. If I built something that needed struts, I did it the old fashioned way. Having not used it before, I figured it would be best to autostrut to the center of mass of the completed station... which roughly would be Node 1 Unity. Well, Node 1 was not the first station module launched IRL, nor in this project. And apparently when assembling a station in orbit, the first module launched becomes the root part. So I started over by deleting what I had already assembled in orbit (the first 4 launches). Then I went to the spaceplane hanger where my assembled mockup is. Then I rerooted the assembled mockup to Node 1, then cheated it back into orbit. Sorry, I didn't feel like doing those launches & dockings again. ====================== Stream 02, 23 AUG 2017 Launch 05, Z1 Truss, 29, 1.6t - PMA 3, 6, 1.4t Launch 06, Destiny Lab, 12, 6.5t Total: Parts = 158, Mass = 39.5t ====================== Stream 03, 27 AUG 2017 Launch 07, Quest Airlock, 15, 2.2t - Pirs Docking Compartment, 9, 1.6t Total: Parts = 182, Mass = 43.3t
  6. 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! F-89 Scorpion Avro Arrow CF-105 V-1/Fi-103 I-16 Rata Il-28 Beagle To do list: Il-28, V-1 CIM-10 Bomarc, I-16, Yak-15, Mig-15
  7. Stock tiny aircraft

    After years of intense building a the creation planes along the concept "bigger is better" the design department decided that it was time for change. As a result project minus was started, with as only objective: building small aircraft. So far the project has led to the construction of a line of 4 small lightweight aircraft, all controlled from an outside seating position. These aircraft turned out to be very maneuverable but most certainly not the easier to fly, so be careful with the controls if you decide to take them out for a spin. As far as size goes, the smallest model "Femto" (very left in the image) has a height of 1.4 meters, a width of 2.3 length and a width of 2.1m Following up in size is the "Pico" (which is on the very right) measures 2.0m high, 3.2 wide and 3.4 long. Next up the "Micro" (second from the right) 2.7m high, 4.4 wide and 5.1 long. And the "Nano" (which one would it be...) 2.2 high, 5.5 wide and 5.0 long. We now also construct the "Atto" which is 1.5m high, 1.7 wide and 1.5 long. For this new one i've gone a tad bigger, the Milli is 2.6 meters high, 6.6 wide and 5.3 long. it's a twin engined twin seater plane. More images of this craft: http://imgur.com/a/SW82p All of these planes are powered by a juno jet engine and can reach speeds between 100 and 200m/s Full album: http://imgur.com/a/AeOhI Download links: Femto: https://www.dropbox.com/s/fh4t1851nf6iqin/Femto.craft?dl=0 Pico: https://www.dropbox.com/s/rb23ooktz00a0xm/Pico.craft?dl=0 Micro: https://www.dropbox.com/s/yo4lqwo4d6ef65w/Micro.craft?dl=0 Nano: https://www.dropbox.com/s/jiarqqqconograg/Nano.craft?dl=0 Atto: https://www.dropbox.com/s/fjeuut7i0d2mbwi/Atto.craft?dl=0 Milli: https://www.dropbox.com/s/wvrolkcg5f7nxhf/Milli.craft?dl=0
  8. THE SOVIET N1 LUNAR LANDER AND LK LUNAR MODULE 1762 parts 1,400 tons 30,000kN thrust (first stage) https://kerbalx.com/He_162/N1-L3-Soviet-Lunar-Lander https://imgur.com/a/k16JP (Quick pics below, and a spoiler with almost the full album, for all pictures, refer to link above, or KerbalX page) Changelog: After release I made a second modification due to a few comments, they are: -Modified first stage to remove a large amount of drag. -Added RCS to the orbital module. -Fairings are now clamshell instead of confetti.
  9. Stock Weapons Challenge! Contrary to public misconception, stock weapons ARE a thing, and I want to see your creations! The Challenge: Build & Deploy a custom weapon using only stock KSP parts. WATCH THE STOCK WEAPONS CHALLENGE VIDEO TRAILER BELOW INSTRUCTIONS Build a STOCK weapon and deploy it against a specific target. You may only use parts from Stock KSP, no BD armory of course, other mods are ok as long as they don't provide any unfair advantages. You must use KSP Version 1.0 or later. To complete this challenge you must meet the following requirements: 1) Picture, GIF, or Video of your weapon. 2) Picture, GIF, or Video of the aftermath of your deployed weapon. 3) You MUST call your target (ex: VAB building, or a specific craft, or "ENTIRE RUNWAY") 4) You MUST prove your weapon works (accuracy be damned!) Impress me!
  10. THANK YOU GER_SPACE FOR SAVING WINDOWSHINE! Thank you @Teflon_Mike for the logo! Gif with GemFX and KSPRC v2 courtesy of @cobbman11 Video (-v2) Pictures: Album on imgur, Gif in VAB Downloads: WindowShine is dependent on TextureReplacerReplaced managed by @HaArLiNsH (TextureReplacer maintained by @RangeMachine for 1.2x) and ModuleManager maintained by @sarbian. Make sure to install them both first. KSP 1.3+ WindowShineTR-v14 TextureReplacerReplaced latest ModuleManager latest KSP 1.2- WindowShineTR-v12.4 TextureReplacer v2.5.4 ModuleManager 2.7.6 Mod Support packs (for KSP 1.3+) Thank you @miromed! Dropbox folder Mod support pack installation: Check the Dropbox folder and make sure your mod is supported Install your mod Install WindowShine Install the mod support pack How to add reflections to your own mods License: Link Shameless plug: If you've enjoyed this mod you might also like the other stuff in my signature! - I hope you enjoy.
  11. Stock submarine

    Hello! I just made a little submarine and wanted to share the pictures with you! If you are interested in building one, it's using a J-33 Turbofan engine for propulsion and ore tanks and service bays as ballast.
  12. Until now i was posting the mission reports in the challenge's thread, but since the posted imgur albums are not showing in the forums at the moment, i think grouping all of them in the same mission report thread will make them easier to fix once embeded albums work again, and also the reports are going to be better organized. Challenge Link: It's a really fun and interesting challenge, i recommend it to everyone. But be warned, as the missions advance so does the difficulty Mission 1b - Do you even lift? Status: Completed https://imgur.com/a/cGosm https://kerbalx.com/Ozelui/Pulsar-shuttle-mk-1---M1-Do-you-even-lift Mission 2b - Can you hear me? Status: Completed https://imgur.com/a/TqXRL https://kerbalx.com/Ozelui/Pulsar-shuttle-mk-1---M2-Can-you-hear-me Mission 3 - Can you see me? Status: Completed https://imgur.com/a/xdUQx https://kerbalx.com/Ozelui/Pulsar-shuttle-mk-1---M3-Can-you-see-me Mission 4 - Can you rescue me? Status: Completed https://imgur.com/a/BF8Rq https://kerbalx.com/Ozelui/Pulsar-shuttle-mk-1---M4-Can-you-rescue-me Missions 5 to 8 - Can you build me? Status: Completed https://imgur.com/a/DIC5Y https://kerbalx.com/Ozelui/Pulsar-shuttle-mk-2---M5-Can-you-build-me https://imgur.com/a/TvMWF https://kerbalx.com/Ozelui/Pulsar-shuttle-mk-2---M6-Can-you-build-me https://imgur.com/a/0fQLv https://kerbalx.com/Ozelui/Pulsar-shuttle-mk-2---M7-Can-you-build-me https://imgur.com/a/g9tAH https://kerbalx.com/Ozelui/Pulsar-shuttle-mk-2---M8-Can-you-build-me Mission 9 - Can you land me? Status: Completed https://kerbalx.com/Ozelui/Pulsar-shuttle-mk-2---M9-Can-you-land-me
  13. X-Plane-of-the-Day

    X-Plane of the Day The collaboration series is back, and this time, it's a nearly 12-week issue of virtually every American X-plane from the Wright 1903 Flyer to the X-37 reusable orbiter, with extras! If you are unfamiliar with ___-of-the-Day type series, @Servo's Jet-of-the-Day is the origin of this format Specifically, this thread showcases the KSP replicas of contributors who signed up here: Temporary: There are still a few open slots---If you want to take on an Aircraft/Spacecraft, keep your thread traffic in the OPEN SIGN-UP thread. ABOUT THE ARTICLES: if you would like to write an article for your craft, you can. If you go this route, (1)Send it to me (PM's), or (2) tell me (in whatever way is most convenient) that you would like to make the post; I don't wanna steal 'likes,' per se. Articles should follow a loose formula: include basic info and a data table of the actual craft, everything else is creator's discretion. Current Contributors: @dundun92 @KenjiKrafts, @MiffedStarfish, @Munbro Kerman, @NotAnAimbot, @NorthAmericanAviation, @qzgy, @Servo, @swjr-swis, @TheEpicSquared, @Triop, @Yukon0009 To start things off, we begin with the first flying heavier-than-air machine From @swjr-swis November 1903: Wright Model 1903 Flyer Using knowledge of Otto Lilienthal's studies in lift and Samuel Pierpont Langley's studies in thrust production, brothers Orville and Wilbur Wright began experiments with a biplane kite in 1901 on the dunes of Kill Devil Hills and Kittyhawk, North Carolina to devise a method of controlling an aircraft, soon to be known as wing-warping. All three major points of flight---control, lift, and thrust---would come together on December 17th, 1903 to produce a 120 foot long (36m), 12 second duration flight of a heavier-than-air machine, the first the world would ever see. It would spawn unbelievably rapid development---almost 50 years later, mach 2 would be surpassed. The only conventionally controlled surfaces were those affecting yaw and pitch; roll authority was given by putting torsional stress on the wings, also known as "wing warping" swjr-swis' craft description: " EVA the pilots and walk onto the top wing above the command seats, they’ll be in range to board them. Stage to eject the separators that hold the prop rotors. Focus on each of the props and add full roll trim. Enable flaps (gear AG), set SAS stability, and stage to release clamp. She will lift off around 40m/s without inputs. (Optional: wait to clear the runway and stage to release the wheelbase). Flight is easy and stable (even without SAS, ~5% pitch down trim at cruising speed) but be aware that like the original, pitching too hard can cause her to flip over very easily. Happy first flight(s)." " The Kerman sisters, owners of a machinery factory near the KSC, inspired by some old faded blueprints of an ancient flight mobile found in a cave nearby the KSC, decided to test its airworthiness." Download Link: https://kerbalx.com/swjr-swis/Kerman-Flyer Tomorrow's Craft: Bell XP-83 "Airacomet"
  14. The McDonnell Douglas F-15 Eagle A fighter jet for the history books The F-15 Eagle began as a design concept in the early 1960s for an extremely agile next-generation fighter. It would be extremely maneuverable, have advanced avionics, as well as a dangerous combination of range, speed, and weaponry. Export Models F-15s serve in the air forces of the United States, Israel, Saudi Arabia, and Japan, and now, Kerbin's. It features high-powered engines, avionics packages, range-extending drop tanks, and a suite of missiles. The common export variety features the same loadout as F-15 Eagles in Operation Desert Storm. It is packed with two drop tanks, six AIM-120 AMRAAM missiles and two AIM-7 Sparrow missiles, as well as two LANTIRN pods, one for navigation and one for targeting. Make your trade deals now! https://kerbalx.com/servo/Boeing-F-15-Eagle
  15. The Mustang is a new Mk1 sized Turboprop fighter from KAe systems, it is being built to enter the Stock Turboprop DogFight challenge and may be selected by entities to fulfil the role of Airborne Combat Patrol and Homeland Defense. Mustang Prototype Download The Mustang prototype has been under development for quite a while. There were several technical challenges to be overcome. Today we are unveiling the prototype for review. This version is a test-bed for new technologies and will be worked on to increase speed, range and include armaments. It has a top speed currently of 60.5ms in level flight (don't be fooled by the navball, the wings are pitched so even though the nose is slightly down, the wings are level and maintaining altitude). It is as efficient as could be built although it is currently under-powered for military purposes. It uses two twin Juno KAe Mercator engines in a push/pull configuration. It is envisaged the production version will be equipped with the tri Juno Brigand engine. A lot of effort was put into making this aircraft AI controllable for the Stock Turboprop DogFight challenge, so it could not be finicky, or need special tricks to fly. As such it is remarkable easy to fly for a pilot, just stage (space), engage SAS (t), and full throttle (z). Pull up at about 40ms and it should lift smoothly off the tarmac, you don't even have to worry about tail prop strike. Landing is as straightforward as any other aircraft, though landing pitch of more than 10' may cause damage. Stall speed is below 30ms. Mustang Prototype - Top Speed You can eke slightly more speed out of it by deploying the rear blades. Mustang Prototype Development
  16. 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.
  17. Welcome To The Andetch X-Series Jool Mission (Stock) Classified Information Follows; Pilots! Kerbin Needs You! Mission to Jool using Andetch X-Series deployment probe. (40 points total available) Primary Objective; Set up a system wide comms-net. (Total of 10 points available, scored on coverage and innovative ideas. Points awarded by forum comunnity) Secondary Objective; Visit as many of the system's celestial objects as possible, parking probes into the orbit. (Total of 10 points available, 2 per object - Jool Orbit does not score points) Tertiary Objective; Land on as many of the system's celestial objects as possible. (Total of 10 points available, 2 per landing) Bonus Objective - Jool Dive, because every kerbal wants to know whether there really is marshmallow inside! (5 points) Post your submission as directed! (5 points) I know there are 101 missions to Jool, what with it being like a mini solar system right on the outskirts of Kerbol. This mission is my theoretical mission to start colonizing Jool; ultimately this will be a career mode launch. Establishing a network is my logical first step before sending crew/tourists. (I have played out the majority of this mission to test capabilities of the craft). Points available are listed with the objectives. To get started download the craft from Kerbal-X here! (No accounted needed to download, but you should get an account - it is an awesome resource!) https://kerbalx.com/Andetch/ADJM-X-Series Use the Andetch X-Series, some minor tweaking allowed to correct any design flaws that you may uncover. Quick saves are probably needed - We trust you will not cheat! Adding more probes is not allowed! Take an image of the map screen with network showing. Take images of the vessel showing the celestial object you are orbiting in the background and then a map view screenshot to show the orbit. Take an image of the vessel landed on the celestial object. Take an image of the vessel deep within Jool's atmosphere. Put all the images in an album (imgur is what I use) and post like this; (One image full sized as a cover image - not including the album - for your submission is fine, we just do not want the post getting too long with loads of images!)
  18. X-plane of the Day OPEN SIGN UP

    "X-Plane of the Day" is on the horizon! @Servo and I are at it again, but this time we're reaching out---to you! X-plane-of-the-Day is fairly similar to Jet-of-the-Day, found below, but with some additional elements A quick browse through the first page will show the post formula and general format of our(Mainly @Servo's) '___-of-the-Day' type thread In this new iteration of the format, we are reaching out to you, the enthusiast, for your quality replicas of American experimental aircraft, prototypes, and tech-demo type craft The roster can be viewed here: https://docs.google.com/spreadsheets/d/1pxbH4AyQhn62Rb5ZNawKfkscsO47rq4DhVh1xgbJJqY/edit#gid=0 Criteria: Aircraft/Spacecraft must possess, if possible, the same characteristics tested/manipulated/created in the real craft. Ain't no fun if it don't do what it's supposed to, now is it? ---More specifically, the main focus of the experiment, if any. The X-1 broke the speed of sound, the X-3 tested sustained supersonic flight but failed due to lack of thrust, the X-4 tested tail-less flight, the X-5 tested variable sweep wing geometry, etc. If there's some variation between your craft and the original craft, we'll overlook it to a point. This shouldn't be too hard. Another Ex.- The X-29 is a high-maneuverability test aircraft, defined by its design's inherent instability. (It should be noted that there is a great deal of leeway for flight characteristics---some are hard to model, like 'aero-elastic' wings.) Aircraft/Spacecraft should be aesthetically pleasing. It should resemble the real deal. If the real plane is ugly, the KSP model can be ugly, of course. Aircraft/Spacecraft must be stock! Aircraft/Spacecraft must be uploaded on a site from which anybody may have access to the .craft file. Ex. KerbalX.com Aircraft/Spacecraft are mostly of U.S. design/origin Two to four pictures must be used of the craft in the post, at least one of the real craft. A video is fine, as well. How to Sign Up: PM myself or @Servo with two to four examples of your works. We will evaluate what we see to decide if you make the cut. You could just post here, as well---If you want to show pictures, the WIP Design thread in The Spacecraft Exchange is a better place to show them. Consider spoilers! Keep communicating with us---we'd like to know that you know (We don't bite, either.) Your Goal as a Contributor: Create up to 5 craft to be featured in "X-plane of the Day" If a craft is not on the list and you really want it, post here or PM me (to avoid spoilers) and it will be added of it meets the criteria If you don't want to make the post in the thread, I will make an article for it. (Ex.- The SR-71 post in Jet-of-the-Day.) Myself or @Servo will write the articles, your craft will be linked to and showcased with pictures, etc. Note to Mods --- I put this here despite the proper showcase thread belonging in The Spacecraft Exchange when it happens. Move this around as you wish.
  19. The Rhino Mk1 Features 2 fully clipped hatch seats, 4 fully functional exhausts, Non functional smoke launchers, and some headlights. Working ramp for "easy" access for up to 14 troupers. https://kerbalx.com/erasmusguy/40k-Rhino-MK1 for the craft file. Now, I'm off to invade the Mun!
  20. Since KerbalEdu is mostly dead, why not bring in some features from it? More people play the actual game than KerbalEdu, and from what i've learned, people learned a lot more with stock KSP than Edu. For those of you who don't know, KerbalEdu has a bunch of features optimized for education, which include: 1. Some built-in Kerbal Engineer. 2. Parts that show the effects of lift, mass, drag, etc. using arrows and circles. 3. Some other things I guess. While not absolutely necessary, they are some nice features to have in stock. Take Hyperedit, for example. KSP basically took some of it's futures and put it in stock. I don't see why they wouldn't do the same with flight engineer.
  21. P-101 Boomerang Stock KSP 1.3 Personal Flying Wing Download Craft File @ KerbalX! Inspired by early flying wings such as the Gotha Go229, the P-101 brings back the pioneering spirit with its radical, yet simple flying wing design. Featuring just 22 parts, the pint-sized Boomerang is powered by two Size 0 turbojets making it one of the simplest aircraft capable of controlled flight at subsonic speeds.
  22. Hello! As a new kerbal engineer with less than 100 hours played, it's a great honour to me to present you the first VTOL supersonic plane I've made that I think may be worth it. Inspired in the new-gen USA VTOL multirol plane F-35, the Diana MkII features two J-404 "Panther" Afterburning Turbofan for horizontal movement, as well as two T-1 Toroidal Aerospike "Dart" Liquid Fuel Engines to achieve the vertical take-off and landing. Some Vernor Engines have been installed to improve stabillity during the vertical take off and landing phase and counteract the variety in the mass center due to the fuel consumption. Featuring a great maneuverability as well as a very good speed, flying the Diana Mk II is a very fun experience you won't regret it. But be aware, the fuel consuption of the T-1 Engines is so large that it will deplete all your fuel in a blink of an eye if you are not careful. The plane is 100% stock! The action groups are configured as follow: AG1- On/Off J-404 Engine AG2- Dry mode/Wet mode J-404 Engine AG3- On/Off T-1 Engine AG4- None AG5- Deploy/Retract airbrakes I really hope you enjoy and love this little aircraft as much as I have creating it! Be absolutelly free to comment what you think about it, and what you think would be good to add/remove. Post your modifications in this very post if you want, and we will discuss it! See you in the skies! DOWNLOAD LINK: https://kerbalx.com/Hipocampo/Diana-MkII
  23. 162- YF23 stream!

    A fully stock YF-23 replica in the process of being made, and you can watch! If enough people join, I may start up a dark multiplayer server so you guys can join. https://www.twitch.tv/he_162 progress:
  24. Not the first piston engine with valves, it might be the first with a camshaft driven by gears. Power is provided by 6 Juno’s per cylinder. With fuel cheat enabled it will run for 4.5 hours or more, at 50% throttle. Current engine speed limit: 7.5 rad/s. At 100% throttle it will overheat the valves. This engine use the magical properties of sphere colliders (RCS balls), making most older bearing types obsolete. They’re also great for gears, liners, followers etc. The crankshaft & camshaft are built out of LY-10’s, the cams are radial RCS tanks. Piston rods are small radial decouplers. The pistons are small xenon tanks. The FPS is pretty good because I tried to avoid mesh colliders. I could try and tune this engine for many hours or just start over from scratch with different specs. Download link.