Search the Community

Showing results for tags 'stock'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

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

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


Location


Interests

Found 584 results

  1. So I'm gonna admit this now. For the past year-and-a-half that I've had this game, I've never gone super in-depth with career mode, as sandbox is just kinda my thing. But career mode has gotten my interest for a good few months now, and I just think the mode itself with its technological progression with the tech tree has made me fascinated. Now I'll actually try to play the mode and be able to go past getting into suborbital flight. I've also not posted that much here on the forums, so I'll do more by showing off missions that I do through logs. I'll be having fun with this and I hope you do too as you read along. I'll post my first log soon, maybe tomorrow or the day after, but I'll definitely make sure I do. By the way, my career won't be completely stock, as I have a few mods (some by Angel-125, CobaltWolf, bcink, and others) along with it. Most of the time when I see other users' logs, they will have a few mods, too.
  2. Should i use the Nuclear Reactor for any long-term planet landing colonies? I'm thinking of having a large base on the Mun to start, and i need a way to power it. I don't know if this is better than a massive battery bank and a load of solar panels. I think it should be stated that although i've had this game for a year or two, i made it once to the Mun successfully, and landed a probe with help from a community member on the Discord. (Find a picture of that on my Steam gallery). I am on sandbox right now, so i don't blow my mind trying to get the tech tree first. With all that aside, is it possible to "refuel" the Nuclear Reactor? And, how do you empty its waste and depleted uranium?
  3. 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. North American F-86K/F-86L Sabre Dog North American T-2 Buckeye Douglas DC-3 / C-47 Skytrain General Dynamics F-111A Aardvark Consolidated PBY Catalina Vought F7U Cutlass Martin P6M Seamaster Ryan NYP - Spirit of St. Louis Mitsubishi F-2 "Viper Zero" Vought F8U Crusader The Century Series Convair F-102 Delta Dagger Lockheed F-104 Starfigher Republic F-105 Thunderchief Convair F-106 Delta Dart Lockheed F-117A "Nighthawk" Stealth Fighter PZL M-15 "Belphegor" 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!
  4. Think you Chubby Hampster for continuing WindowShine! Logo courtesy of @Teflon_Mike 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-v16 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.
  5. 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! Avro Arrow 2 Nakajima Ki-43 Northrop HL-10 F-89 Scorpion Avro Arrow CF-105 (Updated) Avro Arrow CF-105 (Legacy) V-1/Fi-103 I-16 Rata Il-28 Beagle Hawker Hurricane
  6. 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!
  7. http:// Welcome everyone to another 'Quest for Hypersonic' challenge. This is a reboot of a challenge I did in September while already planning to try to make it bigger and better. Well now that challenge is pretty much dead and after some thought I decided to start a new one with some major changes. The original thread can be found HERE. Like in the previous challenge the goal is to build the fastest possible stock aircraft in either one of the two classes. Waverider, and Hermes. There are separate rules for both classes. (Details below.) If your design goes fast enough, you will receive a badge for either going faster than 3000 m/s, 3500 m/s or 4000 m/s. You will be able to put it in your signature. After you have submitted your entry, your result will be added to the top 5 leaderboard if you have beaten the record! So first, a bit of background on hypersonic travel. The term 'hypersonic' means anything traveling faster than Mach 5, or 5 times the speed of sound. Note: The speed of an aircraft is only counted as hypersonic if it is in the atmosphere and under 90 km. The first hypersonic aircraft was built by the US and was a two-stage completaly kerbal rocket that reached the speed of mach 6.7. Nothing but ash and dust remained of the rocket when it 'landed'. The first human to exceed the hypersonic barrier was Yuri Gagarin, (I am looking at you, Jebediah), and after that came Alan Shepard from the US. After that a series of developments led to the X-15 aircraft, which, to date is the fastest manned airplane capable of flight. CLASSES: Note: The rules apply only to the seperate classes WAVERIDER HERMES BADGES: These are the badges you get for building a craft that goes especially fast. You can either get one for flying faster than 3000 m/s, one for flying faster than 3500 m/s and one for flying faster than 4000 m/s http:// This is the badge you will receive if you build a craft capable of over 3000 m/s. http:// You will receive this badge if you build a craft capable of over 3500 m/s http:// Easily the hardest badge to get! This is the grand prize of this challenge! The 4000 m/s badge. WAVERIDER CLASS LEADERBOARD 1. @QuarkyGirl 5653M/S 2. @Pds314 5035M/S 3.@I troll children online. 4482M/S 4. @JorgeCS 4408M/S 5. @Vinhero100 4045M/S HERMES CLASS LEADERBOARD: 1. @QuarkyGirl:4806 M/S 2.@ralanboyle 4067M/S 3.@*MajorTom* 3107M/S 4. 5. HOW TO SUBMIT: To submit a craft, first take a pic of your craft and another picture of your record as proof. Then you can post it in this thread with the name of your craft and you record speed under 50 km. If you have passed the 3000 m/s barrier, then you will get a badge! GOOD LUCK AND HAVE FUN EVERYONE! AND REMEMBER, DON'T OBEY THE LAWS OF PHYSICS!
  8. N1-L3 The N1-L3 was a super-heavy launch vehicle developed by the Soviet Union in a bid to land cosmonauts on the Moon. From 1969-1972 four test launches were conducted, all of which ended in failure as a result of complications with the first stage, "Block A". Typically rocket stages are test fired on the ground but no such provisions were made for Block A. Program managers had opted to test the N1 wholly in-flight, a decision that was later described as one of the biggest mistakes in the program. Even years after the landing of Apollo 11, the N1 program had almost nothing to show but rocket debris and a destroyed launchpad and so the program was cancelled in 1976. This is a model of the N1F version, otherwise known as the definitive version of the rocket. Had the program not been cancelled this is the version that would have carried cosmonauts to the Moon. Previous N1 test rockets were only capable of carrying 70 tons to LEO, limiting its payload to lunar-flybys. The N1F however would feature upgraded engines and aerodynamic coverings, as well as super-cooled fuel to boost its lift capacity beyond 90 tons to LEO. The fifth test flight, N1 no. 8L, was to use this configuration but it never flew due to the program's cancellation. As for my replica version, she's built at 75% scale and sits at over 1500 parts. The game lags quite a bit when it loads onto the launchpad but it's manageable. It does feel like the game is playing in slow-motion for the first 3 stages, though. Despite its complexity it handles well and has good flight characteristics overall. Under normal flight circumstances it will fly straight and can be steered away from the prograde vector without flipping. Though I should mention it may flip if you steer too hard in the low atmosphere, sub 10,000m. If you find yourself in a situation like this the craft also features a functional SAS (launch escape) system to keep your kerbals safe. Above is a video I made that runs through the full mission from launch to landing. Alternatively, check out the flight profile album below for details. Flight Profile Download N1F-L3: 1547 parts https://kerbalx.com/tehmattguy/N1-L3 Controls 1: Stage 1 Core 6 Engine Shutdown (optional) 4: LK & LOK RCS toggle (off by default) 5: LK Lunar Ascent Prep. (press before lunar ascent) 6: Descent Module RCS Toggle (off by default) 9: LK Abort to Orbit 0: Detach Descent Module from SAS (press after abort) Backspace: Activate SAS (abort) Tips Put your two Kerbals in the last two seats in the crew menu. This'll put them in the Soyuz module rather than the lander. As for the crew itself I'd recommend bringing two pilots to allow the use of maneuver nodes without using the probe cores. Do not steer the rocket too hard sub 10,000m. Try to keep yourself aligned within a few degrees of the prograde vector at this phase. To perform "hot-staging", activate the next stage before the current one is out of fuel. Press spacebar when the D/v indicator is at 100m/s or so. The first 3 stages have an excess of D/v so i'd recommend dumping the third stage if you're only going for low orbit. Press 5 before lunar ascent to shutdown the main engine and disconnect the umbilical arm between the ascent and landing modules. Doing this lets you throttle up before staging and provides a clean separation sequence.
  9. Ahoy Rocketeers, Seadogs and pilots, I'd like to see how you tackle my little challenge The Challenge: Build the fastest paddle wheel boat, powered by electricity, then get in to the shore, and show us how fast will it go. The Rules: No mods or expansions for the spinny part(bearing), has to be electric Rating: Speed category: by sustainable Vmax only 1. Pds314 @ 18,4m/s Efficiency category: Vmax/power drain while at equator (power drain=power needed to move the boat at Vmax, measure without generating power at the same time, ) 1.Pds314 @ 8.97 In this challenge you will have to develop a stock bearing system, way of driving it by electric means. Even getting that to spin is a win in my book, so let's go! So far my best design reached Vmax of 9,6m/s, while draining 9,68/s, which is about 1000% better than my first aproach(actual math 2m/s with 20/s) One to get you started:
  10. В карьере схватил контракт: станция на 12кербалов + лаборатория+4000т топлива на устойчивой орбите муны. Премия 208тыс Если строить из mk2 (самолет пассажирский фюзеляж) с 2 тройными адаптерами 6.300 тонны 3 кабины автостопщиков 7.500 Лаборатория 3.500 Горизонт ОКТО, РСУ+коcмоболы, шлюз, научный обвес. 11.810 (с кабинами mk2) 3 бака x200-32 и общая масса 65.810 тонн. И как эту бандуру дешевле всего запулить к муне? Без alt+f12 Пробовал 4хKR-1x2 + 4 бака x200-32, с двух курьеров топливо перекачивается в 2 оставшихся. Ракета вышла длинная, при разгоне опрокидывает, поэтому в голове 3 ЖРД Стукач с тягой 40% Где то около 20000 высоты пустые курьеры сбрасываются.на орбиту выходит впритык. РСУ и гиро на такой массе не помогают, маневрировать получается только стукачами. По науке: прокачано почти все за 90+ тяжёлое ракетостроение+ продвинутая электрика. Из мыслей разделить на части, возвратная ssto, сборка на орбите, и запуск к муне. Upd: пока почти удалось вывести 3 бака (нужно траекторию подровнять а то забрасыва на 110км, на выравнивание и возврат не хватает) twr 2.45 дельта 4300. А ведь стыковка 3 модулей на орбите потребует дополнительного топлива. Да и не уверен я что малых стыковочных модулей хватит по усилию на такую конструкцию.
  11. McDonnell Douglas F-4E "Phantom II" Parts: 231 Weight: 26.36t Length: 15.7m Top Speed (asl): 317m/s F-4E Phantom II on KerbalX The E variant of the phantom was an upgrade over previous models of the Phantom, including a built-in M61 Vulcan and an elongated nose to fit the new AN/APQ-120 radar. The F-4E became the leading variant of the phantom, with almost 1,400 produced. This craft has functional airbrakes and drop tanks, and is completely stock. Enjoy!
  12. Description Needs Breaking Ground Expansion otherwise fully stock AG 2 Toggle Cockpit AG 3 Toggle Solar Panels I and K (HOLD) Control Rear Cargo Hold and Ramp To accelerate just hold W (default) press B (default) to brake Does fulll 360 tank turns (awesome turns) gets around 20 m/s very durable and wheels can withstand a lot of force A stock aircraft called RANGER XD. Built with 402 of the finest parts, its root part is structuralPanel1. Built in the SPH in KSP version 1.9.1. Details Type: SPH Class: rover Part Count: 402 Pure Stock KSP: 1.9.1 Download: https://kerbalx.com/InterstellarKev/RANGER-XD https://steamcommunity.com/sharedfiles/filedetails/?id=2109215220 https://steamcommunity.com/sharedfiles/filedetails/?id=2109215220
  13. 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
  14. I've re-installed KSP via Steam (v. 1.9.0) as neither of the two dlcs were loading properly on start-up. The KSP log file is filled with errors, such as missing texture errors. I don't have any mods installed and I've tried to verify the integrity of the game files already multiple times without noticing any change. Furthermore, I can't place the KAL-1000 controller neither in the VAB, nor the SPH. Clicking it results in a click noise, but I can't get it out of the inventory. Is there any way of fixing this issue? I'd be fine with being able to make use of that KAL-1000 controller. This is the error that I'm getting on start-up: https://drive.google.com/file/d/1UWauzQ-F2PKMZDdf4z6fHmMIVrdHlNGB/view?usp=sharing This is the KSP log file: https://drive.google.com/file/d/1fNGJmguu_zBqxq3jy8k8vyOOD1zm1QiY/view?usp=sharing
  15. Howdy, Y'all. Way back in ye old days of 2013 KSP, a younger and perhaps less-skilled me tried his hand at building a steam locomotive replica. This was the result: Not too shabby, given the limited part repository at the time. Though I've seen many KSP players build fantastic train replicas, I had yet to come across one that utilized the new stock robotics parts to make working running gear. So, I set out to overhaul Jeb's once-mighty steamer with the latest in Kerbal engineering technology: Jeb's Locomotive was designed to function in a similar fashion as typical modern locomotive replicas do; the running gear is powered by the drive wheels which are in turn powered by electric motors, instead of steam power driving the running gear and subsequently driving the wheels. The 6 rover wheels only provide brakes and steering, while the 6 rotor wheels are coupled in axle pairs using standard docking ports to provide side-to-side consistency in operation. The running gear is largely coupled together using junior docking ports. Engine power is controlled using the KAL controller in the cab. Press action group 1 to engage the drive motors and start up the fuel cells, set the controller to play until you reach your desired speed, then pause it. The play speed is set slow intentionally, as sometimes sudden changes to the RPM can mess up the running gear synchronicity. Unfortunately, the engine plates used to make the drive wheels don't have great traction with the ground (leading to slight slipping), and collision tolerances will limit your top speed to <9 m/s (as you will see shortly). You can of course go faster by disabling crash damage on the debug menu, but beware that at higher speeds the running gear can easily go out of whack. I find it runs quite nicely around 6-7 m/s surface speed. You are welcome to download and add on things like coal cars, passenger cars, etc. if you'd like. The locomotive is already 218 parts as-is, so expect lag if you're planning on adding a lot to it. If anything, download it just to drive it up to 9 m/s, for funzies. The entire vessel is Stock + DLC. Download: https://kerbalx.com/Jamie_Logan/Jebs-Locomotive Here is a gif of the running gear in motion at a slow speed: https://i.imgur.com/bHYKT1b.gifv Gallery: I'M GOIN' OFF THE RAILS ON A... oh nevermind. I hope you liked it! Check out my last build too:
  16. I was wondering what is the delta v for going into orbit and the specific thrust to weight ratio and medium to small lander examples? I am new to Eve but I have been to other planets though. I have sent probes and failed Landers btw.
  17. Hello, everyone! Recently, I took a break from my usual space-faring missions to build a new VTOL dropship. The Hummingbyrd VTOL has four Panther engines which are mounted on hinges that allow the aircraft to alternate between VTOL and forward flight postures. The decision to use Panther engines was made because of their ability to make instantaneous thrust changes via the afterburners, which helps tremendously when landing. The engine housings use two sets of small internal docking ports with one of each offset to the other engine to allow for each set of engines to remain coupled despite no actual axle passing through the engine mount. The downward-facing payload bay contains an extendable crew bench, allowing for quick on-loading and off-loading of passengers. The crew capacity is 10: two pilot seats and 8 seats in the payload bay. The vessel is 119 parts. Notice the highlighted docking port in the far engine housing, as well as the corresponding un-highlighted port in the near housing. Both are attached to the opposite engine housing, but remain docked to the non-offset port in the same engine housing. This prevents flight/aerodynamic forces from causing asynchronous engine rotation, leading to unbalanced thrust and instability. Shown above is the center of thrust, mass, and lift placement while in VTOL mode. While in this posture, all three are collinear in the dorsal-ventral axis. All tanks with fuel in them are laid out with symmetry front-to-back, allowing the C.O.M. to remain stationary regardless of fuel levels. This is critical for VTOL operations, as any significant deviation of the C.O.M. from the net thrust vector will cause a persistent pitch bias. Shown below is the center of thrust, mass, and lift placement while in forward flight mode. While in this posture, the C.O.M. is offset forward of the center of lift due to the redistribution of engine mass, leading to improved stability while in forward flight. The rear engine set is offset above the longitudinal axis to the same extent that the forward engine set is offset below, allowing the net thrust vector to remain in line with the C.O.M. Action Groups: AG1) Toggle engine orientation AG2) Toggle afterburners AG3) Toggle landing gear AG4) Toggle payload bay doors and piston lock AG5) Toggle piston extension Gallery: I hope you liked it! This ship is a joy to fly, and I highly recommend you try it out! Craft file: https://kerbalx.com/Jamie_Logan/Hummingbyrd Also, Check out my last mission:
  18. Hey everyone! This one's so wild, it'll make your head spin! Most of us have tried our hand at building an artificial gravity station, either by building a conventional orbital station with a working centrifuge, or even building an entire spinning 2001-style vessel. Both are wonderful, but what if your Kerbals are going to be spending months on end not in zero gee, but on the surface of a body with a surface gravity less than that of Kerbin, like Moho (g = 2.7 m/s^2)? We can still put a centrifuge to work, but this time it'll be there to provide the additional acceleration that we need in combination with Moho's surface graviy to obtain a 9.81 m/s^2 net acceleration on our Kerbals, ensuring the long term health of their little (presumably) green musculoskeletal systems. To this end, I've developed the Rototron XVI. An artificial gravity surface base with the capability of reaching Moho with a crew of 32 Kerbals. When deployed on the surface, the centrifuge can be run indefinitely due to the combined ISRU refinery and fuel cell array. The station is constructed in LKO via two separate launches; one for the centrifuge and crew cabins, and another for the main engines and landing support structure. The crew of 32 is launched separately, along with an additional fuel tank that will be used to provide the rest of the delta-v we'll need to make the interplanetary transfer to Moho. A region near Moho's south pole was chosen as our landing site due to the abundance of low-altitude flat land, as the axis of rotation of the centrifuge must be as close to parallel to the local gravity field as possible to sustain constant acceleration. From left to right: R-XVI Centrifuge, R-XVI Crew Module, and R-XVI Landing Support Structure, Here is a link to a gif of it under rotation, KSP forums wont let me post it here https://i.imgur.com/jEbFkj3.gifv The math on this is not terribly difficult. Typically, when constructing an artificial gravity station with the intention of simulating actual 1 gee acceleration, you work out the necessary rate of rotation via: angular velocity = sqrt ( 9.81 / r ) Where "r" is the perpendicular distance between the crew cabin and the axis of rotation. In our case, if we model the two crew cabins as point masses on the ends of massless rods under rotation in a uniform gravitational field, the acceleration experienced by the crew cabins can be evaluated merely as a function of the angle of splay of the crew cabins while under rotation (such as with a centrifugal governor). Thus, we need only calculate the angle of splay that will result from our desired total acceleration: Splay angle = arcsin( 2.7 / 9.81) = ~16 deg Knowing this, we simply vary the rpm on the main rotor while monitoring the angle display on one of the hinges until the splay angle settles in around 16 deg. Now, we see the launch, construction, landing, and operation: Again, here's another gif: https://i.imgur.com/MPMPMY2.gifv I hope you enjoyed this, I sure enjoyed building and flying it. I don't have plans to post the craft files yet, but I will if it seems like there's enough interest. If you like crazy big spacecraft, you'll also like my last post:
  19. Stock Glider Catalogue Although KSP lacks wind and thermals, or indeed any means to actually maintain altitude in a glider without self-propelling, I have still found a tremendous amount of fun in building "sailplanes", aircraft with very low stall speeds and very good glide ratios. I think there's a lot of fun to be had in throwing them off cliffs and seeing how far it's possible to go, or what dangerous aerobatics you can perform. Thus, I present the Greenhayes Aircraft Glider Catalogue: four different sailplanes, each with their own handling characteristics and visual appeal. General Advice As a rule of thumb, the best fun can be had when you launch your gliders off a large hill or mountain. A good starting point is the mountain range east of the Kerbal Space Centre - you can use the new "Set Position" cheat to place your craft on the perfect peak. All of the gliders in the catalogue come equipped with three glide extension rockets (or a reusable self-sustaining rocket on the "Stork"), mapped to the space bar. These are to be used at your leisure - to gain speed before maneuvering, or to gain a little bit of altitude and go further, or even to take off from level ground - the choice is yours. An important difference that the gliders show from normal KSP aircraft is their tandem landing gear - they will rest with one wingtip on the ground before takeoff. Thus, it is very important to keep the wings level on takeoff and landing, to avoid any crashes. Remember to start trying to level out as soon as your aircraft begins to move! Greenhayes Model 16 "Cumulus" The Cumulus is a fairly docile, easy-to-handle two-seater with three pairs of Glide Extension RocketsTM strapped to the side, so that you can get yourself out of a pickle, or self-launch in a hurry. Recommended for beginners and for long, calm flights. The wheels don't retract on this one - no need to remember to put the gear down. Greenhayes Model 33 "Vulture" y The Vulture is a single-seat, tailless glider with excellent acrobatic potential - it is highly maneuverable on the pitch axis, and will flip around quite easily due to its wing configuration. It is Be gentle on takeoff and particularly landing, as the fragile fuselage is easily damaged. Not recommended for beginners, but good fun in experienced hands. Greenhayes Model 05 "Seagull" The Seagull is one of the first gliders built at Greenhayes, and its handling reflects its age - very stable, with a good glide ratio and a low top speed. The rudder on this glider is particularly powerful - use it in your aerobatics, or to keep your turns coordinated. Greenhayes Model 15 "Stork" The Stork is a durable, high-performance single-seat sailplane which can be put to just about any use the pilot wants. This is the only glider of the catalogue to feature permanent self-launch engines and flaps, allowing experienced pilots to control their approach speed and angle. Flaps are mapped to Action Group 1. Download link for all four gliders: https://drive.google.com/drive/folders/10FbzVH22yt68R8dIGcphNB6VCL_8YvcM?usp=sharing
  20. Hello once again! Today I bring you, My latest attempt at an interplanetary VTOL SSTO. When launched fully fueled, it can reach LKO with ~2,200 m/s of delta-V remaining. From there, it can be flown non-stop to Laythe and back, using ISRU to refuel on Laythe's surface. The design is oxidizer-free, and the fuel tank layout preserves the C.O.M. position regardless of fuel levels. The engine layout includes two forward-fixed Nervas, four R.A.P.I.E.R. engines (two forward-fixed and two pivotable), and two pivotable Panther engines. When flying in VTOL mode, it's easiest to set the throttle to allow for a TWR<1 while the Panthers are running dry, and a TWR>1 while running wet. This will allow some fine throttle control by switching the afterburners on and off during landing. When flying to orbit: 1) Once off the ground (via either VTOL or STOL to save some fuel), set the pivotable engines forward (AG1) with the Panther afterburners off (AG2). 2) Activate the fixed R.A.P.I.E.R. engines (AG4). 3) Cruise up to ~10 km before turning on the Nervas (AG5). While this is normally a tad too low to be using Nervas, the ISP should already be 700+ and we'll need as much thrust as we can manage. 4) Once all jet engines flame out, shut them down (AG3 + AG4) and continue to push to orbit on the Nervas. The TWR will be fairly low once you're running on the Nervas alone, so pitch up slightly to keep your time to AP around a minute. Eventually, when your orbital velocity reaches ~2,300 m/s you'll be safe to cruise to AP and circularize. Action Groups: AG1: Toggle VTOL engine pivots AG2: Toggle Panther afterburners AG3: Toggle VTOL engines AG4: Toggle fixed R.A.P.I.E.R.engines AG5: Toggle Nervas Gallery: I really hope y'all liked it, and if you want to try your hand at flying it, you can download the craft here: https://kerbalx.com/Jamie_Logan/Fenghuang-H-77 Also, check out my last build!
  21. "Jeb, it's not a skyscraper if you build it somewhere without an atmosphere." "...A spacescraper, it shall be!" The SPACESCRAPER 0 is a fully stock tower. It has office space for 1,540 Kerbals, and can be flown to Minmus and landed in a single go. The launcher can place the tower on a suborbital trajectory, where the tower's 28 Nervas are used to go the rest of the way. Once in space, attitude is controlled via 16 Vernor engines instead of SAS modules due to the insane mass. There's also a small landing pad in between the upper and lower halves of the building to accommodate visiting landers. If you'd like to give it a go (even if just to fly it into the VAB, which I highly recommend), the craft file is here: https://kerbalx.com/Jamie_Logan/SPACESCRAPER-0 The fuel for the launch stage comes in part from the tanks in the booster itself, and part from the mk3 tanks in the tower in between the crew cabins. Upon burnout of the launch stage, you should have only a sliver of oxidizer left, along with enough liquid fuel to power the Nervas to a Minmus landing. The remaining oxidizer is due to the two 2.25 meter tanks at the base of the tower. This is the fuel that will be used for on-orbit attitude changes via the vernor thrusters, so both have fuel flow disabled at launch to prevent their fuel from being immediately used up by the main engines. Don't forget to re-enable fuel flow on them after booster separation so you can achieve attitude control. While on orbit, it is not recommended that you use SAS until you make your final landing approach. RCS+SAS for attitude stability and control will gladly eat up all your RCS fuel in a jiffy, so attitude adjustments are best made using small manual RCS bursts along with 4x physics warp to save time while rotating (don't worry, the tower is autostrutted to the max). SAS is generally not necessary during burns, as the huge moment of inertia of the tower should keep its attitude more or less consistent during the burn, especially when performing a burn directly out of a standard time warp. Gallery: I really hope you liked it! Also, check out my last post:
  22. Show off some of your best helicopters, stock and modded. i am working on a Bell UH-1 iroquois, downoading breaking ground to make a custom rotor using servos and rotors. does anybody know any good mods for small arms weapons like a 7.62 machine gun?
  23. Download on SpaceDock, Github or Curseforge.. Also available on CKAN. Patches: copy — modify On Demand Fuel Cells Refueled 1.2.0.0 - To Go Boldly (KSP 1.8.1 + .NET Framework 4.8) zer0Kerbal adopts for curation the mod known as On Demand Fuel Cells (ODFC) Continuation of On Demand Fuel Cells (ODFC) originally by @Orum, now continued by zer0Kerbal with massive support from @4x4cheesecake, @linuxgurugamer and additional community support. The plugin has undergone massive and systematic updates and changes. *** THIS IS DOES NOT COME WITH ANY PARTS; PLUGIN ONLY *** See below (sic) concerning parts. DOES NOT COME WITH PARTS, but has a patch to copy/modify the stock Fuel Cell and Fuel Cell Array as new parts. Patches: copy — modify On Demand Fuel Cells (ODFC) is a plugin to simulate fuel cells in Kerbal Space Program (KSP), and do a better job of it than stock's use of a resource converter. The main difference is it only generates electricity when it's really needed (batteries almost empty), and otherwise lets electricity of a craft float up and down, as it might in a solar powered vehicle when the sun is eclipsed by another celestial body. It also allows fuel cells to generate byproducts, aimed at supporting life support mods like TACLS. The plugin requires a set of Module Manager patches to function, as it does not do anything unless integrated into a part. There are two different sets of patches available on CKAN or SpaceDock. One set that copies the fuel cells from Stock, Universal Storage 2, Jatwaa Demolitions Co, and Solid Fuel Cells (soon more) and replaces the stock modules with ODFC with three modes (four if Community Resource Pack is installed correctly) of operation. Also adds a 0.5 EC/s multimode fuel cell to all stock command pods (easily disabled since in separate patch) Another set that modifies the same set of parts instead of copying them. Features: adjustable fuel cell use - much more than just On/Off operation multiple fuel modes (serial usage - one mode at a time) variable activation threshold configurable to produce byproducts (so O+H2 = EC + H2O) very small memory footprint Brown and Black out protection assistance PAW (Part Action Window / Right Click Menu) grouping with autocollapse, click the down arrow to drop the ODFC control panel down (KSP 1.7.1). new Optional difficulty settings for moderate and hard play - Stall. Don't run out of EC or the fuel cells will stop functioning since they need electricity to function. new feature: autoSwitch (disabled for hard play). If current fuel mode is lacking fuel, will automatically look for another mode that has fuel available. If you are completely out of fuel, well, let's face it - you are completely out of luck. We tried. new the group label on the PAW/RMB part window now reflects status of the fuel cell so you don't have to expand the group to peek in to see if the refrigerator light is on. more features coming soon (hopefully) Known Issues: Does not seeming work with Tweakscale Ampyear, Kerbalism, B9, and BackgroundProcessing or Background Resources mods do not 'see' ODFC (being looked at). Should not have both BackgroundProcessing and BackgroundResources installed. Parts: DOES NOT COME WITH PARTS. There were custom modeled parts that came with the original ODFC, but they are under a restrictive license (all rights reserved) unlike the plugin which is under the CC-BY-NC-SA-4.0 license. There are plans to release more Fuel Cell Parts under a different release (this is underway). Links will be provided to these additional parts. Patches: Sold separately. Batteries not included. StockFuelCells.cfg patch modifies and or copies the existing Stock Fuel cells (+PART) and adds three (*four) modes of operation: Monopropellent Liquid Fuel + Oxidizer Liquid Fuel + Intake Air *Hydrogen Gas + Oxygen Gas = Electric Charge + Water if RealFuels installed, will add an additional mode (coming soon) .* If you have the Community Resource Pack correctly installed it will give you the additional mode See Betatest Check list (below) for a list of things we are looking for, especially looking for balance issues, Requests for additional stock sizes and modes should be made below. License: GPLv3 Source: Github repo. links to original: On Demand Fuel Cells (ODFC) by `Orum'. Licensed under CC 4.0 BY-NC-SA - -
  24. Hey all! It's Hebzepbiah here again. The challenge this time is to make an airship or a baloon! It doesn't need any gas or whatsoever. NO AIRSHIP MODS ALLOWED!! Note: You can also just abuse the physics and use a kraken drive Prize: Fame (But not fortune) Just to give you an idea about what I'm talking about, here are some of the ones I made. A baloon An airship Happy flying!
  25. Hey! Continuing with my too-big launcher binge, I've got another whopper for ya: A multi-purpose interplanetary ship with ample fuel and propulsion, space for 70 Kerbals, and a variety of ports for expansion and utilization. It can be placed into LKO fully fueled in a single launch: Please let me know what you think! Download the craft file here: https://kerbalx.com/Jamie_Logan/Torus-X-64 Also, Check out: