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  1. This challenge is set to find the best fighter of KSP [1.4.3] The contestants will have to make a video that will demonstrate the Fighters abilities. Your Fighter Jet will be tested on the following: -Acceleration: plane must start by flying at 100 m/s at the height of 500 m and will accelerate to 900 m/s (timed) - Stability : your plane has to be edited to have an orbit with this statistics (ap= 100,000 m pe= 20,000 m) and at pe, it has to perform a 90 degree dive. the “no heat damage” cheat may be enabled for this test. - Maneuverability : This test will be split into 2 parts: 1) The plane must be flying at 500m/s (or higher for better points) at the altitude of 500 m and will have to perform a 180 degree turn (timed) 2) the plane will have to be at altitude of 500 m and fly at the speed of 500 m/s and should decelerate to 100 m/s (timed) Rules: - The game version must be in [1.4.3] - The plane must be fully stock - Cheat console must be on screen at all times to show that the cheats are not used (except when allowed) - Testing should be conduced on Kerbin - No engine clipping allowed The contestants must send a video of their fighter in the comments below. Good luck, and may The Kraken be ever in your favor!
  2. Kronus_Aerospace

    Stock F-1 + J-2

    The F-1 and J-2 were both developed by Rocketdyne in the late 1950's and 1960's. Both engines famously powered the Saturn V with 5 F-1 engines being utilized on block S-IC, as well as 5 and 1 J-2 engines being utilized on block S-II and S-IVB respectively. The J-2 also saw service on the Saturn IB, with a single J-2 powering the rocket's second stage. Both engines recently saw modernized versions, those being the J-2X and the F-1B, these engines saw great performance increases over the original versions and each were slated for use on the in-development SLS. Although this is no longer the case, and furthur development on the J-2X and F-1B have been cancelled. J-2 Engine Information: -Download link: -Part Count: 41 This is a stock replica of the J-2 engine, the primary goal of this replica was to replicate the engine’s design as much as possible while maintaining a reasonable part count. the engine is the same size and produces a similar amount of thrust as the J-2, however certain statics were simply impossible to replicate using stock parts. The engine is powered by a single KS-25. Replica Thrust SL: 936.5 kN Replica Thrust Vac: 1000 kN Replica Mass: 4.88 tonnes Replica Gimbal: 4.5° Real J-2 Thrust SL: 486.2 kN Real J-2 Thrust Vac: 1033.1 kN Real J-2 Mass: 1.79 tonnes Real J-2 Gimbal: ??? -Does anyone know the J-2’s thrust vectoring range? An hour of searching turned up nothing so any help would be much appreciated. F-1 Engine Information: -Download Link: -Part Count: 94 This is actually a simplified version of another F-1 that I had posted, this version is only slightly less detailed yet has about 40 less parts. This fact also made the process of building this engine significantly simpler and easier than that of the J-2, along with the abundance of information available on the F-1 compared to the J-2 due to its far greater popularity. This engine is powered by 8 KS-25 engines. Yes, the Mainsail is just for show. Replica Thrust SL: 6930 kN Replica Thrust Vac: 7400 kN Replica Mass: 39.86 tonnes Replica Gimbal: 6° Real F-1 Thrust SL: 6770 kN Real F-1 Thrust Vac: 7770 kN Real F-1 Mass: 8.40 tonnes Real F-1 Gimbal: 6° My other F-1 replica is available here for those interested:
  3. LAST CRAFT FILE UPDATE: 08 June 16:35 EDT 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 This thread is a 4.0 version of my Raptor Aerospace showcase thread, which I started in November 2014 (KSP v0.25) with around a dozen SPH aircraft posted as nothing more than screenshot eye-candy. Although I've 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 (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. TODAY Today, Raptor's Craft Download Catalog contains craft designs across the full breadth of KSP applications, from atmospheric airplanes to interplanetary spacecraft. 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: Raptor Aerospace | Landing the Shuttle | Red Planet Rivals | KSP - The TV Show | Elon Kerman's Reusable Rocket | Take Flight Tutorial Videos: CisMunar Propellant Economy Part 1/Part 2 ________________________________________________ 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?" ________________________________________________ Most Recent Updates (Last 7 days) ----------02 Jun---------- - M3V 'Ike/Dres Bipropellant Logistics Kit' (1.4.3 update/revision) - M3V 'Ike/Dres Tripropellant Logistics Kit' (NEW, same as the Bipropellant version, but with an HLV-5D instead of an HLV-5B) - 'Emerald Sky' Jool orbital probe (NEW) - 'Explorer' Dres probe (NEW) ----------03 Jun---------- - M3V 'Gilly Logistics Kit' (1.4.3 update/revision) - 'Specter' Eve orbital probe/lander (NEW) - 'Echo' Eeloo flyby probe (NEW) - M3V Advance Equipment Kits (1.4.3 update/revision) - M3V EV-6 'Windjammer' Kits (1.4.3 update/revision) - M3V EV-6 Support Kits (1.4.3 update/revision) ----------03 Jun---------- - LV-3A 'Bullfrog' Mun crew lander (1.4.3 update/revision) - LV-3B 'Heavy Bullfrog' Mun research lander (1.4.3 update/revision) Future Updates to the thread -----Short-term Plans----- - Updating the remainder of the catalog to 1.4.x - Probe & Satellite revamp project -----Long-term Plans----- - More "M3V" - Kerbin-based logistics project
  4. I've been lurking silently around this forum for years, but I'm finally feeling bold enough to share some of my creations. It took a long time for my design skills to catch up to my ambitions, but I'm finally getting there. For the past year or so, I've been re-creating pure stock Star Wars Starfighters in as much painstaking working detail as I can, with emphasis on high visual accuracy and realistic(-ish) flight performance. I'll admit that sometimes I had to make use of egregious part clipping, sorta-sneaky wing panels, and shameless engine stacking... but I'm pretty sure people were allowed to do that a long long time ago in a galaxy far far away. I'm on the run from The Empire (read: my responsibilities), so I'll be posting my Star Wars crafts in this thread just a couple at a time over the next week or two. Building them was a colossal time sink, but uploading and annotating them has proven to be another wormhole entirely. In the meantime, feel free to chime in with your own reproductions, tweaks, comments, and suggestions. Follow links within posts to KerbalX for craft downloads and details. *********************************************************************** EDIT: LIST OF SKUNKTWERKS CRAFT APPEARING IN THIS THREAD T-65 X-Wing (ATMO, SSTO) A/SF-01 B-Wing (Folded, Unfolded) TIE/LN Fighter (Solar, Simple) TIE/IN Interceptor (Solar, Simple, Royal Guard Solar, Royal Guard Simple) Podracers (Sebulba's, Teemto's, Anakin's) BTL Y-Wing ATMO Naboo N-1 RZ-1 A-Wing (ATMO, SSTO) Eta-2 Actis-class Interceptor Delta 7 Aethersprite-class Light Interceptor (ATMO, SSTO) Delta 7 Aethersprite SSTO+RCS with Syliure-31 Long-Range Hyperdrive Module Naboo Cruiser, aka J-type Diplomatic Barge (ATMO, SSTO) BTL Y-Wing SSTO Anakin's Podracer SSTO Alpha-3 Nimbus-class V-wing (ATMO+VTOL, SSTO) Nantex-class Defense Fighter (ATMO+VTOL, SSTO) Defender-class Light Corvette VTOL T-65 X-Wing ATMO+VTOL Aurek-class Tactical Strikefighter (ATMO+VTOL, SSTO) GoatTwerks Variable-Geometry Alpha-3 Nimbus-class V-wing Kylo Kerm-Ren's Upsilon-Class Command Shuttle (ATMO+VTOL) ... and more to come! *********************************************************************** Now let's get this nerd party started: SkunkTwerks proudly presents the classic T-65 X-Wing in two specialized versions! The T-65 X-Wing ATMO for atmospheric flight: I stacked Panthers on top of RAPIERS for these sci-fi engines, so if MORE POWER is what you crave, you can always hit the afterburners. Just remember, velocity can lead to Rapid Unscheduled Disassembly, which leads to anger, which leads to hate, which leads to shooting force lightning from your fingertips. In other words, it's totally worth it. Yes, those KX9 laser cannons work! They're about as accurate as Storm Troopers, but they do fire. You get four shots, so make 'em count. . The T-65 X-Wing SSTO for space and atmospheric flight. The SSTO stacks Whiplashes on top of RAPIERS, and the result is easily capable of LKO with several hundred dV's to spare. Hidden docking ports in the nose and the droid's head make orbital refueling possible, if you want to land it on the Death Star Mun. RCS not included, but feel free to add your own. More high-fidelity Star Wars Starfighters coming soon. Until then, may the forces of physics be with you. -SkunkTwerks
  5. Klapaucius

    Pimp your Stearwing

    The stock Stearwing A300. The first plane I successfully landed, so I have a soft spot for it. But let's be honest, it is not the most exciting aircraft out there. So, in the spirit of innovation, here is the challenge: Take the stock Stearwing and customize it. Make it faster, slicker, sillier, spaceworthy, submersible...The finished product does not need to be an aircraft. Rules: 1. You may change and/or remove engines and landing gear if you wish. 2. You must not remove any other parts, however, you can move parts around, and add as many additional parts as you like. 3. No restrictions on Mods (though please indicate what you have used). Of course, all stock creativity is greatly appreciated and wins kudos. 4. Anything not explicitly forbidden by the above rules is not only allowed, but encouraged. 5. Please include photos and/or video and brag unashamedly about why your modification is simply the best, fastest, coolest, weirdest. I've got to learn Adobe Illustrator for work (last used it years ago and have forgotten everything), so I will use that as an excuse to make some badges. Categories TBD based on what people come up with, though probably one in each category for stock and modded. The example below is just a basic three-minute alteration. I'm working on something better and much farther outside the box. But you get the idea... Or this, which I created on the fly when the Mission Builder came out. Again, this is still pretty basic. You can tell by the engine placement that quality control was pretty lax on the assembly line that day. or this awesome video I found:
  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. The 8th complete rebuild of my Lockheed Martin F-22 Raptor. This build has is completely rebuilt for 1.3, and is the first to be properly scaled. I took a page out of landfish's book and used a blueprint and Kronal viewer to make sure it was as closed to perfect as I could get. The biggest change besides the correct scaling is the redesign of the wings. I spent tens of hours trying to fit two control surfaces on the wings, but had to settle for only one to get the shape I desired, and still have the winglet nest perfectly into the main wing. HotKeys 1) Toggle both J-404 Engines 2) Toggle Port J-404 Engine 3) Toggle Starboard J-404 Engine 4) Toggle J-404 Afterburners (x2) 5) Toggle BD Autopilot (Armed Model) 6) Fire Weapon (Armed Model) 7) Toggle Team (Armed Model) 8) Toggle Rudders 9) Fire Hidden Vulcan Cannon (Armed Model) 0) Deploy Countermeasures (Chaff & Flare) (Armed Model) kOS Scripts Corkscrew (Forthcoming) Downloads [Stock] [cb] F-22 Raptor MRK VIII Exact same as the photos above, however this build has a stock nosecone. [Stock] [cb] F-22 Raptor MRK VII GT For the Air Race Course Craft Download kOS Script [bd Armory] [cb] F-22 MRK VII Armed Raptor Model featured in the photos above. Has a radar nose cone, countermeasures, and hidden Vulcan Canon. Craft Download
  8. In my near to 1000h of KSP I have built many rockets (not that much SSTO or planes but rockets). I wasnt everywhere but where I was i did it with a return and as much science as possible. Interessted in space flight all the time and a fan of the Saturn V i built last month my own Lego NASA Apollo Saturn V (Set 21309). With that model i tried my first ever "real life build" in KSP (full stock! - i dont use part mods). I'm really happy with it so i want to share it with you! The NASA Apollo Saturn V is designed for Mun and is capable to do a equatorial landing. It should be much forgiving as i over engineered it a bit. Check the staging all the time because KSP make a mess with it after you redock the lander (LM) to the comand module (CM). For the return acending with the lander make sure do DEACTIVATE the main engine of the LM after touchdown on mun. Otherwise you can't throttle up and press space (staging) to leave with the top of the lander. Use the correct timing with the CM to have enough fuel for the rendevouz and docking. Now to the special one. After using the Saturn V i tried to pump it up a little bit to be cappable for Duna... and it worked! I also added a lot of science (sorry that i wasnt able to include also the science jr... i will keep going to try that in a B version)... This is the NASA Apollo Saturn VII. It's a little more challenging to fly and is able to do a equatorial landing on duna. The hardes point of the journey is the return from the Duna surface to the orbit. Make sure to deactivate the mainengine of the LM and enable SAS. Wait for the CM in orbit and lanuch. Make a proper acending and keep an eye on the Duna atmosphere. You dont have much fuel for this manouver. Probably practice this manouver with the use of the "CM+LM" craft and cheat it in a duna orbit (ALT+F12). For the descent of the LM don't go in to deep. Use maximum of half of the tank to slow down. Just use the engine to brake near the surface. Let the paracutes do the main work but they are not able to slow you down enough. They need time so keep the path flat. Its just a practice thing. After you are able to land, start and redock you can use the Saturn VII in carrer. With small modifications its usable in mid-to-late-techtree. Have fun with it! Edit: Pictures are the VII for Duna. No Action Groups needed except "ABORT!" this can be use if the s*it hits the fan until 2nd stage after that its not usable anymore (decoupled). You can do everything with "Space" (Staging).
  9. Hello to keep this mod alive I have updated it and plan to maintain it. This mod aims to provide simple rocket building capability to stock parts. Download GIT Hub Release Requires: Module Manager, Interstellar Fuel Switch Core (both not distributed with the mod) Special thanks to: @maculator, @taniwha, @Eleusis La Arwall, @Badsector, @cy-one and @RealGecko for their contributions. @MatterBeam for creating this cool mod. Disclaimers: This mod contains @taniwha's Launchpad.dll and textures from his Extraplanetary Launchpads. License: MIT For longtime users, a note right now is that Kerbal Planetary Base Systems will not fully work till they do a minor update.
  10. Hello everyone. Some days ago i reinstalled mods and find out some problem with parts miniatures. Steam consistensy check was failed, one file (26kb) was re-downloaded. It didn't resolved this issue. I performed a clear install, but got the same. Check always fails on this 26kb file, if i launched the game after previous check. Installation to another hdd does not help too. I'm not alone in this situation, one man in steam community replied in my topic about same issue.
  11. 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!
  12. So here is my new LKO space station. I built it over 4 missions using space shuttles, and I sent up the crew in the 4th launch. Compared to my previous stations (which were, erm cough, not the nicest looking things), I think I did an ok job on this one. It's design is loosely based of the ISS, and I could still expand it further (If you have any ideas there, let me know). This is the shuttle I used to build the space station. It's based of the American design, and I decided to name it The Zubrin (after Robert Zubrin, founder of the Mars Society and author of "The Case for Mars). I don't know precisely what its payload to LKO is, but I know that its more than enough to take a fully fuelled orange tank to orbit. It's also pretty stable in flight, re-entry is another story, but as long as you stay relatively flat and don't make sharp turns it flies OK. Here's the link to the craft file: Enjoy! (EDIT: I mildly updated the craft to make it easier to fly)
  13. rawghi

    Binary Aerospace

    CURRENT ACTIVITIES PERSEUS PROGRAM - METEOR PROGRAM - HORIZON PROGRAM - SUMMIT PROGRAM Company Informations Introduction Operating Facilities Qualification Process Company Profile Kerbonauts Roster The Kerbal Space Center Programs Newsfeed April 8th 2018 April 12th 2018 April 16th 2018 April 20th 2018 April 26th 2018 May 5th 2018 May 7th 2018 May 9th 2018 May 11th 2018 May 16th 2018 Additional Content Current mods and game version Products Space Division (hangar on KerbalX) COMET LAUNCHERS SERIES Jet Laboratories (hangar on KerbalX) A-1 AEROJET F-3 FALCON B-4 RAVEN D-5 WATCHMAN
  14. 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: ====================== 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
  15. Kronus_Aerospace

    Large Scale Stock Jet-Fighter

    This craft is fairly fragile due to its high maneuverability, large part count, and mass. So I recommend using Unbreakable joints This craft is a massive highly maneuverable jet-fighter style aircraft. This jet is extremely stable in flight, to the point where SAS is entirely unneccessary. This craft uses canards made from clipped Big-S Elevon 2’s to control the pitch and the rest of the control surfaces to control roll (besides the one on the tail fins of course). This craft also has a ridiculous amount of yaw authority, like too much. Pulling a hard yaw maneuver with this craft will immediately max out the accelerameter on the Nav-ball, so yaw at your own risk. Download link (and additional screenshots): Craft Mass: 87.1 tonnes Part Count: 392 Flight Characteristics -Rotation Speed: 50 m/s -Max Speed SL: 346 m/s (Just barely Supersonic) -Cruising Altitude: 9500 m -Max Speed CRZ ALT: 298 m/s -Stall Speed: 20 m/s -Max Dive Speed: 460 m/s -Sea level TWR: 1.78 (Will drop as the craft acellerates) This craft was inspired by the works of Servo, I highly recommend that you check him out. Servo has also made a large fighter aircraft inspired by this craft. It's quite awesome so check that out as well! Side Note I accidentally posted this craft on the wrong section of the forums. The topic is still there unfortunately as I do not know how to delete a topic. Any help would be much appreciated.
  16. DOWNLOAD Click here to download FASA_RCS I decided to make some stock-like RCS blocks I thought were sorely missing from the base game. I like the new making history expansion but I didn’t like the absence of new RCS thrusters to go with it. RCS 45 is similar to the stock one just at 45 degrees. Lastly is a powerful single direction RCS for retro thrust applications.
  17. Kronus_Aerospace

    Large Stock Fighter Aircraft

    This craft is fairly fragile due to its high maneuverability, large part count, and mass. So I recommend using Unbreakable joints This craft is a massive highly maneuverable jet-fighter style aircraft. This jet is extremely stable in flight, to the point where SAS is entirely unneccessary. This craft uses canards made from clipped Big-S Elevon 2’s to control the pitch and the rest of the control surfaces to control roll (besides the one on the tail fins of course). This craft also has a ridiculous amount of yaw authority, like too much. Pulling a hard yaw maneuver with this craft will immediately max out the accelerameter on the Nav-ball, so yaw at your own risk. Download link (and additional screenshots): Craft Mass: 87.1 tonnes Part Count: 392 Flight Characteristics -Rotation Speed: 50 m/s -Max Speed SL: 346 m/s (Just barely Supersonic) -Cruising Altitude: 9500 m -Max Speed CRZ ALT: 298 m/s -Stall Speed: 20 m/s -Max Dive Speed: 460 m/s -Sea level TWR: 1.78 (Will drop as the craft acellerates) This craft was inspired by the works of Servo, I highly recommend that you check him out.
  18. Hello I was hoping the manual would explain and talk thoroughly about fairings, but it was barely able to say what a fairing was. So, to start with, there's the "sides" options. The problem with this for me is that I can drag the bar, not having only whole numbers to choose from (for example: I can choose to have 4.09 sides, what got me pretty confused). Then there's Ejection Force. I think it's pretty self-explanatory, but is there any usefulness in changing the force? Now for Clamshell Deploy, Truss Structure and Interstage Nodes, I have absolutely no idea of what they're for or their uses. I'd be very glad if someone could explain at least this for me with pratical examples. Thanks.
  19. 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. F-15 Eagles and F-14 Tomcats are over 60 feet long, dwarfing pilots and ground crews. Cargo planes are absolutely massive, with the C-5 Galaxy coming in at almost 250 feet long with 220 feet of wingspan. Additionally, the amount of detail that can be achieved in a replica is limited by size - parts are only so small. 1:1 replicas can better mimic profiles, cockpits, and wing shapes, making them as visually accurate as possible. Grumman F-14 Tomcat McDonnell Douglas / Boeing F-15 Eagle Boeing F-15 ACTIVE/STOL/MTD McDonnell Douglas AV-8B Harrier II Lockheed NF-104A "Zoom Climber" Fairchild-Republic A-10A Thunderbolt II "Warthog" Sukhoi Su-27M/Su-35 Flanker-E Grumman F-14 Tomcat (NEWEST VERSION) More will be posted as I make them. Feel free to contribute you own scale replicas or suggest new build ideas!
  20. 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-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.
  21. Azimech

    Star Trek SSTO

    KerbalX user BadBattery made an airplane in the shape of the USS Excelsior, which can be found here. He expressed the wish to have it work as an SSTO. After very heavy modifications and with his permission I now present to you this stock Excelsior which can take-off and land back at Kerbin. It's just not the best SSTO ever and only my second. You'll find more pictures, some background info and the flight manual in the album link.
  22. ReMeMber the KANTERBURY ! Ice Hauler from The Expanse; Stock Kerbalified. Oye Beratnas, Kanterbury be chowing A'rocks all cycle long. The SAS is pomang kaka so use your RCS for fine navigation, sass? Kewe to pensa? For the Earthers: This is a sort-of-replica-what-I-call-Kerbalified-version of the Pur'n'Kleen Ice Hauler Canterbury, from the series "The Expanse". While it's designed to look (nearly, but not quite unentirely) like the ship its based on, it is at The Expense of making the thing work reasonably efficiently in KSP. So, part count is a low, low 200 It's those damnable RCS ports. I've kept everything else to a minimum to keep that count down; there's plenty of room for improvements on this vessel if you've got a computer to handle it. This thing will probably accommodate at least four Class A 'roids, maybe even six but for now there's just two grabbers. With the launcher this comes in at pretty hefty 372 parts. Fortunately by orbit you'll have ditched 172 of them. Mechjeb can get this thing to a circular 250km orbit without too many issues, though you will need to help steer the nose to the correct heading a little if it starts to tilt away from it. Don't forget to 'Control from here' on the command core (as pictured) before launch! CONTROLS AG1 Toggle Clamps AG2 Toggle Drill AG3 Toggle Drill Harvesting AG4 Toggle Solar Panels DOWNLOAD Kanterbury.craft 238Kb DOWNLOAD (craft with launcher) KanterburyLauncher.craft 459Kb Have fun, oyedeng!
  23. 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.
  24. selfish_meme

    2009 Tesla Roadster

    A 2009 Tesla Roadster for all your Falcon Heavy launching needs, 177 parts. WARNING: not tuned for driving on Duna Download
  25. Hello all! Today I've decided to group all of the stock aircraft that I create from now on into this post. As a result, this thread will continually be updated instead of myself making a new one like I normally do. All of the downloads for the aircraft are in the spoilers below each description. Any suggestions for aircraft would be great! (It doesn't just have to be WW2 related) All instructions on how to fly the aircraft are provided in the download on KerbalX Also, tell me: What is your favourite aircraft I have built so far? _________________________________________________________________________________________________________________________________________________________________________ Fighters These are my fighter aircraft I've made so far. Download for the whole hangar on KerbalX (HERE) The Supermarine Spitfire The Spitfire was among the most famous aircraft of WW2. The Spitfire's smooth lines and curved eliptical wing both made it look pretty and aerodynamically efficient. During the Battle of Britain it gained an almost legendary status, despite the Hurricane providing 60% of RAF kills during the Battle of Britain. Many German pilots that were downed by Hurricanes often lied about being downed by a Spitfires instead. The Spitfire's turn rate was second to only the Japanese Zero and during the Battle of Britain, was slightly faster than the 109s. The Spitfire then switched from the Merlin engine, to the Griffon. It provided so much power that pilots were able to climb up to diving 109s and spike them from below. The last variant of the Spitfire (the Spitfire Mk24) rolled out in 1946 and had increased in weight by about 30 passengers. _________________________________________________________________________________________________________________________________________________________________________ The North American P-51 Mustang The P-51 started off as a new fighter aircraft built to a British requirement. Early P-51s weren't very impressive aircraft as they were using Allison V-1710 engines which didn't have good performance at high altitude. When the Merlin engine (used in the Spitfires) was introduced into the Mustang, it transformed it's performance at high altitudes and in 1943 it was first used as a long range escort fighter. The D model (the most famous) served as the USA's main fighter in the Korean War until it was replaced by jets. In other airforces, the P-51 served until the early 80s. _________________________________________________________________________________________________________________________________________________________________________ Mikoyan Gurevich MiG-3 Despite being created for High Altitude combat against German BF-109s, it ended up fighting mostly low to mid altitude battles where it's performance was less than optimal. It was pretty much inferior to the BF-109 and even other Soviet aircraft being built at the time. It had a very long nose which was difficult to see out of and overall the aircraft was difficult to fly. It's armament was plagued with weapon failures and it's gunsights were also unreliable as well. _________________________________________________________________________________________________________________________________________________________________________ Messerschmitt BF-109 The BF-109 is considered one of the first 'modern' fighters. The BF-109 first saw combat during The Spanish Civil War, however was mostly used during WW2. During WW2, the BF-109 was the backbone of the Luftwaffe. The BF-109 was considered equal to the RAF's Spitfire, however it had a better rate of climb but had a worse turn time. The BF-109 remained competitive with allied aircraft with many upgrades throughout the war. _______________________________________________________________________________________________________________________________________________________________________________ The A6M2 Zero "Tora Tora" The A6M2 Zero was a naval fighter developed by the Japanese in World War II. It was brought early into the war and gained a legendary status of being a fantastic dogfighter. It was so fantastic that it's kill ration was 12 - 1. It was considered the finest fighter until 1943. The zero had manoueverability that was un-matched, even compared to the Spitfire. Unlike the allied fighters however, the Zero had a lack of armour. This saved on weight which caused it to have excellent range. Later in the war, allied aircraft eventually matched or even surpassed the Zero's capabilities. The fragile nature, slow speed, and light armament of the aircraft made it vulnerable to the faster, better protected and more heavily armed aircraft the US was using. Despite all of this, the Zero was still pressed into service as late as 1945. _________________________________________________________________________________________________________________________________________________________________________ The Hawker Hurricane The Hurricane was the backbone of the RAF in the Battle of Britain. Despite being overshadowed by the Spitfire, the aircraft became renowned during the Battle of Britain as it provided 60% of aerial kills during the battle. The Hurricane arose from the topic of converting the Fury (which was a biplane) into a monoplane. Despite the lack of interest from the air ministry at the time (since they preferred the biplane) it was still developed. It was slower than both the Spitfire and BF-109, however it turned better than the 109, and had a better arrangement with guns than the Spitfire. One of the appeals of this aircraft was how it could easily be produced since the Hurricane employed building techniques found more in earlier biplanes (which at the time were more familiar to air crews). Because of this, a badly damaged aircraft could be repaired and flown again, which, if the same damage was done to a Spitfire, it had to be written off. Later in the war, the Hurricane was used in smaller airforces, or in use in areas where reliability and ease of use were more important. By then, The Hurricane was largely replaced by newer variants of the Spitfire, or Hawker's newer Typhoon and Tempest fighters. _________________________________________________________________________________________________________________________________________________________________________ The North American F-82 Twin Mustang During the closing stages of The Second World War, a long ranged fighter escort for the B-29 was needed that could escort further than the P-38s and P-51s in use. It was based on a lightweight variant of the P-51 called the XP-51F (which later became the P-51H). It was the last piston powered fighter than the US airforce ordered. It's unique twin fuselage (similar to the BF-109Z) with two cockpits offered some advantages like that the pilots could switch over on long flights. Unlike the original P-51, it did not use the Rolls Royce Merlin engine, but instead a newer version of the Alison V-1710 so it didn't rely on foreign designs. ________________________________________________________________________________________________________________________________________________________ The Gloster Meteor The Meteor was the second jet fighter (alongside the Me-262) to enter service during WW2, and was the only allied jet fighter that saw combat. Whilst the aircraft itself wasn't special aerodynamically, it was groundbreaking in it's engines developed by Frank Whittle. The aircraft wasn't quite as fast as the Me-262, it wasn't as advanced and it wasn't as heavily armed either, but was more manoueverable and more reliable. Originally, the aircraft was used to counter the V-1 flying bombs, but was later used in combat in early 1945. The type managed to strafe 46 German aircraft on airfields on ground attack. The aircraft was extensively used in the Korean War, but due to it's straight wing, it wasn't able to compete with aircraft like the MiG-15 which had swept wings. It rapidly became obsolete during the 1950s and was largely replaced by aircraft like the Hawker Hunter, and Gloster Javelin. The aircraft, being used as target tugs, were finally retired in the 1980s, but Martin-Baker still use two Meteors today for ejection seat testing. ________________________________________________________________________________________________________________________________________________________ Bombers and Attackers These are all of my bombers and attackers so far. Download for the whole hangar on KerbalX (HERE) _________________________________________________________________________________________________________________________________________________________________________ The Avro Lancaster The Lancaster was originally designed as a twin engined bomber called the Avro Manchester. The Manchester originally had 2 Rolls-Royce Vulture engines which had cylinders arranged in an X shape with 24 cylinders. This design was unreliable and was retired in 1942. The Lancaster, which had 4 Merlin engines, came about since the USA was using 4 engines in it's own heavy bombers. The Lancaster is considered the best night bomber of the war. (The replica has stock moving turrets) _______________________________________________________________________________________________________________________________________________________________________ The JU-87 Stuka The JU-87 (or Stuka as it was called) was a German dive bomber developed by Junkers in the 1930s. The Stuka would dive at about 80 degrees, ditch the bombs and pull up afterward. This meant the bombs dropped by the Stuka were extremely accurate. It first saw combat during the spanish civil war in 1937, however, was more famously known for it's action during WW2. One of the special features of the Stuka was it's siren (this was really only used at the beginning of the war, due to soldiers being de-sensitized to the sound afterward), the siren itself was just a small, unpowered, propeller that made a sound the faster the aircraft went. The aircraft was also fitted with automatic dive brakes, so the plane would automatically pull up if the pilot blacked out due to large amounts of G-forces. _______________________________________________________________________________________________________________________________________________________________________________ The IL-2 Shturmovik The IL-2 was a ground attacker developed in the Soviet Union. It had a reputation for taking huge amounts of punishment, but still being able to fly home. This was because of the fact it was incredibly well armoured; this made it immune to small arms fire. The armour worked both as armour and the actual load bearing component of the aircraft. Like the WW1 Junkers J-1, it had an "armoured bathtub" which meant the armour surrounded the pilot and other components, like a bathtub. The IL-2 was the second most produced aircraft ever. Stalin himself loved this aircraft, describing it as "essential as air and bread for the Red Army". Despite being one of the most produced aircraft, only a handful still exist. ________________________________________________________________________________________________________________________________________________________ The Tupolev TB-3 The TB-3 was a four engined heavy bomber of the 1930s. Despite being obsolete, it continued use during WW2. It saw combat as the TB-3 Zveno which acted as a mothership for fighters. It also worked as a light tank transport and for paratrooping. Originally, the aircraft was powered by four Curtiss V-1570 engines, but instead was converted to the Mikulin M-17, which itself was a modified BMW engine. It was armed with 5 defensive machine guns mounted in the fuselage and the nose. Officially, the aircraft was supposed to be retired in 1939, but was still used until 1945. In recognition of this, TB-3s were flown at the Victory Parade at the end of WW2. ________________________________________________________________________________________________________________________________________________________ The Consolidated B-24 Liberator The B-24 was a four engined heavy bomber used during WW2 by the US. It was, and still is the most produced bomber/heavy bomber/multi engined aircraft ever. The B-24 performed extensively during the course of the war. Since it had a longer range than the B-17, it was used in bombing roles in the Pacific Theatre. Aircrews prefered the B-17 as it was easier to fly and less prone to setting on fire when hit, however General Staff prefered the B-24 due to it's longer range, higher cruise speed, and bigger bomb load. _______________________ Craft that are soon to come: Fairey Swordfish Fockewulf FW-190 Boeing B-17 Hawker Fury Lavochkin La-7 Mikoyan-Gurevich MiG-15 North American F-86 Republic P-47 Thunderbolt