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Found 483 results

  1. LAST CRAFT FILE UPDATE: 08 June 16:35 EDT CHECK BACK FOR MORE CRAFT RELEASES PUBLIC SERVICE ANNOUNCEMENT: I'm regretfully taking a break from KSP at the moment. I was in the midst of revising my last handful of 1.3.1 craft to 1.4.3 standards when I realized that a lot my craft were suffering from an issue with the structural tube drag bug. This handicapped my 'Thunder' rocket family, which is the mainstay lifter family for my career save as well as my catalog. The obvious solution to this problem is to remove the structural tubes from my designs all together, but every time I think about diving right back in to fix all these craft with defective launchers, I just felt disheartened. My real-life job takes most of my energy, so I'm taking what free time I have each week to focus on other hobbies. KSP is still my favorite game, but I need to come back with fresh inspiration and energy to keep it that way. 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) ----------(NONE)---------- Future Updates to the thread -----Short-term Plans----- - Updating the remainder of the catalog to 1.4.x - Probe & Satellite revamp project - Phase 2 -----Long-term Plans----- - More "M3V" - Kerbin-based logistics project
  2. 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
  3. The result of a bunch of random experimentation, this fighter craft ended up being heavily inspired by various Sukhoi fighters. It is also quite large, being 3 meters longer and having a 4 meter wider wingspan than an F-22. The craft has excellent low speed preformance, as well as a very high top speed and service ceiling. There is also an alternate version available which possess 4 small missiles. These missiles each utilize 8 seperatrons, they have probe cores and reaction wheels, are able to accelerate from 0 to mach 2, and have an effective range of 2-3 kilometers. These missiles would (obviously) function best in air-to-air applications. Download Link: https://kerbalx.com/Kronus_Aerospace/Kronus-SD-1-Buzzard -Part Count (Unarmed): 287 -Part Count (Armed): 363 -Rotation Speed: 35 m/s -Stall Speed: 20 m/s -Max Speed Dry SL: 280 m/s -Cruising Altitude: 12500 m -Max Speed Afterburner CRZ ALT: 933 m/s -AG1: Toggle Afterburners -AG2: Launch Missile #1 -AG3: Launch Missile #2 -AG4: Launch Missile #3 -AG5: Launch Missile #4 -AG0 (or is it action group 10?): Detach Hard-Points
  4. Hello, how to create textures like stock ones? Textures that match the style and brightness. Stock textures have some alpha channel or sth in it that makes them less shiny and bright. Is there some way to recreate this?
  5. 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
  6. 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. 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 McDonnell Douglas F/A-18B Hornet General Dynamics F-16 Fighting Falcon Grumman F-14 Tomcat (NEWEST VERSION) 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 More will be posted as I make them. Feel free to contribute you own scale replicas or suggest new build ideas!
  7. 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.
  8. Naval Battle League Test your naval prowess in this extravaganza of Battleships, Bombs, and Booms. Rules Rules are mandatory in order to play and be counted on the league table 1- Battles are conducted by exchanging save or persistence files over sharing sites. 2- Each player takes it in turns to engage one target with one ship. Any number of ships may be moved in said turn. 3- Ships engage in order of tonnage, lightest to heaviest. Once all ships are used the cycle repeats. 4- The team with the last ship wins. Ties can be declared with both team's approval. 5- Screenshots or videos documenting all moves are needed to complete a turn. 6- Any mods which affect craft or persistence files are forbidden. 7- No quick-loading except in cases of game bugs. 8- All moves must be done manually, without the aid of autopilots. Previous Iterations Guidelines Guidelines are opt out additions to the rules to create as fair and free from exploits a stage as possible. 1- A ship is officially considered dead when the main body of the ship is incapable of fulfilling two of three goals unaided from other ships or on-board weapons... +Sustaining power +Moving +Firing weapons. 2- Weapons can only be fired from the original ship core and must be used within the the same turn that they are fired. 3- Players are not allowed to control enemy craft. 4- Players are not allowed to intentionally edit the orbit of enemy craft via weapons fire or any other method. 5- Any number of ships may be moved in a turn but only one may attack. 6- Ramming is disallowed. 7- Stealing is allowed under the pretense that the parent ship is dead and the items are disconnected from it. 8- Weapons must be fired between 5000 and 15 meters. 9- Surface to orbit weapons may be fired once per turn if applicable,and are exempt from Guideline 8. 10- A team may forfeit a turn at any point. Carriers Additional Guidelines to ensure carriers remain balanced in combat. 1- The total mass of carriers includes fighters and any other items being carried. 2- Carrier fighters have a mass limit of 15 tons, anything heavier will be included as a seperate ship. 3- Carriers will take their turn at the beginning of a cycle. 4- Fighters may be released from any distance but the fighters must still abide to Guideline 8. 5- Carriers may not use heavy armor on a majority of their area. 6- All fighters must return to the carrier by the end of the turn. 7- Carriers can not use their own offensive weapons. Settings -Body -Guideline exclusions -Maximum number of craft -Maximum total combined mass (These are recommended to be negotiated) Scoreboard MiffedStarfish: 3(5) Spartwo: 1(1) Alphasus: 0(3) Skriptkitt3h: 0(2) Quasarrgames: 0(2) DarkOwl57: -1(1) Sdj64: -1(1) Servo: -1(1) Shadowgoat: -1(2) Username: Score(number of battles) -1 from total for a loss +1 for a win 0 for a tie. Numbers increase according to the amount of players... -1/1 -1/0/1 -2/-1/1/2 -2/-1/0/1/2 ...and so on. Please @, quote, or PM me having completed a battle for updates to scoring Discord There was a demand. https://discord.gg/MDhB35Q
  9. 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:
  10. SPC - Spaceplane Corrections Hello everyone! Personally I've been pretty annoyed that a number of stock parts don't have matching colors or shades. There are two generic white coats used for splaceplane or rocket parts, and there are at least five different shades of gray used for trim (Mk1, Mk2, Mk3, Spaceplane, Airliner, etc...). This really bugs me when building intricate craft so I decided to fix this with FireSpitters texture switch plugin (FSTextureSwitch2) to add a widget to swap between textures and trim colors, as well as fix a number couple of misaligned textures and add a few aesthetic changes along the way. I hope they suit your fancy This mod is dependent on the Firespitter plugin maintained by @RoverDude and ModuleManager maintained by @sarbian. Thank you all so much for making this mod work. Make sure to download and install the latest ModuleManager.dll! Firespitter is bundled with the download. Complain about mismatched textures here! It's the best way for me to find and fix them. Trim change gif example: https://i.imgur.com/GrJgIwL.gifv Flap retexture gif example: https://i.imgur.com/5ebwtVz.gifv More images: http://imgur.com/a/KjyV5 -Embed links seem to be broken There's a lot more that isn't mentioned or shown in those images (I.E. retextured the blue nosecone and small decoupler, etc). Check the SpaceDock version history for a much more complete list. Download: SPC v0.19 (Spacedock) License: This mod is published under the MIT lisense. View it here. Things to do Tell people to give suggestions. ??? Well, that's all for now folks! Thanks for the read, and I'll see you all later. - Avera9eJoe
  11. Hey there, This will be the thread linked to my attempt at @Death Engineering challenge, which is a reboot from @sturmstiger The objective is to set an permanent outpost on Duna, complete a dozen of achievements and take into consideration a lot of requirements (minimum weight, habitat confort, shuttles..). It is challenge which, just like Constellation's challenge, asks for a lot of planning and forward thinking with design. Just like @michal.don, I'll post here so the main thread would not be flooded under tons of pictures and various reports. Questions, feedbacks, remarks are well appreciated The first task is to designed a Standard Launch Vehicle (SLV) to carry a Nominal Payload Mass (NPM) into 180*180 orbit maximum. Reusability and NPM will determine how often it is possible to launch a new payload so it is very important to plan everything according to Duna's transfer windows. I settled on a 87.5t. NPM which will allow me to launch 6 times before year 10 with a tiny margin. VEHICLES : SLV S4 15-3 This is the mighty SuperFour 15 nozzles under 3 bottles, which is a reusable SSTO rocket, a modified version of a 150t. lifter which is now able to put 87.5t. into 180*180 and land safely. It's easy to fly, has a huge 5m. fairing, requires only 43 parts and is very stable thanks to Vector's gimball. SLV 01 : Duna's Outpost Vermillion's Seeker SLV 02 : Kerbin Space Station, ISRU 2-g, more nuke pods SLV 03 : DunaSpaceStation, Outpost extension and 5 new ships ! SLV 04 : Habitat extensions, heavy rover, WoldhoundPod, tank and KERHS prototype Space Stations Kerbin Space Station Duna Space Station Habitats Shuttle systems DunaSpaceBus DeepSpaceTransit Evac vehicle Various Pods Dart-tugs Nuke Pods Heavy ISRU Rovers The world famous RoboTug Life Support SCORE : THREAD IN PROGRESS
  12. KM-05 DESIGN NOTES The KM-05, affectionately designated 'Privateer' by carrier-borne squadron members, is designed to fly low and fast through enemy territory and attack ground targets. Capable of water landings, STOL, and boasting an impressive range for a single-seater aircraft, the Privateer is purpose-made for hit-and-run attacks. The craft has extremely high G-force tolerances, and pilots may use these to escape tricky situations. A variety of armaments may be installed on its sturdy single-piece wings. SPECIFICATIONS Length: 15.4m Wingspan: 9.7m Height: 3.8m Empty Weight: 7.682 tonnes Full Weight(1200LF): 13.682 tonnes excl. armament Stall Speed: 40m/s Maximum Static Thrust: 240KN Maximum Return Range: 1415km  Maximum Range of No Return: 2830km KerbalX Link: https://kerbalx.com/Kestrel/KM-05-Privateer-High-Speed-Bomber
  13. 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: https://www.dropbox.com/s/7fp60mogogwt393/J-2.craft?dl=0 -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: https://www.dropbox.com/s/aie6xjpg39b23fx/F-1.craft?dl=0 -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: https://kerbalx.com/Kronus_Aerospace/Kronus-F-1-Engine
  14. Nightguard

    Fighter Jet Pics!

    Post here any picture of any jet fighter of yours!
  15. So someone recently challenged me to make a replica of the Quinjet from the Marvel Cinematic Universe. It is a cargo VTOL aircraft with a similar purpose to Boeing's V-22 Osprey. I wanted to make my replica unique, so I decided to make some stock electric/jet powered propellors for the VTOL function. But I've never really delved into the world of stock propellers before. So I was wondering if any of you had any tips on building them, or which design would be most appropriate (are high TWR propellors even possible)? Preferably they need to be relatively low profile, although I acknowledge that I may have to lose some aesthetics for functionality. The design for the aircraft will probably use MK3 parts although I could switch to MK2 for lower mass. Any help/criticism is welcome!
  16. TheNordicToast

    KSP Stock War - Kerbin Kollapse

    Kerbin Kollapse is our attempt at starting a stock multiplayer war in KSP. We're using a discord server to organize the war and keep track of everything. The link for the discord is down below for those who don't need more info and want to jump right in. Kerbin Kollapse isn't entirely stock. It has to take in use a few mods to make it work. The most important of these are LunaMultiplayer and vesselmover. There's no part mods or anything that makes the weaponry and such easier to make. All the vehicles need to be made fully functional in stock version of KSP. It might be hard, but the challenge is the entire point of it. You can choose from a small number of nations. Each one has borders that can only be expanded by taking land from others. You will need to play tactically. This is not like those small dogfights and such we have right outside the ksc. It will happen all around Kerbin. (Note that this war will not have space combat. Inside atmosphere only.) You can ally with other nations and form alliances if you want, but you have to talk with the rest of the players in your nation/team before allying someone. Your can also do trading with other nations. And example would be exchanging a tank design for ore (ore is the resource required to spawn in crafts). We are not very strict here and will help you with anything you need. Can't make a good autoloader, gun, or warhead? Need better tracks, engine or turret mechanisms? Ask for ideas. Don't be scared off. The game is complicated, but you'll understandt it quickly. We'll explain any questions you might have. Minor details can be found in the discord server. Kerbin Kollapse is still w.i.p. By the time of this post we still have no LMP server up running, but we're working on it. Kerbin Kollapse is not flawless. There's still some stuff to be done. Discord link: https://discord.gg/tAFcTrd - TheNordicToast - General Incompetence
  17. This is a challenge documentation of the Ultimate Challenge - Rebooted. The link is down below. Anyway, so let the story begin! It started when Mortimer Kerman decided to come up with a fund-raiser for KASA. The problem was that KASA was running out of steam, so they needed something to boost public interest. So he decided that they would bargain to fly a 100 kilometers per 1 credit given. So when this was announced, it created quite the public stir. Then a billionaire arrived at the KSC. Everything from the Limousine he pulled up in outside of the administration building, from his conservative black suit and Ray-ban glasses screamed VIP. Mortimer watched in fascination as the kerbal strode carefully down the hastily thrown together red carpet. The kerbal stepped so lightly as to not dust his shining shoes. His immaculate face wore a smirk which impressed his superiority on the observers. Mortimer stood at the other end of the red carpet, smiling nervously. "Ah, you must be Hajo Black." Mortimer said in an awed tone. "Yes. You are Mortimer Kerman. I want to fund your fund-raiser." "Thank you," Mortimer suddenly came to himself, "Come in, Come in. We can discuss the details inside." They entered the building. Mortimer felt so nervous, showing off this dingy building to the man who owned mansions. "Oh, I thought it would be less dusty." Black commented bluntly. "Oh... that's just because the funds have been low." Mortimer blushed. "Don't worry. I'm about to end that." He stated matter-a-factly. They reached Mortimer's office. After ushering Black into one of the seats, Mortimer sat down. A cloud of dust lifted off his chair, and settled on the floor. He blushed further, and cussed the cleaning-lady under his breath. "What was that?" Black questioned the mutterings under his breath. "Nothing." Mortimer quickly covered up his annoyance. "How much money would you like to invest into KASA?" "How much would it cost for an Ultimate Challenge?" He asked abruptly. Mortimer almost fainted, "An....Ultimate......Challenge?" He gasped. "Yep. How much?" He looked seriously at Mortimer. "Millions..... tens of millions." Mortimer whispered. "I can afford it. You'll get your money by the end of the mission to all the planetary bodies. Is that all?" Black looked at Mortimer. Mortimer nodded, deathly pale. "Alright. I'll just let myself out." Black stood up and then left the Administration Building. ************* Table of Contents : 1. First Update 2. Second Update 3. In Orbit / Preparing for Departure! I'll hopefully will be doing weekly posts, one to each planetary body for the next fourteen weeks. There might be a week or two of break, but trust me. THIS TIME, I will not forget about a thread and leave it unfinished! Happy Explosions!
  18. M-52 KERMAN Main Battle Tank What better way to come back to the forums, then to post your favorite thing to do: tanks! As usual, this tank is completely stock [NO MODS REQUIRED TO RUN]. It might be a little part intensive for low-end computers. No real need to list and specifications as they are all located on the video or the following album and spoiler below! If you choose to download it, just hit the "DOWNLOAD HERE" to be taken to kerbalX! Enjoy the pictures! and to the few who saw my publicly released video before I posted this here..... well played DOWNLOAD HERE ↓ PHOTO ALBUM BELOW ↓
  19. Kronus_Aerospace

    Stock SABRE Engine Replica

    This is a stock 1:1 replica of the SABRE hypersonic precooled hybrid air-breathing rocket engine currently being developed by Reaction Engines Limited. This engine is slated for prospective use on a variety of hypersonic aircraft, although most famously for the Skylon launch vehicle. I would suggest throttling down slightly before switching over to rocket mode, this isn’t strictly neccessary but I found that the sudden burst of thrust from the Vectors occasionally caused the engine to explode. This engine is powered by 8 R.A.P.I.E.R.s and 4 KS-25 engines. SABRE Engine Information: Download Link: https://kerbalx.com/Kronus_Aerospace/SABRE-Engine Part Count: 110 Replica Thrust Rocket-Mode Vac: 2940 kN Replica Thrust Jet-Mode SL Mach-1: 1920 kN Replica Gimbal Rocket-Mode: 1.6° Replica Gimbal Jet-Mode: 3° Replica Mass: 38.9 tonnes Real SABRE Thrust Rocket-Mode Vac: 2940 kN Real SABRE Thrust Jet-Mode SL Mach-1: 1960 kN Real SABRE Gimbal Rocket-Mode: Unspecified Real SABRE Gimbal Jet-Mode: Unspecified Real SABRE Mass: Unspecified
  20. Kronus_Aerospace

    GP7000 Turbofan Replica

    This is a stock replica of the GP7000 Turbofan developed by Engine Alliance, a joint venture between General Electric and Pratt & Whitney. This replica’s central feature is definitely its spinning turbine, which is functionally a turboshaft as it is powered by two Juno’s set to very low power. This method of spinning the turbine means that the turbine actually throttles with the actual engines, which is obviously super cool. This engine uses 3 Wheesley’s which in total provide similar thrust to the real thing. The one downside of this engine is that you will need to place intakes in a seperate location on your craft, as there is no way of incorporating intakes into the engine itself. Download Link: https://kerbalx.com/Kronus_Aerospace/GP7000 Part Count: 113 Engine Mass: 9.97 tonnes Engine Thrust: 330 kN
  21. 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!
  22. 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
  23. 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. https://kerbalx.com/clown_baby/F-22-Raptor-MRK-VIII [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
  24. 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).
  25. 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.