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Found 491 results

  1. LAST CRAFT FILE UPDATE: 11 November 07:20 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) ----------08 Nov---------- - LR-2 'Mole' rover subassemblies (1.5.1 Update) - HLV-5 'Porpoise' lander family & HLV-5C Cargo Rack (1.5.1 Update) - IV-1 'Meerkat' ISRU rig family (1.5.1 Update) - LV-2B 'Heavy Grasshopper' (1.5.1 Update) - LV-3A 'Bullfrog' and LV-3B 'Heavy Bullfrog' Mun landers (1.5.1 Update) - EV-2C 'Runabout' (all configurations to include LV-2A and LV-2C payloads) (1.5.1 Update) ----------09 Nov---------- - M3V EV-6 'Windjammer' Kits/Support Kits (1.5.1 Update) - M3V Advance Equipment Kits (1.5.1 Update) - EV-5 'Drifter' Block 1 and Block 2 and associated lifters (1.5.1 Update) - SLV-M 'Tender' (1.5.1 Update) - 'Kerbin Orbiting Laboratory' (1.5.1 Update) - EV-1C 'Skiff' Mun direct ascent lander (1.5.1 Update/Revision) ----------10 Nov---------- - EV-2B 'Runabout' (1.5.1 Update/Revision) - SEP-AC robotic asteroid capture spacecraft (1.5.1 Update) - EV-3 'Clipper' and associated lifters (1.5.1 Update) - LV-4A 'Armadillo' Duna lander (1.5.1 Update) - SVR-10 'Thunderbird' (1.5.1 Update/Revision) ----------11 Nov---------- - 'Watchtower' asteroid detecting probe (1.5.1 Update/Revision) - SVR-20 'Ranger' (1.5.1 Update/Revision, the only major revision is switching out the O-10 OMS engines for Mk55's and the aft fuselage fuel tank from monoprop to LFO) ----------12 Nov---------- - SR-21A/SR-21B 'Phoenix' SSTO spaceplanes (1.5.1 Update) Future Updates to the thread -----Short-term Plans----- - Updating the remainder of the catalog to 1.5.1 - SPH Revamp project - Phase 2 - Probe & Satellite revamp project - Phase 2 -----Long-term Plans----- - More "M3V" - Kerbin-based logistics project
  2. this enterprise almost blows up my computer, I have only 1 fps inside the SPH, and also 1 fps above the KSC. are there any suggestions for my enterprise? plus: my English is not good, so if I misuse some words which makes you upset, please let me know, thanks!
  3. 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
  4. KerbalX link: video link:
  5. 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.
  6. Full Scale, Full Stock, Full Function On April 21, 1981, STS Columbia launched for the first time. Just as Yuri Gagarin’s first flight exactly 20 years earlier, Columbia opened up a new era of space flight. The Shuttle provided an unparalleled capability to service satellites in orbit, providing a flexible base of operations for seven astronauts for two weeks in low earth orbit. It is not too much of an exaggeration to say that without the shuttle we wouldn’t have Hubble, the ISS, and many, many scientific advancements. About the replica This craft began about five months ago, as I realized that I was rapidly approaching 100 craft uploads on KerbalX. I wanted something BIG to mark the milestone. This craft went through two major revisions, and countless minor revisions. Of note, this craft wouldn’t be where it is without the help of @HB Stratos who took my poorly made cargo bay and made it work 100% of the time. Additionally, this craft deserved a proper craft video. I'm really proud of it, give it a watch: Flight Manual Launch Orbital and Payload Operations Reentry and Landing Download Link Enjoy! This is a difficult craft to fly, but I promise you, it's well worth it.
  7. Rover6428


    AIM: Make a stock ship that would be able to deliver cargo of ore to Laythe from Kerbin. RULES: The ship must be fully stock, no cheating, the cargo must survive, no abusing of the game engine, if manned: it must have some living space and crew must survive, the whole cargo must be carried by one ship PS: (empty fuel tanks may be removed, but apart from them and the cargo containers, all of the ship must survive (fuel tanks cannot make up the whole of the ship.) PPS: ("ship" starts only after it is in LKO, the lifting stage can be dumped) Challenge modes: Participation award: just get to Laythe Noob mode: take your time, land safely 10 tons of ore to Laythe. Easy mode: maximum time 5 yrs, land safely 20 tons of ore to Laythe Hard mode: max time 4 yrs, land safely 30 tons of ore to Laythe, land on land, ship must survive, must be manned Super hard mode: max time 3 yrs, land safely 60 tons of ore, land on land, ship must survive and return safely, must be manned Matt Lowne mode: impress me
  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.
  9. 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. Shuttle Transport System Northrop T-38 Talon Lockheed L-133 Starjet Yakolev Yak-38 Forger Boeing-Saab T-X Trainer Aircraft Dassault Mirage 2000 North American F-100D Super Sabre Canadair Regional Jet CRJ-200 Mikoyan-Gurevich MiG-15 North American F-86 Sabre Lockheed Martin F-22 Raptor Dassault Rafale Lockheed Martin F-35 Joint Strike Fighter Lightning II Republic F-84 Thunderjet Concorde 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!
  10. Is there a way to make functioning, preferably electric, propeller engines in the stock game, without having them be a separate craft? I know of one youtuber who built a cool fan boat, but his design required stage separating the propeller assembly and controlling it as a separate craft. I'm looking for a way to propel an amphibious base on Eve's bodies of explodium, so jet engines are out of the question, and rockets would be extremely inefficient.
  11. 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: Flap retexture gif example: More images: -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
  12. Hi, this is my first post here! The Dassault/Dornier alphajet is a lightweight aircraft used by the Patrouille de France as a training craft, and also used for the national day, July 14th As a French myself, I love this little guy, so I built a replica. I used some of @Servos technique to build it, making it as smooth as I could! I made a little video to present it: and here are some few screenshots: Download link: Hope you'll enjoy it!
  13. AVeryNiceSpacePenguin

    My (Horrible) Stock Aircraft Repository

    Stock Aircraft What A Nice Place to Put Them In! Anyway, I like building rockets, but building planes is another thing I like to do. I will try to update this as often as possible. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Fully Stock DC-3: Fully Stock Lockheed L1049 Constellation Fully Stock Orion III (2001 A Space Odyssey)
  14. 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!
  15. 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
  16. This post is an improved copy past of my attempt at Jool5 & STS Jool I've added more beauty pics and more details around re-entry, orbital maneuvers, shuttle ascent lifter etc ... STS Jool / Jool 5 This was a first to me because I've only landed on Vall once (one week ago :o) and I'm quite proud of my Artisan shuttle design which proved itself to be very sturdy and adaptative Jool is an amazing system and there's so many possibilities with all those moons ... I'll be back for sure I decided to launch 2 shuttles to fly this mission. STS Artisan ST : almost standard DropCargo (with its bay facing the ground) converted as an SSTO. It's probably one of my best design so far, this thing is easy to fly with or without payload and at all fuel levels <3. It's the whitest and shortest version of the two shuttles STS Artisan HE : modified Artisan, turned into a rocket machine with Lf/Ox fuel tanks, more dV, 0.7TWR, smaller cargo bay. I tried to keep modifications at the minimum so I re-used the wings arrangement and the back end of the original design. It's the longest version, with dual big elevators and rocketfuel fuselage STS Jool 1 challenge require an outpost on Laythe with room for 4 people, an ISRU, an exploration plane and docking ports The ground base was split in half to fit into regular cargo bay and let some room to install the exploration plane (WhishPlorer !). The shuttles also hold a relay network which proved to be ineffective. As there was very little room available, I used a probe with 3 88-88 and 2 Ra-2 but the signal from the 88-88 could not be relayed to the RA-2.... =_=" Total duration of this mission was just short of 40 years. Part 1 : Take off, Docking in LKO, Jool injection STS HE STS ST Moving nuke pods on the front of STS HE Part 2 : Capturing around Jool, encounter with Pol STS ST burning to Pol I made a mistake while refuelling at Bop : every tanks were filled up and an excess of Oxidizer almost put an end to the mission during the later developpement. Because of this, take off was hard to achieve : 2 Nervas were unusable due to the alignement of the shuttles. TWR dropped to 0.105 and weight balloonned up to 234t. ! Part 3 : Artisan ST flies to Pol ! It was very cool to visit a new place, I've only saw those spikes on video and the surface looks great Part 4 : Vall fuel-pump Many things happenned around Vall. Both shuttles met in low orbit to transfer fuel, then Artisan HE landed using its Darts combined to Nervas. Once topping its tanks, it encountered STS ST again before landing a second time. At this point, STS ST still had tons of useless Ox inside. Once those maneuvers were completed, the two ships departed to Tylo. Part 5 : FEAR TYLO Believe it or not but this low pass occured at 1950 m/s. Absolutely not planned Tylo... Tylo took me some time First step was to dock the shuttles using as less dV as possible. Then the landing was hard because of low TWR (0.73). Then rolling take off was harder, took me lots of trials to find a perfect spot to pitch the ship. Then redocking to STS ST was impossible due to very high inclination. Only option after this landing was to re-unite around Laythe using its atmosphere to circularize both Artisans ! In the end I'm happy how things turned out, this was my very first touchdown on Tylo's surface and I learned a lot ! I built STS HE around Tylo's dV / TWR requirements but I somehow forgot that circularizing both ships would cost me a ton... Part 6 : Laythe, at last ! Finally touching Laythe ! Aerocapture After slowly aerobraking ~15 times the shuttles were able to reunite in low orbit. Part 7 : Outpost assembly, landing, refuelling ops First landing on Laythe I was surprised at how easy it is to fly and get back into orbit from here. Such a beautifull planet.. I deorbited the outpost before the plane so I could finally refill them ! Because the cargo bay is facing downward, I did not want to deploy the radiator through it, so I docked the shuttle to it using the bay doors as landing gears Part 8 : Take off, deploying WhishPlorer, refuelling again ! Once STS Artisan ST was available, I took it back into orbit to start the refuelling maneuvers with STS HE 3 successives times. WhishPlorer was deployed during second landing, its not very good at exploring because it will melt if flying for too long, but it's usefull for flyby at mach 4 . I finally managed to get rid of the excessive Oxidizer from Bop after flying 2 times around the base using Rapiers closedcycle, which is very effective. Part 9 : Ending a 40 years mission on Kerbin's surface I used a Tylo flyby to eject from Jool, then two Kerbin flyby before finally entering its atmosphere. Getting to Jool and flying all the moons took +/- 4 years. Coming down at Kerbin took 35 ! Jool5 flags : I still got a few more pics if needed, but I think everything's here Questions, remarks, insults (I know this is a lot of pics !) are welcome
  17. 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: -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
  18. 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?
  19. 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
  20. 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:
  21. 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
  22. 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:
  23. 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:
  24. Nightguard

    Fighter Jet Pics!

    Post here any picture of any jet fighter of yours!
  25. 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!