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Found 64 results

  1. Ok, guys, I did something especial for you. After the years of hard work - ummm, ok, months of hard work - I presented the "Fidget". It doesn't a spaceplane which broken dV barriers, which can fly to the Eeloo, or did something similar. No, it's a workhorse. Cabotage ship, to orbit and back. But - with style, comfort, and without any recovery. Just refuel it, and fly to orbit again. Characteristics Ship class Spaceplane Wet mass 31 494 kg Dry mass 19 994 kg Part count 73 Cost 79 807 ker$ Engines 2 JX-4 Whiplash 3 J-404 Panther 1 T-1 Aerospike Dart 1 LV-N Nerv Fuel mass fraction: 36.5% Crew 1 pilot, 2 passengers Max atmo speed on ramjets 1450 m/s For vertical takeoff and landing used a group of Panther's, no LFOx engines. Transfer of center of mass close to zero for all flight time. Powerful RCS, reaction wheel, and good classic aerodinamic scheme did it stable on reentry, stable on vertical takeoff and landing and highly maneuverable (for spaceplane, I mean). dV reserves on orbit - 150-200 m/s for Aerospike, plus 500-700 m/s for LV-N, so it more than enough to reach space station on low orbit, docks with it, and returns to Kerbin with good Lf (and Ox) reserve to vertical landing. Runway doesn't needed more. Of course, its pure stock. Some more pictures: Full album: Download craft from KerbalX: Flight profile and some notifications on the page of craft on KerbalX.
  2. I may potentially create another version of this craft with a more functional cargo bay (or passenger cabin as it's referred to in the video) that can contain an SRV or probe. Suggestions are always welcome, thanks!
  3. After few days experimenting with mining spaceplanes, i've found this is not really suits my needs. 200t+ spaceplane with VTOL engines blocks that able to carry convert-o-tron 250 and few Nerv engines is too bulky and have not really good delta-v (so, requires refuelling at orbit with other ships often) with very slow acceleration rate and quite hard to operate. So, i've decided to switch to copter-style ships. Build simple one with 16x nerv engines (in 8x blocks with two engines), 28t Mk3 liquid tank, 14.57 Mk3-2.5m adapter with LF+OX, 4.57t Mk3 monopropellant tank, some Mk1 LF tanks, two large drills (one at top - for asteroids mining and one at bottom - for planets harvesting) 2700 ore capacity (had few contracts for mining and hauling ore around), RCS, grab unit, Sr docking port and full set of scientific stuff with 3 kerbals crew capacity (one engineer and two scientists in mobile lab). Also features many lamps to mine at dark places (well, wasn't really good idea as it kills my videocard at places like Duna when turned on, i guess because it tries to calculate atmosphere's light paths). The ship is quite self-sufficient, 5000+ delta-v with quite good push (so, less boring time while accelerating), able to land and take off Duna and smaller bodies, has ability to refuel other small ships on orbits. Because large ore tanks - it is able to get large bonus delta-v (about 20%, so it will have 6000+ dv!) as you can start from small bodies full of ore and convert it is to the fuel after taking off and finishing first maneuvers. Cost is about 1 million (with first two stages to get on orbit, could save a bit if have used vtol-landing stage but was a bit lazy to build such large pusher). Contains only stock stuff, except mechjeb (can be removed, of course). Launched the ship to 200km orbit, headed to Minmus to complete "get ore from Minmus to Kerbin's orbit" contract, flew to the Ike and brought 2700 ore to the Duna's surface (had 1.7mil contract on this), made atmosphere fly with copter-style flying to get closer to old Duna base, picked experienced crew there and went back to Ike (to finish "make EVA on Ike's orbit). At launch pad To 200km orbit Final separation at orbit Heading to the Minmus Landing at Ike Mining at Ike Hauling ore to Duna Landing at Duna Picking up crew at Duna Ugh, forgot to install ladders... Well, EVA jetpacks were enough... ...But a bit tricky Taking off from Duna
  4. Kestrel

    Not intended as a replica of the Harrier, but taking its styling cues from that craft, here is Kestrel. The craft can be downloaded from Kerbal X - where you will find pilot's notes on flying the craft and details of the Action Group Keys used to fly the craft.
  5. Zettai ryōiki (絶対領域, lit. "absolute territory") One Morning I woke up and felt like creating the coolest car I ever made. So I did Kerborghini! Lately, in the forums and in KerbalX there seem to be a crazed with realistic looking jet-power racecars elaborately constructed out wings and fuel cells stock parts, each made with hundreds of parts carefully placed and rotated in such a way that it resembles an artist forming his vision with delicate strokes of a paintbrush on a canvas. Except the vision of these artists were to create vehicles capable of outperforming one another, either in looks or in some sort of lap time or even both. What seems like a fad in a minor sect of the KSP community soon turn into a (somewhat) fierce but ultimately healthy competition. What a handful of dedicated builders did was greatly advanced the way cars should look and handle, with new designs and techniques to conquer the road. There was a flavor to each car, a distinct telltale style that makes it easy to tell which car was built by which person. With every new uploaded craft that somebody shared with the world was one that tried to outdo the one uploaded just before, each car you could see the work and soul put in it to be the very best. I used to believe that one of the weakest aspects about KSP was the rovers. Rovers were by far my least favorite thing to build and use ever since wheels were added to the game. Rover wheels were slow, they had to be slow else they would either pop on the slightest bumps and cracks or flip out the entire vehicle when making any turn above 20 m/s unless you abused some ridiculous looking exploit. I was a kid who grew up on racing video games~I have a natural craving for speed. All the rovers felt like driving Reliant Robins with skis instead of wheels, going downhill in a sand dune while it is raining. It is just not fun for me to drive a car that doesn't look like a car, doesn't feel like driving a car, and there aren't any streets in Kerbin to drive them on. Car building was something I consider obsolete and never was part of my focus. It was something I did not understand, did not care, and did not try. It wasn't until the newer updates like 1.2.1 were the more refined physics allow for greater building. This is why I found all the new types of cars that people were building recently to be so interesting. Cars that look and drive like cars should - It was thrilling. A new unknown side of this game reveals itself to me like exploring the dark side of the mun for the first time. I grabbed the hand offered to me and wanted to see what I can do myself. I too wanted to try to the very best myself. People have told that this car is unique in the way that it looks, that it is different in design from the others, but I disagree on a personal level. To me, this car was built with somebody who holds on to old ideas and designs rather use the new techniques. If you ask me in 2015 at version 1.0.5 of the game to build a car it would look identical, down to the decision of foreboding rover wheels with aircraft landing gear instead and the placement of the Juno engines and the nosecones would be the same. It would look and handle just the car you see now. I don’t feel like I truly did create a car that feels new, that uses the newer building styles, a craft that doesn't hold up with the craft of the artisans before me. I fail my job to evolve with the community. To call it unique feels like a cruel joke because it is like saying I am the only one who builds kerbal cars like this anymore. I feel outdated, however, I do find the idea of being an artifact also charming. Why am I writing this before the post? I personally do not know. Maybe I wanted to find meaning and fulfillment by concentrating my thoughts into the screen. Maybe I just wanted to share what goes through my mind at least in theory, because when you can make others understand you, you can understand yourself better. Nah dude I'm just talking out of my ass the entire page. I just wanted to build a cool car. What Do you expect some funny text here? I just want people to download my car Special mentions to @he_162 for getting me into kerbal cars and @azimech for probably single-handedly making cars in KSP better in general and special mentions to @LABindustries who started track times and races that made everything more competitive. Bless to anyone who I forgot to mention. Did you just watch Bladerunner for the 8th time? Do you have an Itch that can only be scratched by a futuristic hovercar that can rule both the air and the land? Boy do I have the car just for you! Boring details: [Type]: SPH. [Class]: rover. [Crew]: two (2) member inside isolated cockpits, can be operated unmanned with two probecores, one (1) probecore cube at root part of the vehicle and one (1) probecore flat facing upwards for VTOL controls located on the roof. [Powerplant]: four (4) Juno turbofan jet engines and a single (1) thrust vectoring afterburning panther turbofan jet engine for horizontal Thrust two (2) panther engines in S version), twelve (12) Juno turbofan jet engines divided in four (4) groups in subsets of three (3) located at the four (4) tire like nacelles and two (2) thrust vectoring afterburning panther turbofan jet engines located centerline radially from CoG. [Ground platform]: four (4) medium size aircraft grade landing gear and four (4) small size aircraft grade landing gear used for grounded driving and maneuvering. Settings depend on version. [Controlled]: four (4) large size reaction wheels, two (2) small control surfaces for yawing, three to four (3-4) thrust vectoring engines, eight (8) aircraft landing gear steering, four (4) airbrakes. : 5.36 x 2.8 x 8.78. [Role]: VTOL flying and driving in atmospheric bodies. From Left to Right, Grade B, Grade A, Grade S It is actually three slightly different versions of the same car this time. They differ in appearance and handling. It uses a Grade based naming system but no car is really much better or worse than the other. The difference is as follows: Grade A is the standard model version and Grade B and S are derivatives. Grade B sheds weight and drag by exposing most of the bodywork giving it unparalleled agility in the air and has the best VTOL Grade S has two panther engines instead of 1 for horizontal thrust making it the fastest version of the car on the ground. Has more weight and higher part count. Grade A details Class Rover Type SPH Mass 28.18t Cost 110,743.0 No. of Stages 1 Crew Capacity 2 Part Count 175 No. of Struts 0 Root Part probeCoreCube Built in KSP 1.3.0 Size 5.36 x 2.8 x 8.78 Grade B details Class Rover Type SPH Mass 26.3t Cost 98,143.0 No. of Stages 2 Crew Capacity 2 Part Count 151 No. of Struts 0 Root Part probeCoreCube Built in KSP 1.3.0 Size 5.36 x 2.8 x 8.49 Grade S details Class Rover Type SPH Mass 30.72t Cost 122,743.0 No. of Stages 2 Crew Capacity 2 Part Count 202 No. of Struts 0 Root Part probeCoreCube Built in KSP 1.3.0 Size 5.36 x 2.8 x 8.79
  6. I've been planning to establish a long-term colonization on Laythe for a while now, considering so far the only non-Kerbin planet I ever sent Kerbals to was Duna, with a very lackluster base. Because of it being long-term, I plan to have a space station orbiting Laythe with two landers on standby, which must be almost completely reusable and be able to ferry at minimum six Kerbals from the station to the base(s), with maximum efficiency. With those restrictions in mind, and considering that I plan to keep the space station at an altitude of 150-175km(to make the rendezvous easier for me), I managed to design a hefty lander packing 3.8 m/s of dV, space for seven Kerbals, and a jumbo docking port on the bottom, which also counts on being refueled when landing on Laythe by virtue of the base(s) being equipped with fuel refineries and rovers able to ferry the fuel: As you can see, the reason for the unusual placement of the docking port(below instead of on top) is in favour of a RealChute parachute, designed to work flawlessy(mostly) on Laythe - which is why the lander is not completely coated in 'chutes. Unfortunately, RealChute has a hardcoded limit of 10 uses per parachute part, after which it will no longer work; as it will have to be replaced by a new parachute part through KIS, this is why the lander is only 95% reusable - and not using parachutes at all is a terrible idea as the lander completely loses control when entering Laythe's atmosphere - being the very first craft I've seen that prefers to fly face-first when I intend it to fly butt-first, while it's normally the other way around. (Re-entry heating is disabled in my save file because I have barely mastered proper drag-friendly crafts, let alone drag-friendly heat-freindly crafts) Nevertheless, using HyperEdit, I did multiple simulation flights with Laythe and, despite those shortcomings, de-orbiting and landing in Laythe is something the lander can do(with some trouble regarding loss of control; it can end up flying sideways and therefore gliding far away from its intended destination). The true problem is taking off again and reaching orbit: It just doesn't have enough fuel. Sure, it can attain an apoapsis that's above the atmosphere(thanks to a planet pack, the atmo height is raised to 66km instead of 50km; pressure and grav are unchanged), but it will be left with just 900-800m/s of dV left, when over 1100m/s are needed to complete the circularization. And this is without accounting the fact that the lander would still need to rendezvous with the soon-to-be space station at 150-175km of altitude... Either the lander is fuel-inefficient, or I am doing a wrong ascent profile. And I did check a guide for ascent profiles, but when I tried that, it just resulted in the lander deciding to fly into the ground. (Considering that guide was aimed toward large Kerbin crafts, it's possible its advice just doesn't apply for this situation) Thus, I'm wondering if anyone is able to help me with either/both problems. I'm looking to try and optimize its fuel consumption as much as I can(the aerospikes are the most efficient engines available: the Terrier is too weak, and everything else is either too powerful/inefficient, or has a mismatching size) to be useful in case of an emergency, and find out a more efficient way to get the lander up into Laythe orbit. As well as possibly find out what's causing the lander to completely lose control when braking into Laythe, as that will definitely end up causing problems later on regarding landing precision and the time spent ferrying Kerbals and fuel. And yes, the Center of Mass is above the Center of Lift, which is above the Center of Thrust. And here is the lander's .craft file, in case you need it or just want it.
  7. This is mostly based off of another F-35B I put together about 8 months ago, but it required extensive use of vessel switching to manually control the VTOL engine. Plus, it was rather difficult to fly. Comparison album: Now, it requires minimal effort to engage and disengage the VTOL system. In fact, here's the proper procedure: Engaging VTOL: 1. Press Action Group 4 Disengaging VTOL: 1. Press Action Group 2 ... That's it. Really. I mean, when switching back to CTOL you might want to have some spare altitude/velocity, but of course that's only a suggestion. Schematic View album: KerbalX Download Link: The download link has much more documentation on additional features and helpful tips for operation, check it out! ______________________________ Hey guys, this is my first actual post here on the forums! Any suggestions on anything, really, will be greatly appreciated!
  8. Hello! As a new kerbal engineer with less than 100 hours played, it's a great honour to me to present you the first VTOL supersonic plane I've made that I think may be worth it. Inspired in the new-gen USA VTOL multirol plane F-35, the Diana MkII features two J-404 "Panther" Afterburning Turbofan for horizontal movement, as well as two T-1 Toroidal Aerospike "Dart" Liquid Fuel Engines to achieve the vertical take-off and landing. Some Vernor Engines have been installed to improve stabillity during the vertical take off and landing phase and counteract the variety in the mass center due to the fuel consumption. Featuring a great maneuverability as well as a very good speed, flying the Diana Mk II is a very fun experience you won't regret it. But be aware, the fuel consuption of the T-1 Engines is so large that it will deplete all your fuel in a blink of an eye if you are not careful. The plane is 100% stock! The action groups are configured as follow: AG1- On/Off J-404 Engine AG2- Dry mode/Wet mode J-404 Engine AG3- On/Off T-1 Engine AG4- None AG5- Deploy/Retract airbrakes I really hope you enjoy and love this little aircraft as much as I have creating it! Be absolutelly free to comment what you think about it, and what you think would be good to add/remove. Post your modifications in this very post if you want, and we will discuss it! See you in the skies! DOWNLOAD LINK:
  9. Pytheas Class Explorer This is a fully function SSTO capable of a vertical take off and landing, and weighs a total of 558.445 tons. This is by far my largest successful SSTO, let alone VTOL Album Download
  10. HUMMINGBIRD Stock propellor VTOL/HTOL Gyroplane* * I've no idea what this would be classified as, so I'm guessing it's that. A stock, 106 part turbo-jet powered dual propellor VTOL with the ability to fly like a plane too, so you don't just fall out of the sky when you run out of fuel. FLIGHT It's really like controlling a normal jet-engined craft, no vessel switching and with so little engine wobble as to make a brave kerbal weep. Simply stage, engage SAS, throttle up and fly. She does have a slight tendency to tilt backward (the CoM really should be shifted forwards) but meh, it keeps you on your toes this way. In forward flight, you can switch off the rotor engines and fly like a plane but getting those rotor engines started again can sometimes be a bit temperamental! Give the plane a little shake if one or both of the rotors fail to spool up. And do it quick! CONTROLS AG1 Toggle forward engines AG2 Toggle forward engines dry/wet AG3 Toggle rotor engines AG4 Toggle rotor engines dry/wet DOWNLOAD Hummingbird.craft 164Kb Hope you have fun with this. If you've got any questions about the craft, I'd be happy to answer them, most probably at great length and ksp-nerdiness.
  11. i know i need to put the engines on equal sides of the center of mass but i cant seem to figure out where they are. i know where the center of mass is but i need 2 engines on either side of it to be do i figure this out?
  12. Welcome to my thread(I'm new to the forums) and here I post my big, small and everything in between creations
  13. I really have come to like Beriev aircraft. I've just made another one. It's one of those times where you spend days fiddling around and getting nowhere, then suddenly you throw the thing together in about an hour. BARTINI BERIEV VVA-14 VTOL STATS Parts - 244 Weight - 90.136t Height - 9.8m Width - 25.6m Length - 29.6m VTOL - 8 x J-33 Wheesley Turbofans Starter Engines (Blast air under the wing cavity to create lift - 2 x J-33 Wheesley Turbofans Cruising Engines - 2 J-90 Goliath Turbofan ACTION GROUPS 1 - Starter and Cruising Engines Toggle 2 - VTOL Engines Toggle 3. - VTOL Engine Bay Covers Toggle 4. - Reverse Thrusters (Goliath's Only) CRAFT FILE EXAMPLE MISSION REPORT SM
  14. In a feat of Kerbal engineering, the boys at the SPH have devised a way to make fully stock hinges and pivots! Using this breakthrough, the technology has been incorporated into the design of a new SSTO to give it VTOL capabilities, as well as enough fuel to go to Laythe and back without refueling or need for mining! In order to rotate the wings, the tilt-wing section un-docks to become a separate craft that can move independently of the main ship. It's held in place by two rings of cubic octagonal struts around some of those Oscar-B fuel tanks as a sort of axle. Torque wheels are used to rotate the wing and lock it into position using the 'radial out' marker on the navball. Finally, 4 small docking ports lock the section back in place- rejoining it with the rest of the craft fairly securely in a quadruple seal! As a lot of you have found out, in order to get the craft working as intended the nuclear and RAPIER engines had to be modified by altering their config files. Here's the video I made that I have had in the works for a while now. A lot of time and effort went into making this but I am really happy with it so I hope you enjoy watching it!
  15. Lerche (Lark) is a VTOL fighter plane modeled after the Heinkel Lerche. This may not be my fastest or most maneuverable plane, but it is my first VTOL plane with the stock propellers that works really well. Plane uses two contra-rotating propellers contained inside the nine-sided annular wing to takeoff and land vertically. It can also do a vertical climb to high altitude at about 40 m/s. Max. speed at low altitude is about 189 m/s, 200 m/s at 5000m and about 160 m/s at 9000m. Link to the craft file and the instructions how to fly the plane:
  16. After recently completing the campaign to Respawn Entertainment's wonderful FPS, Titanfall 2, on Master-level difficulty, I took a dive into finding the game's concept art- there's a lot of great inspiration there. As a direct result of this, meet the IMK TD-4727 'Phase Raptor' Dropship, a top-of-the-line tactical VTOL craft optimized for military use: Designed around a distributed thrust system, the Phase Raptor has twin cockpits (which on a forthcoming BDA version, will allow for a gunner), and a rear passenger hold with room for up to 6 elite Kerbal pilots. Twin forward-thrust jets in the rear provide long-distance flight capability. Additionally, the TD-4727 has quite a bit of agility when in the hands of a capable pilot, showcased here by Jebediah Kerman: /-/ Action Groups /-/: 1- Toggles VTOL propulsion 2- Toggles forward-thrust engines Abort- activates emergency parachutes Download here!
  17. Sector 7 Space Laboratories VTOL Repository Here you will find VTOL Craft I've posted in the past. In the future I will periodically update the Thread. I would also like to thank everyone for downloading any of my builds and hope that you have enjoyed them as much as I have enjoyed building, flying, driving, launching, diving, steering and crashing them with you. Today's Featured Craft VERSATILE Versatile was orginally built as a speed boat from a request, I later found a need for a craft to get to a location quickly to do some bridge adjustments and that's when I thought about using this craft and adding push bars on the bow. Later during another project I found a need for a craft that I could carry a Shark to a location far from the KSC and Versatile seem to be that craft to foot the bill once again. It's ability to carry a small load on it's deck helped to get Klond's cool Sharks to the location needed for filming. Now we know how it got it's name! Please excuse the poor video quality this will be addressed for future videos. Craft File: Versatile Parts: 131 Mass: 52.870t Height: 47m Width: 11.3m Length: 16.9m Tarantula Craft File: Tarantula Parts: 57 Mass: 11.601t Height: 2.2m Width: 6.7m Length: 9.2m VTOL HANGAR (Here is were you can find all the craft files and their details)
  18. VTOL

    This might not be possible, but we need to make a VTOL engine that has a mark one part for the engine, BUT does NOT have an exhaust. Instead, you have radially mounted thrusters you add on that can be toggled between VTOL and normal flight. The trick being the thrusters don't produce thrust UNLESS the engine is present.
  19. A small 5 kerbal VTOL with science lab and more. Here's pics and a link for the download for those interested. Link to your future with Kerbal Carriers and the Bangin Bobby.
  20. How do you pronounce 'VTOL'?

    I'm assuming The Lounge is the place for off-topic discussions, don't kill me if I'm wrong. Thanks! How do YOU pronounce VTOL? Each individual letter: Vee-Tee-Oh-Ell? As a word: Vee-toll? Mashed together: V'Toll? Or something else entirely? I'm in the letters camp myself
  21. Hello again! Threw this together in an hour: It can take off vertically... ...then fold its wings down and fly horizontally. And it does this without finnicky gear hinges, or any part detaching at all. This means you could timewarp it for an infinite amount of time and nothing would fly off the ship. It works quite simply actually. The engines are attached to the fuselage via very flexible parts (in this case, the radial decouplers). With lots of SAS units attached, the engines can bend their structural connections with a reasonable degree of freedom. They can then secure themselves to the main body with autostrut. Needless to say, it's not always that simple. Any engine rotation is very wobbly, so transitioning from vertical to horizontal can be a bit...problematic... ...But when it works, it works well. This design is also an SSTO, which can get to orbit with about 450m/s of delta v left: Hope you liked it
  22. The Revolutionary 5

    The Revolutionary 5 These Craft builds were all inspired by a Video I found shown here, titled 5 Revolutionary Aircraft. I like to keep my builds stock so all craft are using Jet Engines rather than the Aircraft Props. I wouldn't say these are replicas because the original craft have so many functions I was unable to replicate, I would like to say these are just my version of each craft as close as I could build them. I recommend watching the original Video first. Aeromobil 2.5 Craft File: Aeromobil 2.5 Parts: 24 Mass: 5.980t Height: 2.8m Width: 9.7m Length: 8.6m Cobalt Valkyrie Craft File: Cobalt Valkyrie Parts: 22 Mass: 8.565t Height: 3.8m Width: 8.9m Length: 7.8m E FAN Craft File: E EAN Parts: 39 Mass: 6.156t Height: 3.0m Width: 10.7m Length: 10.2m EHANG 184 Craft File: EHANG 184 Parts: 61 Mass: 5.692t Height: 2.2m Width: 4.8m Length: 6.4m Icon Craft File: Icon Parts: 42 Mass: 5.288t Height: 4.0m Width: 10.8m Length: 9.9m
  23. Hydra (GTA V)

    So after playing a ton of GTAV the other day, i thought to myself that that hydra is a fun little plan and could probably be pretty easily made in KSP. Naturally, about 30 minutes later, i had myself a working replica. There are a few things im not happy on. The wings where a pain, ballast in the fuel tanks could be better, had to have an extra vtol jet to actually get lift force needed. besides all that, it flies decently well i would say! Has some roll issues from the wing angles im pretty sure, the flaps have been set to 60-70% and the main engine doesnt vector. Here's an imgur link with a few images i quickly took Download - KerbalX - Action groups 3 - VTOL 4 - Main engine 5 - Afterburner Let me know what ya think!
  24. A mid-sized Dropship, the Firebird is designed for transporting Rovers to and from the surface of Duna. Thanks to the "Moar Vernors!" strategy used by it's creators, it is extremely agile, stable and ideal for carrying oversized or lopsided cargoes. Imgur album that shows more of the features: Download: x2.craft?dl=0 Features: Descent Autopilot: With an experienced pilot, the Firebird can be landed simply by setting the SAS to keep it retrograde and adjusting the throttle. Claw: Since it has a Claw instead of a docking port, the Firebird can attach to just about anything that can fit underneath it. Vertical and horizontal flight modes: Two Thuds and two Terriers on the bottom for VTOL, two Thuds between the tail booms for horizontal flight Crew transport capability: Space for two Pilots and Eight passengers, A metric kerbton of Vernors: Can do sick barrel roles with ease Two service bays on the top: Currently just used to store Monoprop and fuel cells, but they could easily be modified to store a couple small probes Aerodynamic VTOL engines: The Poodles are stored inside two service bays on the bottom, which can open or close to make it more aerodynamic Hidden top docking port Action groups: Toggles bottom service bays, when they are closed it cannot VTOL but is more aerodynamic. Toggles VTOL engines Toggles horizontal flight engines (I recommend using these while in space, slightly less Delta V but it doesn't need to use the Vernors) Toggles Claw Toggles fuel cells Notes: Comes in pairs for balancing reasons With 1850 delta V, it's not ideal for going between planets. Decouplers get stuck to the hidden docking port when you separate the Firebirds from the transfer stage. This will be fixed soon Lots of aesthetic bits that don't contribute to function Still being tested. I wouldn't be surprised if the current version is incapable of docking. Rover not included