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Found 23 results

  1. I saw in yt that ppl can make free-shape wings as they like (in the past version). Is there still a function like this stayed in ksp, or again add-ons?
  2. I am trying to mirror surface attaching wings, however, when I mirror them the mirrored wing ends up being upside down or faces backwards. I notice all the stock wings are symmetrical such that there is no top and bottom, maybe for this reason. However, there are parts that mirror how I am hoping for the wings to mirror, the best example being landing gear. It seems that the mirror function in most cases besides this landing gear, just places the original part in a different orientation on the opposite side, but in this case it seems to generate a mirrored version of the original part. Does anyone know how to use the mirror function in this way? thanks in advance
  3. FuelWings Fuel resources added to stock and B9 wings. This addon allows you to add and customize fuel types/quantities in stock wings, and automatically cross-feed between other parts! Also supports B9. The intention of this is to improve weight & balance, reduce craft size, and increase aesthetics. More info & Credits in info.txt file. Current Note: FuelWings is now available for KSP v1.5.1 Installation: ialdaboath - ModuleManager NathanKell - Crossfeed Enabler taniwha - ModularFuelTanks azza276 - B9 support Changelog: Download Curse - v3.2e! SpaceDock - v3.2e! CKAN All rights reserved
  4. Ive been trying to make the Arsenal Bird from the Upcoming Ace Combat 7, the thing is using twealscale even with the largest value of 400% the wing parts are way way way too small for it. I dont want it to have over 10k parts (i.already made the drones for it but by my calculations it will have over 3500 parts just in the 80 drones, and i dont have a NASA supercomputer in my basement to run a craft like that. I could change the tweakscale modifier to include 5000% scale but i still want to publish the craft on KerbalX for all of you to enjoy it still and play with it. So im placing a request here for any moder to make stock-alike wing parts just in 2000% or 5000% scale. I will make sure to add the moder in the credits of the huge craft on KerbalX. I would do it myself if i knew how, but sadly i have 0 knowledge in modding. I will post pics here Also all Suggestions will be welcomed, in the album you can see the drone that is done,
  5. Structural Wings v1.0 What does this mod do? Structural Wings is a VERY simple mod, which duplicates most of the stock wings, but removes their aerodynamic properties. This makes them structural, and are a great alternative for panels. This allows you to build large, sci-fi like spaceships without aerodynamics messing it up. They are all located in the structural category. They're all called "Structural Wing Part", so do not get them confused with actual wings. Download: https://spacedock.info/mod/1733/StructuralWings
  6. So, here's the scenario: I'm flying a passenger jet and just coming in to land... thinking that it'd be a good idea to quicksave in case of a failed landing. After a dangerous approach and hitting the ground too hard, I quickloaded only to find that both wings detach from the airframe as soon as it is fully loaded in, and the jet comes crashing down just short of the runway. I tried pausing the game before this happens, timewarping to try and avoid it, even quicksaving and making sure that I didn't hold down any of the control keys. Nothing worked, so I started wondering if there's an effective way to counter this unfortunate occurrence. Any ideas on this? I'd be more than happy to provide evidence should anyone request it.
  7. WetterWings is a small module manager patch I wrote for myself a while back to add fuel storage to all the stock wings. As a bit of an airplane enthusiast in real life, I found it very odd that only a few of the largest stock wings were capable of holding fuel. Most planes, of all sizes store fuel in the wings, it's just a great place for it! To that end, this adds a very reasonable amount of liquid fuel storage to all the stock wing pieces. Since they are so thin, I've kept the numbers on the low side. I think you'll find the values are quite balanced, as I calculated each wing's total storage capacity as a function of it's lifting surface value. Changelog- Version 1- First release. Dependencies- Module Manager of course! Download- https://spacedock.info/mod/1665/WetterWings (Also available on CKAN) Instructions- Toss it in your "Gamedata" folder. License under spoiler: As always, feedback/comments/criticism are all welcome!
  8. I'm building an aircraft in Mission Builder that will fly on Laythe. I'm using the Fat-455 large wings. They hold a lot of fuel, but only liquid. Is there anyway, therefore, to have other tanks be oxidizer only? I realize I can drain liquid fuel out of tanks to save weight, but that still leaves me with a lot of bulk. I'd like to get the most oxidizer in the least amount of space--approx 1200 units--to match what the wings will carry. Also, it needs to be stock, because I hope to share this mission and want to make it simple for others to use.
  9. This is a challenge where you build a plane with lots of wings, the more wings the better. What's a wing? a set is 2 wings usually parallel to each other.I count the number of wings as a whole, for example, my plane has 12 sets of wings, NOT 800. 1: It has to be able to be stable in flight. 2: The kraken can't attack the final version (other than crashes and such). 3: NO cheats 4: good luck how the winner is decided: You make rule abiding plane. You post a video of it or a couple pictures, it's name and number of wings. Voting is just *liking* the post you want to vote for (please don't vote more than once). Vote for the one that you *like* the best. For whatever reason that may be. Winner is the one with the most likes. Mine doesn't count:
  10. Wing shapes why is there only 5 or so wings that have a proper airo foil shapes to them? when there could be these in them? \/ at the moment we only have some fork of the bottom one can we plese have the other 2 as well?
  11. Wing shapes why is there only 5 or so wings that have a proper airo foil shapes to them? when there could be these in them? \/ at the moment we only have some fork of the bottom one can we plese have the other 2 as well?
  12. Hello everyone! I use ksp 1.2 and I want to make a small plane with folding wings to deploy from a bomb bay, I think I need something that allows me to fold the wings to place the small plane inside. I'm looking for any mod that has this, do you know if it exists? Thanks to all!
  13. So, I come here again seeking answers to what I would assume is a simple question. I am streaming a heavily Modded series, I do posses the means to add them to the Extended CTT, but my question is. Does Procedural Dynamics or B9 Procedural Wings exists in the standard Tech Tree in Career. I would assume not since I have not seen them, but I can be blind at times. If they are added to a Vanilla Tech Node, or a CTT node do they cost money based on size of the wing? Similar to how TweakScale has a price point that is adjusted based on scale? I do understand how to add the wings to the CTT but not sure about the Vanilla if they even could be, next and final question. If they do not have a scaling price metric based on shape and size of wing. Any idea how to put one in to make it not feel 'cheaty' yet fair? Thanks to any insight or answers from any and all that can give me a hand. Necro
  14. Hi all! The standard wings, visually at least, have the same width at the root as they do at the tip, and at the front as they do at the back. They're boards with nice edges. The Big-S series of wings, however, has varying thicknesses and a much more dynamic profile. They taper to the wingtip, and have a thicker airfoil, several times thicker than the standard wings. I know this thickness is probably meant to model the fuel capacity and look nice with larger planes, but I'm curious if there are any other aerodynamic effects of the dimensions that distinguish them from their early-tech-tree cousins. Do Big-S wings have higher drag (like they would, intuitively, judging by their size)? Do they produce more lift at low speeds than a standard wing constructed to the same planform shape? Do they produce more lift at the wing root than at the wing tip? Heck, does it stall at the wing root first? ...or is it just a different-looking standard wing that you can fill with fuel? Those of you with more programming experience than me (i.e., x>0) would probably be able to navigate the part file or aero model to see any differences, so besides designing and flying a carefully controlled flight test experiment, I can't answer these questions as well as you guys can. Thanks!
  15. Hey guys, I just had an interesting thought recently. I have tried to make crafts that use angled panels before in order to give it a sleek polygon aesthetic (google F-117 for reference). My problem with this has been that the structural panels in KSP and only square and the only other way to get other shapes is with wings. When I try to angle these wing panels to get the shapes I want, the CoL gets totally screwed up. This mod will be starting simple and may or may not get more advanced as it goes. If anyone is able to offer expertise in the realm of modeling and texturing, I would very much appreciate the help. As of right now, I will only be duplicating the existing wing panels and either reducing or eliminating their lift and probably making other tweaks. Until I can get texture help, they will use the same stock skins. My modding experience is also quite limited. In the past, all that I have done in making my own mods is making copies of stock parts with new stats. I have made the "Potential Missile" part and the "Fighter Cockpit" part (buffed versions of the seperatron and Mk.1 Inline cockpit, respectively).
  16. Hey guys, I just had an interesting thought recently. I have tried to make crafts that use angled panels before in order to give it a sleek polygon aesthetic (google F-117 for reference). My problem with this has been that the structural panels in KSP and only square and the only other way to get other shapes is with wings. When I try to angle these wing panels to get the shapes I want, the CoL gets totally screwed up. This mod will be starting simple and may or may not get more advanced as it goes. If anyone is able to offer expertise in the realm of modeling and texturing, I would very much appreciate the help. As of right now, I will only be duplicating the existing wing panels and either reducing or eliminating their lift and probably making other tweaks. Until I can get texture help, they will use the same stock skins. My modding experience is also quite limited. In the past, all that I have done in making my own mods is making copies of stock parts with new stats. I have made the "Potential Missile" part and the "Fighter Cockpit" part (buffed versions of the seperatron and Mk.1 Inline cockpit, respectively).
  17. How do I make a custom design plane (Made from wings)? I would like a video if you can make one, I would like one in depth, and I have yet to go ANYWHERE in space with a plane of my own.
  18. When I built my little "Kerbin is Awesome, eh?" set, I found that panels joined to other panels will join only on one side or edge. I could make a row of panels, but when I tried to join two rows to make a wall only one pair of panels would join, making it wobble something fierce at the other end of the rows. I ended up using strut connectors crisscrossed under or behind the panels to turn multiple rows of panels into a cohesive wall. I'm worried about building larger wings when I start constructing larger aircraft. Yes I could use B9 Procedural Wings, but I'd like to keep things stock. It's bad enough I'm using Ferram Aerospace Research for realistic flight; I'd like to otherwise stick with visual mods only. Is there some means to have panels and wing-shaped boards join to more than one other panel or wing-shaped board? Crisscrossed struts would look goofy on a wing and might cause odd aerodynamic effects, and add to the part count. On the panels I even tried using girders as studs. If there was a part that could act as a fastener, like framing nails or screws, I could build walls like in real life. --
  19. I have recently been trying to create some mods in my spare time, and my friend told me I should make a foldable wing. I've followed the normal steps to create a regular object but I'm having trouble with the model. I created the model in Blender, exported it into Unity, exported it into the .mu and .mbm. After doing this I copied the config file of the Delta wing but encountered an issue. A regular config file has the mesh defined in the PART module, but the wings have a separate module called MODEL. I'm assuming this is the aerodynamic model for the wing, but I can't find anything anywhere about how to create a custom model for this. Any help would be appreciated. Also, I'm in 1.1.2
  20. Hi all. I like to big aircraft with a lot of lift, so for me the stock parts are only suitable for mk 1 fuselage vehicles. For mk 2, I used to stitch together a godawful patchwork quilt of 8 big-S delta wing pieces and use kerbal joint reinforcement and a fuel balancer to hold it all together. Really though, it would be better to just have one sufficiently large wing. I used to be a fan of b9 aerospace procedural wings but seems it's not been updated for 1.1.0. Are there any other parts packs/procedural wings that might fit the bill?
  21. Hi all, I am trying to create a folding wing for a space probe, something that would fold up like a solar panel for compact storage, and then unfold to generate lift. I'm hoping an expert on wings like @NathanKell or a modder with experience creating wings can answer a few questions, as I've not created a wing in KSP before. Let's say for the sake of argument that the folded wing has lift characteristics equal to the Wing Connector Type C, and the unfolded wing has lift characteristics equal to the Wing Connector Type B. For reference, the Type B wing has the following PartModule: MODULE { name = ModuleLiftingSurface useInternalDragModel = True deflectionLiftCoeff = 2.0 dragAtMaxAoA = 0.5 dragAtMinAoA = 0.0 } And the Type C: MODULE { name = ModuleLiftingSurface useInternalDragModel = True deflectionLiftCoeff = 1 dragAtMaxAoA = 0.25 dragAtMinAoA = 0.0 } Notice that the Type C, which is half the size of the Type B, has half the lifting capability, which should give you an idea of how I want the folding wing to work. Questions 1. If I change the ModuleLiftingSurface values at runtime so that the folded wing has parameters equal to the Type C, and the deployed with has parameters equal to the Type B, will KSP honor the changes and change the wing's lift? 2. Do I understand correctly that KSP calculates a wing's lift based upon its drag cube and ModuleLiftingSurface? Now for the fun part, assuming my answer to question 2 is "yes." From what I can see in a parachute part, there are PartModules that appear to change the drag cube for the parachute. These are ModuleDragModifier modules. Here is an example from the Mk2-R radial chute: MODULE { name = ModuleDragModifier dragCubeName = SEMIDEPLOYED dragModifier = 1 } MODULE { name = ModuleDragModifier dragCubeName = DEPLOYED dragModifier = 58 } Questions 3. How is dragModifier applied to the drag cube? 4. How would I go about switching the drag cube for the folding wing? The only thing I can think of is to use semiDeployedDragModifier.enabled = false; deployedDragModifier.enabled = true; How does KSP change the drag cube for parachutes? So basically the idea of the folding wing is that, assuming that drag cubes play a part in calculating lift, the folded wing would have a small drag cube and lift capability, while the unfolded wing has the fully deployed drag cube and lift capability. Also, can somebody point me to a post on what the values of a drag cube mean? Thanks for your help!
  22. I've had this happen a few times and have also seen it happen to others...... Situation: Aircraft is perfectly fine to start with and flies somewhere away from KSC (or on another planet). After flying for a while, it lands safely on the surface with no damage. Problem: When it takes off again for another flight, some wing pieces on one side of the fuselage have lost their ability to create lift, while their symmetrical counterparts still produce lift. This produces a bad rolling tendency in the plane which, at high enough speeds, can be uncontrollable. The pic below shows an example of lift-less wing sections marked in red. NOTE: I've had this happen to planes that I've left on the ground, quit the game, and returned to. I've also had this happen during a session where I landed, EVA'd a Kerbal, and returned him to the plane, but didn't go back to KSC or quit the game. So what causes this and how do I fix it? Thanks.
  23. I tried making a craft to land on duna. I put loads of regular parachutes (did not yet unlock drogue shoots in career mode) and small wings to help me steer and slow down. I've managed to get velocity below 300 m/s (i think as low as 240 m/s) but the parachute color in staging still didnt change from red, so when i deployed, the chutes broke. (1) Is it possible to land on Duna (without retrograde burn) w/o drogue chutes? Or am i experiencing a bug/incorrect physics and i should download a mod (real chutes, for instance)? (2) Does this make sense? The density is so low on Duna, could the atmosphere really break my chute off? (3) Does it have something to do with being below Mach 1? Duna's temperature is much lower than Kerbin, so Mach 1 is much slower. Is that it? What am i doing wrong? To clarify: my problem isnt that the parachutes dont slow me down enough and i crash, but rather, i cant slow down enough to be able to deploy them without them being destroyed instantly.