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Everything posted by kapteenipirk
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1:1 Antonov AN-225 (finished)
kapteenipirk replied to kapteenipirk's topic in KSP1 The Spacecraft Exchange
Thanks . you bet, but I hope Wheel parts stay on this time.- 35 replies
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Lets start from a blank table shall we, hmm. As you can see the project is now complete. (Again i'm going for a more story like description cause it's more fun that way). Presenting my most ambitious and challengin build yet, A 1:1 AN-225 replica called, you guessed it, the Kerbonov KN-225. Purpose of the program: The whole idea of a huge 90x90m aircraft was more an in-house thing and was not meant for sales, but we got a contarct we couldn't back away from. So, due to this we have built 1+6 air-frames so far. We have our own prototype, witch is now practically owned by our own test pilot Miles kerman. And we have built six air-frames for the STAG initiative, two as AWACS aircrafts and four as cargo aircrafts. The whole purpose of the aircraft was to demonstrate that aircrafts of that size are possible to make, plus we kinda wanted to make a plane for transporting MK-3 parts from one facility to another. So here are some technical specs for the aircrafts, our engineers and our test pilot can give you a more detailed report. Part count: 1500 (M Tornado and prototype), 1645 for the stag version. My craft file got corrupted twice and the game crashed about 20-30 times during the building, painting and testing phase. So that should give you an idea of the scope of this build/project. Plus, the 4 minute (ingame time) flight lasted about 30-40 minutes in realtime. Length: 88,8M. Wingspan: 90,1M. Height: 16,2M. Weight: 280tons (with fuel). Maximum speed: about 120-130m/s in low altitude. Minimum takeoff speed: around 50-60m/s (If you go faster than 80m/s on land, the landing gears will bend and you will meet you fiery doom). Minimum speed (at witch you can still pull the nose up and gain some altitude): about 50-40m/s. Vertical speed: about 80 or so m/s max. Fuel capacity: Has 14300 units in it but can be loaded with more if needed. Fuel consumption: about 11-12 units per second. Crew: 4, pilot, co-pilot, in-flight engineer and navigator. (Its actually unmanned but has 4 seats in the flight deck). (Don't trust me too much on these technical specs cause my memory is very bad). That's about it for the technical specs, now we will let the test pilot and the engineering team give their own reports. Engineers report: Considering the size of the aircraft, it holds together real nicely and can handle some stress too (don't know about landing since i haven't done that yet), apparently Miles kerman pulled of a loop de loop with the aircraft and it still held together. But there are some draw backs on the design: 1. the nose is too heavy for the rotatrons to support/lift it, so it had to be welded strutted shut to prevent nose drooping and explosions during takeoff. 2. the cargo ramp was flapping around in the breeze due to its weight, so we had to close that too, but hey, the crew doors still work. 3. custom built stock wing had to be scrapped due to issues with part count witch would have been over 2000 if the wings where made. Plus they would have propably fallen apart on their on weight. 4. Landing gear cannot be extended cause they brake the underbelly and the floor of the cargo-bay when they do that. (Sorry for giving you the scare Miles). But all and all, it's a very sound design considering it's size and mass (and extremely laggy too). We where able to make the design quite "clean" (i'll let you guys deside that), witch is always a good thing now isn't it. There is minimal strutting visible, and the colour and shapes blend in very nicely (could propably be a little more clean and realistic on the wing root area). Our dear engineers and designers desided to take some closeup shots of the aircraft so you can see how it was put together. (sorry, no descriptions on this album since the picks are kinda self explandatory). Biggest issue with the build was to make sure that everything holds together, not so much the overall shape of the aircraft. Big panel built fuselages like this one like to pretend that they are some sort of a hybrid between a snake and a banana, aka the fuselage likes to be very bendy witch in turn makes takeoff/landing and flying a lot harder. That was an issue at first, but we where able to fix those issues pretty well. Kind of a shame that we had to weld both of the ramps shut to fix that. The overall shape of the aircraft was a pretty easy task overall, mostly due to the scale of the build itself, so there was a lot less improvisation with small/tiny parts involved (excluding the cockpit of course). One interesting thing that the engineers noted to me was, that the aircraft can literarily carry every stock part inside it. Doesn't matter if it's NASA tanks or MK-3 fuselages or shuttle wings, everything fits. All i have to say is that our engineers put my designs to good use. NOTE:I did of course get some good advises from the people here at the forums, thanks guys. The cockpit was fun to make and turned out looking pretty darn good if you ask me, considering i haven't made a custom flight deck for a cockpit in ages. NOTE: the main reason i did a custom cockpit, was due to a request from Azimech. Our engineers spent quite a lot of time making the interior as detailed as possible, and i think they did a pretty good job. Miles kerman's report: (sorry for my fandom, but i can't help it) They called me today about a very special kind of test flight. They wanted me to test fly their new KN-225, witch was amazing, and neat looking too. Looking at the design when they first started making it, i wasn't really sure about it actually working (the strutting alone is a nightmare) but i always knew that the design had some real potential. Looking back at the first test gives me the creeps, i watched as the wings, nose and a lot of other things just fell off from the thing. The fuselage was also bent like a banana. After all the unmanned tests it was time for me to go behind the controls of this beast of an aircraft, it wasn't going to be easy, i mean flying the X-Tornado is one thing but flying an aircraft that is ten times bigger is going to be dangerous. I may be an expert pilot but i'm no miracle worker. I have to say that the test flight went suprisingly well. Heh, i really caught the KSC staff by a suprise. I found the aircraft to be an amazing thing to fly, so much so that i actually took the fixed prototype for myself and put a new paint-job on it. i'll be using it to fly the Tornado-5 wherever i go. After the prototype testing was done and the aircraft was certified for commercial use, we got a call from the STAG initiative who wanted six aircrafts for their fleet. Two of these aircrafts where turned into AWACS radar aircrafts and the remaining four where kept as cargo aircrafts for carrying all the neccesery equipment for setting up field bases. They Named the aircraft type the "Walkyrie". Unfortunetly the KSSR desided to cancel their order in the last second so there wont be a USSR/Buran era livery coming, unless they deside to renew their contract. There it is for you, on hell of an aircraft. As big and beautiful as it may be, it's also pretty much unusable due to LAG and the fact that both ramps had to be sealed shut because they where too heavy. All and all, it flies just as well as my Koeing-747 (the biggest suprise to me) and would be a ton of fun to fly if it weren't so laggy. Also a lot of the problems could be fixed, but i can't be arsed to do that since i can't use this aircraft anyway. But i hope you still enjoyed looking at this crazy build of mine. Mods used: Infernal Robotics and prosedural wings for all versions and Nebula decals and Flag Decals for the M-Tornado version. Download link: i don't think there is any point on me putting this up for download, unless you really want to try it out.
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So, seems that i have again found the limits of what KSP physics and Infernal robotics can handle. And here it is then, a project that started out as a MK-4 cargo/passenger rover and what then turned into one of my most challengin builds so far. And it is the S-Tornado, a VTOL/ seaplane/ cargo-plane hybrid that is big and i mean BIG. You need to be a real professional to fly this thing. The design believe or not actually flies, but it's stupidly unreliable witch makes it pretty much useless. And here are the main issues: The size itself isn't an issue, it's the size of the engines. The size and mass of the engines causes them to be very wobbly and loose at all times. Aka the engines want to be at an angle at all times witch causes stability issues. And the problem is that it is physically impossible for me to make them point straight. 1. Because of how infernal robotics works, the only things that will make the part to witch the rotatron is added and the part that is added to the rotatron collide with each other is landing gears and landing legs. Landing gears worked "ok" for me, they made the engines point more straight, but because i can't use mirroring it's very hard to get them to be mirrored, since even the slightest miss alignment will cause the engines to point on different directions, witch in turn causes the aircraft to go off course and crash (happened to me at one point but i fixed the problem later on). Even at this point they don't make the engines point straight enough. I was able to fix all the stability issues, but because of the looseness of the engines they tend to explode (only the back engines do) and take a chunk of the aircraft with them. 2. And again because of how Infernal robotics work, i can't strut them up of they will be stuck. 3. I wanted to use powered hinges on the back engines (none of these problems would have existed), but for some reason they pretended to be pistons (either it's a bug or they just don't like to be pointed the other way around) and just broke my engines before moving even one degree down. And yes that was me flying in a straight line. I guess i just made a more modern version of the Heinkel Grief (Nickname: "Flying Zippo") witch was a WW-2 german Heavy bomber whose engines (two per propeller) would randomly catch fire mid flight. Even altough i said to myself that i'm not gonna give up that easy, That pick above was the point in witch i just gave up. If it can't fly in a straight line without exploding there's no chance that i could make it any better since i tried pretty much every trick in my book. All and all, it works but it's a hit or miss. Anyway, i hope you enjoyed looking at this beast of an aircraft. Mods used: MK-4 fuselage pack, Infernal robotics and Nebula decals. Download link: Unless you guys really want it, i won't be putting up a download link.
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KBM-300 Kerbhour mobile launch vehicle
kapteenipirk replied to kapteenipirk's topic in KSP1 The Spacecraft Exchange
The maintenance team is now done and the KTT-118 supply/repair vehicle and it's fuel trailer are now added. So "You need spare tire..........or maby duct tape" (Russian MPT from Rise of the Reds), Cause now we have LOTS of it, and some fuel too. -
KBM-300 Kerbhour mobile launch vehicle
kapteenipirk replied to kapteenipirk's topic in KSP1 The Spacecraft Exchange
After my one 11 day holiday i finally have the chance to work on this project more seriously. So as a new addition i bring you the KMCC-704 Mobile crane, that we use for setting up secondary bases, helping in repairs and getting vehicles unstuck. More maintenance and recovery vehicles coming soon (tomorrow probably). -
KBM-300 Kerbhour mobile launch vehicle
kapteenipirk replied to kapteenipirk's topic in KSP1 The Spacecraft Exchange
A small update is here: i improved the design of the Kahack to look more realistic. I would have wanted to improve the look of the trailer itself, but i didn't want to brake it due to some small changes. -
Sorry for the late reply, this one slipped trough. Anyway. Its a pretty nice looking thing, Perfect for those with more low end computers. Reminds me a lot of the old cockpit i used for the 747.
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KBM-300 Kerbhour mobile launch vehicle
kapteenipirk replied to kapteenipirk's topic in KSP1 The Spacecraft Exchange
Thanks. you also need to have a good imagination, and being a more creative type also helps in these builds. Thanks. All those types of vehicles/trailers are on the planning stage and are going to be made at some point. Basically i'm planning on building a small army of sorts. -
KBM-300 Kerbhour mobile launch vehicle
kapteenipirk replied to kapteenipirk's topic in KSP1 The Spacecraft Exchange
He, Thanks. For me that was about 20 hours of work, and the project is about to get a whole lot bigger. Well, i could always consider making a foodtruck/trailer for our guys in the field. That should prove very useful indeed, thanks. -
KBM-300 Kerbhour mobile launch vehicle
kapteenipirk replied to kapteenipirk's topic in KSP1 The Spacecraft Exchange
The post has been updated and support vehicles 2, 3 and 4 have been added. -
KBM-300 Kerbhour mobile launch vehicle
kapteenipirk replied to kapteenipirk's topic in KSP1 The Spacecraft Exchange
If only i would know how to do those kind of things. -
KBM-300 Kerbhour mobile launch vehicle
kapteenipirk replied to kapteenipirk's topic in KSP1 The Spacecraft Exchange
Thanks. yep it was nothing but easy. just for reference/fun here are the results of the first test of the first trailer design. 1. Tires popped straight away. 2. The box doesn't move even an inch. 3. And finally the runway just collapsed. A good way to start the day isn't it. -
Presenting the KBM-300 Kerbhour ICBM and its launch vehicle (LGM-30G Minuteman III Replica of sort) for all you fans of global scale destruction (i.e not me). This project is something that i think nobody has ever done before on this scale (not sure at all), and i have to say it was new to me as well since this was the first time ive ever used Infernal robotics, plus i haven't done any rocketry stuff for about 2 years so, i must say that the project went suprisingly well. And again i was pretty much on the limits of what the physics can handle. Anyway, on with the description (this time i'm going for a more story like description cuz why the hell not). From where it all began: So today we got a call from the defense ministry concerning a new project that was a bit strange at first but made sence after a while. Basically they wanted us to take our old satellite launch rockets and turn them in to big missiles, or as they said, ICBM:s (intercontinental ballistics missile) and them stuff them into old box-trailers that we used for carrying food supplies and them make them go vertical and act as a missile silo of sorts only this time they can move around Kerbin. The idea was that they would be more hidden (airstrikes, ICBMs, etc) and could be used as secondary silos if the main silos ever got destroyed for some reason. And from those ideas the Kerbhour ICBM was born. I said that i'm not going to be building any nuclear weapons for the goverment, but luckily they said that no nuclear warheads are involved in this project. Still don't know that what is inside those warheads but i don't really care anymore. The project was way more difficult than i first taught, well i should have quessed that lifting an 80 or so ton ICBM vertical is not going to be easy with these physics, but always knew that i was going to get this project done no matter what. The project started with the mind set of "ive never done something like this before, but ill give it a shot (Miles "Tails" Prower from Sonic-X). First of i made the Missile itself and made sure that that works. Also it was easier to see that how big the trailer would have to be. The ICBM is a 2 stage system that can launch its warhead in to a steady orbit and back down, so you can pretty much hit anywhere on kerbin. NOTE: The only problem is that you need to have re-entry heating turned off in order for the rocket to survive the re-entry, i know, i tried but was unsuccesfull. The second stage was to test that the rocket could be launched from a box made out of wings. Initial tests showed promise. After these tests (bout 4-6 launches and two different designs) we entered the hard part of the build, making the box work as a box-trailer and a launch silo for an ICBM. It took me about 5 hours of testing and building (bout 20 launches and 10 different versions) to get it to work but well, "I'm not gonna give up that easy" (Tails from Sonic ova). The whole thing was a great balancing act of trying to get the rocket to go vertical and trying to keep it straight AND trying not to make it explode before launch but as the y say " you just begin, you do the math, you solve one problem and then you solve the next one, and then when you solve enough problems you get to go home" (Mark Whatney from the martian) or in this case do a succesful launch. The design i made is quite a bit different compared to the real life one, aka mine one needed landing gears under/behind the trailer wheels to hold the weight, lots of landing legs to keep the thing straight enough and two massive hydraulic rams to lift the box. NOTE: The other problem was making the trailer ready for transport. The problem is that because of how Infernal robotics works the box clips trough the main body of the trailer and hits the ground. In order to prevent this it has couple of radial decouplers and struts that need to be jettisoned before raising the box. Otherwise its gonna be stuck. NOTE: I Updated the tow tractor to look more realistic. For the making of this i used the no offset limits mod as suggested by selfish_meme and i did use the "Spider" engine suspension as suggested by Majorjim, but it was too unreliable when combined with the 120t trailer (lets just say the back wheels did some interesting things). So credits to those guys. Just to show the part count for both of the components of the system and the warhead. After all this testing i can conclude that this system is pretty much useless, but it was fun making it and i know some of you will probably find uses for this. Now as we all know systems like these cannot run on there own, so they need support vehicles to make them work: 1. Launcher vehicle. For launching the ICBM. (Already done). 2. Command vehicle. For controlling the rocket when out in the field. (Done). 3. Radar vehicle. For sending the command signals to the rocket when its far far away in the sky, or space. (Done). 4. Mobile generator. For powering everything up. (Done). 5. Missile transporter. For carrying new missiles to the launcher and possibly for also loading them in. Deemed unnesecery cause the system can only really be used one time due to limitations in KSP. 6. (optional) Some sort of escort vehicles. You know, for keeping those pesky enemies away from you fragile ICBM:s. (on the planning state) 7. Maintenance vehicle. Cause tires like to say POP way too often. (Done) Now, ill i gotta do to finish this contract is to do all the vehicles mentioned above, since as described earlier this system needs to operate on the field. Before we where using the tracking station and the mission control building to control the rocket. So all i have to do is to make a little brother for those buildings and we are good to go. As it happens i just finished making the Mobile command center. And here it is next to its big brother. The making of the trailer was a pretty easy project overall, it's basically just another box-trailer with some bits that extend just like in those American RV:s. After i got the command trailer done i got a call from Kermania saying that they wanted to assist us on this project. They offered us the plans for their MAN series of military trucks, and since they are my absolute favorite military trucks of all time i gladly accepted their offer. So work began and not long after, the mobile generator was on the making. We basically just built a standard MAN-5t flatbed truck and stuck a Genemax brand generator on the back. NOTE: Its a bit wobbly and fragile so please drive carefully, aka don't drive full speed for too long of the tires will pop and if you brake too hard or it will flip over and explode. And here we have my favorite truck i have ever done in KSP. The MAN 10t multifunctional radar. The Kermainians used these radar systems to control their mobile Patriot missile systems (maby a project for the future). But i tought that it could probably be used for ICBM:s as well. Since, you know, both of them a basically just missiles, except mine one is about a 100x larger and heavier. The project was pretty easy, just take the MAN 5t and extend the frame and add some more wheels and then change the flatbed with a radar and some support legs. And again here is the radar in front of it's big brother. The MAN 10t truck is a lot more stable compared to its little brother, plus its less prone to tire popping. I would have put the big scanning radar from the BD-armoury mod pack inside the box but it was too big, so this unit has no radar capabilities whatsoever. But who cares, it looks good and its KSP so we don't really have a need for these anyway. Unless you want to use it for detecting incoming aircrafts, ground vehicles and ships. But we leave that job for our AWACS aircrafts. Finally, the main part of the project is complete, The launcher system and all of it's support vehicles are now done. now its time to do a real field test of the system (and see how much my computer likes when i put about 1200-1600 parts worth of vehicles in one place). And we can also think about doing some extra vehicles to help us survive better. Basically defense and maintenance. And as stated above the main project/contract is complete, so now it's time to do our own addition to this endeavor. And to kick things off on ou part we wanted to make some maintenance and recovery vehicles to help out our guys in the field when tires like to say POP and when the possibly bog down for some reason. With the tools at hand we might just be able to try and build an ICBM inside the launcher, basically making it reusable. But i'm not willing take that risk right now. The first thing we built in this category is the KMCC-704 construction/recovery crane. We created this unit for building secondary bases, helping in repairs and for fishing out light vehicles from the water and from any places where the might be stuck. We did later on try and lift a smaller vehicle (bout 8 tons [from the SXT pack btw]) but there where some troubles. Aka despawning magnets, me learning to use KAS and KIS and there was a crash too(plus it was about 10 pm here so i was tired). And yes this was my first time ive ever worked with KAS as KIS, fortunetly they are easy to use and learn. We equipped the crane with two cargo containers for carrying tools and extra grapplers, magnets and what not. NOTE:This is especially useful since if you don't remember to retract and lock whatever is at the end of that winch, it will dissapear when you go back to the space center. NOTE:The landing gears seem to sometimes forget their collisions with other bit excluding Kerbins surface so don't be alarmed if the crane ends up being more wobbly durning transport and the extending bit of the crane boom isn't inside the main boom. Both of these bits are supported by landing gears. Even as unreliable and unusable it is (i don't think it can be made any better at this scale with these physics, not sure tough) it's still fun to mess around with it and see what it can do. One thing to note is that the vehicle is very stable when on the move. Next in line for our maintenance vehicles i would like to present the KTT-118 and its fuel trailer. "Fuel, ammo, spare parts, anything you want" (supply trucks from the wargame series). "You need spare tire.........or maby duct-tape" (Russian MPT from Rise of the Reds). That pretty much sums up the purpose of this truck and it's trailer. This time i left my usual flags out (except for the KTT-118) since i taught Tails might not be too happy about me pasting his face on the side of a giant missile (not that anyone cares). And there it is for you, The KBM-300 Kerbhour ICBM system. IT wasn't easy , but i like a bit of a challenge plus it was something new, keeps thing fresh. And this might have been the longest project ive ever done. Any way, i hope you enjoyed this crazy creation of mine. Mods used: Infernal Robotics, BD-armoury, no offset limits, KIS and KAS and Nebula decals. Download links: KBM-300 and Kahack: https://www.dropbox.com/s/qdkpe76lmfe28x8/KBM-300%20Kerbhour%20and%20Kahack.zip?dl=0 Mobile command trailer and KTT-310: https://www.dropbox.com/s/2w9v226ervj4p8p/Mobile%20command%20trailer%20and%20KTT-310.zip?dl=0 MAN 5t (genemax generator): https://www.dropbox.com/s/p3mx2l28maptj9g/Man%205t%20%28Genemax%20generator%29.craft?dl=0 MAN 10t multifunctional radar: https://www.dropbox.com/s/cwg1kahg3knid1b/Man%2010t%20Multifunctional%20radar.craft?dl=0 KMCC-704 Mobile crane: https://www.dropbox.com/s/itngo7er7vjwd5f/KMCC-704.craft?dl=0 KTT-118 and fuel trailer (Tails flag included): https://www.dropbox.com/s/fz764dn44qlo428/KTT-118%20and%20fuel%20trailer.zip?dl=0
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Orange star fighter (Advanced wars)
kapteenipirk replied to kapteenipirk's topic in KSP1 The Spacecraft Exchange
Cool. have to check it out then. -
Orange star fighter (Advanced wars)
kapteenipirk replied to kapteenipirk's topic in KSP1 The Spacecraft Exchange
I actually downloaded and tested the mod about a month ago and my excperiences where: sitting for 20 minutes at the load screen and then finding out that the 747 that i wanted to colour was about 80% uncolourable, so yea. Ill just wait. -
Orange star fighter (Advanced wars)
kapteenipirk replied to kapteenipirk's topic in KSP1 The Spacecraft Exchange
well. i wish i could do that but the KerbPaint mod is lacking proper part support. selfish_meme is working on it right now and making good progress but i don't know if it turns in to an actual update for the mod itself. -
Orange star fighter (Advanced wars)
kapteenipirk replied to kapteenipirk's topic in KSP1 The Spacecraft Exchange
Thanks. yep, thrust gimballing makes pretty much anything super manouverable. That is why i use shuttle engines on my seaplanes, (30x30m and plus) cause it just wrenches them of the sea into the air. I dunno. There are so many players out there that i wouldnt be suprised if someone would have made this exact aircraft themselfs. -
Orange star fighter (Advanced wars)
kapteenipirk replied to kapteenipirk's topic in KSP1 The Spacecraft Exchange
Thanks. That is actually me performing a very quick U-turn. Durning that manouver my speed goes from a 100 m/s to zero as i pull up and then back again as i do the roll manouver so i end up gravitating towards the ground a bit. -
Just taught id quickly show this crazy little replica craft of mine that i built quite a long time ago. The only way to really explain that how this flies is for you to test it yourself, lets just say that it doesnt really get more ultra manouverable than this. So be careful when you fly this, since even altough it stays under control superbly you lose a lot and a mean a LOT of speed when turning so don't over shoot or well, you know what happens. It also runs out of fuel pretty fast so keep your eye on the fuel gauge. The orange star fighter is actually just an SD (super deformed) F-15 strike eagle. And just for reference here is the real thing. i did this paper model about 3 years ago. So, enjoy your ride and try not to stall or pass out. Download link: https://www.dropbox.com/s/wlk67j4ghdoc2xe/Orange%20Star%20Fighter.craft?dl=0
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The post has been updated and now includes the KL-760 Kandid (IL-76 Candid replica craft). And yes, this time the whole aircraft is up for download.
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Alright, ive put the kerbpaint mod on my follow list. The no offset limits mod would be quite useful indeed so i might get that. Part count is not my biggest concern right now, im just going for maximum detail at this point.
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Thanks for the idea (dunno why i didn't think of that), the new Jumbo cockpit has been made with this in mind. I would love to see the kerbpaint mod support all the stock parts. last time i checked (about 2 weeks ago) the newest version of the mod didnt support any MK-3 parts nor almost any of the wings. Thanks. with that in mind and with the idea given by selfish_meme, the new Jumbo cockpit that i just made is a lot more clean in terms of its shape and colour.
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This project began when i had the idea of making some small and simple aircrafts, but since i am apparently unable to do simple designs (cuz they are so boring), i desided to spice things up a bit by making some custom cockpit designs for the aircrafts. Currently there are only 2 design but i will make more in the future so be on the lookout for that. First up we have the Kondor cockpit that i designed for the KPP-700 Kondor. The Kondor is a 40x40x13 m quad engined passenger aircraft with a top speed of about 220 m/s in low altitude. The cockpit does look a bit messy in terms of its colours. You could try using the Kerbpaint mod but it doesn't support all the newest parts. Next up we have the Skytrain cockpit that i designed to be used in cargo aircrafts, but you can of course use it in anything you like. The KTP-110 Skytrain is a 39x37x8 m Cargo aircraft with a top speed of about 240 m/s Both of these cockpits do look pretty good if you ask me (bit messy on the colours tough) and also have a pretty good visibility in terms of the IVA view (the new mk-1 cockpit doesnt have iva view yet). You have to remember that these cockpit designs are a bit heavy (24,7 tons including the 15 ton fueltank in to witch it was built for the kondor cockpit) and not that part friendly (100 parts for the Kondor cockpit and 72 for the Skytrain cockpit). Here is the new addition, the Jumbo cockpit witch as you might have quessed is based on the B-747 cockpit. The dry weight is 13.7 tons. The shape is not perfect but i think it ended up looking pretty good, aka this time its a little more clean in terms of its colour Just happened to have a 747 laying around so i used it instead of building a new one, but i have plans on building a 1:1 747 replica in the future. this time instead of just doing a cockpit and slapping an of the self aircraft on the back i instead did a replica aircraft. So, presenting the KL-760 Kandid. Actually the one on the picks is the K-50 mainstay, but the aircraft that is for download is fully stock. Its not a 1:1 replica since it would have been way outta shape, so instead its about 10x10m more smaller than the real thing. Long story short it flies really well, has a top speed of 100m/s in low altitude and has a very short range thanks to the "Wheesley" engines witch suck big time. It takes of really quick and has some pretty amazing slow speed capabilities, aka it is still controllable at speeds of about 40-50 m/s witch makes landing a breeze. The wheesley engines ended up sucking some much fuel durning this flight (bout 1700-1800 units of it) that it became a taildragger, witch caused that durning the takeoff the aircraft went off course and first hit the control tower and then the hangar. And ow yea, i needed about 26 or so different air intakes to meet the wheesleys high intake air requirements (66 units/second). That and overheating issues was the reason why i didnt put engines inside one another to boost the top speed. I will keep making more of these in the future. I already have plans for some more classic looking cockpits (FW-200, DC-3,etc), more modern ones (MD-11,B-747,Chinook,etc) and some others as well. if you have any suggestions/ideas for other cockpit designs for the MK-3 line just leave a comment. And if you think these are too useless and messy looking to use, well you now the drill. So i hope you enjoy these little cockpits of mine. Download links: (Aircrafts not included, these are only the cockpit subassemblies) Kondor cockpit: https://www.dropbox.com/s/mefbmoleo6kkyne/MK-3%20%27%27Kondor%27%27%20cockpit.craft?dl=0 Skytrain cockpit: https://www.dropbox.com/s/hdhjfwd706gukug/MK-3%20%27%27Skytrain%27%27%20cockpit.craft?dl=0 Jumbo cockpit: https://www.dropbox.com/s/ud0baindme0ntsm/MK-3%20%27%27Jumbo%27%27%20cockpit.craft?dl=0 Download links: (This time the whole aircraft) KL-760 Kandid: https://www.dropbox.com/s/8ut5piae9g971sv/KL-760%20Kandid.craft?dl=0
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K.N.S Great white CV-11
kapteenipirk replied to kapteenipirk's topic in KSP1 The Spacecraft Exchange
Its a very cool mod dont get me wrong. But i dont have a need for a modpack for building ships cause i dont really have a need for them (plus World of warships fills my need for ship to ship combat). Well ok i would kinda be interested to make an SR.N4 hovercraft. And besides, the carrier is the only ship build ive done in a year cause i like making aircrafts more in this game. PS. Thanks for letting me know the name of the part painting mod, now i could finally find it. -
K.N.S Great white CV-11
kapteenipirk replied to kapteenipirk's topic in KSP1 The Spacecraft Exchange
Looks pretty cool, but then again if i just wanted a carrier that works i would have downloaded the Boats part pack. I also happen to be a more creative type of person so i like to do as many thing with as few mods as possible, so thats why i like to use mod packs that can be used for pretty much anything i make, like B9, KAX and Firespitter.