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Bottle Rocketeer
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K-17 Cargo Plane (B9 and Procedural Wings) 0.25
Istagg replied to Istagg's topic in KSP1 The Spacecraft Exchange
Thanks! You're giving me ideas man But my kerbals haven't proceeded so far in their aerospace technology yet. I'm currently exploring Kerbin and its sites using conventional aerodynamic aircraft. Then, it's the rocket divisions turn, going to orbit to build a science and fuel station. The KSS. From then on, missions to the Mun, and Minmus. After that, I'll start the SSTO program, which job will be shuttling the crew rotation of The KSS, and supplies. The KSS will eventually be the launch point for My Duna mission "Red Sands" -
K-17 Cargo Plane (B9 and Procedural Wings) 0.25
Istagg replied to Istagg's topic in KSP1 The Spacecraft Exchange
First post updated with edited picture, better highlighting of the aircrafts features like flaps and engine thrust reverse. -
K-17 Cargo Plane (B9 and Procedural Wings) 0.25
Istagg replied to Istagg's topic in KSP1 The Spacecraft Exchange
Any feedback on this? Does the craft file work, and does downloading via my mediafire work? Also curious of it's characteristics in stock aerodynamics if anyone has tested it. -
The K-17. Based on the real world Boeing C-17 Globemaster III. Well balanced and functional cargo aircraft. Made using B9 and Procedural Wings. Designed using, and to be used with FAR, but should fly just fine with stock aerodynamics. Flies very well, takes off easily, and is surprisingly nimble for it's considerable size. Barrel rolls without problem. Sturdy, but discrete use of struts. I personally use it to transport fuel trucks and mobile science labs to remote bases around Kerbin. I usually build with editor noclip enabled, so i have placed a couple batteries behind the cockpit for extra electricity storage. Separate control surfaces intended as flaps. Airbrakes. (activates along with regular brakes in action groups for extra braking and stopping power, also handy for slowing your airspeed on approach for landing) Engine reverse thrust, for even more stopping power Roomy cargo bay, 8+ meters. Example images of potential setups, craft file does not come with cargo. Or the parts that are holding the cargo, nor the lights in the cargo bay. Use care when unloading, and especially loading cargo. The cargo ramp can have a tendency to bust rover wheels when trying to drive back in the bay. Driving out of the cargo bay usually goes fine without any damage to the cargo vehicle's wheels, as long as you take it out slowly. I am fairly new to this craft sharing thing, so I am unsure if my action groups will follow the craft file, but in any case, here they are: Custom action 1: Increase flap deflection. Custom action 2: Decrease flap deflection. Custom action 3: Toggle engines. Custom action 4: Toggle steering. Custom action 5: Toggle landing lights. Custom action 7: Toggle crew ladder. Custom action 8: Toggle cargo bay doors. Custom action 9: Toggle cargo ramp. Custom action 10: Toggle engine thrust reversers. This aircraft can land and stop at the island airbase runway, carrying a 5m fueltruck with 1060 units of liquid fuel, if you use the thrust reversers. If you don't use them, you're going to have a bad time. (read: flying of the edge and crashing into a fireball) This aircraft might not be anything special, after all, there are many talented builders in this community. But it represents a significant amount of hours, designing and testing to get it to work, and i hope it can be of use to someone http://www./view/4svm3zp7bxbb9j7/K-17.craft -Istagg-
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Istagg replied to ferram4's topic in KSP1 Mod Releases
*Facepalm* I did not think to check that. Thanks guys! ^^ I'm off to build some planes. Some very stock looking planes. Until B9 is updated. I need me some B9. Dear Kerbal god, i can haz B9 plz?- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Istagg replied to ferram4's topic in KSP1 Mod Releases
Hello all. It's been quite a few updates since last I played KSP, and i usually spent most of my time designing and flying planes, and got quite good at it, if i do say so myself. As such, FAR was, and is a priority 1 mod for me. My question is, is there a feature that's not there anymore, or am I missing something? Previously i design my aircraft, keeping CoM and CoL in mind, then I use FAR to sweep AoA, and then i could specify the amount of degrees the control surfaces could move., and what they would be used for. Pitch, roll, yaw. Now in 0.25, i can't find any option in FAR to do the latter. Forgive me for being a noob(even though I've been with KSP since v0.18) I just haven't played in a good while.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Istagg replied to ferram4's topic in KSP1 Mod Releases
I have to add my voice to Weatherman159 and White Owl here. FAR works great, except for one key issue. There seems to be no drag to speak of. I can take off and climb to a speed of lets say 200 m/s, and the planes handle great. But when i shut the engines down, i can glide around for minutes almost. It just wont slow down. Is there no fix for this issue? I spend most of my time designing and flying planes in KSP, and i love this mod. It has become indispensable to me.- 14,073 replies
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Oh... I did not find that Sorry. This thread is up for deletion then.
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I thought it would be nice to get a list going, as i can't seem to find one by searching the forum. Which mods work with 0.21, and which don't. Personally i use B9, ISA mapsat, Ferram Aerospace Research, Kerbal Engineer Redux and Quantum Fuel Transfer System. Most of those work as intended, though i haven't checked Quantum Fuel Transfer System, and I'm unsure if the SAS, and ASAS parts in B9 have been updated... Any insight on these matters from you folks out there?
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Taxi Runway for Aircraft
Istagg replied to Nebula's topic in KSP1 Suggestions & Development Discussion
One great addition to the runway would be better runway lights, and a strip of approach lighting system. That would make lining up for approach much easier, as it's quite hard to see the runway from a distance. Also, that would make night landings a whole new experience Maybe a PAPI too, for judging the correct glide slope would be nice. Also, some kind of fuel hose you could add to a refueling truck, to manually refuel your planes with an EVA kerbal, instead of having to rely on connecting the plane to a fueltruck via a docking port. That would also be a nice addition Like OP, I too spend most of my time designing and flying aircraft. I use a joystick, and B9 parts pack, together with Ferram Aerospace Research mod. In my opinion, it makes for decent realistic flying. It's like a flight sim you get to design everything yourself.