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  1. I've recently been making a lot of aircraft in my new career game, and I'm looking for inspiration. I also think that simply seeing working planes improves new players ability to make aircraft, so... Post you aircraft here! They could be stock, modded, fast or slow, cargo planes or suborbital spaceplanes Just remember, no SSTOs as there is already a thread for that I'll start with my SR-71-K, heavily based off the SR-71 SR-71-K takeoff at dawn Climbing to altitude. Those ramjets produce lots of thrust Cruising at high speed, en route to the Northern Ice shelf
  2. Aircraft Mission Sharing/ Build Challenge I wanted to put forward the idea of a challenge where people can put forward ideas for and create different mission scenarios set in RealSolarSystem Mod such as a city fortified with tanks or a Bomb target somewhere in WW2 Germany and then let anyone who wants to download the save file then design their own Aircraft to complete the mission. I think this could create some really fun possibilities like building an A-10 like plane to take out a line of tanks or a WW2 Bomber with the range to reach Berlin from London to avoid BF109 interceptors and drop its bombs and return home. If anyone has any ideas or wants to take part let me know!
  3. I've been thinking about this for a while now and I'm wondering with the new stuff with the robotic parts and the new helicopter blades, why not get ones with tip jets on them like the fairey rotordyne, reason being with the helicopter motor (R7000 turboshaft engine) produces a lot of toque and i don't want to do a duel rotor design, for mass issues as well.
  4. So, I was attempting to build an F-8 Crusader in KSP today, and that got me thinking: Is there anyone out there who would be willing to make a mod for KSP that adds in the right parts to make a Vought F-8 Crusader? Then, I started thinking about what else a mod like that could include, other than the Crusader's Nose-section, engine-shroud/engine, tail fins, wings, and landing gear. One of my ideas was that with this mod adding F-8 Crusader parts, it could also add in a few other cockpits, wings/control surfaces, and engines. Among these could be different variations of the Crusader nose-section (such as a more futuristic and sleek one, a larger two-seat version, etc), and possibly entirely different plane cockpits. What do y'all think?
  5. Need I say more? More below if the answer is "yes." I bet lots of you are curious about how far your planes can go from their starting point when their tanks are full. However, I doubt all of you want to waste time just taking them out for test runs - one plane at a time. This thread is to finally know, once and for all, how to calculate your planes' range? In the spoiler below, you'll find SPH shots of a few of my aircraft - none of which are SSTOs. What bugs me is that the delta-V count for the engines don't really give a clue. If they are, then I obviously missed it. Could someone point that out, please? I also noticed that the Regional Jet Challenge had the range equation as the following. However, I don't know if it's accurate. Speed in this equation is the given cruising speed at the recommended altitude. Is there any way to calculate the range of my aircraft without needing to download any mods? Thank you.
  6. This is a small mod which adds a detailed Airbus A330-900neo into the game. You will find detailed models and textures, custom sounds for the engines and landing gears, 3 liveries (White, Black, Airbus) as well as a modelled 3D cockpit and cabin. The plane is configured for stock, with flight characteristics based on a comparable stock-part aircraft. At a cruising speed of 220m/s at 3500-4500m altitude, a range of 2100km or fuel for 3h will be enough to cover all major routes on Kerbin. I've limited the crew capacity to 30 (+2 pilots) for performance reasons. Please note that the parts are not designed for a modular use in other crafts. Download from Spacedock I recommend you to install my Airplane Autopilot as well. Known issues All rights reserved.
  7. I realize this isn't a very exciting vehicle by the standards of this forum, but I'm very happy with it. Many of the aircraft I've designed have flown well but have been ugly, or have been sharp-looking but have not flown well. This one looks (to me at least) cool as all get-out, and flies very well indeed. Although I know that KSP has no military content at all, and no way (normally) to arm vehicles, I retired after spending more than 35 years in military service (part of that time in the US Air Force and part as a Department of Defense civilian). This design was inspired by both the US A-10 Thunderbolt II (affectionately nicknamed the Warthog) and by the Russian Sukhoi Su-25 (NATO reporting name Frogfoot), both of which are heavily-armed, slow-flying ground-attack aircraft. The KA-1 Stormbringer is a single-seat fixed-wing STOL aircraft powered by a single turbofan engine. It has a generous wing area for its size, giving it good lift and allowing it to operate from short runways. Its robust landing gear and sturdy construction allow it to operate from unimproved surfaces. It carries ten KAS-3 300-mm unguided (but gyrostabilized) air-to-surface rockets which it can fire in pairs. Whether loaded with rockets or after they've been fired, this aircraft handles magnificently, at least by my inexperienced standards. I can literally roll 90 degrees, pull back on the controls, and change my heading by 180 degrees with almost no effort and without pieces of my aircraft falling off. Or I can make the same heading change by performing an Immelmann or Split-S maneuver, at speed, with maximum control input, without my aircraft disintegrating. I have both of the expansion packs installed, and this designs makes extensive use of the TweakScale mod. I was unable to find a way to decouple the rockets when firing that didn't leave part of the decoupling mechanism on the rocket; if anyone has suggestions for this, I would love to hear them.
  8. Hey Y'all! Many past players have used all sorts of means to simulate airships in KSP, from jet engines to control surface spamming to landing gear glitches and even awesome mods like HooliganLabs. Since the game will calculate lift on an aerodynamic body regardless of how it's occluded (unless it's inside a fairing/cargo bay), we can build a helicopter that sure looks a whole heck of a lot like an airship using the new DLC parts. To this end, I've got another entry into the stock airship category: The Kindenburg utilizes two R7000 Turboshaft engines with 16 medium helicopter blades each, mounted to counter-rotate inside the wing-only section of the envelope. Outside the envelope along the sides, there are two electric rotors with duct blades which will provide our forward thrust. The lift engines are fed by liquid fuel and intake air, while the rotors and reaction wheels are run by the lift engine alternators along with a pair of fuel cells. The crew capacity is 10: 2 in the lander can, and 8 in the upside-down modules. Hanging the passenger modules upside-down was mainly for aesthetic reasons, as I found it to be the best and easiest way to make a good looking passenger module for an airship. I hear bats love to travel in this thing. Action Groups: AG1) Toggle lift engines power and fuel cells AG2) Toggle forward engines AG3) Toggle ladder Flying the thing can be a little tricky. The lift engines are mapped to the main throttle via RPM limit, and a throttle level of 1/2 corresponds to roughly neutral buoyancy. When taking off, it's best to do so with a little forward velocity for stability. Start out by hitting AG1 and releasing the breaks, then hit AG2 to start moving forward. Set your autopilot to prograde lock. Once you pick up speed, throttle up to ~1/2 thrust and you'll be off the ground. Don't try to gain altitude too quickly, otherwise you'll pitch up too far, flip out, and crash. Keep your nose close to the horizon and rely primarily on yaw for steering, bumping the throttle up and down from neutral buoyancy for pitch. Yaw works better for steering while at low speeds, but at higher speeds rolling is preferable. I've gotten it up to ~60 m/s at sea level, but you can probably push it beyond this. When landing, shut off the forward engines and deploy the gear. The massive drag of the fairings will slow you down, so drop the throttle slightly to descend and touchdown, then reapply the breaks. Craft file: https://kerbalx.com/Jamie_Logan/Kindenburg Gallery: OH THE HUMANITY!!!!!!!!! I hope you enjoyed this, please check out my last post too (also an unconventional vehicle novelty):
  9. The launch of a new aircraft from Kestrel, this time a seaplane! More video to come soon...
  10. Hello, everyone! Recently, I took a break from my usual space-faring missions to build a new VTOL dropship. The Hummingbyrd VTOL has four Panther engines which are mounted on hinges that allow the aircraft to alternate between VTOL and forward flight postures. The decision to use Panther engines was made because of their ability to make instantaneous thrust changes via the afterburners, which helps tremendously when landing. The engine housings use two sets of small internal docking ports with one of each offset to the other engine to allow for each set of engines to remain coupled despite no actual axle passing through the engine mount. The downward-facing payload bay contains an extendable crew bench, allowing for quick on-loading and off-loading of passengers. The crew capacity is 10: two pilot seats and 8 seats in the payload bay. The vessel is 119 parts. Notice the highlighted docking port in the far engine housing, as well as the corresponding un-highlighted port in the near housing. Both are attached to the opposite engine housing, but remain docked to the non-offset port in the same engine housing. This prevents flight/aerodynamic forces from causing asynchronous engine rotation, leading to unbalanced thrust and instability. Shown above is the center of thrust, mass, and lift placement while in VTOL mode. While in this posture, all three are collinear in the dorsal-ventral axis. All tanks with fuel in them are laid out with symmetry front-to-back, allowing the C.O.M. to remain stationary regardless of fuel levels. This is critical for VTOL operations, as any significant deviation of the C.O.M. from the net thrust vector will cause a persistent pitch bias. Shown below is the center of thrust, mass, and lift placement while in forward flight mode. While in this posture, the C.O.M. is offset forward of the center of lift due to the redistribution of engine mass, leading to improved stability while in forward flight. The rear engine set is offset above the longitudinal axis to the same extent that the forward engine set is offset below, allowing the net thrust vector to remain in line with the C.O.M. Action Groups: AG1) Toggle engine orientation AG2) Toggle afterburners AG3) Toggle landing gear AG4) Toggle payload bay doors and piston lock AG5) Toggle piston extension Gallery: I hope you liked it! This ship is a joy to fly, and I highly recommend you try it out! Craft file: https://kerbalx.com/Jamie_Logan/Hummingbyrd Also, Check out my last mission:
  11. After my aircraft takes off, I suddenly pitch up sharply and crash. If I am going fast enough, I can take off, but the moment I pitch up enough it pitches up sharply again. My Aerodynamic overlay and my Center of Mass overlay are inside each other. My center of thrust is directly behind me. I have included pictures. help plz
  12. Built this over 3 days. Has fully stock (no DLC) working S-Foils, flies fairly well, and only has 321 parts! KerbalX link: https://kerbalx.com/OlMuskiBoi/T-65-X-Wing Doesn't come with a targeting computer because Jeb kept switching it off anyway
  13. SPARROW HT-101 and LT-101 Custom Cargo Lift DropshipCustom cargo lift. use L and J to control lift and drop.Use I and K to control VTOL tilt4 standard rotors controlled by main throttleAG 10/0: Controls Panther Engines.AG 5: Toggle R.A.P.I.E.R EnginesAG 9: Switch Mode Panther EnginesAlso Bonus: comes with a free emergency rover tucked underneath top cargo bayHT- 30.34m / cargo lift (HEAVY) KERBALX: https://kerbalx.com/InterstellarKev/SPARROW-HT-101-VTOL-CUSTOM-CARGO-LIFTSTEAM: https://steamcommunity.com/sharedfiles/filedetails/?id=2051297280LT- 22.84m / cargo lift (LIGHT) KERBALX: https://kerbalx.com/InterstellarKev/SPARROW-LT-101-VTOL-CUSTOM-CARGO-LIFTSTEAM: https://steamcommunity.com/sharedfiles/filedetails/?id=2051302109
  14. Not really sure about this section being the proper place for this query, but i figured that if it wasn't then someone would point me the right way. So currently I'm taking a forced break from KSP (I'm trapped in trigonometry hell pls help!!!!). But i figured as this isn't really something that requires me firing up the game, and has a number of different approaches which would likely keep the thread going for a while . That makes it perfect for something to sit here and simmer while i slog thru graphs, functions and derivations of arcane formulas for the next few weeks. Anyway; to the actual blasted point. I rather enjoy building aircraft in my heavily modded install of KSP, and iv'e always had some difficulty figuring out how to replicate how actual planes use control surfaces. Note we're not excluding stock, but i personally always use Procedural Wings & Control Surfaces along with FAR in my installs. So anything specific to those is worth mentioning alongside other advice if you know of it. For instance flaps; iv'e never once built a plane in KSP with actual flaps. Not because i don't want to, but because i couldn't ever figure out how. Inverting the deployment direction doesn't seem to be enough since then they just become awkward airbreaks sticking up perpendicular to the edge of the wing, and actual flaps can usually deploy in multiple angles (For instance you almost always have settings for "Landing" which create a wack ton more lift so you can go below stalling speeds on approach). Things like Split Flaps, Elevons and Spoilerons i can't even conceptualize how to do in KSP, and it doesn't seem that any tutorials go beyond very basic aircraft design. So i ask of this wonderful community; please vanquish my ignorance and replace it with the knowledge i seek.
  15. http:// (CHALLNGE IS NOW CLSOED) Welcome everyone to another 'Quest for Hypersonic' challenge. This is a reboot of a challenge I did in September while already planning to try to make it bigger and better. Well now that challenge is pretty much dead and after some thought I decided to start a new one with some major changes. The original thread can be found HERE. Like in the previous challenge the goal is to build the fastest possible stock aircraft in either one of the two classes. Waverider, and Hermes. There are separate rules for both classes. (Details below.) If your design goes fast enough, you will receive a badge for either going faster than 3000 m/s, 3500 m/s or 4000 m/s. You will be able to put it in your signature. After you have submitted your entry, your result will be added to the top 5 leaderboard if you have beaten the record! So first, a bit of background on hypersonic travel. The term 'hypersonic' means anything traveling faster than Mach 5, or 5 times the speed of sound. Note: The speed of an aircraft is only counted as hypersonic if it is in the atmosphere and under 90 km. The first hypersonic aircraft was built by the US and was a two-stage completaly kerbal rocket that reached the speed of mach 6.7. Nothing but ash and dust remained of the rocket when it 'landed'. The first human to exceed the hypersonic barrier was Yuri Gagarin, (I am looking at you, Jebediah), and after that came Alan Shepard from the US. After that a series of developments led to the X-15 aircraft, which, to date is the fastest manned airplane capable of flight. CLASSES: Note: The rules apply only to the seperate classes WAVERIDER HERMES BADGES: These are the badges you get for building a craft that goes especially fast. You can either get one for flying faster than 3000 m/s, one for flying faster than 3500 m/s and one for flying faster than 4000 m/s http:// This is the badge you will receive if you build a craft capable of over 3000 m/s. http:// You will receive this badge if you build a craft capable of over 3500 m/s http:// Easily the hardest badge to get! This is the grand prize of this challenge! The 4000 m/s badge. WAVERIDER CLASS LEADERBOARD 1. @QuarkyGirl 5653M/S 2. @Pds314 5035M/S 3.@I troll children online. 4482M/S 4. @JorgeCS 4408M/S 5. @Vinhero100 4045M/S HERMES CLASS LEADERBOARD: 1. @QuarkyGirl:4806 M/S 2.@ralanboyle 4067M/S 3.@*MajorTom* 3107M/S 4. 5. HOW TO SUBMIT: To submit a craft, first take a pic of your craft and another picture of your record as proof. Then you can post it in this thread with the name of your craft and you record speed under 50 km. If you have passed the 3000 m/s barrier, then you will get a badge! GOOD LUCK AND HAVE FUN EVERYONE! AND REMEMBER, DON'T OBEY THE LAWS OF PHYSICS!
  16. Hi all. It has been a while since I posted a craft, but Breaking Ground has brought me back from another hiatus. Today I present the Vertitrace three bladed helicopter. Essentially, I wanted to see if I could implement an R/C three channel helicopter design with the new Breaking Ground parts. As in real life, it was never meant to represent the most efficient or advanced use of helicopter technology. Rather, I was mainly just curious to see how it would work in Kerbal. As such, it is not fast and has a few quirks, but overall the craft can be said to be flyable. If you choose to download and try it out, keep in mind the following: -Rear rotor is bound to pitch axis. -Custom 1 cuts power to and brakes the rear rotor. You must do this if you intend to enter into a hover and/or land the craft. -Custom 2 enables motors with 100% torque. Throttle controls RPM only on main rotors. It is more stable when two small reaction wheels are added to the lower railings (line of fuel tanks that connect to the landing skids), but I wanted to build something that did not need wheels in order to fly. Here is a link to the .craft file for any interested parties: Vertitrace Thanks for reading! Please let me know if you have any questions. *Update: Custom 1 no longer has effect. Rear rotor rpm is tied to pitch. Old version had rpm and torque tied to pitch.
  17. HISTORY In mid-1960s airlines had to choose between the low-capacity narrow-body 707 or the massive 747 for transatlantic routes. Future of air travel clearly belonged to the spacious and cost-efficient wide-body jetliners and so a gap in the market appeared for a long-range, mid-capacity wide-body airliner. While Lockheed’s L-1011 may have paved the way for tri-engine jets it’s extremely complex S-duct made it hard to maintain and prone to failures. The odd shape also meant that upgraded, bigger engines could not be fitted. A technological wonder of it’s time was a dead end in the long run. McDonnell-Douglas also developed a trijet of their own and decided to learn from Lockheed’s shortcomings. The fruit of their project was the DC-10. With the engine number 2 integrated into it’s vertical stabilizer the DC-10 was far easier to maintain and could fit a multitude of engines. Three engines allowed it to conduct flights directly over the ocean (it was free of ETOPS restrictions) and it’s sleek silouhette meant that it was more fuel-efficient than it’s contemporaries. It gained some bad reputation after a series of accidents attributed to it’s cargo door locking mechanism. In retrospect the bad press was greatly exaggerated and the DC-10 proved to be as reliable and safe as other airliners of it’s generation over it’s service life. It was quick and fairly easy to maintain compared to 4-engine monsters like the 747 but after the ETOPS restrictions were lifted and aircraft like the B777 or the A330 started making direct flights over the oceans the trijet quickly lost it’s edge in terms of efficiency. Two engines were the future, and in the late 1990s the DC-10/MD-11s were slowly being phased out of service. Last passenger variants of the MD-11 were retired from service with KLM in 2011, but the powerful platform was quickly adapted for cargo-carrying duties by Fedex and UPS among others. Many DC-10-30Fs and MD-11Fs remain operational to this day in those companies. This replica of a cargo variant of the DC-10-30 is my biggest flyable craft to date, and perhaps also the most detailed and functional. It features custom landing gear, flaps, spoilers and a ton of detail which make flying it a great experience. It’s also relatively low partcount for a craft of this size which should make it quite playable! FLIGHT MANUAL 1. STARTUP AND TAKEOFF Since KSP slams your craft onto the runway REALLY hard when spawning, the gear may get a little wobbly and you may have to wait a few seconds until it settles down and straightens out (you may want to enable SAS and brakes). This happens only on loading so don’t worry about it too much when landing. Be sure to enable the APU with AG3 so you don’t run out of power while your engines aren’t running. After the DC-10 is sitting still on the runway you can start up the engines on idle throttle. You can extend the flaps with AG1 for takeoff. To take off apply gentle throttle (no more than 20-25%) until you are moving at approx 40-50m/s on the runway to prevent stalling the compressors and losing thrust. Optimal V2 is approx 80-90m/s. After takeoff you should be moving fast enough to prevent any compressor stalls at high throttle. Retract the flaps with AG1 and retract the landing gear with G. 2. FLIGHT There isn’t too much to it - the DC-10 is very stable and pilot friendly for the most part. Roll rate and pitch authority are both very good for an aircraft of this size. The cruising speed is approx 200m/s and top speed sits at somewhere around 270m/s at 5-6km. Be careful not to overstress the airframe if you are making hard maneuvers at higher speeds. This airframe is rated at no more than 4.5Gs. 3. APPROACH I recommend lining up with the runway in advance to give you time to set up a smooth glideslope. After you line up with the runway drop your speed to about 120m/s to allow for flaps to deploy safely. You can now deploy the landing gear (G), flaps (AG1) and spoilers (AG4). 4. LANDING The DC-10 will become really sluggish and stall-happy below 60m/s so land at approx 75-80m/s if possible. Be sure to flare and reduce your vertical speed to prevent damage to your landing gear. After touchdown, apply brakes and activate thrust reversers with AG2. Remember to reduce thrust when your speed drops to prevent compressor stalls. That’s it! Below are the main controls: AG1: Toggle flaps AG2: Toggle thrust reversers AG3: Toggle APU AG4: Toggle spoilers U: Toggle landing lights Enjoy and fly safe! v1.0 - Initial release DOWNLOAD: https://kerbalx.com/EvenFlow/McDonnell-Douglas-DC-10-30F
  18. WELCOME TO THE HANGAR Here there be giants With part counts measured in the thousands, these colossi of the skies aren't for the faint of heart Look inside to find detail-oriented replicas of some of the largest passenger and cargo liners ever built or conceived With no mods or DLC required, these craft are open to all who can handle their bulk! Boeing 747-100 Antonov An-225 "Mriya" Boeing 747-8 Airbus A-380-861 Boeing Pelican "ULTRA" Hughes H-4 Hercules "SPRUCE GOOSE" McDonnell Douglas MD-11 Scaled Composites Stratolaunch Boeing 747sp (WIP)
  19. I have been trying for a while, but no I could not come up with a solution for this. I'm new to this game. just a fey days since I downloaded ksp, I'm tying to do quite ambitious projects for my level of experience. Because of this I need your help. Now for a question: How can I deploy a controllable unmanned aircraft from a mothership? Here is a photo of the aircraft https://imgur.com/a/u6wkqsa I'm trying to make the bigger plane at the bottom be romtely controlled by the smaller one on top. Thank you for your attention. sorry for typos, english is not my first language . mods used: Airplane Plus and Tweakscale
  20. My suggestion in a fly-by wire avionics system, and I'm not referring to SAS. It could be implemented into stock or made into a mod. This way an aircraft with, say, a broken elevator or missing canard, could fly. Heck, if the system were properly implemented, you could fly an aircraft that is facing backward without the control surfaces going the wrong way, or even fly an inherently unstable aircraft! Some background info (especially for those who don't know what an actual fly-by wire system is): From Wikipedia TL;DR: Instead of the aircraft responding to the stick being pulled (or in this case [ S ] being held) by deploying elevators, the aircraft just calculates what control surface movements would actually accomplish this pitch up. Here's a hypothetical situation to demonstrate what I mean: You're flying an F-16, but (oh no!) your right stabilator isn't moving, no matter what you do. Now, whenever you try to pitch up, it also rolls the aircraft left. A fly-by wire system would accommodate this by also using the ailerons to stop the roll before it even happens. Another example: you're flying an Aeris 3A (modified to be supermanueverable), and now after pitching up to vertical, you have stalled, but your attitude is still nose straight up. You try to pitch back, and the canards face leading-edge up and the elevators face trailing-edge up. When flying normally, this would do the right thing. But because you are falling backward, it causes a new pitch down. Similarly, roll is also reversed! To simplify it further, the fly-by wire system makes it so that the aircraft does what it thinks you want, instead of what you asked for. KSP could gain so much from a fly-by wire system. Even if you don't fly aircraft, it'd still be useful. Vertically landing rockets would be so much easier because you wouldn't have to fiddle with a negative authority limiter on control surfaces.s2
  21. This craft is a full stock 1:1 replica of the McDonnell Douglas MD-11, this craft makes use of no DLC parts or mechanisms. While I have built a number of large planes, it has been nearly a year since I've built an actual airliner, so I decided to tackle another one. I wanted to built a tri-jet as I had simply never done one before, and true to form I chose the largest tri-jet ever built, The Md-11, a largely altered variant of the DC-10. This craft features refined versions of building techniques I had used in the past, as well as new ones. In total it took 3 months of on and off work to complete, as various difficulties and roadblocks would regularly halt progress on the build. This craft also utilizes a perfected form of the custom actuated wing surfaces used on my Drehmeister fighter craft to replicate the large control surfaces located at the base of the wing. basically every section of the craft had to be reworked or rebuilt from scratch, this made the build the slowest going out of any craft I have built proportional to it's size. However, I feel it payed off as the final product is notably more polished than any of my previous builds. Download Link: https://kerbalx.com/Kronus_Aerospace/Kronus-McDonnell-Douglas-MD-11 Part Count: 1485
  22. This craft is a 1:1 scale full stock replica of the H-4 Hercules, more popularly known as the Spruce Goose. This craft, while relatively simple in its design, ended up being one of my more involved replicas, with a large amount of work and experimentation put into replicating the design. The craft is powered entirely by 8 of my R-4360 turboprops, which combined produce 3200 kN of thrust. The wings of this replica represent my first attempt at fully constructing a custom aerofoil. The technique used is effective, but I have since improved upon it,and you can expect more advanced versions of it in my future replicas. One interesting quirk of these wings, is that the enormous amount of drag and lift they produce means that this craft flies very smoothly at its top speed of 26 m/s, yup. Performance wise, this craft did not meet up to my expectations. I had intended for this craft to be capable of water takeoff and landing. With this in mind I kept the craft as light as possible, being about half the weight of my other replicas of similar size and complexity. Unfortunately, this craft was not able to land, nor take off from the water, meaning that this replica is basically completely aesthetic. While I am somewhat disappointed by this craft, I learned a great deal whilst making it, and it was ultimately a valuable experience. Download: https://kerbalx.com/Kronus_Aerospace/Kronus-H-4-Hercules-Spruce-Goose Craft Mass: 310.95 tonnes Part Count: 2141 parts I would love any suggestions about what *big* plane I should build next!
  23. This craft is a full stock 2:7 scale replica of the SR-71 Blackbird. This craft has Spark engine afterburners, which necessitate the use of infinite fuel. The craft is very slow unfortunately, but is decently maneuverable. This craft was built purely for aesthetics, and true to form for me it has an absurd part count for its minuscule size. This craft was originally built some time ago, and was recently retrofitted. Ideally I would rebuild the craft from scratch as it’s old infrastructure was a constant obstacle to the redesigns. Given more time a full revamp would be more accurate and have better performance. In the future I may revisit a mini SR-71 again. Download: https://kerbalx.com/Kronus_Aerospace/Kronus-SR-71-Blackfinch Part Count: 405 Craft Mass: 11.12 tonnes
  24. The DC-10 Something dangerous in the sky... The Might of Three Rolls Royce engines propell the aircraft through the sky. Taxiing..
  25. F-4 Phantom II: .CRAFT file:https://kerbalx.com/KAS/F-4-Phantom-II
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