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  1. How to I get airspeed, as opposed to surface speed, data so that I know when my plane is going to stall? Is there a way to do this in stock KSP?
  2. How do you make a hypersonic jet, like an https://en.wikipedia.org/wiki/Aurora_(aircraft), fly level at high altitude and speed? Whether it’s flying with SAS on or off (only control surfaces, no RCS or torque), when its pitch is level it wants to keep climbing until the engines flame out from lack of air, and speed drops.
  3. select plane size
  4. WW2 Defence Contract/ Warbird Build Challenge Is anyone interested in a WW2 aircraft build challenge using BDarmoury and airplane plus? I was thinking maybe in the style of companies battling for the defence contracts after an invasion similar to the WW2 arms race. We could build aircraft for classes such as Fighters, Attackers and Bombers and score them based on performance for its class and look/realism (I love warbirds made using command seats and custom made cockpits for realism) I don't know how to make one of these fancy looking pages with nice pictures and everything but if anyone is interested and wants to help me set it up let me know.
  5. Stock Glider Catalogue Although KSP lacks wind and thermals, or indeed any means to actually maintain altitude in a glider without self-propelling, I have still found a tremendous amount of fun in building "sailplanes", aircraft with very low stall speeds and very good glide ratios. I think there's a lot of fun to be had in throwing them off cliffs and seeing how far it's possible to go, or what dangerous aerobatics you can perform. Thus, I present the Greenhayes Aircraft Glider Catalogue: four different sailplanes, each with their own handling characteristics and visual appeal. General Advice As a rule of thumb, the best fun can be had when you launch your gliders off a large hill or mountain. A good starting point is the mountain range east of the Kerbal Space Centre - you can use the new "Set Position" cheat to place your craft on the perfect peak. All of the gliders in the catalogue come equipped with three glide extension rockets (or a reusable self-sustaining rocket on the "Stork"), mapped to the space bar. These are to be used at your leisure - to gain speed before maneuvering, or to gain a little bit of altitude and go further, or even to take off from level ground - the choice is yours. An important difference that the gliders show from normal KSP aircraft is their tandem landing gear - they will rest with one wingtip on the ground before takeoff. Thus, it is very important to keep the wings level on takeoff and landing, to avoid any crashes. Remember to start trying to level out as soon as your aircraft begins to move! Greenhayes Model 16 "Cumulus" The Cumulus is a fairly docile, easy-to-handle two-seater with three pairs of Glide Extension RocketsTM strapped to the side, so that you can get yourself out of a pickle, or self-launch in a hurry. Recommended for beginners and for long, calm flights. The wheels don't retract on this one - no need to remember to put the gear down. Greenhayes Model 33 "Vulture" y The Vulture is a single-seat, tailless glider with excellent acrobatic potential - it is highly maneuverable on the pitch axis, and will flip around quite easily due to its wing configuration. It is Be gentle on takeoff and particularly landing, as the fragile fuselage is easily damaged. Not recommended for beginners, but good fun in experienced hands. Greenhayes Model 05 "Seagull" The Seagull is one of the first gliders built at Greenhayes, and its handling reflects its age - very stable, with a good glide ratio and a low top speed. The rudder on this glider is particularly powerful - use it in your aerobatics, or to keep your turns coordinated. Greenhayes Model 15 "Stork" The Stork is a durable, high-performance single-seat sailplane which can be put to just about any use the pilot wants. This is the only glider of the catalogue to feature permanent self-launch engines and flaps, allowing experienced pilots to control their approach speed and angle. Flaps are mapped to Action Group 1. Download link for all four gliders: https://drive.google.com/drive/folders/10FbzVH22yt68R8dIGcphNB6VCL_8YvcM?usp=sharing
  6. Hey guys , I know there are already a lots of tweets but i watched already a lots of tutorials etc... Well i tried to built a big cargo-SSTO. On ground it is good to turn left right but i have the problem that it cant take off I have built also another one but it has exactly the same problem. I can built planes i constructed the SR1-Blackbird and it worked well but SSTOS ... are not working ^^. One Problem i could imagine, is that the center of lift is not at line with the center of mass but I am still a noob in planes. I started 4 days ago to build planes xD. kind regards PS: i hope the pictures are there https://imgur.com/PG1H2RQ https://imgur.com/GmihCbH
  7. This plane which I call the Giupen 1 is one powerful and manoeuvrable boi. With its dual Panther engines, it can easily reach speeds of probably up to 1000m/s and is extremely agile, able to do sharp turns. (Going too fast may cause it to overheat and explode though) Ask if you want more pics.
  8. A Bell X-1 replica, sans B-29 launch vehicle. KerbalX link: https://kerbalx.com/OlMuskiBoi/Bell-X-1
  9. 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
  10. Our Soviet Russia Engineer Vadim was expermenting with vodka air pressure sealed engines, yet he is genius! He was deeply involved into our past prototype machines! While he was expermenting he thought "wait a minute i can unseal it push air into engines and use cable management aha!" so he invited his neighbor Prakapenka that specializes in rzhavchina and locked in position these Vodka/air engines! Such holding quality surppasses Long-term Lada rzhavchina ȍbrūč! Our team in conclusion present you first ever Sputnik XI VodkaBoosted V8 RocketPlane with 8 engines runned by pure Vodka with injected air! Be careful one bad turn and all goes sideways! Enjoy Comrads! Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2011304978
  11. Our Soviet Russian spy just found this star wars spaceship blueprint and enhanced it with our oldest fuel Vodka just one drop of this magic juice makes your ship fly with sonic speed in no time! Enjoy comrads it is now avaliable worldwide to public use! Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2010033216
  12. 2020 is year of inovation, our Soviet Russia engineers combined 2 best catalysts of Soviet Russia Engines and VODKA, we proudly present you one and only rebranded vodka fueled engines JETplane that get you to your fellow comrads in no time! Enjoy! Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2006339085
  13. Features Speed control Maintain altitude Maintain heading Maintain climbrate Autonomous takeoff Autonomous landing Fly a pre-programmed route Fly to a pre-programmed waypoint Also works in FAR What it is This is a project I've been working on forever. Programming an atmospheric autopilot can be very, very hard, but I've came up with an acceptable result, at least in my eyes, and wanted to let you guys be able to check it out! There is much to be optimized which I will do in the future as well as add new features, but for now, the results were quite good in my opinion, which is why I'm releasing it now. Installation Install kOS https://github.com/KSP-KOS/KOS/releases Download the script https://spacedock.info/mod/2346/KK's Airplane Autopilot Put all the files inside your KSP Main/Ships/Script folder How to use Attach a kOS unit to your aircraft If your craft has thrust reversers, put them on action group 4 Launch the craft Open the kOS terminal Enter the following: switch to 0. run auto307. Once the gui is built, you can hop into the settings menu and adjust all your parameters there. For some more detailed information, you can also hop into the script, I've added some comments there explaining the different variables, but it should be pretty much self-explanatory. You can also choose to add a new "airplane" to the database, simply copy an existing one (do not copy the last aircraft, copy one of the first) and adjust the parameters. Enjoy! To create new waypoints, simply copy an existing one (best if you copy the first one), give it a new name and enter it's latlng position. You can do this two ways: log the current geoposition of your craft to a file and then copy the logged coordinates into the waypoint OR enter the coordinates from the cheat menu "Set position". The same procedure for navigation / flyroute mode. Copy an existing one, add the waypoints and end with a runway. This script could be extremely handy for career mode where you have to fly to certain waypoints, gather some data etc. Now you can just enter the heading you need to fly to, select the speed and altitude and lean back! Bus / Known issues: You might see some severe wobble / oscillation of the craft shortly after you activate a mode for the first time. The script will automatically try to reduce the oscillation but this might take a few seconds. If the oscillation is really bad, try to reduce control authority on the rudders in the beginning and steadily increase it. Some more action: @Mods, I hope this is considered to be an Addon and thus is in the right subforum!
  14. Hello, I didn't tried to create anything crazy in term of design in the plane but I think there is a bit of a problem with this particular plane. And yes, I can reproduce this "thing" on every single flight. I can share the design if needed. 1.8.1.2694 WindowsPlayer x64 en-us (not sure if these 2 qualify my install to modded or not) 1.8.1 Making History 1.3.1 Breaking Ground Win 10 Pro 1903/18362.476 i7-5820K 16GB GTX1080 / 441.20
  15. I present to you: my latest invention! Hawk Mk 3 Guardian: The third iteration of the famous line of fighters by Kerbal Dunatian, the company that brought you the Hawk Mk 2 and Falcon Mk2. This fighter utilises some of the most modern software available, putting it at the top of the areal food chain. Designed specifically with combat in mind, this plane can go up to Mach 3 at cruising speeds, can take off at only 50 m/s and is the most maneuverable craft around. It has 2 main and 2 secodary engines, which can be toggled independantly from each other. The craft has an additional autopilot in case your kerbal loses conciosness during a dogfight. It has been proven especially effective during the Free Space War. Flight manual can be seen on KerbalX. *No weapons included* Download from KerbalX Known bugs: No bugs as of today!! Flight advice: use SAS. When landing, don't turn the brakes on untill touchdown. I am open for suggestions on improving and creating new content. If you have any ideas, please feel free to post them in the comments.
  16. Description This is a full stock 1:1 replica of the Scaled Composites Stratolaunch. Possessing the largest wingspan of any aircraft every flown, and having been designed as an air-launch platform for rockets, this beastly aircraft requires no other introduction. This build has the highest part count of any of my replicas to date, due largely to the *unique* shape of the fuselage. This craft was completed long before the MD-11, but seemingly inescapable technical difficulties plagued the craft from then on. It was only until many months later that I was able to finally diagnose the source of the problem and finally post this cursed monstrosity. Even with 6 extra beefed up versions of my PW-4056 engines the vehicle struggles to lift its own bulk, leaving it with only around 150 tonnes of payload capacity, and very limited ability to lift such payloads to high altitudes. This could have been solved by increasing the power of the engines, but seeing as the craft had already reached a ludicrous part count, I deemed this to be unnecessary. Partcount: 3150 parts Mass: 650.58 Tonnes Download: https://kerbalx.com/Kronus_Aerospace/Kronus-Stratolaunch So What Was Wrong? It seems that using the "Remove From Symmetry" feature would completely break this craft's part file, rendering it unusable. I can't say how or why, but what I can tell you is that the way the craft was constructed necessitated that I used the feature every single time, guaranteeing that the craft always broke. Whilst frustrating, these kinds of bugs are honestly just something we've all come to expect from KSP.
  17. Even though its name is a reference to the wide-body Airbus A300, the Stearwing A300, with its 3.5 m Mk3 fuselage is only the size of a narrow-body A320. To avoid having to clip two rows of fuselages into each other to replicate wide-body jets, I think stock KSP should have 5 m plane parts.
  18. Hello. I built this new probe core-equipped jet that could carry up to six kerbals at a time and land anywhere. It's equipped with two J-X4 "Whiplash" Turbo Ramjet Engines for maximum speed and a couple of batteries to keep it running when the engines are out; a single XM-G50 Radial Air Intake on the top gives air to both engines. Below is a picture of the B-5 Badger on the runway. Check out the final entry in "The Eelootians," to see a report of its performance. However, during flight, I notice that Engine Two (the engine on the right side) frequently flames out. I know it may have something to do with the air intake not delivering enough oxygen to mix with the fuel, but I'm confused as to why that engine specifically. When Engine Two gets back online, it still has a significantly lower thrust than Engine One. Why does Engine Two flame out and not Engine One? Better yet, why not both at the same time? How can I set the intake to distribute air equally to both engines? I don't know if it's been asked already, but if it has could someone please send me the link to a reliable answer? Thank you.
  19. The 4th version of my space plane has some weird issue in which when it loads on the runway for launch it goes boom! It even acts funny when I attach launch stablizers. What is going on?
  20. So I haven't played in a while and I show up and design a killer new plane, takes off fine, flies great, but then when I go to land it, the instant the nose gear touches down, there's a huge bounce pitch approx. 20° and kicks the rest of the plane approx. 10 meters in the air. Done several tests following scientific method using controls and varying spring strength and damper strength, but I can only make the bounce take longer to hit or make it a little shallower, but it is always there. Starting to worry that my beauty is never going to see glory. I've seen other posts in regards to a more pervasive bounce at standstill and takeoff, but they're mostly older posts (>6 months). These such instances do not report the same symptoms and thus their solutions have not helped. Plane is 2 rear gear (medium retractable) and 1 nose (medium retractable), weight 12 ton, Mk. 2 fuselage with twin panther engines. The cockpit is BD Mk22 but I don't think that should be affecting the landing gear too much. Update: turned the nose gear around 180° and it is marginally more stable, also seeing some weird graphical glitches in the runway. I am aware that they updated the mesh for the runway, but the symptoms still show themselves on the grass. Current best results are max spring strength and much reduced dampers, but still requires very long and level approach.
  21. Welcome to the... KSP Stock Prop Design Challenge! The aim of this challenge is to create the coolest looking stock prop designs you can! Your plane will be judged mostly on appearance and as such, speed and performance won't be judged very harshly; as long as it flies, and flies well enough it's okay (though good performance is always good to have). The goal of this challenge is to create a plane that fits both the requirements and aesthetics of what a contract of your choice says. The contracts will range from 1920s-30s biplanes to post WW2 superprops. There will be no definitive winner to this challenge, but aircraft I especially enjoy will have a spot on this original post. Please lay out your submission like this: [Contact No. XY][Generation (biplane, ww2 etc)][Manufacturer name/author(s)][Craft name][Description][Pictures (max 3)][Download link (preferably on KerbalX)] Guidelines/Rules 1) Unless otherwise stated in the contract, the plane must fly only with stock propellers. 2) The Design MUST be original and NOT a replica. 3) Stock designs only. DLC is not allowed. 4) Part clipping/craft file editing is allowed. ----- The Idea The idea for this challenge was blatantly ripped off HB Stratos' and Servo's Original Jet Fighter challenge. If you've stumbled here but aren't a fan, or don't know how to make props, visit their challenge instead: Major thanks to HB Stratos for letting me actually make this challenge even it's literally the same thing. ----- The Contracts Biplane Era ----- WW2 Era ----- Postwar Era --- Hall of Fame! @Jon144's fantastic K4F Scimitar is on the list because of it's superb performance; the best so far! While not as detailed as some of the other props, it's fast, and maneuverable enough to compensate. Good job! --- @erasmusguy's HF-108 fantastically detailed. It doesn't quite fit a category, but looks superb. I appreciate the detail added to it; especially the little men/RCS tanks. Well done. --- @Phantomic's P-45 bolt just looks like a plane straight from WW2. It has nice clean lines and isn't a bad flier either. Fits the contract almost perfectly. Great work! ----
  22. Welcome to the KSP Original Design Competition, brought to you by @Servo and @HB Stratos! The Idea Servo came up with a challenge for his own to build an original design for each jet fighter generation. I was inspired by this and in collaboration with Servo we made background information/guoverment contract for each jet plane generation. The Contracts 1. Generation 2. Generation 3. Generation 4. Generation 4.5. Generation 5. Generation 6. Generation Transport Aircraft form various times Few rules Part clipping is allowed Craft File Editing is allowed Stock craft only No Making History Expansion How to win I can´t really say there will be a definite winner, but I will probably make a video on my YouTube channel featuring the 3-5 best aircrafts of each generation. How to submit your Planes You are allowed to submit as may planes as you want, but just one is also fine Template for submitting stuff, coupy this and replace with content to contribute. [contact no. xy] [generation] [author(s)] [craft name] [description] [pictures (max 3)] [Download link (if possible KerbalX)] HB Stratos over and out
  23. Plane capable of Mach 5.5 speed at 20000m, it can do an aerial circumnavigation of Kerbin in about 40 minutes. It works fine with the stock heat mechanic. 1 - Toggle landing gear steering Pictures: Cruise Altitude and Speed Circumnavigation complete! Still pretty hot after a full circumnavigation... Download: https://kerbalx.com/Daze/Mach-FiveFive
  24. Wings of Glory Prelude: Fire in the Skies “Odin Flight; ATC reports three to four radar intercepts closing in on your position.” The Lead pilot called into the radio as he flipped the lever that took his guns off safety, “Odin 1 acknowledging. What is their bearing and speed?” “Odin 1 they are coming from the North-East traveling at 600 knots.” The three F-6 Comet fighters turned in unison as they prepared to meet their attackers head on with the lead calling back, “ATC Confirm enemy speed.” A few seconds passed before the call came back, “Speed confirmed. Enemy craft still heading your way going 600 knots. Intercept in 2 minutes.” “How in the world are they going that fast? Aren’t they stuck with piston aircraft?” came the confusion from his right side wingman, Odin 3. “Apparently they have something new. Looks like we won’t be able to complete the bombing run, jettison the Mk-III Bombs and go to full throttle. Prepare to drop tanks and go into merge when we are in visual range.” So the three craft spread out and sped up as they prepared to get into a brawl with the Thean Empire’s own. Within a minute a glint of metal was seen topping low over the hills and the F-6s dropped their external fuel tanks banking sharply to meet the enemy. Suddenly the sky was filled with hundreds of tracers as both sets of aircraft exchanged fire with each other in a swirling frenzy. As the jets zoomed over each other’s canopies the Comets were able to recognize the swept wings and distinctive front end of the KUT-7. The KUT was the newest fighter jet of the Proecian Confederacy and a rare sight so far away from their borders, apparently they threw their hat into the ring of the Thean Civil war; backing the old Empire of the North against the rebels in the South. So used to fighting the old and slow hand me down planes that the Empire had used previously the Rebel pilots of Odin flight were overwhelmed by the maneuverability and speed of the KUT. Their own Comets were bought from the United Kerbos Territories as the UKT began to phase them out for their newer F-7s and F-9s. The Comet was slower, less agile, and less armed than the shiny new Proecian fighters. As Odin 1 banked to the right he saw an orange flash as one of his fellow Comets burst into a huge ball of fire. Anger overtaking him from the loss of his wingman he popped his speed brakes and made an aggressive barrel roll to invert himself over the canopy of, and then positioned himself behind, the KUT-7 that had been on his tail. He retracted the brakes and then ramped up his thrust and he held down the button on his stick that let fourth a burst from his four 50 cal machine guns. Black smoke belched from the engine of the Empire jet before the whole fuselage was ripped in half by his line of fire. Odin 1 zoomed past the tumbling wreck going back into the fray. Odin 2 was being pursued closely by two KUTs taking turns sniping at his tail. He pulled back on his stick to lead the nose of the jet upwards and climbed as fast as he could to help out his fellow pilot. Still rising toward the battle ahead of him he peeked into his gun sights and began to line up a shot. There it was, the glowing tail pipe of the rearmost KUT ready to be shredded by pounds of lead. Then suddenly it wasn’t as the horizon became a tumbling mess of blurred colors. He felt the jolt as his tail dislodged itself from its perch, then a grinding sound came from his left side where he observed with horror as the wing ripped itself away from the rest of his plane. He was in a deadly spiral to the ground and had only seconds before impact. There was nothing more he could do as he pulled the lever below his seat as his vision began to grey out from the G-forces. His eyes snapped open to see a smoldering ruin of his former plane below as he descended on his parachute. In the distance he could perceive an explosion as one of the planes in front of him was destroyed. Any hopes that it was an enemy craft were dashed when he saw the exhaust trail of three planes meet up and speed away to the horizon. He had flown on dozens of missions during this war; this was the first time that he had failed one. Worse yet, there were no other parachutes save for his in the sky.
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