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  1. The GAZ AAA was a 6x4 cargo truck based on the Ford Model AA and built by GAZ in the Soviet Union. This replica has a lookalike Russian Quad Maxim gun mounted in the bed. Fully stock, comes with suspension and a fuel cell engine (Action group 3 to turn on and 4 to turn off) This is built off my GAZ AAA replica base as part of my WW2 Replica Project (Link in signature) Download
  2. So after seeing some of the crazy stuff Gag09 came up with in his thread, I was inspired to build this: As you can see, it uses Panther engines which give it great maneuverability for such a large aircraft and the afterburners give it a TWR > 1 on takeoff (without ordinance anyways). You may be wondering why there's a cargo bay at the front. The idea is to fill it with missile/gun racks so you can close it off when doing hypersonic speeds. The next step is to fill that bay full of ordinance. Here's the craft file for anyone who wants to give it a go. It's completely stock, although I did use Kerbal Joint Reinforcement to keep the part count down so you may need to add some extra struts to keep it from wobbling around. Craft
  3. I've been wanting to do the Elcano challenge for a while, but I've never had enough free time to dedicate to developing a rover which won't flip in low gravity. But recently, I realised that Gilly was probably small enough that an enterprising kerbal could circumnavigate it on foot. The only question is, who would be insane enough to go along with this plan? Sorry Jeb, but I want to do this stock, and since not having access to VOID means I can't guarantee I'll build something capable of making a two-way trip, I don't want to risk an orange suit. Maybe one of the new recruits will be similarly insane? Perfect. I've already come up with a rocket capable of getting to Gilly, all you have to do is get in and fly it there: The actual circumnavigation will start later this week.
  4. My first completely self designed helicopter. Mostly uncontrollable but it flies. 6 Juno jets on the wingtips, with a custom built bearing. Turbine engine version is in development . As you can see, this is the reason it is unmanned: "This is your captain speaking. We are experiencing some slight turbulence. Please reattach your seatbelts, put your head between your legs, and kiss your *** goodbye." I hope you enjoyed looking at this haphazard pile of junk. Please help me improve it. 1 rep = 1 probe core in place of 1 death row convict/test pilot.(kidding)
  5. This just occurred to me, but wouldn't be nice to have in-game chatter between the crew and KSC? Chatterer does a great job with this, I was just wondering if it was possible to make it stock. That would personally enhance my overall experience, not to mention add some realism. Also, for those who like to play bare bones stock games, this would be a tremendous addition. Flying inter-planetary missions with next to no sounds at all? Doesn't sound very exciting to me. This is more of a side-note, but one thing that I don't really think would fit in is EVA breathing, true, it's neat, but listening to kerbals breathing down you're neck would get old. Fast. What do you guy's think? Should this be in the game?
  6. Hi all, I am very happy to be able to share my latest rebuild of my Rolls-Royce Thrust measuring rig. For those unaware of the amazing feat of British engineering that was the Thrust measuring rig I will add a small bit of information about this aircraft. For ease and clarity I have copy and pasted the information below. It is from Wikipedia but I have looked into the information and it is accurate. -Text begins- The Rolls-Royce Thrust Measuring Rig (TMR) was a pioneering vertical take off and landing aircraft developed by Rolls-Royce in the 1950s. The man largely responsible for the development of the TMR was Dr Alan Arnold Griffith, who had worked on gas turbine design at the Royal Aircraft Establishment (RAE), in the 1920s and was a pioneer of jet lift technology. Griffith was employed by Rolls-Royce in 1939. Two Thrust Measuring Rigs were built with the first taking to the air on 3 July 1953 at Hucknall Aerodrome Nottinghamshire, England, though it remained tethered to the ground while airborne. The first free flight by the TMR was made on 3 August 1954 with R.T Shepard, Rolls-Royce's chief test pilot, at the controls. The TMR had only marginal excess power and flying was tricky due to this, combined with the slow throttle response of the engines, and a considerable degree of anticipation in the use of engine power was required in order to prevent overshooting of desired altitude, and to ensure a gentle touchdown when landing. The aircraft survived a failure of its thrust-vectored control system on September 16, 1957 1957 whilst piloted by Wing Commander Stan Hubbard of RAE. The second Thrust Measuring Rig (Serial XK426) was destroyed on 29 November 1957 killing Wing Commander H. G. F. Larsen who was piloting the machine for the first time. As the TMR possessed no inherent stability, it incorporated an automatic stabiliser system. The output of the jets was directed towards the centre of the rig with one jetpipe discharging downwards through a central nozzle while the other jet discharged downwards through two smaller nozzles on either side. Four outrigger arms extended out from the rig, one on either side and one each at the front and rear, through which compressed air was released for control in roll, pitch and yaw when in flight. The purpose of the rig was, as the name suggests, to test turbojet engines for lifting purposes and to develop techniques for controlling such an aircraft. Following successful trials of the TMR, Rolls-Royce began development of the Rolls-Royce RB.108 direct-lift turbojet, five of which were used to power the first true British VTOL aircraft, the short SC-1. -Text ends- The replica of the TMR I have made also has no inherent stability. There is no probe core or any SAS at all. Without the RCS it is uncontrollable. This gives you a very satisfying and realistic replica experience when flying the TMR. It takes a lot of practice and some skill to fly well. But no matter your flight abilities, flying the TMR will improve your landing and hovering skills immensely. With practice you can fly it like the real thing. Holding the aircraft in a hover using the jets and adjusting your path with the RCS four extended arms. I really went to town on the details for this one and looking at a picture of the real thing you can see the closeness of the design. Right down to the curved fore and aft arms and two intake jet set up. Alas, the tiny jets are super weak, only lifting about 1.5t each. And the absolute lowest weight possible whilst sacrificing as few details as possible I could make is 4.3t so two jets wont lift it and the TMRs TWR was over 1. So I have used three tiny jets. So whilst not exactly like the real ones two Nene turbojet engines it does give the bottom of the aircraft a more realistic look as the TMR had three thrust nozzles. To save weight I had to forgo some of the extra struts that the old version had. It used to weigh 7.2t but used a very powerful larger jet so TWR was not an issue. It is still a much better replica despite to loss of some strut detail. So on to pics! I made a video also, like the old one, a trip through the tunnel to show the kind of exquisite VTOL control possible with the Thrust measuring rig. To fly this 'beadstead' climb the ladder and get in the seat. Press action group 1 to separate the pod and retract the ladder. then start up the engines. You must have RCS on as you cannot control it without this. If you have SAS on it will use RCS fuel needlessly, leave it off. You have to balance the and use the RCS for fine altitude, pitch, roll and yaw motions. Have fun and good luck test pilots! Download from KerbalX MJ
  7. I've built these three cargo planes because of the dawn of the aircraft carrier. And well ... you know ... these mothers need a lot of everything. Supplies, people, food. And I like STOLs more than VTOLs. Because. All three have docking ports on the belly so you can attach them to the deck or hangar of your favorite carrier! And low part count as a bonus! CBLC1. The lightest of them all, and the lightest to steer. You can literally hit space and it will take-off and fly without any user input until it's tanks are dry. This one will land and take-off from the shortest carriers, with a reasonable cargo load. see 77I- CBLC1 Naval Light STOL on KerbalX.com CBMC1 medium cargo plane. As you can see it can take off from the SPH, obviously I also landed it there. Standard weight with fuel tanks full: 28 tons. Has unfilled tanks for extended range and/or CoM compensation. In the album you see I delivered a 12 tons, steam driven, electrical generator at the Forgotten Island Shipyard & co. see 77I- CBMC1 Naval Medium STOL on KerbalX.com CBHC1 heavy cargo plane. Mass is around 60 tons. If you're proficient with the rear jet engine and the main engine thrust reversers, you can touch down at 25 m/s. The rear jet engine with it's thrust reverser is helpful in a lot of occasions, and gives a lot of freedom. Yes, the radiator panels glow. Tiny bug. Don't worry, harmless. see 77I- CBHC1 Naval Heavy STOL on KerbalX.com Have fun with these! Any comments or suggestions ... yeah, you know me. Go ahead :-)
  8. Bombardier LearJet 45 By YargJay9991 The LearJet 45 is a truly beautiful aircraft perfectly suited for the famous and wealthy kerbals who have enough money to buy the Mun. With its luxurious interior and exceptional comfort, this private jet is the only way to travel in style. Providing an excellent experience for anyone is guaranteed and with great visibility out the windows, sightseeing will become a favorite pastime. From a pilot's point of view, the aircraft is an absolute joy to fly. The LearJet 45 replica truly captures the real-life essence of flying a private jet and behaves very much like a real aircraft. It is exceptionally maneuverable yet very easy to fly, with speeds almost matching the real-life aircraft. The aircraft has been almost fully tested and all the stats of the aircraft an be found below. They're really useful! For the ultimate flying experience, download your Bombadier LearJet 45 today. DOWNLOAD Action Groups: 1. Toggle Engines 4. Flaps A NOTE FROM THE BUILDER: Hey everyone! I really hope you enjoy this aircraft and I hope your kerbals will too! This aircraft is so much fun to fly and I enjoyed building it. When KSP 1.0.5 came out with the redone Mk1 cockpit and the mirco jet engines, I said to myself "YOU MUST MAKE A LEARJET!". So I did, and here is the final result! Have a great time flying your wealthy kerbals around! Happy Flying YargJay9991 THANKS FOR TAKING THE TIME TO SCROLL DOWN TO HERE!
  9. Here is my take at seaplanes, the KTP-90 seahopper. Its capable of landing and taking off from land and water and can carry kerbals and rovers and whatever else you can come up with. Here are some picks of it in action. To show off the abilites of this aircraft i desided to fly a boat in to the waters near the island airfield. The bot is loaded up and ready to go. It ended up being a pretty tight fit, but at least now it wont be bouncing up and down and all around inside the cargobay. And we are up. So far so good. A little top down view of the aircraft. I originally had 4 smaller engines on the wings like they would be on the De-Havilland Comet. It worked but they where way too fuel hungry, plus they had overheating issues. So later on i added the goliath engines on top and the Shuttle engines for use as takeoff boosters when taking off from water. The design ended up looking a lot like the Beriev Be-200 witch was not intensional but i like the design of it quite alot. Almost there. The landing went very smoothly, noething broke and the boat made it in one piece. And here we are then. Now with the addition off the thrust reversers its easy to unload the boat and also very easy to manouver around in water with the aircraft. Now there is noething left to do but to takeoff and land and park into the hangar. You dont need more than a very short boost from the engines (about 1800 kn of extra thrust from those shuttle engines), so there should be enough oxidizer for 4-6 takeoffs. And there it is for you, the Seahopper all parked up and ready for another mission. I hope you enjoyed it . Download link: https://www.dropbox.com/s/siunodo0ehh6tnm/KTP-90%20Sea%20hopper.craft?dl=0
  10. Hey Kerbs, thought I'd let you all have a look at some planes I made You can download them here.
  11. Behold! The bane of the capitalistic leeches, the T-72, has arrived! This tanks is pimped out with rubber side skirts, view ports, spaced armor, armored primary gunner's sight, convoy light, regular lights, infrared lights, and much more. It's armed with "smoke launchers" (just aesthetic). If the turret gets stuck, just wiggle around a little. XD Don't say it's a design flaw until you've tried to design something like this yourself. I've got a reworked turret and some upgraded track equipped variants in development. https://www.dropbox.com/s/hm34raxyaqeknom/A%20Pokpung-ho%20Prototype%204_1.craft?dl=0 https://www.youtube.com/watch?v=n8TCyszwyWE
  12. USS Enterprise and Shuttlecraft This is an all stock Kerbal-version of the Star Trek USS Enterprise, ie it's small compared to the Star Trek version & obviously has no warp drive. (253 parts including shuttlecraft when docked in orbit, ~4770m/s ∆v, Shuttlecraft (49 parts) ~1678m/s ∆v) Additional Images: Mission Albums for more pictures of the craft, launching, docking the shuttlecraft, landing on moons etc. Download: USS Enterprise Shuttlecraft Enterprise Notes: It's a bit tricky to fly into orbit (I doubt the fairings bug helps tbh). Remember to switch control to the big probe core before launching! Turn on the aerodynamic overlay, keep an eye on the light blue line that comes out the Cupola, pitch forward to keep that as small as possible. Once the SRB's burn out it's relatively safe to gradually pitch over to horizontal. The final stage should get it to a 100x100km orbit with fuel to spare. The launch mission album has a couple of pictures that show values. Action groups are listed in the craft details. (Click title in VAB) The thrust is not perfectly balanced, but it is close enough that the reaction wheels can easily cope with it. Moving fuel from the body and neck to drained tanks in the saucer section will improve balance slightly too. Shuttlecraft Notes: Have fun docking this! It has a total of 7.5 units of Mono-propellant. Use this only for docking, LOCKING the mono-propellant fuel tank in the cockpit is advised at all other times, otherwise you may deplete it when using the belly Vernors. Oh and toggle those Vernor engines off when you're trying to dock. It's a tight fit & you need to reverse in. The front tanks of the Enterprise nacelles have extra oxidiser so the shuttlecraft can be completely refuelled at least once. I would advise locking all the bi-propellant fuel tanks on the shuttlecraft when docked with the Enterprise, since the Enterprise RCS Vernors will drain from all tanks. Mono-propellant can be refuelled from tanks in the shuttlebay. Remember to close the shuttlebay door! The dorsal Twitch engine has been set to have slightly reduced thrust so the craft thrust remains fairly balanced. Action groups are listed in the craft details. (Click title in VAB) Hitting the brakes will activate the Launchinator, elevating the shuttlecraft into a handy launch position.
  13. So i tried to make the rocket as depicted in the KSP logo. I have finished it. this is the result. It IS possible to get into orbit with this rocket.
  14. The utterly pointless and useless Kerbal Superhangar! This kit contains the following: the one and only Superhangarâ„¢, my own SpaceFlyerâ„¢ spaceplane, and much more(not really)! Extremely laggy and no usefulness whatsoever! Thank you for testing out this product! Coming soon to stores for only $1000000000 Kerbal dollars! [ATTACH]34862[/ATTACH][ATTACH=CONFIG]34863[/ATTACH][ATTACH=CONFIG]34864[/ATTACH][ATTACH=CONFIG]34865[/ATTACH] Note: pics in SPH because of EXTREME LAG on the Runway.
  15. Your goal is to put your self from Kerbin orbit to Jool and back. RULES: 1) No mods 2) No cfg edits 3) You can use mecjeb and protractor mods but can only use mecjeb for altitude readouts, orbit altiudes and such you must be controling your spacecraft at all times. 4) You must set your trajectory from Kerbin Orbit once you leave kerbin influence you can no longer fire your engines. 5) You CAN change the Draw limit in the settings file 6) You must survive rentry on Kerbin. 7) Post a video Or Pictures of you attempting this challenge. (Optional) by the way i dont know if this is possable or not but the KSP community has proven me wrong on other things.
  16. After a long time spent not playing KSP, I went back to playing KSP! And suddenly planets! And I knew I had to go to them. But first I had to get back to the Mun. And seeing that the stock parts were now many and varied, I decided to use them. I found getting to the Mun to be much harder than back when I used to play. Probably this is because I refuse to build a Mun rocket which does not do two things: 1. Look like a rocket (no un-capped fuel tanks or other silliness) 2. Leave behind its descent stage on the Munar surface In any case I eventually managed it, in a rocket dubbed the Kerbal Panic I (a play on Kernel Panic; all of my rockets being named after computer errors on this save). And then I accidentally erased the save. So here is the Kerbal Panic II. It is capable not only of a Mun return mission, but a Duna return as well (and quite probably Ike, Minmus, and others, though I have not done this yet). On the pad: <img src="http://i.imgur.com/TBq4I.jpg" /> Landed on Duna: <img src="http://i.imgur.com/L0Ios.jpg" /> The .craft file is attached. How to fly: Launch at full throttle. I recommend using a joystick and leaving SAS off, as this will be gentler on the rocket. It sometimes explodes (the capsule's usually fine, though.) By the end of the first stage you should be tipped over about 45 degrees. Start the second stage and aim at the horizon (SAS works well from now on). Keep an eye on your apoapsis and remember it will go up as you burn horizontally. The second stage doesn't last long, start the nuclear engines and burn horizontally until you are in orbit. From here, you can do whatever sort of transfer you want to get where you are going. I was able to make Mun orbit with at least a quarter of the nuclear stage's fuel left. I was able to do the same for Duna by using aerobraking to achieve orbit. Landing: For the Mun, reduce your orbit until you will hit the surface. Start a retrograde burn around 25km out until your velocity is <100m/s. Switch to IVA and keep your velocity at 100m/s (burning dead retrograde) until you start to see things on the radar altimeter. Keep velocity at 100m/s until the needle hits 6-o-clock and then burn full retrograde until your velocity is below 10m/s and you are just above the surface. Switch out of IVA and land. Remember to kill your engines JUST above the surface or else you will tip over. For landing on Duna or returning to Kerbin, you are on your own; it's fairly easy, except that there is only just enough fuel for a Duna return in the ascent stage; you'll need to aerobrake to avoid escaping Kerbin. Also, this craft lacks RCS. It works fine without it, but RCS would make a lot of things easier. I may try a mod that adds small external RCS tanks like Silisko Edition had; I can't find a good place for the normal ones on the rocket. The lack of SAS on later stages is also annoying, though less so than the lack of RCS.
  17. Hey guys, I have been designing a new planetary lander, that is capable of return, but I am stuck on a craft that can reach escape velocities... It needs to be a small craft, that preferably is single stage (but boosters are okay as long as they don't interfere with a ladder system), and can reach escape trajectories with fuel to spare for orbital maneuvers.. I have come close to such a craft, but I didn't have enough fuel by the tiniest margin.. One other thing, it needs to be small, so that once I add the entry stage, and initial Launch Vehicle, my computer can run it Cheers, Dom
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