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  1. Welcome everyone ! In this thread I'll review my (second) take on the famous STS Challenge. My first participation was more than a year ago, and I'm starting a new one, which shall include many things I've learned about building rockets since then. I'm focusing on modules integration, packaging solutions and good-looking contraptions more than trying to be as realistic as possible. There is no mods in this sandbox but Chatterer. This might be pic heavy because I want to describe every part of the first flight to show how the craft handle. Album list on imgur : STS 1 : Deploying 40t. payload STS 2 : 6 Geostationnary relays STS 2b : Recovering the 40t. payload STS 3 : Téléscopâté on solar orbit ! STS 4 : High altitude crew rescue STS 5 : Minmus Space-Station : Propulsion Module STS 6 : Hab Module STS 7 : Science Module STS 8 : Second Science Module, Station Complete ! STS Minmus 1 : First steps STS Moho-Duna because why not STS Duna Bis : 2 Shuttles + Outpost The spacecraft is named Sh(uttle)Or(biter)Pa(ck), it is a combination of many improvements I had to make to my previous shuttles. ShOrPa (Standard) main features are : _1.5 Mk3 bay & Mk3 ramp, front bay is facing ground to use drills or dump stuff on surface. _SSTO capacity. _Low TWR with only 4 Nukes (140+t. empty), +5000dV. _Fuel tanks and engines are modulable if missions requires higher thrust (Tylo?). Orbiter main features : _Total mass is 1065t. (without cargo). _2x6 Kickback SRB clusters (1000dV). _6+1 Vectors (2500dV) + 4 Rapiers to assist lift-off. Here is a post which shows a few details of the design : STS 1 / 1b : Launch Launchpad : Ignition & lift-off ! SRB Sep : Burning to raise Ap : External tank separation : Final orbit 150x150 : Payload separation (40t. dummy tanks) : Re-entry burn, quite hot ! Coming down on KSC, just at the horizon : Heavy flare to kill orbital velocity (max G during mission was only 4.8): Turn around to line up on runway : Final flare : Parachutes : Landing :
  2. A spiritual successor to my original Barnstorming Biplane, now equipped with stock propellors. Requires infinite electricity to fly. To spin up motors, detach the propeller and use alt-E to make it spin. As the propeller is rather underpowered, it can only manage 32 m/s in level flight at best. Also the engine torque affects the handling in the same way as the Sopwith Camel, so it will occasionally nosedive out of the sky. But it is quite fun to fly. KerbalX Download
  3. I’ve noticed a lack of destructiveness in many of the KSC buildings. It would, I think, be a monumental achievement were someone to do that.
  4. Orbital intercepts are the most difficult thing you can do in a spacecraft and a LOT of "How To's" on the topic have a very hard time sticking to a clear explanation of the stock navball and how it should be used. In this video I explain how to intercept a craft in orbit and I also share a few details related to the navball that most videos/tutorials skip over. ...and I manage to do it all with the purely stock navball. As a result, I don't really have any need for docking mods.
  5. I hope you've all seen Scot manley's video about getting in to orbit using just drains. Now, About the speed record. There's a few categories I am going to propose. There's going to be the Fastest air speed record, land speed record, and then boat speed record. The main rules: No cheats or infinite fuel please, and no modded or craft file edited parts. Because it's all screenshot based, there's no way to prove any of these, so just be honest. Air speed record rules; You must get 100 percent of your thrust from drains connected to air intakes, with no modded parts. It's also measured in orbital velocity, because that's what the game automatically tries to put you in at these speeds and altitudes. Land speed record rules: You must get 100 percent of your thrust from drains, but they do not need to be connected to air intakes, with no modded parts. Boat speed record rules: You must get 100 percent of your thrust from drains, and they don't need to be connected to air intakes, with no modded parts. Multi stage creations are perfectly fine, and the only reason I say they must be connected to air intakes for the air speed record is that otherwise, they're essentially rocket engines, and you can fly at 69999 meters and say that it's technically an air speed record. I'll start it off with my submission, a very light plane with 30 of the drains, one small intake, and one cone intake. Max speed achieved was 3051 meters per second. You will find that once drains get up to extreme altitudes, and speeds, they actually begin to outperform jet engines! *edit* I just realised that I measured the speed in orbital speed. I guess you all should do that as well. (lol an air speed record measured in orbital velociy!) Leaderboard Pds314, with an incredible 3843.5 meters per second! Boomchacle, with 3050.1 meters per second. Klond, with 2914.7 meters per second
  6. I've been using texture replacer and I want to use it for the suits but not for the ground. How would I disable it so it shows the stock 1.8.1 textures?
  7. Hi. This mod aims to provide simple rocketbuilding capability to stock parts. New Thread This mod is now maintained and updated by @RealGecko. Special thanks to: @maculator, @taniwha, @Eleusis La Arwall, @Badsector, @cy-one for their contributions. No extra parts No RAM usage Added functionality for the Mobile Processing Lab in the late game Simple, configurable and adds levels of depth to the gameplay without a learning curve Requires: Module Manager After testing out Extraplanetary Launchpads and Roverdude's MK/OKS, I had the idea of creating a simple, user friendly mod that would allow you to build rockets without taking a 200MB hit to RAM or having to juggle multitudes of resource pathways. If you know how to set up a drill, ISRU and a fuel tank for an Ore to Fuel conversion, then you should know how to build rockets. Changelog: v3.3: Fixed a possible Launch Clamp bug with the help of @FizzerUK v3.2: Implemented some efficiency suggestions by @RealGecko v3.1: Updated to v1.2.1 of the game. Disclaimers: This mod contains @taniwha's Launchpad.dll from his Extraplanetary Launchpads. This mod re-distributes InterstellarFuelSwitch by @FreeThinker. This work is Licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  8. The space race to Duna has ended and the Kerbal Race is reaching out to the jool system to colonise all of the moons of the green planet there will be 8 agencys competing to establish 2 settlments at each moon of jool, One space station, One surface base feat Robonoise Competitors And Rules KASA: (kspnerd122) The United States of Kermerica’s national space program, they are widely known for landing Neil Kerman and Buzz Kerman on the Mun in 1969. SpaceK: (MarkoeZ) Run by economist and billionaire Elon Kerman, SpaceK is known for being regarded as the most successful privately owned space program. Green Origen: (not taken) Another privately owned space program, Green Origen focuses on space tourism, and is run by billionaire Jeff Kerman. Duna One: (not taken) Duna One is an operation based in Kolland that wants to kolonize Duna. KESA: (not taken) The KESA is a space program run by the continent Kerope, and helped boost the progress of the Kerbin Space Station. Roskosmos/Kussian Space agency: (not taken) The Kussian Space Agency, popularly called Roskosmos is known for their Stayputnik, the first artificial Kerbin satellite. Khisese National Space Administration: (not taken) The Kainese National Space Administration is known for their invention of fireworks, which later became rockets, and are now planning on making a space station in orbit of Kerbin. Kindian Space Research Organization:(Fulger) The KSRO is known for being among the best space programs on Kerbin. They have in the past run several Khandrain missions and have several Duna Orbiters. Edit: Just wanted to add that all companies that were listed above are based off of real life space programs. NASA, SpaceX, Blue Origen, Mars 1, eESA, Roscosmos, Indian Space Research Organization and Chinese National Space Administration. Rules: •All competitors must use science mode.(default settings) •No mods are allowed(no expansions either). •No cheat menu •You can use replicas of actual ships, but try to get creative. •Be ready to submit pictures •Good luck. •If you want to compete, let me know in the comments below and submit your space program name( choose one from above) and flag(does not have to be custom I will be KASA as in the first Challenge Original Challenge I want to have this group Kolonise the Kerbolar solar system
  9. Don't let this overwhelming power go to your head with the Kerbal Mobile Suit. Only trained Pilots allowed. Auto Pilot Available How to pilot: Press T (SAS) and use Radial to stay upright. Press 1 To Engage Walk Type (S, A, D) to maintain stability when needed. (warning q and e are reverse personal preference) Kerbal X: https://kerbalx.com/InterstellarKev/Kerbal-Suit-Mk-ISteam: https://steamcommunity.com/sharedfiles/filedetails/?id=1990404251
  10. Recently @MatterBeam asked me to take care of his great Simple Construction mod. With my pleasure I accepted torch from his hands, so that his glorious work wouldn't be lost in time. Description: Hi. This mod aims to provide simple rocket building capability to stock parts. Download SpaceDock Requires: Module Manager, Interstellar Fuel Switch Core (both not distributed with the mod) Special thanks to: @maculator, @taniwha, @Eleusis La Arwall, @Badsector, @cy-one for their contributions. @MatterBeam for creating this cool mod. How to ROCK! No extra parts No RAM usage Added functionality for the Mobile Processing Lab in the late game Simple, configurable and adds levels of depth to the gameplay without a learning curve After testing out Extraplanetary Launchpads and Roverdude's MK/OKS, I had the idea of creating a simple, user friendly mod that would allow you to build rockets without taking a 200MB hit to RAM or having to juggle multitudes of resource pathways. If you know how to set up a drill, ISRU and a fuel tank for an Ore to Fuel conversion, then you should know how to build rockets. Changelog: Disclaimers: This mod contains @taniwha's Launchpad.dll and textures from his Extraplanetary Launchpads. License: MIT This work was previously Licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  11. Heya, I'm sharing with you some of Valentina's adventures, mostly flown and documented by my friend @Pouicpouic Episode 1 & 2 This first two parts are about boating on Kerbin and Laythe, the second one was hiding a few surprises in its cargobays .. : D Those missions were designed and flown exclusively by pouic After that, we decided to share our crafts and designing-style to land an outpost on the Mun, with rovers and stuff to have fun around .. Here's what happenned ! The biggest structure above the cliff is intended to provide a better view to kerbals sitting on the edge, because why no, its holidayyyyyyys. The sledges were created out of a stupid idea (really?) and it worked out perfectly ! The two buildings in the end will be detailled later . This second part, still on the Mun, is Valentina having fun in a very sturdy rover Hope you enjoyed
  12. I present my newest invention: A stock aircraft called Science Rover truck! It was initially developed UKRDF Ground Vehicle Company at the time of the Two Year War, it is a vehicle of choice for most science expedition groups. Originally built as an APC, It is a versatile vehicle that can carry up to 3 passengers. It is quite fast, being able to reach up to 30m/s, and with the help of its toggleable SAS units and a low center of mass, it can be very hard to topple over. High composite materials, and reactive front and hind armor provide great shock protection. As well as that, it can hold a lot of scientific apparatuses, and also features an interior! Last but not the least, the Science Truck features a close-able door at the back. Built in the SPH in KSP version 1.8.1. Right now I only have this image, but more are soon to come with more angles of the craft. Download Link -> DOWNLOAD CRAFT I am always open to suggestions, so feel free to post suggestions below. Also, please report any technical problems that you may find with the craft.
  13. 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)
  14. I’ve realized many people on this forum have space races, but they all seem to require mods. Now I have a computer that can’t really take on more than BD armory. So I decided to set up a full blown stock space race for people like me who can’t or don’t want to install mods for ksp. Up to 7 competitors will be allowed. Each one will take on an organization for the current space race of Mars, but in this case Duna! The competition will begin on November 9 (Saturday) All competitors will use the science mode gameplay. First one to set up 3 five module settlements will win. Competitors: KASA: (kspnerd122) (FINISHED)The United States of Kermerica’s national space program, they are widely known for landing Neil Kerman and Buzz Kerman on the Mun in 1969. SpaceK: (baybrawler) Run by economist and billionaire Elon Kerman, SpaceK is known for being regarded as the most successful privately owned space program. Green Origen: (Robonoise) Another privately owned space program, Green Origen focuses on space tourism, and is run by billionaire Jeff Kerman. Duna One: (raptus)(FINISHED) Duna One is an operation based in Kolland that wants to kolonize Duna. KESA: (Jeb head mug Kerman) The KESA is a space program run by the continent Kerope, and helped boost the progress of the Kerbin Space Station. Roskosmos/Kussian Space agency: (Fraus) The Kussian Space Agency, popularly called Roskosmos is known for their Stayputnik, the first artificial Kerbin satellite. Khisese National Space Administration: (fuzzyhead) The Kainese National Space Administration is known for their invention of fireworks, which later became rockets, and are now planning on making a space station in orbit of Kerbin. Kindian Space Research Organization:(splatn’t) The KSRO is known for being among the best space programs on Kerbin. They have in the past run several Khandrain missions and have several Duna Orbiters. Edit: Just wanted to add that all companies that were listed above are based off of real life space programs. NASA, SpaceX, Blue Origen, Mars 1, eESA, Roscosmos, Indian Space Research Organization and Chinese National Space Administration. Rules: •All competitors must use science mode.(default settings) •No mods are allowed with the exception of ONLY visual mods (no expansions either). •No cheat menu •You can use replicas of actual ships, but try to get creative. •Be ready to submit pictures •Good luck Leaderboard: 1. Kspnerd122 (year 1, day 200) 2. Raptus (year 2, day 9)
  15. 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.
  16. Lunokhod 1 For the anniversary of the launch of Luna 17 I present to you: stock replicas of Lunokhod 1 and Luna 17! Built at 75% scale to fit on my Proton K/D (included below). It took a lot of fiddling to get the stock hinges working and they're a bit of an eyesore but I still think it turned out well enough. Also, it took a lot of reading to get some of the details right so I hope you don't mind if I regale you with my newfound knowledge. Lunokhod 1 was a Soviet lunar rover launched on November 10, 1970. It was carried to the Moon by the Luna 17 lander, which was launched atop a Proton rocket. On November 17 Luna 17 touched down on the Moon and released onto the surface Lunokhod 1, which became the first roving vehicle to land on another world. The Lunokhod Program The Rover The Lander Moon Walker Built in stock KSP v.1.8.1, no DLC required Updated for 1.9.0 ↓ ↓Download here↓ ↓ rover + lander only (257 parts): https://www.dropbox.com/s/z20y3l1xtksrmln/Lunokhod 1.craft?dl=0 launch configuration atop Proton rocket (835 parts): https://kerbalx.com/tehmattguy/Lunokhod-1 Controls Lander RCS/ vernier systems are toggled off by default- press 4 to toggle attitude vernier control and press 5 to toggle landing vernier control. For the Proton, stage timings are written in the description.
  17. 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.
  18. Even though I have 15,000 excess science.. it's not enough. I found I had not yet landed on any of the Jool moons. Bad Kerbals! So, i decided I would take a lab with me, and make a single lander that can hit all the moons except Laythe (requires a specialized design). Tylo being the biggest challenge, because of its very high gravity/size, it's like landing on Kerbin without an atmosphere. So I designed a lander with some jettisonable fuel, with the idea I would go to Tylo FIRST, and then wouldn't need those tanks for Vall, Pol, or Bop. I would bring my lab with me as an undockable section, with its own fuel, RCS, etc. Unfortunately, I forgot to put a probe controller on it, but that's OK, I'll just have the lander always dock to it. The small docking ports are for refueling (note that I can't refuel the lander without the lab until I jettison the tanks, but might have been nice to put one on an external tank just in case.). The lab acts as the big com relay back to Kerbin, if needed. And, of course, I need to refuel constantly, so I made a one-piece driller/ISRU/fuel transport, with a small docking port for refueling the lander/lab sections. Small engine to just handle interplanetary and landing on Pol. Checking out the dV for the lander, the DV maps *say* I need about 2280 to land and take off at Tylo, with 4750, I *should* have enough, right? (more on this later). It may take a low starting orbit, but on paper, it should work. So, first we get up into Kerbin orbit, and head to Minmus to refuel everybody for the long drive to Jool. Note that I was able to keep the lower booster from Kerbin, so it took two refueling runs, but the landing section would come into Jool with plenty of fuel, while the driller would come into Jool orbit with maybe only 800 dV, probably enough to get to Pol on its own, but this added extra insurance. Turns out I had plenty, transfer, orbit and landing is maybe 500-700. We refuel everyone at Pol, and head to Tylo. Now, I begin to worry- if I start my landing low (say 17km), and get back to a low orbit, can my fuel ship dip down that low to refuel (before landing and after re-orbit), and climb back out the gravity well and get back to Pol and land? The answer, it turns out, is yes. I leave about 1000 dV for each run back to Pol. So, we try our first descent from 17km. We learn two things. (1) You can't start from 17km because you can't slow down fast enough before gravity sucks you into a mountain. If you thrust downward enough, you use too much fuel. So we raise the descent to about 30km. That works well, but we land with only about 2100 dV left, not nearly enough to get back into orbit. It turns out it takes about 2500 dV to get to a roughly 10km orbit. Yep, this looks bad. So, after failed attempts, I realize I need help. So I built another fuel/engine "top" component to provide more fuel (and the thrust to counter its extra weight). Note that I added a decoupler to the docking ring, because those BIG docking rings have enough magnetic attraction they don't come loose easily. I am still granted the proper dV, but I didn't want to have something that might crash on top of me and explode after landing. With this component and some careful piloting, I'm able to land with about 2561 dV left. Note that I hit hard when I landed and broke a strut, but I should still be fine for Vall. 2561 was enough to put us back into a 9kmx20km orbit, with enough dV left to re-dock with the science section. Then the refueler only had to make one stop! So, the major lesson learned is- don't trust the dV maps. It took about 2600-2800 dV to land and 2300-2400 to reach stable orbit, and that's with optimal piloting. But other than that, the "two ships, single lander for four moons" project is so far a success, and has passed the toughest test.... Tylo, with only one landing strut as a casualty.
  19. The Stealth Fighter This is another one of those planes that needs no introduction - it redefined the face of modern warfare in much the way that its spiritual ancestors from Clarence "Kelly'" Johnson's and Lockheed's Skunkworks design group did, but under the leadership and vision of a new generation. I'd bet that anyone who's into aviation in the slightest has seen this plane, and many aircraft nuts like myself have read (or in my case, are currently reading) the tale of its creation right from the metaphorical horse's mouth. Ben Rich was the successor to Kelly Johnson as the head of Lockheed's Advanced Development Projects division, more commonly known simply as the Skunkworks. Rich was one of the first to see the value of radar stealth to an attack aircraft, and championed the project from its conception to delivery in 1983. His excellent memoir (aptly titled "Skunkworks") has an image of his iconic fighter on the cover, and as soon as I picked up the book, I knew that I wouldn't be satisfied until I could see that view myself, in KSP. How'd I do? Chasing screenshots aside, this is my favorite build in a long time, for a large number of reasons. Probably the most important is the fact that the Nighthawk is a plane that has vexed me for a long time. My early forays into replicas were consumed with the Jet-of-the-Day project between @NorthAmericanAviation and myself, in our attempt to replicate every single military jet aircraft that the U.S. has ever flown. We succeeded in all but two. The first was Kelly Johnson's magnum opus, the SR-71 Blackbird, partially because we couldn't top the absolutely jaw-dropping replica from @eorin and @Exothermos, and the second was the F-117A, because neither of use felt that we could take it on. Now, two and a half years later, I've returned to finish what we started. The second reason is that this craft is a fantastic example of why 1:1 replica building is so rewarding. The parts are just the right size to accurately render the shapes of each and every one of the Nighthawks oddly-shaped panels (even the ones on the bottom!), the functional elements are here too, in the form of bomb bays and landing gear doors, and creative part usage is literally front and center in the cockpit glass and air inlets, and somehow, it maintains passable flight characteristics even for such an un-aerodynamic design. At any smaller scale, certain elements would be lost: the shape of the cockpit glass, the angles of the body panels, the wingtips, the shape of the vertical stabilizers, and on and on. Plus, the perfect 1:1 scale really lets you appreciate the size of aircraft in comparison to each other. The F-117 might look small, but it's roughly the same dimensions as a F-14 Tomcat, and the scale lets you appreciate the shape of the plane in all its glory. All of this plays into this being an absolute joy for me to fly. Just looking at it when it lifts into the air gives me chills. And I hope it does the same for you. If you haven't heard the story of the F-117 and the other black projects that helped the world survive the Cold War, I highly recommend Rich's account, but aside from that, the next best thing I can give you is the download link. Craft Download https://kerbalx.com/servo/F-117A-Nighthawk For optimal flying characteristics, trim pitch up 50% and fly without SAS. If you dial in the trim, it's solid as a rock without SAS, somehow.
  20. This craft is a full stock super-scale fighter craft. This craft was heavily inspired by various Sukhoi fighters, most notably the Su-57. Though it isn't too speedy, this craft is highly maneuverable and is capable of ultra short take off, requiring only 1 of its own body-lengths to take off. This craft was a fairly difficult build, as the geometry of the body is much more complex than what I normally build. Due to the craft's complexity and large size, it unfortunately requires Unbreakable Joints in order to survive hard maneuvers. Download Link: https://kerbalx.com/Kronus_Aerospace/Kronus-DD-6-Silver-Crane Part Count: 999
  21. Craft download : http://kerbalx.com/stardog573/VOLANS-II.craft Volans II is stock SSTM. It is capable of VTOL on Mun / Minmus. Parts count : 66 Mass : 51.2 tons Dimensions : 4.3 x 12.6 x 16.8 meters (HxWxL) Keybindings : 1 - Switching RAPIER mode 2 - Toggle RAPIER 3 - Toggle Nerv 4 - Toggle Hinges Flight instructions 1) Ascending with 20~25 degrees angle 2) Flaming out, switching RAPIER mode, Activate Nerv 3) Make it onto orbit, going to Mun or Minmus 4) Toggle hinges and Land (Control from top docking port to control easier) 5) Control from cockpit, take off and toggle hinge 6) Leave Mun/Minmus, few times of aerobrake on kerbin, re-entry, and land.
  22. Not sure if this goes into modded or unmodded, but anyways, here's my problem: Before getting KSP on Steam, if I needed a new instance of KSP to test mods, I'd go to the KSP website > account > download, then I'd get what I need. In this case, I wanted to install a new instance so I could have KSP with the DMP mod only. So, after getting KSP (no mods) on Steam to make updates and DLC a bit easier, the website thinks I only bought the steam version. But I bought KSP alone in 2013. I can't update any existing non-Steam instance without having to buy the game again, and that's my last resort. What do I do?
  23. This is a challenge documentation of the Ultimate Challenge - Rebooted. The link is down below. Anyway, so let the story begin! It started when Mortimer Kerman decided to come up with a fund-raiser for KASA. The problem was that KASA was running out of steam, so they needed something to boost public interest. So he decided that they would bargain to fly a 100 kilometers per 1 credit given. So when this was announced, it created quite the public stir. Then a billionaire arrived at the KSC. Everything from the Limousine he pulled up in outside of the administration building, from his conservative black suit and Ray-ban glasses screamed VIP. Mortimer watched in fascination as the kerbal strode carefully down the hastily thrown together red carpet. The kerbal stepped so lightly as to not dust his shining shoes. His immaculate face wore a smirk which impressed his superiority on the observers. Mortimer stood at the other end of the red carpet, smiling nervously. "Ah, you must be Hajo Black." Mortimer said in an awed tone. "Yes. You are Mortimer Kerman. I want to fund your fund-raiser." "Thank you," Mortimer suddenly came to himself, "Come in, Come in. We can discuss the details inside." They entered the building. Mortimer felt so nervous, showing off this dingy building to the man who owned mansions. "Oh, I thought it would be less dusty." Black commented bluntly. "Oh... that's just because the funds have been low." Mortimer blushed. "Don't worry. I'm about to end that." He stated matter-a-factly. They reached Mortimer's office. After ushering Black into one of the seats, Mortimer sat down. A cloud of dust lifted off his chair, and settled on the floor. He blushed further, and cussed the cleaning-lady under his breath. "What was that?" Black questioned the mutterings under his breath. "Nothing." Mortimer quickly covered up his annoyance. "How much money would you like to invest into KASA?" "How much would it cost for an Ultimate Challenge?" He asked abruptly. Mortimer almost fainted, "An....Ultimate......Challenge?" He gasped. "Yep. How much?" He looked seriously at Mortimer. "Millions..... tens of millions." Mortimer whispered. "I can afford it. You'll get your money by the end of the mission to all the planetary bodies. Is that all?" Black looked at Mortimer. Mortimer nodded, deathly pale. "Alright. I'll just let myself out." Black stood up and then left the Administration Building. ************* Table of Contents : 1. First Update 2. Second Update 3. In Orbit / Preparing for Departure! I'll hopefully will be doing weekly posts, one to each planetary body for the next fourteen weeks. There might be a week or two of break, but trust me. THIS TIME, I will not forget about a thread and leave it unfinished! Happy Explosions!
  24. Dear Kerbonauts, I am a long time KSP player but i had been gone for a while. I started playing again and became as fanatical as the first time i played. I intend to be more interactive, post stuff on the workshop, visit the KSP forums more often and i even started redditing and youtubing for the occasion. Recently i discovered the robotics. Awesome! I finaly made a functional helicopter. I Present to you: Mayakovski Helicopter: -10 person, main rotor-tail rotor configuration, lifting capable Helicopter. Flies great! Space: Toggle engine. R: Rotor brake. (Double tap to release first time. Only works when engine is engaged) Throttle: Lift. 1: toggle grapler and landing lights. I use Q/E for yaw and A/D for Roll, i dont know wether that causes issues for others. Part count: 57 Length: 15.5m Width: 13.3m Heigth: 3.7 Top speed: 50m/s Needs Making History and Breaking Ground DLC Side view: Front view: Youtube footage: Workshop page: https://steamcommunity.com/sharedfiles/filedetails/?id=1866487775. Reddit post: ttps://www.reddit.com/r/KerbalSpaceProgram/comments/d6whw7/my_first_helicopter_and_my_first_reddit_post/ KerbalX Entry: https://kerbalx.com/Robdjee/Mayakovski-Helicopter Kind regards, Robdjee
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