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  1. In agreement with FJS, my friend and I are hosting the first Stock Fighter Jet Showdown! We’ll be uploading the competition to YouTube later this year. On behalf of stock builders, we wanted to give you guys a chance to put your hard work on display. Rules: 1. Aircraft must be fully stock, no DLC, and no mods (except armed with BDA: see rule #8) 2a. Your weapons may consist of up to 6 guns, and 12 missiles from the base BDA, this is not per craft, this is per team of up to 3 aircraft, you may not have more than 3 aircraft in a team. 2b. Guns may be either 20mm hidden Vulcans, individual 50cals, or 30mm GAU-8s. 2c. You may have up to three crafts but you must distribute the weapons across them. 3. You may not clip engines, and there is to be NO craft file editing; the exception to engine clipping is if your fighter is heavily detailed. In that case, you will be allowed to clip engines in, but the craft may not go over 800m/s as a result of the extra engines 4. Craft are to be loaded out before submission. 5. For our sake please keep the part count per craft below 200, we’re trying to avoid having crappy frame rates for the sake of recording. 6. Craft will be inspected for compliance. 7a. Please submit craft by emailing [email protected] 7b. Submit your craft in the following format: Craft Name: [Insert Name] Amount: [Up to three] Armament per craft: Your Name: [The name you want to be listed as the builder] Attach head-on, top-down, and side images of your craft Attach the craft file. (Keep in mind how many aircraft and weapons you can have: 3 Aircraft- max of 4 missiles & two guns each 2 Aircraft: max of 6 missiles & three guns each 1 Aircraft: max of 12 missiles & six guns) 8. You may not use BDA’s armor feature, and you can only use BDA for the weapons, radars, Radar Warning Receivers, countermeasures and AIPilot/Weapons Manager, and the Saturn engines. 9. Aircraft must have a cockpit of some kind, and must take off, land, and fly like conventional aircraft. 10. These should actually be fighter aircraft, whether they're a replica, concept aircraft, or original design. Aircraft which do not look like they could be a proper fighter will be ruled out. This is solely because it's unfair if a low-quality aesthetics aircraft that is absurdly performance based goes against a high-quality aesthetics one. Only the highest quality designs with a lot of effort put into the aesthetics of it will be accepted, nothing more, no less. After all, this competition is to showcase the hard work and talent that stock builders put into their craft to make them as beautiful and as high-performing as possible.
  2. I have recently improved my Saturn V replica, and conducted a mock mission of Apollo 11 to the Moon (Mun) in KSP, using real NASA Audio. Its made with a 100% stock parts and looks as realistic as I could make it with the help of fairings. I felt it appropriate as the Apollo 11 anniversary is soon coming up. Check out the video: If you want the craft file I have it on Curse.com: https://mods.curse.com/shareables/kerbal/245459-stock-saturn-v Here are some pictures I recorded the video and took these screenshots with the following visual mods (they are pretty good):
  3. Hearts Chevron 96 [EHEV] *STOCK* Extra Heavy Extra Volumetric Cargo Lifter. [Carries ~12.5m wide and 60meter length cargo. Can lift ~1495 Ton into LKO/~1.5Kiloton @ 28.5Ton per rapier.] For only 368 Parts which includes stock cargo! Includes flight instructions below and on KerbalX https://kerbalx.com/Aeroboi/Hearts-Chevron-96-Cargo-Lifter-25MCP https://kerbalx.com/Aeroboi/Hearts-Chevron-96-Cargo-Lifter-2375MC https://kerbalx.com/Aeroboi/Hearts-Chevron-96-Cargo-Lifter-75MC 1. Front side. 2. Belly with 2x3.75m fuel tank cargo setup. 3. From above. 4. Using the 2x5m wide fairing setup. 5. Takeoff. 6. On it's way to orbit. 7. From below 8. Nearing Orbit Introduction The name "Hearts Chevron" relates to the exotic rapier engine blocks. "The" Engine block on one of either sides is a 3x5meter engine mount each holding 16 rapier engines (48 total) on either side (makes 96) In view of them they look either like a "heart" or a "chevron" (depending on ones viewpoint) In flight they distribute that unique engine exhaust effect in it's contrails. The 2375MC version for reference comes with only 368 parts, but mind you, that includes the 1450 Ton payload itself. Explanation I have been trying to build the largest, most part and aerodynamic efficient Rapier based cargo SSTO that can haul very heavy and very large payloads into LKO. Most SSTO's are limited to cargo size either due to the space planes setup or being limited by cargo bays due to CoM, CoT and cargo width/length limits. Usually people like myself build specific space planes for different cargo types for destined destinations. Typically a space plane can never carry more then a specific type of cargo weight or by volume based on the layout of the space plane or the cargo hold parts available in the game. While this space plane can have unique restrictions it should be able to haul anything into orbit that you could desire. Even if the payload should consisted of drag inducing outer parts that couldn't be faired the native engine thrust should be able to accelerate past 400m/s. I require 96 Rapier engines to accelerate to Takeoff speed using the length of the level 3 runway at MTOW. But that amount of Rapiers is more then the required thrust required to break past 400m/s. In theory/practice the space plane can always achieve past 400m/s even if it were to climb at 10° at MTOW so some minor drag shouldn't be an issue. To meet it's specifications I tried to make a layout that can carry universal payloads both in weight and volume/dimension. I reiterated this design many times. Each wing segment is placed locally so it can absorb the greatest aerodynamic stress. All elements of flight on all 3 versions are tested and the space plane can perform all the requested takeoff and landing procedures you'd expect from a decent SSTO. Directly under it's belly it can fit a 12.5m width rocket or space plane, even wider if it can stick out down below the outer mk3 fuel tanks until as wide as the closest engine block while being 60m long. This space plane can be used with reasonable frame rates depending on amount of parts added as cargo assuming you use a modern computer. Parts in fairings will not be succumb to drag and will ignore many aerodynamic physics calculations. You should be able to carry a several hundred part payload along with it on most modern computers when it's shielded inside a fairing. I made this space plane so I can effectively haul very massive and heavy cargo for a very high fuel and cost efficiency to haul mother ship parts or fuel depot parts into orbit.When payload is properly faired it can carry 1495 Ton into orbit. For reference, in total it can carry 17 x Kerbodyne S3-14400 fuel tanks on the 2375MC version. I have already created this space plane some time ago and have further optimized it's design characteristics and made 3 versions with several cargo attachment points. I consider these cargo attachment setups reasonable for most cargo weights and sizes.Tell me if you got any cargo you are unable to haul and I'll see if I can optimize the space plane further. Why would I need such a space plane you'd ask? You'd say lesser efficient or less heavier space planes can haul the required cargo to orbit also! However, if you want to build fuel stations, send space stations into orbit or haul ssto's into orbit using another ssto then this vessel should be able to do that. Physical Time Warp You cannot only use but are advised to use Physical timewarp. I'd suggest to use 3x physical timewarp during takeoff roll (change back to 1x during takeoff itself) Use 2 to 3x physical timewarp until reaching orbit (depending on computer hardware) If your computer is faster 3x should be the choice. Instructions Important *If you use no mechjeb or any other autopilot you want to use pitch trim so the space plane wants to stay level. As speed increases the nose wants to pitch up in the thicker parts of the atmosphere so you want to adjust trim for this. *In the upper atmosphere the CoT can be unbalanced with payloads that shift the CoM down. You can toggle on/off engines on the engine blocks with the action groups 2 through 6. This can be necessary if the weight of the cargo is further down when using a lower attached and/or wider shaped cargo. The combinations of action group 2 through 6 offers several dozen variations of engine setups. It's at your own leisure to find out the variety of engine combinations using a combination of action group 2 through 6 to be able to find the right balance. For most payloads the natural setup of all 96 engines should be centered so that you can maintain orientation up until the upper atmosphere in most cases. If your cargo's mass is hanging low though it is often better to find a better engine setup by toggling one, two or more sections on/off using the action group keys. *Use mechjeb *Stock SAS can be a bit wonky in the lower atmosphere due to natural pitching moment at higher speeds, the pitching moment can be to great under SAS input or very draggy cargo may succumb the pitching moment. If this happens there are 2 options. Firstly try to figure out which engine group to shut down using the action groups to re-balance the center of thrust at higher speeds to negate this effect in the upper atmosphere. If this happens in the lower atmosphere use action group 7 to toggle front spoilers for aerodynamic re-balance. If you do not remedy this when this occurrence occurs it can cause a RUD when pitching to great at higher speeds while carrying the heavier payloads at speeds above 500m/s. This shouldn't be troublesome as above 500m/s the rapiers have gained enough speed so that you do not need to have them running all at once. Above 10km you can turn all engines back on as the atmospheric stress is much less at this altitude and this problem shouldn't appear mostly. *Know that it is important that you know how to attach your cargo properly. Action groups. 1. Switches modes on all engines. 2 through 6. toggles different engines on either side for CoT rebalance. RCS toggles the fuel cells to generate electric charge (if you need it) 7 Toggles front spoilers for aerodynamic rebalance past 400m/s (isn't necessarily required but depend on cargo drag and weight) Facts: Make sure payload is centered so that the Com is centered at the CoL. Version 1 carrying a 7.5m wide center fairing. Version 2 carrying 16 x S3-14400 3.75m tanks in parallel formation with a 50.5% payload fraction. Version 3 carrying 2 x 5.5m(11m total) fairings next to one another. Make sure the payload across both sides is evenly matched. If your payload can't be distributed such way you should add dummy weight on one of either sides. NOTE: I would be happy if people could point out complaints or ways to improve the vessel. Happy flying
  4. Hope this is still the right forum... Find the main thread HERE: FIND PORTFOLIO 1 (SSTOs) HERE Welcome to Arcane Aero & Astro Engineering's Request Thread. Want a certain plane design able to go to space? Post here and I'll try to make that dream a reality!... provided a request slot is available and I decide it's reasonable enough to take on. SLOTS: 1. OPEN 2. OPEN 3. OPEN FORM: Image (RECOMMENDED) - Overall Description - Target Range - Payload - Features - Other - Note that this will also be the thread where some request craft will be displayed, given the permission to do so!
  5. Should Larger SRBs exist in stock KSP? (I know it's early) If you somehow did not know, the following is helpful info for you to indulge yourself in. *Ahem* Stock SRBs are all small radial size and combining them with struts and other crap works, but it's just so messy (for me at least).
  6. P-101 Boomerang Stock KSP 1.3 Personal Flying Wing Download Craft File @ KerbalX! Inspired by early flying wings such as the Gotha Go229, the P-101 brings back the pioneering spirit with its radical, yet simple flying wing design. Featuring just 22 parts, the pint-sized Boomerang is powered by two Size 0 turbojets making it one of the simplest aircraft capable of controlled flight at subsonic speeds.
  7. (已经在好几个论坛发过了(人类提米的本质是复读机)) 一个电影中的运载车的仿品 no, not this . . . (性能不怎么好) (这是截至目前最后一次修改后截的图) ---------------------------------------------------------------------------------------------------------------- 以下介绍复制自本人steam创意工坊: 出自电影:流浪地球 1.6.1原版组件 这个车是凭着记忆做出来的,比例和外形方面不正确的地方相当多 本craft游戏内性能比较低,可以看作纯观赏模型 space(第1次)-解锁转轴 3-货舱脱钩分离 4-货舱门开锁 5-货舱分离“火石” g(按过4之后)-开关货舱门 注意其一:不要上太陡的坡,转轴无法承受过大角度垂直方向弯折 注意其二:解锁转轴、分离货舱、舱门再对接、舱门多次开锁 都可能会导致全车爆胎(恶性BUG 我技术不够修不好:( ) -------------------------------------------------------- Now it's my poor English: --- From the movie: The Wandering Earth 1.6.1 stock This truck is made by comparing my memory , and there were quite a few incorrect parts in proportion and appearance. The vehicle has low in-game performance and can be regarded as a pure ornamental model. space (1st) - Unlock Rotary Shaft (between Head and Cargo 3 - Separate cargo 4 - Unlock cargo door 5 - Cargo separates something (I don't know how to call it in English , maybe "flint"?) g(after press 4) - Cargo door open/close Attention 1 : Do not go up too steep slope, the rotating axle can't bear too large vertical bending. Attention 2 : Unlocking the rotating axle, separating the cargo, docking the hatch door again, unlocking the hatch door many times all may lead to tire burst (Bad bug, I'm not skilled enough to fix it :( ) ---------------------------------------------------------------------------------------------------------------- steam创意工坊链接: https://steamcommunity.com/sharedfiles/filedetails/?id=1652356665
  8. S A F I R E - Stockalike Adjustments to Fuels, ISRU, Ratios and Engines Main ideas: 1 stock resource unit = 1 kg -> check propellant mass just looking at the units Oxidizer : Fuel ratio = 3:1 for all LFO rocket engines -> more realistic and great for semi-direct ISRU, where you can produce locally only part of propellant Rocket engines generally cost 60% more, tanks cost ~60% less and rocket fuels cost much less -> more or less same rocket costs but with much more realistic distribution - better for reusability, TSTO, SSTO and drop tanks designs ISRU produces only Oxidizer from ORE; no heat, needs high energy input and is slow -> no more unlimited fuel production, realistic ISRU operation, semi-direct missions (produce 75% of your propellant, bring the rest with you) This is a continuation of an idea from couple of years ago, you can read more about it here How does it look in-game: https://imgur.com/a/yM5sagD Requirements: Module Manager by Sarbian. Warning: Save-game breaking and not compatible with old and stock vessels because it doesn't update values in old saved craft parts. New vessels should work fine. DOWNLOAD 0.2.0 GITHUB CONFIRMED COMPATIBILITY: - SMURFF - Making History Expansion - Rescale mods such as Sigma Dimensions CURRENTLY NOT COMPATIBLE WITH: - mods using Community Resource Pack, procedural and fuel switch modules Changelog:
  9. kerbalX link: https://kerbalx.com/bugubird/Earth-Engineup-part google drive link: https://drive.google.com/open?id=1tqMvSUcKIZdhsjsQvPkFXGe5cHp_ytIN this is the Earth Engine in movie Wandering Earth. There are 4.4k parts in total.
  10. 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
  11. The DC-10 Something dangerous in the sky... The Might of Three Rolls Royce engines propell the aircraft through the sky. Taxiing..
  12. Λ uɹnʇɐS ʎʇɥƃᴉW ǝɥ┴ uooW ǝɥʇ oʇ ɥʇɹɐƎ ɯoɹɟ ʍǝlɟ ʇI ǝɯᴉʇ ɹᴉǝɥʇ uɐ sɹno ɹoɟ ǝuᴉɥɔɐɯ snolǝʌɹɐɯ ɐ puɐ 'ʇɐǝɟ ƃuᴉɹǝǝuᴉƃuǝ ʎʇɥƃᴉɯ ɐ sɐʍ Λ uɹnʇɐS ǝɥʇ 'ƃuᴉɹǝǝuᴉƃuǝ ɟo ʇɥƃᴉɯ ∀ ¡ɟɟoʇɟᴉ˥ pu∀
  13. The Hot Rod of the European Theater Here's my first successful propeller plane ever, and its a doozy! Thanks to incessant... encouragement... from @HolidayTheLeek, I decided to take on the challenge of replicating one of history's most iconic fighter aircraft. This P-51D is a bit of a monster as far as first stock props go. It's 319 parts, and 14.3 tons at takeoff, and is powered by a grand total of 22 SAS wheels. Despite all this, is is rather agile in the air, and quick off the ground. It cruises easily at 40m/s, and can reach 50m/s without too much trouble. That's all to say that my favorite thing about this craft is the takeoff and landing procedure. There's just something else about lifting the tailwheel off the ground and accelerating just a bit more, to the point that the plane just lifts off the ground. Landing is the same in reverse: kill the prop thrust and let it pinwheel while you glide down to a balance on the main gear, before settling down onto the tail wheel and applying brakes. If you want to experience this for yourself, I can confirm that you don't need any experience with props to fly this thing. More detailed flying instructions are on the KerbalX page: https://kerbalx.com/servo/P-51D-Mustang
  14. Proton The Proton was born as the "UR-500", a two-stage super heavy ICBM. With the addition of a third stage it was reworked to serve as a heavy launch platform for the Soviet Union. It was then named "Proton-K" after some of its first payloads, the Proton satellites. In its decades of service it launched a wide array of missions, from space stations to interplanetary probes and landers. The K/D version uses the "Block D" upper stage in its stack. This stage was originally used to boost unmanned Zond spacecraft around the moon. It was later used to boost probes as far as Mars and Venus. (Left) Proton K/DM carrying the EchoStar VIII satellite launched in 2002. (Right) My Proton K/D replica built in KSP at 3/4 scale. Stage 1 Stage 2 Stage 3 Stage 4, Block D If you'd like to see the rest of the mission (Venera 9) you can read about it here: https://imgur.com/a/dTFtu6p The craft was built in stock KSP v1.5.1, using 493 parts. Stage timings written in the description. Download here: https://www.dropbox.com/s/9crpw4exedgcrz3/Proton-K D-1.craft?dl=0
  15. So, this is my Learjet replica. So, i'm rich.. kinda.
  16. 看到这里比较冷清,来发个主题 用的是Postimage.org的图床,也不知道能不能正确显示 已换imgchr Screenshots: 游戏版本:1.5.1 由于我的电脑性能不太好,在制造过程中很卡顿,本来还想加点其他原版组件武器(已经有了两艘舰载战斗机和三枚发射架导弹),由于卡顿最后还是放弃了 先开启液体燃料发动机,待到氧化剂耗尽后再开启核子发动机,能够拥有9000左右的Delta-V 只是一艘观赏用飞船,不能用来打架, 舰载机的弹药为一个分离环加上两个固体推进器,也没有半点破坏力 大概1700parts steam创意工坊链接:https://steamcommunity.com/sharedfiles/filedetails/?id=1577365492 祝您愉快
  17. CURRENT ACTIVITIES PERSEUS PROGRAM - METEOR PROGRAM - HORIZON PROGRAM - SUMMIT PROGRAM Company Informations Introduction Operating Facilities Qualification Process Company Profile Kerbonauts Roster The Kerbal Space Center Programs Newsfeed April 8th 2018 April 12th 2018 April 16th 2018 April 20th 2018 April 26th 2018 May 5th 2018 May 7th 2018 May 9th 2018 May 11th 2018 May 16th 2018 Additional Content Current mods and game version Products Space Division (hangar on KerbalX) COMET LAUNCHERS SERIES Jet Laboratories (hangar on KerbalX) A-1 AEROJET F-3 FALCON B-4 RAVEN D-5 WATCHMAN
  18. 全是原版组件/All stock parts, 不过有张加了后期特效 (以后做了更多的再更新话题) Panzers Mothership releasing scouts Hyena(a fighter in game "Star Conflict") Radar Communication ship Frigate launching missiles 本人英语不太好有可能有错误,欢迎指正
  19. A very agile plane for KSP 1.5.1 Pros: Very maneuverable full stock nice range has an autopilot Cons: slow to accelerate quite big I have no images of it right now, but they will be added later on https://kerbalx.com/Rover_6428/Hawk-mk-2
  20. The Symmetry Glitch Description: In this topic I will explain a method for multiplying symmetry numbers that allows you to use a practically infinite range of symmetry numbers. The symmetry glitch involves how the game handles symmetry numbers, say you place a part with symmetry, such boosters on a rocket with 4 way symmetry, and you try to attach fins to those boosters with 2 way symmetry, upon doing so the game will automatically jump the symmetry number up to 4. This phenomenon is utilized in the glitch. By placing daughter parts on a parent part with symmetry, and then placing that parent part on a grand parent part with symmetry, the daughter parts are placed with multiple layers of symmetry, often creating far more than the maximum of 8 normally allowed. If you try to place a new part on the daughter parts, the symmetry number will jump up to however many daughter parts there are. This new part can then be placed on the grandparent part , and the abnormally high symmetry value will remain.(or any other part as long as it too is not attached with symmetry, as that will cause the symmetry number to jump to that value) From this information you can imagine the potential range of symmetry numbers: 3 x 6 = 18, 8 x 8 =64, 6 x 8 = 48, etc. Pressing the symmetry number will reset it back to 1 regardless of whatever symmetry value you currently have. However ctrl+x still reduces the symmetry number by 1. Meaning, if you started with 64 way symmetry you could press ctrl+x to get a symmetry value of 63, or 62, 61, 60, etc, all the way down until you get to 8. With the inclusion of a great-grandparent part you could even stack this effect on top of itself, and you can keep going from there. Though be warned, it's easy to crash your game by accidentally going way to high, taking this effect above symmetry numbers of 1000 is not recommended. This is a great tool for anyone who doesn't want to use too many building mods. Though for all it's greatness, you still can't do 5 or 7 way symmetry with it. Procedure: Here I will give a step by step procedure for those who are still having trouble. I will demonstrate how to do 64 way symmetry, although the procedure is the same for any symmetry number -1: Start with a grand parent part, this part will have all of the other parts attached to. This can be anything as long is you can radially attach parts to it, though I recommend that it be something large. You could also simply use the body of whatever craft you may be using this glitch on for this purpose. -2: Attach a parent part anywhere on the grandparent part. It doesn't really matter where as long as you only attach a single part. this part can be anything as long as you can radially attach parts to it, but I personally prefer to use Oscar tanks. -3: Attach a daughter part to the parent part with 8 way symmetry. this part can be anything as long as you can radially attach parts to it. Here again I prefer to use more Oscar Tanks. -4: Detach the parent part and reattach it to the grandparent part with 8 way symmetry. This will result in a total of 64 of the daughter parts -5: Attach a part to the daughter part, it could be anything but in this instance it is yet another Oscar Tank. It should be noted that you don't actually have to place this new part, as long as you mouse over the daughter parts the glitch will trigger. -6: Now place this new part on to the grandparent part, be careful not to mouse over the parent part or any other part on the craft that is placed with symmetry, as described above that will revert the glitch. At this point you can remove the parent and daughter parts, as they have served their purpose. And Voila! You have a part attached with 64 way symmetry, as described above you can reduce the symmetry value in increments of 1 to whatever you'd like. You can also attach any other parts and they will attach correctly with no further glitchy-ness. The game can even handle things like decouplers and engines attached this way. ASK QUESTIONS! If you are need of any further help or have other questions feel free to ask. This glitch can be done and used in various different ways, and I find it to be quite useful. I discovered this glitch around a year ago by accident and have been using it frequently ever since. It can be quite useful when making things like base 10 mechanisms or large circular designs. Have fun poking the kraken with this great building tool!
  21. this enterprise almost blows up my computer, I have only 1 fps inside the SPH, and also 1 fps above the KSC. are there any suggestions for my enterprise? plus: my English is not good, so if I misuse some words which makes you upset, please let me know, thanks!
  22. KerbalX link: https://kerbalx.com/bugubird/PURE-STOCK-11-DEATH-STAR video link: https://www.bilibili.com/video/av35774022/ Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1566107081&searchtext= Strongly advice adding the SSTU pack to make the fairings looks prettier.
  23. This is a stock 1:1 scale replica of the Pratt & Whitney R-4360 Wasp Major propeller engine. This engine utilizes 40 1.25 meter reaction wheels and produces a modest 230 kN of thrust. The bearing is very strong, and the engine is extremely smooth when operating. Its root-part is a large girder, allowing it to be easily attached to another craft. It should be noted that the thrust value mentioned is when the blades are set to maximize stationary thrust. Download Link: https://kerbalx.com/Kronus_Aerospace/Kronus-R-4360-Propeller-Engine Part Count: 94 (93 without decoupler) Mass: 11.42 tonnes
  24. Welcome to my semi-scale F4 Phantom. Not intended to be a true scale replica, but hopefully giving the feel and flavour of the legendary Phantom, this version is easy to fly and completely stock. Only 2 action group keys to remember : 1 toggles the afterburner on and off and 4 toggles the ladder. That's it. Once launched on the runway, turn on SAS, throttle up and stage the engine. With no further user input, the Phantom will take off at around 110 - 120 m/s. What could be easier? Download the craft file from KerbalX
  25. AIM: Make a stock ship that would be able to deliver cargo of ore to Laythe from Kerbin. RULES: The ship must be fully stock, no cheating, the cargo must survive, no abusing of the game engine, if manned: it must have some living space and crew must survive, the whole cargo must be carried by one ship PS: (empty fuel tanks may be removed, but apart from them and the cargo containers, all of the ship must survive (fuel tanks cannot make up the whole of the ship.) PPS: ("ship" starts only after it is in LKO, the lifting stage can be dumped) Challenge modes: Participation award: just get to Laythe Noob mode: take your time, land safely 10 tons of ore to Laythe. Easy mode: maximum time 5 yrs, land safely 20 tons of ore to Laythe Hard mode: max time 4 yrs, land safely 30 tons of ore to Laythe, land on land, ship must survive, must be manned Super hard mode: max time 3 yrs, land safely 60 tons of ore, land on land, ship must survive and return safely, must be manned Matt Lowne mode: impress me
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