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  1. KerbalX user BadBattery made an airplane in the shape of the USS Excelsior, which can be found here. He expressed the wish to have it work as an SSTO. After very heavy modifications and with his permission I now present to you this stock Excelsior which can take-off and land back at Kerbin. It's just not the best SSTO ever and only my second. You'll find more pictures, some background info and the flight manual in the album link. https://kerbalx.com/Azimech/77I-Star-Trek-SSTO
  2. ReMeMber the KANTERBURY ! Ice Hauler from The Expanse; Stock Kerbalified. Oye Beratnas, Kanterbury be chowing A'rocks all cycle long. The SAS is pomang kaka so use your RCS for fine navigation, sass? Kewe to pensa? For the Earthers: This is a sort-of-replica-what-I-call-Kerbalified-version of the Pur'n'Kleen Ice Hauler Canterbury, from the series "The Expanse". While it's designed to look (nearly, but not quite unentirely) like the ship its based on, it is at The Expense of making the thing work reasonably efficiently in KSP. So, part count is a low, low 200 It's those damnable RCS ports. I've kept everything else to a minimum to keep that count down; there's plenty of room for improvements on this vessel if you've got a computer to handle it. This thing will probably accommodate at least four Class A 'roids, maybe even six but for now there's just two grabbers. With the launcher this comes in at pretty hefty 372 parts. Fortunately by orbit you'll have ditched 172 of them. Mechjeb can get this thing to a circular 250km orbit without too many issues, though you will need to help steer the nose to the correct heading a little if it starts to tilt away from it. Don't forget to 'Control from here' on the command core (as pictured) before launch! CONTROLS AG1 Toggle Clamps AG2 Toggle Drill AG3 Toggle Drill Harvesting AG4 Toggle Solar Panels DOWNLOAD Kanterbury.craft 238Kb DOWNLOAD (craft with launcher) KanterburyLauncher.craft 459Kb Have fun, oyedeng!
  3. A 2009 Tesla Roadster for all your Falcon Heavy launching needs, 177 parts. WARNING: not tuned for driving on Duna Download
  4. Updated for KSP 1.4! Yes yes, shuttles are old news now, but I still love them so here's an update for all you Shuttle huggers out there. New for KSP 1.4 - Uses new 1.4 parts for proper size ratios between ET/Shuttle/boosters - Solved SAS launch oscillation (was due to change in stability algorithms or something, since the control nodes are always offset from the centre of mass it was messing up badly) - Fully certified for 40+T of cargo with zero modifications. Just load her up and go. Tested to 1500km with Mullet Dyne fuel pod https://kerbalx.com/Speeding_Mullet/Mullet-Dyne-40t-Fuel-Pod Space Shuttle "Resolution" The HMS Resolution was one of James Cook’s ships (One of which was Endeavour of course). As well, there was apparently once an enthusiast recreation of the shuttle cockpit that was named Resolution. So I thought it an appropriate for a KSP recreation by another shuttle enthusiast. Download: https://kerbalx.com/crafts/14202 New 1.2 SSME Fuel flow view! New for this version! Uses new KSP SSMEs Certified to launch 0 to 68T (4 full Ore tanks to 100km!) Vernier engines as well as RCS for maneuvering Redesigned OMS pods now use Fuel+Oxidizer rather than Monoprop. Shares fuel with fuel cells and vernier thrusters. SSME fuel is still isolated from rest of shuttle systems so you can safely burn to ET fuel exhaustion and still have OMS fuel remaining! hybrid boosters (SRB integrated in LRBs to provide a bit of extra thrust and more dramatic exhaust effects) Multiple control points for optimal control during Launch/Orbit/Docking/Re-entry (see details here) Reduced part count! 1.0.x Shuttle still available here: http://kerbalx.com/crafts/1923/ Sample payloads: ISS Replica modules Features: * Does NOT rely on Reaction Wheels to fly! * Ability to perform Single-Engine-Out aborts like STS-51F. Depending on when the engine goes out, you may or may not make orbit! (just like real shuttle!) * Realistic "twang" effect on SSME ignition * Realistic fuel load (Oxidizer above Fuel) * Realistic braking system (main landing gear brakes only, front landing gear steering only) * Braking drogue chute * Action groups allow for OMS assist during launch * Fuel cell powered, use EDO pallet if you want extended duration missions! * Realistic OMS and RCS placement * Removable external airlock (reconfigure based on your cargo size) * Fuel dump ports to help adjust CoG for landing * CoG allows for stable nose-up re-entry up to about 40 degrees! * MechJeb compatible * Compatible with Inigma's Shuttle Mission Pods! i.e. http://kerbalx.com/inigma/STS%20Fuel%20Pod Flight instructions If you can launch a basic rocket in KSP, you can fly this. There are no tricks or "be careful whens" in this craft, it flies exactly as you'd expect and has good control authority throughout the flight profile to authentically replicate a complete real Space Shuttle flight. The simplest way to fly is with MechJeb, since launching the same way a dozen times to build a space station can get tiring! Without MechJeb, I suggest you use the SAS Radial mode during launch and roll maneuver, roll heads down to your desired heading and pull up until your prograde vector points about 10 degrees along your desired heading, then just switch to SAS Prograde mode the rest of the way. Otherwise, there are NO "be careful it will flip over at X thrust/altitude" or "you have to manage the throttle blah blah blah" instructions with this shuttle. Just fly. You have full control authority in all flight regimes, you can easily stress the wings off if you attempt to fly too sporty but you can experiment with all REAL shuttle maneuvers including RTLS and reentry side slips. Suggested MechJeb settings for authentic launch profile These settings will send you on a launch profile that closely replicates a real shuttle launch. You can see why the shuttle flies upside down on its way to orbit (it helps shield the wings from the airflow), and how it uses a gravity turn to reach orbit. You can also watch the boosters separate and coast to a maximum height before landing back in the ocean for a safe recovery, and how the external tank remains sub-orbital for disposal even after the main engines shut down. Use these numbers as a guideline, you'll have to adapt them depending on your payload and orbit target. For reference, this shuttle has been tested to successfully launch an 18T fuel tank to a 300km 90 degree polar orbit. Orbital Altitude: 100 to 500km Orbital Inclination: 0 to 90 degrees Limit Acceleration to: 40m/s (this is about 3Gs, just to replicate the real shuttle limits) Force Roll: (This replicates the shuttle's roll maneuver after launch) Climb: 180 Turn: 180 (Real shuttle rolled to heads up during the last third of their launch post-1995ish, just change this to 0 when you want to roll to heads up, or leave it at 180 to simulate the earlier launch profile) Corrective Steering: on Autostage: on Pre-Delay: 0 Post-Delay: 0 Stop at stage: 4 Edit Ascent Path: Automatic Altitude Turn: off Turn start altitude: 0.5km Turn start velocity: 100m/s Turn end altitude: 60km Final flight path angle: 8 degrees Turn shape: 66% Action Groups: 1 - Toggle OMS engines 2 - Shut down SSME 3 - Toggle CargoBayDoors/Lights/K-Band Antenna 9 - Toggle OMS fuel dump 10 - Deploy braking chute Here are some "concept" shuttle variations that NASA explored during the Shuttle's golden age. These are all derived from this same shuttle craft file. Shuttle-C version: http://kerbalx.com/crafts/2740 http://kerbalx.com/crafts/2743 Changelog: Enjoy! Comments welcome!
  5. I thought this might interest a few of the propeller veterans Here's a highlight I exported from last nights stream: Craft file: https://www.dropbox.com/s/dun4pe5g1xu632d/! TR6-SemiCyclicGimbal I - LiftTest.craft?dl=0 This started out as a PM with @Azimech and after some interesting ideas from @luizopiloto regarding using klaws and some TWR calculating wizardry by @SumGuy and a few others who popped up in stream, I've come up with that I might call the most ridiculous advanced full stock propeller to date. There's two main factors being used in each engine: (1)The two klaws tucked inside the cargo bays, and (2)the six klaws holding each fan blade. The klaws in the bay are used to add some extra sway to the engine while still being able to hold 250+ tons. They act as a "gimbal" of sorts letting the engine move left/right and up/down but without rotating. The klaws connected to each fan blade let the blade pivot around freely. This lets each blade change it's pitch depending on where it is in the spin cycle, tilting up when it's at the bottom and down when it's at the top like a swash plate. Since klaws don't rotate the angle of each blade is kept the same.
  6. HST-11 Fireflash Info on the actual aircraft: The Fireflash is basically a hyper-sonic (mach-6) atomic powered passenger aircraft, that appeared in the first episode of Thunderbirds. The Fireflash is powered by 6 Atomus engines on the near tips of the elevator, witch receive power from a nuclear reactor in the back of the fuselage. This reactor is able to operate for around 6 months, but the shielding around it has to be checked and repaired every 3-4 hours or lethal amounts of radiation will fill the cabins. (building this in 1:1 scale would be quite project as it's apparently about 300m long) Info on the KSP one: Oh how happy i am to know that this thing lives again. I was looking at reference pictures for a completely different replica project when i stumbled upon some pictures of the Fireflash from Gerry Anderson's Thuderbirds. I hadn't seen even a single episode of it for nearly a dozen years, but i still remembered the aircraft design and knew i had seen the episode it appeared in when i was very little (5 years old or something). I watched Thunderbirds quite a bit back then and even now i can remember some things from a bunch of different episodes. The Fireflash is honestly one of the most beautiful aircraft designs ive ever come across and i just had to make one. And after a LOT of hard work i did. Happened to find a pick of the aircraft i was searching picks for. I never showed it before, so enjoy this little extra showcase. This little replica was something i built during the 1.3 pre-release (not sure about the version but it was a pre-release version), during that pre-release there was something weird that happened, as the aircraft just immediately exploded on the runway. I was pretty sure it shouldn't do that. I wasn't even supposed to fix this as i taught it was going to be forever broken, but once i tested and noticed that the MD-11 replica (pretty similarly broken) that i made during those times, started to work, i decided to take a look at this replica as-well and see if it had started to work again, and thankfully it had. It could also be that me removing and reattaching pretty-much the entire aircraft back to the nose may have reset something that was wrong (i remember there was an issue with the Rigid attachment). The Fireflash was something i wanted to build before, but was unable to do successfully, i took me 3 version(4 if we count the biz-jet sized version) to realize that maby i shouldn't be trying this anymore. I wasn't supposed to go back and make another one, but after i found and built a paper-model of it (found from the" Papermodelers" forums), i got re-motivated and wanted to give it another go. This time i decided not to go for as huge a replica as before. I went for a more simple round fuselage version with MK-1 passenger fuselages as the windows instead of the double decker MK-3 design or the giant super-wide design. The paper-model i used is a pretty simple one designed by Gary Pilsford. It was a pretty lovely little build and quite short because of it's simplicity. A paper model like this, and indeed any model are invaluable in replica building. Their especially good for getting the wing-shape/profile just right. It was especially useful in this case as there are really no top-down or 3-way view or any of those kinds of picks of the actual aircraft nor any of the models people have made. Plus, it's quite hard to get it right using those kinds of picks anyway. Here's some few more picks of the aircraft: Technical specs: Top speed: 160 m/s in low altitude Stall speed: 75 m/s Length: 61.9m Wingspan: 31.6m Height: 14.4m Mass: 241 tons Parts: 597 NOTE!!! Because of the way the aircraft is designed, it's very heavy and hasn't really got big enough wings, because of this, it's impossible to reach high altitudes as the aircraft hasn't got enough lift. Download link: https://www.dropbox.com/s/96m8vb3ocq6sbz2/HST 11 FireFlash.craft?dl=0 And there you have it, a finally successful attempt at replicating the Fireflash. I hope you enjoy it .
  7. Alright, gents! (and ladies!) I've finished my replica of the Apollo 11 mission and published it to KerbalX for release! It is a fully stock, fully vanilla-KSP replica of the Apollo 11, and I've taken heavy inspiration from the legendary Munbug series. I've included as many features of the Saturn V and Apollo 11 launch as I feel I reasonably can. The craft already sits on the pad at a sturdy 788 parts, standing 49.7m tall and weighing over 850 tons. I have a full mission album of its use at the link below, and some nifty facts and spiffy slides at the KerbalX page. MISSION SCREENSHOT ALBUM KERBALX CRAFT PAGE Features Fixed center engines on the S-IC and S-II Stages Retrorockets on the engine shrouds of the S-IC stage 8 ullage motors and 4 retrorockets on S-II 2 ullage motors and 2 APS motors on S-IVB Physical interstage fairing between S-IC and S-II Deployable Launch Escape System that is staged during the course of a nominal launch (with the correct motors - not the LES itself) Boost protective cover over the Command Module that is staged off with the LES Nose fairing on the C/SM to protect the parachutes Umbilical connection from Service Module to Command Module Munar Module with basically all of the antennas as on the real thing Descent Stage with 4 storage quadrants that mimic the real thing Plume shields under the RCS thrusters of the ascent stage Flight Instructions Before launch, set control to precision mode (Caps Lock), and point straight up until 100m/s (2,000m). Turn off SAS and maintain small movements to begin pointing East. You want to be at 45° right around the end of the first stage (S-IC). Once you climb above 40,000m, you can be more aggressive with the turn. Ideally, the second stage (S-II) will be depleted while you’re still sub-orbital. Stage 3 (S-IVB) can circularize an orbit around Kerbin, and perform the Transmunar Injection burn (TMI). Apollo 11 and 12 put the S-IVB in a Solar orbit after the CSM and lander were decoupled, while Apollo 13-17 were steered into a collision course with the Moon. The CSM can circularize an orbit around the Mun at any altitude you want. The Lander can make it safely to the surface and back to the CSM in orbit, tested so far up to 60,000m above the munar surface. When transferring Kerbals to the lander, there is a Mk1 Lander Can and a Mk1 Command Pod as the two seats the Command Pod is sticking up through the top on the back part of the Lander for you to click on. At certain angles you can click on that hatch to transfer back to the CSM (or use the portraits if you can’t get it).
  8. This craft is a stock replica of the Boeing 747-8. This craft was largely inspired by the excellent works of Gman_builder and DavidN, whose accounts you can find here, https://kerbalx.com/DavidN https://kerbalx.com/Gman_builder For this craft I aimed to replicate the exact look, design, and function of the 747-8 as closely as I could, the resulting aircraft is my most accurate replica to date. One huge source of part count is the GEnx-2B turbofans, which all together contribute about 600 parts. Admittedly a lot for a purely aesthetic component. However, the craft would have looked a bit silly with just the dinky Goliaths powering it. Download (As well as additional screenshots): https://kerbalx.com/Kronus_Aerospace/Kronus-747-8-Peregrine Part Count: 1150 Craft Mass: 414.6 tonnes Craft Specifications -Rotation Speed: 70 m/s -Cruising Altitude: 8000 m -Max Speed at CRZ ALT: 254.7 m/s -Stall Speed: 45 m/s -Maneuverability: Slow, but Responsive. -Action Group 1 toggles the flaps, for this craft they are simply used as airbrakes rather than for increasing lift.
  9. I've been doing a lot of mechanics with stock propellers recently and have started incorporating klaws to make them gimbal slightly. I was surprised to find that there is no action group to toggle the pivot state from "locked" to "free", especially considering that time warping or changing scene with the pivot free causes a bad bug (it resets the right click menu state to "free pivot" again despite it already being free, pressing it again removes all gimbal limits on the hinge and causes other bad stuff). Having to open the action menu and toggle the pivot state of each klaw each time I relaunch the craft is a bit tedious, so I decided to post a request in hopes that someone could throw a quick mod together to add the option to toggle pivot state in action groups?
  10. MCRN Corvette Class Frigate The Expanse is my favourite TV and Book series of all time. It's third season is releasing in just under 2 weeks, so I thought I'd celebrate with a replica of its hero ship and my favourite spacecraft, the Rocinante, a Martian Corvette Class Frigate, legitemately salvaged and used by the survivors of the Canterbury. My replica is just under 1:2 in scale, and uses entirely stock parts, though taking advantage of the paint function of DoctorDavinci's wonderful DCK mod. As the insanely efficient Epstein Drive puts out a whopping 5m/s Delta-V, you'll have to use infinite fuel if you want to go anywhere with it, though there is a method of creating a functioning Epstein Drive with some part editing, so I might make of version of this which uses that in the future. Unfortunately, state of the art Martian tech is fairly intricate, and as such it consists of 1111 parts. it is capable of sustained 8g flight, though this can lead to strokes and isn't reccomended, unless you're chasing a runaway asteroid or something. It was built in 1.3.1, but works in 1.4+. Action Group 1 toggles the Epstein Drive. Download: https://www.dropbox.com/s/ij18t8scjoinxeg/MCRN Rocinante.craft?dl=0 Now to build a Donnager...
  11. -IMPORTANT: PLEASE READ The first stage seperation destroys some of the Rhinos in the second stage, the rocket still reaches orbit however, so don’t freak out. -Basic Description This is a stock ultra heavy lifting two stage launch vehicle which can carry 10000 tons into LKO, all of this is accomplished with absolutely no autostrutting. This rocket was largely inspired by He_162’s own heavy lifting exploits, a prime example of which you can check out here https://kerbalx.com/He_162/He3000-ton-lifter . This rocket is by far the largest and most complex craft I have ever made. Made more so for looks than efficiency. Download Link: https://kerbalx.com/Kronus_Aerospace/10-Kilotons-to-LKO-no-Autostrut Craft Mass: 51299.88 tonnes Part Count: 2088 -How to Fly -This craft just barely has enough Delta-V to make orbit, so maximizing the efficiency of the launch profile is key to a successful mission. -The craft should point prograde throughout most of the early flight, as such a gravity turn must be used, an optimum gravity turn will have the craft reach 45 degrees at 500-550 m/s. -After the the first stage separation the craft will need to be pointed above prograde to prevent it from falling back to Kerbin. -the craft should run out of fuel after reaching very low orbit, orbits above 71 kilometers are not recommended.
  12. I'm mostly asking for help in this thread. I'm currently trying to develop vehicles I can deploy permanently in the field to support a career mode colonization effort. This means I need to set up mining facilities, SSTOs, and small towns on every planet. Perhaps the most difficult planet to set up such a colony with reusable technologies on is Eve. Thanks to its dense atmosphere, simply using aircraft to fly at faster than driving speeds between bases is a compelling option. However, jet engines obviously don't work inside Eve's atmosphere. So, I have to resort to stock electric propellers (unless I want gas guzzling rocket planes that are mostly fuel, and need to land and refuel multiple times in one trip). My difficulty is prototyping a stock electric propeller with the specifications I want. I wanted to make one out of .625 meter parts, to push the size and mass limits of stock propellers (and then scale up from there for larger planes). This means using .625 reaction wheels, and possibly using .625 meter decouplers in some manner as the bearings. Next, the prop needs to be able to redock to the mothership, since propellers tend to break easily whenever the game loads or unloads a vehicle with a propeller. And finally, the propeller needs to be a sub-assembly with a docking port, so that I can change out a broken engine in the field if I need to. No sense in condemning an aircraft I went through the trouble of getting to Eve if all that broke is the propeller. Anyway, I haven't had too much luck, a whole lot of friction between parts, and the prop breaking free of the different kinds of bearings I've designed. So I thought I'd turn to the KSP community for tips or tricks on designing props that aren't just for show, but are actually useful and utilitarian. The ability to redock is probably the part I care most about. I also have the making history pack, so I have those parts to draw from for making props as well. The structural tubes might be useful for 1.25 meter props and up.
  13. The LCA project (Full name Lateral cargo arrangement). V1.2 1. Added five-segment SSRB 2. Added details of "Energia", based on the eponymous rocket, with these details you can reproduce in KSP a number of rockets associated with this space system. V1.2.1 1. Removed Kuran details (except for the nose), and RS25 is now just a cfg file, the model has a name in the game "" S3 RS-25m Liquid Fuel Engine "". 2. Added ET payload container. Energia save blocks tutorial in "GIF" files. Recommended add-ons: 1. Kerbal Joint Reinforcement 2. Cormorant Aeronology WARNING!!! SSME is taken from Squad, but it gives more balance on this do not use the original KS25 !!! Questions and requests are welcome. DOWNLOAD: https://spacedock.info/mod/1540/LCA project I recommend installing already ready ships, so it will be easier to deal with add-on.
  14. It's late, and my video editor is cheap as in free, but here is my stock SpaceX, Elon Musk, Tesla, and David Bowie tribute - may the stars continue to shine. You can get the updated Falcon Heavy and Tesla here https://kerbalx.com/SelfishMeme/Falcon-Heavy If you want the colours get the DCK mod https://forum.kerbalspaceprogram.com/index.php?/topic/159310-13x-14x-dck-v0400-42-custom-part-textures-rims-transparent-aircraft-armor-and-other-goodies-for-ksp-stock-and-many-mods-supported3172018/ It's all updated for 1.4.2 no MH parts all stock
  15. Hi, yesterday I made a Stock Saturn V (AKA The Katurn V) Using Making History Parts. Here are some images of it:
  16. This is a stock 1:1 replica of the GEnx turbofan engine developed by General Electric. This engine was made for use on an Aircraft I am currently working on, but it turned out so nicely that I decided it deserved to be posted on its own. It’s basically just a Goliath with a fancy shell around it. The GEnx series of engines has seen service on the Boeing 747-8 and the Boeing 787-9 Dream liner. Download: https://kerbalx.com/Kronus_Aerospace/GEnx-Engine Part Count: 99 Subassembly Mass: 13.18 tonnes
  17. https://kerbalx.com/Skeletor2/200G-STOCK-Hypersonic-Plane Hey, I've been playing KSP since March 2013 and I pretty much only build planes. After 500 hours and hundreds of different designs, I've finally decided to upload one. It isn't my favorite plane I've made so far but it's the only one that can consistently pull more than 200G's (Though I have a few others that come close). I figured I'd share it and see how people feel. Please leave feedback if you like the plane/want to see more, maybe even share some of your own high-G designs! Not entirely sure how to make the pictures appear here without having to click a link but you can see them all on KerbalX. Let me know if I should change anything! https://imgur.com/a/YaeNk https://imgur.com/a/mlSvq https://imgur.com/a/LBhUS https://imgur.com/a/V7cYG https://imgur.com/a/40i3c https://imgur.com/a/6sGfB
  18. The Antonov AN-225 Mriya was a large cargo aircraft designed to carry cargo of up to 250 metric tonnes that was designed and developed by the Ukraine based company Antonov in the years 1984 to 1988. The Mriya was designed to carry large payloads both inside it's large cargo hold as well as on top of the aircraft. The Mriya was designed with launch vehicles such as the MAKS project in mind, this influenced numerous design elements including the twin vertical tail fins which left the aircraft's rear clear for rocket exhaust to pass through. However, said feature only saw service in transporting the Soviet space shuttle Buran. The Mriya holds the title as being the longest and having the widest wingspan of any aircraft in operation, as well as having the largest maximum take-off mass of any aircraft ever built at 640 metric tonnes. The name Mriya is Ukrainian for "Dream", which I think you can agree is a truly accurate name to this colossus of an aircraft. Part Count: 979 Length: 87.5m Wingspan: 88.3m Mass: 640.3 tons Craft file: https://kerbalx.com/Kronus_Aerospace/Kronus-Antonov-AN-225-Mriya Performance: -Rotation Speed: 60 m/s -Cruising Altitude: 7500m -Max Speed at CRZ ALT: 222.7 m/s (exactly the same as the real thing) -Stall Speed: 40 m/s -Maneuverability: Surprisingly okay For more images as well as additional information, please check out the KerbalX page!
  19. So we all know RSS. It makes the planets realistic size, and retextures them as real life planets. I am searching for the opposite. Is there a mod that retextures them, but keeps them the same size? I would like to use Kerbin for presentations (not those official ones) and i would like to have an earth retexture. Is there a mod like this? it doesnt have to be all planets, only for kerbin. Thanks
  20. S So here is my stock replica of the A-10 Warthog, it is not all the way finished due to it being made in science mode and I am lacking some of the necessary tech. I am hoping to use it as a means of delivering small science probes to various locations on Kerbal accurately. Currently it flies, but it can be rather unstable and prone going into a stall followed by a flat spin. Is there any tweaks I can make to my design to make it more stable in flight (after adding retractable landing gear)?
  21. The 2018 Lowell Blackout This extreme car can pull enough G's in corners only the best pilots will be able to withstand the forces without losing consciousness.The design was originally meant to compete in a challenge but I have enough to do already. Don't drive faster than 160 m/s, the front suspension will buckle. What, am I kidding? Of course you'll try that! Powerplant: 8 Juno’s. Tech: Boost Flaps, special aerodynamics to reduce body roll. Top speed: over 155 m/s (558 km/h). Performance (15% fuel); Max G in corners: 22.8. Max G during braking: 2.8. Max G during acceleration: 2.7. Fuel: 100 units. Battery: 200 units. Part count: 107. Mass (tanks full): 6.62t. Download link. The poor kerbal needs a persicope to look over the hood. If only his helmet wasn't this bulky. Cuts through the air like vaporized butter. And the brake lights make it look like some kind of cybernetic lifeform bent on destroying the Earth. That's it. Hope you'll enjoy it.
  22. This isn't really a craft showcase, more of a concept awareness post, I'd like to see more kraken powered craft floating around. https://imgur.com/gallery/6qKxa https://kerbalx.com/TheUnamusedFox/Longinus-K-Drive-Prototype Kraken drives have been around for a while. Earlier versions, before the various krakenbanes and bugfixes and physics changes, were based on landing legs. My current iteration is based on pushing an undocked landing gear shaft down onto the ship, creating acceleration... Spooky kraken wibbly wobbly physics. This ship is capable of landing on Duna and returning, with no engines, only using RCS for the encounter. There are some challenges in this, due to the way the K-drive works, and the arcane rules it works within. The K-Drive accelerates faster and more stably the faster you are moving relative to your current planetary body. Taking off in the atmosphere from the launchpad will not give you constant acceleration, it will lock you to somewhere between 8-20 m/s, until the ship spasms and starts accelerating at ~10g. This may also cause the landing gear to be scattered across the spacetime continuum, and is also not guaranteed to happen at any altitude. You can wait for 30 seconds or 10 minutes, it's magic. As you start to pick up speed and break past ~300m/s, your acceleration will start to dramatically increase, until you hit about 1000m/s, then stabilize. This has been the same across 4 different drive designs, modded and stock. This drive does NOT function at all in solar orbit, or even past certain altitudes for planets. Duna's limit is about 600km (in my game! it may be different for others, who knows, this is more magic than science), activating it past that altitude is likely to break the landing gear and will not provide any thrust. The drive also becomes less stable and more jittery again when below about 1km/s, which is somewhat noticeable in Duna orbit. Note that this drive is big mostly for visibility, so you can see what is going on very easily. Tiny drives can be made, and even smaller ones can be made without throttle control. There are a few different methods out there, this is just a big clunky one I made once I had the thought to try and get some more people into making k-drives. Timewarp will kill the drive. Sometimes just the thrust, sometimes literally killing the drive. Don't do it. CONTROLS - 1 undocks/decouples node There are two sets of airbrakes. The top airbrake set pushes the shaft back into the docking port, allowing you to timewarp. The bottom set of airbrakes is your throttle. Kraken is invoked for thrust at about 51 on the bottom airbrakes, keep the bottom set pinned on your screen. -I don't know how often kraken craft are posted, or if all that many people know about this kind of thing, as I don't browse the forum regularly. I mostly end up here in long bursts once every now and then...
  23. If you are playing a career game there are things that matters: cost, research, safety, effectiveness. In my game I imposed myself to make crew rotations on long term station, to minimize cost you need ssto but effective SSTO will come with R.A.P.I.E.R. engines that are very expensive engine. This SSTO is my answer. It flies almost 20/30 times and this is the perfected version. Is cheap and does need high research elements such as R.A.P.I.E.R. engine but still perfect in its role mission task: safely bring a 3 member crew to/from any Orbital Kerbin station without refuelling. It reach 100/100 LKO with remaining 1300 ms of DV enough to reach also any Mün or Minmus station. Safe. the orbiting ascend is made in only four manoeuvres: a) take off rotation to 10° ascend angle, b) switch to aereospike at 1380 ms c) shutdown engine when reached your goal apoapsis d) circularise . Safe on reentry: once you made your preferred deorbit burn just set your VSO to orbit RAD+ with 0 rotation and wait unti il speed slow down, once you regain a correct flying asset you will bless it's almost perfect balanced flying performance: that will allow you to safe land your crew on runaway. Commands: 1 toggle ramjet 2 toggle aereospike 5 toggle cargo doors, antenna and docking Imgur image album Craft File Project
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