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This craft was the result of me just messing around. I was attempting to make an aircraft that was as unconventional as possible, and instead what I created is by far the most maneuverable jet that I have yet produced. This craft can easily pull 30g maneuvers Download: https://kerbalx.com/Kronus_Aerospace/Kronus-BT-2-Dreizack Craft Mass: 14.63 tonnes Part Count: 69 Preformance: -Rotation Speed: 60 m/s -Max Speed SL: 271.6 m/s -Cruising Altitude: 4000m -Max Speed CRZ ALT: 274.4 m/s -Max Dive Speed: 348 m/s -Maneuverability: Extreme -Stall Speed: 20 m/s
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Description After years of service, the Hercules served as the superior fighter of the great Kerbal Defense Force but there were improvements that were needed and speed and power profile was the goal for the new update. The Hercules II was born. Just like its predecessor the craft is capable of traveling from most planetary surfaces in and around the Kerbol System. Unlike the previous Hercules, this seats 1 and can also be flown unmanned with the new Megara A.I. Used to fly support with Dreadnoughts, dropships, and carriers as well as carry out clandestine Missions in times of peace, keeping unseen with its cloaking technology. Craft Notes This craft is fully stocked and needs no mods. This craft does have 1 flag for the cockpit which I will link either in the comments section or at the bottom of the page. Please read below for detailed flight instructions and craft info. Weapons Systems 3 Weapon Hard Points 2 Small dock points, top, and nose equipped with the Minerva Cannon 1 Medium dock point on the belly Kraken Drive Thrust Indicators are located in the cockpit in FPV or on the back of the Craft for easy recognition. Propulsion Systems 1 main Forward Propulsion Kraken Drive 1 Anti-Gravity Kraken Drive 1 Emergency nose down Kraken Drive. Flight Instructions - Based on Kerbin but will work pretty much everywhere ATMOSPHERIC FLIGHT The main throttle controls the Forward Propulsion Kraken Drive. This is a very powerful drive recommended to do incremental increase by pressing the shift key. At half throttle, this will be placed in a sustained flight mode. When a tick over half throttle at lower sea level your nominal flight speed will be around. 140 - 145 m/s The higher you go the faster you fly. Full throttle your speed will steadily increase based on your height. For instance, at around 12k you will be at supersonic speeds. Drop to half throttle to maintain whatever speed you want to be at._____________________________________________________________________________________ NOTE if for some reason you stall and cant raise the nose use the anti-gravity drive as well and it will auto-correct you for normal flight again. These are my fail safes for absolute 0 issues flying. SPACE MODE Once you are past the 12k range this is where you will start increasing speed exponentially this will send you flying into orbit in a short time. Make sure to practice normal flight procedures that you would do with any SSTO except you have no fuel so you can play around and not be scared. Once in space make sure to only use RCS when getting ready to either dock or not using anti-gravity drive. Remember you can turn that drive off by pressing ACTION Group 3 RCS is used to docking or high-speed maneuvering in space combat. Press the Trim keys I and K for the anti-gravity drive,. It is recommended that you hit Action Group 2 and then press Radial out and trim slowly. Since trim keys do not have a visible UI I created one with a KALl1000 and lights. This will be visible on the back as well. Anti Gravity lights UI - Cockpit - Left Light- Back - Top Light Forward Propulsion Kraken Drive - Cockpit - Right Light- Back - Bottom Light Blue lights - OFF Yellow light - Half Power Green Light - Full Power ACTION GROUP 1 will set flight controls from the cockpit for normal flight procedures. ACTION GROUP 2 will set flight controls from the AI operator. This is great if you want to radial out to hover better in anti-gravity mode. this is set by default. ACTION GROUP 3 will turn off the Forward Propulsion Kraken Drive ACTION GROUP 4 Will turn off the Anti Gravity Drive ACTION GROUP 5 Will Open Cockpit Canopy ACTION GROUP 6 Emergency nose down Kraken Drive ACTION GROUP 7 Turn on and off Fuel Cell Charger on by default ABORT will turn off all KAL1000s when docked at a station or other craft SPACE BAR will fire the Minerva Cannon In conclusion, this craft can pretty much fly anywhere you want it, save for the sun, and will serve as your main battle force for air and space superiority. A stock aircraft called KDF Hercules II. Built with 837 of the finest parts, its root part is strutCube. Built in the SPH in KSP version 1.12.5. Details Type: SPH Class: spaceplane Part Count: 837 Pure Stock KSP: 1.12.5 CRAFT DOWNLOAD https://kerbalx.com/InterstellarKev/KDF-Hercules-II https://steamcommunity.com/sharedfiles/filedetails/?id=3012435900 FLAG DOWNLOAD https://drive.google.com/file/d/1uABZtM2AFGTBiIr-ql92xhERC49ZZW88/view?usp=drive_link https://www.dropbox.com/s/qcr3ttwgrul5jun/canopy.png?dl=0
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All planes have been hand crafted by kerbal artisans and have been rigorously tested per standards provided by the FAA and the DoD. All planes are guaranteed to fly. Export Limited F-5 Tiger: The F-5 Tiger is a light and highly maneuverable jet that is capable of flying under the bridges with ease. Not the quickest jet around with the XS jets but it is very accurate to the real deal. Hopefully in time I can improve the performance with better, modded engines. Video of the jet in action F4U Corsair: Try out this iconic warbird now in jet form! I am planning on updating this once the robotics parts are out to be prop driven but for the time being try out the jet version. It is a very steady flyer and is very capable. Best flown with SAS disable, as the SAS is kinda buggy and introduces a wobble.' F-4 Phantom II: Try out this Cold War classic, this is a stable flyer though not the most nimble. Press 1 for Afterburners F/A-18E Super Hornet 80's Tech meets modern conveniences in this up-sized F-18. A personal favorite of mine and one of the few jets I've worked on IRL. A very nimble flyer, lots of fun. F-15 Eagle Try out the baddest fighter in the sky the undefeated F-15 Eagle. A very nimble and quick plane capable of Mach 2 speeds. Another person favorite of mine from work. F-15E Strike Eagle F-86 Sabre & Mig-15 Try out these Korean war era fighters! Both are nimble though not the quickest flyers. Lots of fun and will be a good time once MP is out. YF-23 I've included two versions one flies nicely but the Afterburners are glitched and the APT-1 is a more accurate version that can fly but honestly is a chore to keep on course. After burners work but is ill advised. Pe-8 Russia's WW2 strategic bomber including bomb load. Flies as a big bird should, very stable. Press 1 for bomb bay doors. X-17 Night Sabre One of my own creations, a very nimble fighter that is fast with endurance to boot. Lots of fun to fly and easy to land. Capable of Mach 1. X-21C Rolling Thunder Another of my own creations. This time a fighter bomber variant of the X-17. Not quite as nimble as the X-17 but still quite handy and very easy to land. Su-27 Flanker Try this very nimble fighter bomber. Press 1 for Afterburners SR-71 Blackbird: Try out the quintessential Mach 4+ spy plane. Including parachutes for landing. Not very nimble but is extremely fast. B-2 Spirit: Try this late cold war terror! Finally got this working with the latest update. Kinda wonky but flies well enough. Craft Files https://drive.google.com/drive/folders/17h8Z0TC5xs4ScFqJZQ-f5P5AVzpXNB9i?usp=sharing
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Description Story After the war of the 2900’s the nation of Xenobia and its ally nations have all put in a joint effort in developing Six-generation multirole fighters. After great strides with the K-96 Tengu in 2998; 20 years later we have finally achieved success in the new K-80 Orochi. New technologies like Remote-controlled or onboard-AI controlled Enhanced Night Vision and in a Stealth Airframe with up to Mach 2.2 for fast engagement (at around 10 km). Craft Details. Craft is Fully stock and requires Breaking Grounds DLC for Robotic Parts. NO MODS Does have 1 Flag Download Make sure if saved from here to name it Canopy.png or download form link below Comes with Stock Misslies for Roleplay Weapon bay can be supplied with up to 2-3 (stock missiles) or 4-6 AIM-9 Missiles or other layouts (BD-ARMORY OPTIONAL) TESTED Action Groups Stage - Fire Missiles - Fires 3x Under weapon bay first then 2x Side weapon bay RCS - After Burner AG1 - Toggle Engines AG2 - Open Main Weapon bay AG3 - Open Canopy AG4 - Deploy Toggle Elevons AG8 - Toggle Navigation Lights AG9 - Toggle Night Vision AG0 - Toggle Instrument Cluster Simulation. DOWNLOADS: Kerbal X: https://kerbalx.com/InterstellarKev/KDF-K-80-Orochi Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2939923843 Flags Google Drive https://drive.google.com/file/d/1uABZtM2AFGTBiIr-ql92xhERC49ZZW88/view?usp=share_link Dropbox https://www.dropbox.com/s/qcr3ttwgrul5jun/canopy.png?dl=0 or Save here - Rename Canopy.png place in you "Kerbal Space Program\GameData\Squad\Flags" Folder A stock aircraft called KDF K-80 Orochi. Built with 566 of the finest parts, its root part is strutCube. Built in the SPH in KSP version 1.12.5. Details Type: SPH Class: aircraft Part Count: 566 Pure Stock KSP: 1.12.5
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The F-104G was an export version of the original Starfighter built for the USAF in the early 60s. This aircraft saw extensive service with European countries, it was often used outside of it’s original role of a high speed interceptor, being assigned to low altitude ground attack missions which didn’t really suit it’s sluggish flight characteristics caused by high wing loading. It’s quirky flight characteristics and speed-focused, low lift design made it an exceptionally tough plane to fly in European conditions. Multiple accidents, often resulting in death of the pilot earned it the Widowmaker nickname among the German pilots. The Starfighter was a troubled, but a classic design and one of the first high mach interceptors in service. The G version features an additional dorsal fin for stability. This plane also features a jettisonable canopy activated either through staging or the abort key. Due to fairing drag issues present in 1.4.3. this planes speed is lowered. This is a game bug and will hopefully be fixed in the future. Have fun flying! DOWNLOAD LINK: https://kerbalx.com/EvenFlow/F-104G-Starfighter v1.0 - Initial release v1.1 - Major changes to the canopy and the nose section of the airplane, they have been made more proportional and pointy (thank you for the feedback selfish_meme!). Minor tweaks to the positioning of the undercarriage. Vertical stabilizer leading edge angle has been corrected to match the real aircraft.
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The Kerbal Air Force Rearmament Challenge CHALLENGE SUSPENDED The Kerbal Airforce is in dire straits (not the band, although they are amazing). A recent strategic attack on their hangars and airfields has wiped out all of their combat-related assets, and we need YOU to design an aircraft (anything that flies, anything.) as a measure that will give us the material advantage in future combat situations. This challenge allows mods, they are so far limited to: Airplane Plus, BDArmory, North Kerbin Dynamics, Ground Effect, all the NFT mods, Restock-like visual mods, Aviators's Arsenal, KerbalField, KJR, Simple Repaint, SXT, Working Under Lite, NAS, SXT, KTech, OPT, NMB, Interstellar Fuel Switch, Cold War Aerospace, Procedural Wings and Tweakscale (Others could be considered as well). DLCs are now allowed, the craft must be made in 1.11.X or later. You may build an aircraft for any of these classes, or, a multirole aircraft that conforms to multiple: Air Superiority Fighter: Relatively fast, more maneuverable than average, Sufficiently capable of taking down other aircraft by any means necessary. Must be equipped with a radar for air-to-air radar locking, 2 x .50 cal MG's minimum. Interceptor: High speed, high climb rate with decent maneuverability, must be able to quickly scramble and climb to altitude to engage multiple of singular hostile targets. Must be armed with at least 4 x Air-to-Air missiles. Naval Fighter: Same rules as an Air Superiority fighter, but must be carrier-operable and with a low stall speed. Ground Attack Fighter: High Survivability with decent speed, must be armed with at least 4 x .50 cal MGs or two 20mms or a single 30mm, must be able to deliver targeted strikes and secondarily assist in controling the airspace. Preferably equipped with both an Air to Air and an Air to Ground radar system set. Must carry at least 2 ton of ordinances. Bomber has multiple subclasses: Heavy: Must be suited to high (4km+) altitude, carry at least 25 Tons of ordinances, minimum cruising speed of 100 m/s. Minimum range of at least 7,000km. Medium: Must be suited to high altitudes, carry at least 15 Tons of ordinances, minimum cruising speed of 120 m/s. Minimum range must be at least 5,000km. Supersonic: Must fly above 3km, at least reach Mach 1 in a straight line, at least 10 tons of ordinances. Minimum range of at least 3,000km Light: No minimum altitude restrictions, at least 5 ton of ordinances, no more than 2 propulsion systems. Minimum range must be at least 3,000km Naval: Must be fully carrier-based, have a low stall speed and should be able to stow away it's wings for a reduced deck footprint, at least 7 Tons of ordinances (can be Mines, Depth charges, Bombs or Torpedoes). Minimum range must be 2,000km. Stealth: Must be stealthy and have a notable reduction in detection range, time and probability as compared to it's contemporary counterparts. Must be able to deliver at least 5 tons of ordinances. Minimum range must be 2,000km. Reconnaissance: Must be a high altitude, kerballed or unkerballed aircraft that should be equipped with an Air-to-Ground Radar and/or a camera pod(s). Range must be at least 2,500km. Airborne Warning System: A plane equipped with an omnidirectional Air-to-Air Radar system that is not designed for active combat, but rather for surveying remote airspace. Range must be at least 3,000km. Naval Airborne Warning System: A naval variant of the AWS, must be carrier based and have a low stall speed (<70m/s). Range must be at least 3,000km. Unkerballed Reconnaissance: Must be unkerballed, minimum speed must be above 60m/s, must be equipped with a targeting pod and at least 2 Air-to-ground missiles or bombs. Military Transport Aircraft: Moderately-high survivability, must not be reliant on paved landing strips, Should be able to take off with at least 35 Tons of Cargo. Range must be at least 5,000km. OPTIONAL: Should be able to airdrop cargo if required. Helicopter has multiple subclasses: Attack: Must be armed for Air-to-air and Air-to-Ground engagements with a variable ordinance layout. Must have a main gun as standard. Range must be at least 150km Transport: Must be able to lift at least 10 Tons of cargo externally or internally. Must be able to carry armed Kerbals and deploy them under enemy fire in hostile territories. Minimum range must be 300km. Maritime: Must be able to operate from a carrier, can be either in a Transport, Surveillance or Attack role. Minimum range must be 200km Surveillance: Must be light, quick, and equipped with a targeting pod. Minimum range must be 250km. -BONUS- Flying Gunship: Must be armed with at least 2 Howitzers, conforms to a Ground Attack fighter role with appropriate concessions for speed, size and armaments. Seaplane-Fighter: Must be able to directly take off and land on water, must conform to rules for an Air Superiority fighter with concessions for armament. Rocket-powered Interceptor: Must be powered by a rocket motor, Minimum straight-line speed of above 300m/s. Must be armed with at least 2 x .50 Cal MGs. Ekranoplan: A Ground Effect vehicle that flies over the surface, must be armed with either Air-to-Air or Surface-to-Air Missiles or carry at least 5 Tonnes of cargo with a range of 4,000 Kilometers. More TBA. Award: Those whose aircraft have been selected shall get to wear this badge I whipped up in all of 2 minutes, I'll beautify and make it a proper badge later, sorry. Enjoy, and I'll be waiting to see what this community can whip up!
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Description Dual Seat VTOL SSTO Interceptor the KDF - Dragonfly Using Kraken Technology for thrust and anti-gravity applications. Craft can go anywhere in the Kerbol System. Flight Instructions Toggle AG5 for Yaw Control and Stabilization during flight. Full Throttle for anti-gravity VTOL AG1: Forward Thrust AG3: Open Canopy AG4: Toggle Air Break AG5: Toggle Dragonfly Wings AG6: Toggle Plasma Cannons Requires Flags to complete the look https: A stock aircraft called KDF Dragonfly. Built with 474 of the finest parts, its root part is strutCube. Built in the SPH in KSP version 1.12.3. Details Type: SPH Class: spaceplane Part Count: 474 Pure Stock KSP: 1.12.3 EDITS Press stage (space) to fire cannons Requires Flags to complete the look https://www.dropbox.com/s/a3agltlbe2ohz6h/Dragonfly.zip?dl=0 https://drive.google.com/file/d/1JUL0j9MJGzaAxN-b1IRO55clAlJ2aId_/view?usp=sharing DOWNLOAD LINKS https://kerbalx.com/InterstellarKev/KDF-Dragonfly
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Hello everyone! A few days ago, I decided to remake an old SSTO design that I had once posted about on these very forums. I named it the "longsword" (after the Halo series fighter/bomber). The original SSTO incorporated "primitive" technology, and a lack of SSTO engineering knowledge. Having gone through 12 iterations and two rebuilds, I settled on the Mark 12 variant of the Longsword. It was easy to take-off/land anywhere, had a good top speed, excellent structural integrity, and all the onboard equipment required for science/return missions. However, it was small, and the 190+ part count (without any weapons) was painful for Kerbal maintenance upkeep (and my poor mac). At 30.2 m in length and 29.1m in wingspan, the Mark-12 was powered by 2x Rapier, and 6x OPT engines (can't remember the name). So, I decided to recreate the Mark 12, keeping the same airframe in mind, with a touch of SU-57, and sprinkle of GA-TL1 Longsword. Here are some before and after pics and I'll include an contrastive analysis at the end of this post: Before (Mark 12): After: (3.0 - D) Wingspan: 50.6m, Length: 51.0m Propulsion: 2 Nuclear "Eeloo" engines (V:LH2/All-ATM), 2 ARI reverse LH2 engines, 2 ARI forward LH2 "afterburners", 2 VTOL engines. Power Generation: Engine alternators, onboard Fission Reactor, one RTG. Radar: Track While Scan (TWS), Active Electronically Scanned Array (AESA) radome (Forward and Rear), extra Air-Air radome, Radar Warning Receiver, Radar Data Receiver. Countermeasures: 2x ECM Jammer. 6 (360 degree) lasers (2 rear-underwing , 2 front-underwing, 1 nose mounted, 1 tail mounted). Chaff & Flares. Weapons: 6 Laser turrets, 16 AMRAAM (A2A) missiles, 2 50. Cal turrets, 1 GAU 30mm cannon, 4 AGM's, 4 Nuclear Bombs. Fuel: Primary: LH2, Secondary (VTOL - Oxidizer). (Enough fuel for most round trip missions). Additionally, the entire fuselage and airframe is armored, so it can withstand a direct hit from 4-5 AMRAAMs. Here it is in the hanger: In flight: Nuclear Bombing Run: Escape Orbit: Eve Entry: Kerbin re-entry: AI war games with a Surface to Air Missile Unit: Dodging AMRAAM Missiles: In conclusion, the new design is roughly twice the size of the original. That being said, it also packs twice the offensive capability, many more countermeasures and advanced radar systems (allowing it to track dozens of targets simultaneously, with the ability to fire on multiple). It also has tons of extra fuel that can be very useful in striking celestial bodies. The new design also features a nuclear reactor, with the capability of powering the spacecraft and an entire space station or base. It cannot be shot down through conventional means, as there are far too many laser turrets onboard, which counteract barrages of seeking anti air missiles. Not to mention it is stealthy. Enjoy!
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Description Concept and Story The KDF K-61 Quetzalcoatl Strike VTOL Joins its older brother KDF K-91 Izanagi as the military’s newest Strike Aircraft. This all-around performer can take off from any platform via normal airstrip to aircraft carriers. Can be armed with 6 missiles (usable) for strike support and front-mounted gun (for show) reminiscent of designs from archived alien footage of the A-10 warthog from millennia-old records This craft is one of my favorite original military crafts to date. An Original design I borrow inspiration from one of my favorite strike crafts the A-10 and thought about what would it look like if the United States retired the original and made a new craft in the design process a mix between an apache and a A-10 and then said turn it into a VTOL. This craft comes fully stock (NO MODS) and only requires base game and DLC. I use custom flags which are required for my custom cockpit and design workflow for the VTOL jets. Gameplay Use the I and K keys to tilt the VTOL jets forward and back freely. Does not require locking as they are completely stable. Craft can fly stable to allow for formations for strike teams. (as shown in my demo video). If you start running low on power because of the lights either turn them off or enable Infinite energy. SAS on for consistent flight mechanics (Note: if using fly by mouse mod be careful of the way it handles in VTOL flight mode only recommended for forwarding flight if using that tool) RCS (default R key) Open and Shut Canopy for Pilots AG 1 Turns on and off Jets AG2 Switches Jet modes AG3 Controls from MK2 Drone (forward flight unmanned) AG4 Control from OKTO2 Drone (for radial out priority optional unmanned) AG5 Toggle back Landing gear (for extra support) AG6 Toggle LY-35 Ladder This is a very fun craft. Have fun flying Sortie missions and taking great screenshots! Downloads: Steam Default: https://steamcommunity.com/sharedfiles/filedetails/?id=2568878420 Kerbal X: https://kerbalx.com/InterstellarKev/KDF-K-61-Quetzalcoatl Flags (required) Dropbox: https://www.dropbox.com/s/sv5xi7cvkzritdn/KDF%20K-61%20flags.zip?dl=0 or Google Drive: https://drive.google.com/file/d/18wyyoyGcxNeIoOMBGe723bQhsa3iqMZD/view?usp=sharing
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you can build any fighter jet you would want. be it replica, concept or original content. you can make stock and/or modded. requirements: 1. able to have enough fuel for long range engagement. (the other side of the ksc continent is a good range point. 2. must have the ability to combat air or ground forces. 3, can be piloted or uav 4. post you plane and hype it up but if someone challenges you try to make video with your plane fighting the challenger if you can 5. (optional ) send the plane to me and ill try to make a video of the fight on my youtube channel 6. list the kerbalx or send the craft files with a list of mods remember the forums rules still apply here below is my example/submission: https://kerbalx.com/callsignblaze/FAF-VEF-15
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We create this mod to better simulate a modern naval combat as a BDAc addon. Full version DOWNLOAD LINK: https://spacedock.info/mod/1779/[MNWS]Modern Naval Weapon System Full version contains all three packs below. MNWS AERO pack -- only contains planes:https://spacedock.info/mod/1923/[MNWS]Modern Naval Weapon System - AERO pack?ga=%3CGame+3102+%27Kerbal+Space+Program%27%3E MNWS SHIP pack -- only contains ships:https://spacedock.info/mod/1924/[MNWS]Modern Naval Weapon System - SHIP pack MNWS WEAPON pack -- only contains weapon systems:https://spacedock.info/mod/1926/[MNWS]Modern Naval Weapon System - WEAPON pack# In that case, we would want the maximun performance and the minimun usage of your computer. That's why we made all the MNWS SINGLE-PART. Now we have single-part-ship and single-part-fighter and a series number of missiles. It's time to start a war! Mod List: AAMS:(Advanced Anti-Air System) AAMS AAMSL AAMSLM AAMSR SAAM FRADAR HHQXL1 HHQXL2 HHQXX VLS:(Vertical Launch System) AVLS1 AVLS2 AVLS3 MissileCell(CGNX2050) MMB(Air) AVLSX1 AVLSX2 AVLSX3 Ships: DDG1000(Destroyer) BBNX(Battleship) CGNX002(Cruiser) CGNX2050(Cruiser) FFG001(Frigate) FDG(Frigate) CVN003F CVN004 SSBNX SSBN002 AMB AMBII 055A(Destroyer) 055X1(Cruiser) 075(LSD) CVN21 CVN16 065(Destroyer) Fighters: F22 CFA44 CFA44A UCAV1 UCAF2 XV32 UN80(Helicopter) F16C F16XL F35 NATF NATF2 EDI Dragon Bomber: H20A H20B Truck: 3X(Series) TRUCK Truck Module: 3X2 3X6L 3XL 3X120 3XLaser 3XR LLauncher Rail Gun: DDG2002(208mm) RGBB(428mm * 2) Missiles(Prototype Ship - Air): SM_KKV SM_LREW SM_SADRM SM_SRADRM SAS Missiles(Ship - Air): HHQ16C HHQ19 HHQ19RCS SM_KV11 Missiles(Air - Air): SASAA SM_AADRM SM_RAADRM RR120 CUDA(CGNX2050) Bombs(Air - Ship): SDB28 Missiles(Ship - Groud/Ship): LRASM-A(Ship) LRASM-A(Air) LRASM-B(Ship) LRASM-B(Air) X51A(Ship) AGM46 AGM84 AGM84-BS AGM258(AGM2588) Torpedo: MK56Launcher MK58Launcher MK48(Sub) MK56(Ship) MK58(Ship) Missile(Submarine - Ground): BMM Missile(Ground - Ground): GBBM Required Mods: 1.BDAc (include PRE) 2.Kerbal Joint Reinforcement 3.Vessel Mover continue 4.Module Manager Recommanded Mods: 1.Aircraft Carrier Accessories 2.Single Part Aviation https://spacedock.info/mod/1034/Single Part Aviation(f22) This mod is now distributed under the license CC-BY-SA 4.0. Presented by Kerwis Team. Hope you enjoy it!
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SU27! Yes, SU27! In this pack you can see: --- Jet Fuselage with 6 tons of fuel --- 30mm Auto-cannon with 300 units of ammunition (needs BDA) --- Cockpit with full IVA (needs ASET MOD and JSI mod to work) --- Main Wing with 3 missile racks --- Tail Fin --- UHF Antenna --- N001 Radar (thinks for the help form @XOC2008) You can also use stock parts to finish this jet - much more interesting than giving you a complete jet, right ? I am trying to make it work in FAR, which took me a lot of time to do it, but it just wouldn't work... I will be really grateful if anyone could make it work, . Oh and what's more, there are some bombs in this pack too. License: MIT Thanks for the help from all my friends who helped me finish this mod! and sorry for my poor English and Let me put a piece of my oil painting here. Download at: https://spacedock.info/mod/1590/Maimico‘s Flanker SU-27 Gallery: ____________________________________________________________________ 1.01 update ----a main wing without racks ----some codes change
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Mitsubishi F-4EJ Phantom II Towards the end of the 1960s the Japanese F-104 fleet started showing it’s age. Modern air-to-air combat shifted beyond the horizon and a modern, robust platform was needed to equip the JASDF for the new era. Soon after the deal was struck between Mitsubishi Heavy Industries and McDonnell Douglas the production of the F-4EJ begun - it was the first 3rd generation fighter manufactured on Japanese soil and apart from missing the avionics necessary for guiding ground ordnance (due to post-war Japanese military limitations) was just as capable as it’s US counterpart. The F-4EJ saw long service with the JASDF, both in the standard and it’s modernized F-4EJ Kai versions with the last Phantoms being phased out from service in 2020. 301 Hikōtai is currently the last squadron using the F-4EJ and will recieve new F-35 fighters before the end of the year. This is a complete rebuild of my older F-4E and I am very satisfied with the result. Flight performance is admirable and the plane is very stable and pilot friendly in most cases! I hope you enjoy flying it out as much as I enjoyed building it. ACTION GROUPS: AG1 - Toggle afterburner AG2 - Toggle flaps AG3 - Toggle airbrake CHANGELOG: v1.0 - Initial release v2.0 - Revamped the engine section - intake/engine transition made smoother, exhaust nozzles made wider and more detailed, airbrakes added, external stores added, intake ramps revamped. DOWNLOAD LINK: https://kerbalx.com/EvenFlow/Mitsubishi-F-4EJ-Phantom-II
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The Ultimate Dogfighter: a BDArmory fighter jet competition.
Guest posted a topic in KSP1 Challenges & Mission ideas
In order to train the new KAF pilots, you have been contracted to make an aggressor fighter jet. The competition for the contract is fierce. Can yours stay at the top? This is a BDArmory fighter competition. RULES: 1. The battles are run King Of The Hill style. You fight the 5th place aircraft, and work your way up the leaderboard. 1.1. There are 5 maintained spots on the leaderboard. 1.2. Fights are 3v3 matches, best out of 3. 2. No space-grade parts permitted (oxidizer, monoprop, rockets, non-cockpit reaction wheels, ISRU, etc). 2. Ore is allowed for ballast purposes only. 3. No drones (or lawn chairs). 4. Armor thickness must be left at the default value. 5. No unreasonable part clipping 6. 75 part count limit(may be raised later to 85 if necessary) 7. No decouplers/multi-staging (this is a plane, not a rocket!) 8. Up to 2 Vulcan hidden 20mm cannons, 1 GAU-8, 6 Browning AN/M2 .50 cal, or 2 M230s (locked in forward position) 8.1. No turrets (unless locked in forward position). 8.2. No mixing different types of guns. 9. Up to 6 AIM-9 "Sidewinder" missiles. 9.1. AIM-9s are the only missiles allowed. 10. Up to 4 flare boxes 11. Your plane must fall under 1 of two categories: light and heavy fighters. 11.1. Your plane (light or heavy) has a two engine limit. 11.2. Thrust is calculated with the engine on AB (if applicable). 12. Light fighters must weigh at least 6t at combat weight. 12.1. Light fighters can have up to 250kn of static thrust, and at least 400 units of liquid fuel. 13. Heavy fighters weigh at least 12t at combat weight. 13.1. Heavy fighters can have up to 500kn of static thrust, and at least 800 units of liquid fuel. 14. Editing of the craft outside of the game (e.g, text editing in notepad) is ABSOLUTELY prohibited. (Looking at you @Eidahlil) 15. BDA 1.1, and KSP 1.3.1 is used. 15.1. We will use 1.4.x as soon as BDArmory is ready . 15.2. AirplanePlus and BDArmory (duh!) are the only allowed mods. 16. Have fun! 17. If you have any questions, ask me (@dundun92). PLANES IN TESTING: [none yet] LEADERBOARD: 1. 2. 3. 4. 5. -
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.
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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
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Keeping my US craft replicas in this topic I will only use Stock/DLC parts, no mods when building these _______________________________________________________________________________________________________________________________________________ Boeing AH-64A/D Apache Length: 13.2m Weight: 23.7t Parts: 351 Main throttle: Main rotor and tail rotor torque (set to slightly below 1/3, and use SAS) Translate U/D: Main Rotor pitch collective _________________________________________ McDonnell Douglas F-4B/C/E Phantom II on KerbalX Length: 15.6m Weight: 25.36t Parts: 220 (w/drop tanks) AG1: Toggle afterburners Stage: Drop external fuel tank As a side note, I'd highly recommend you only drop the tanks when not exerting any G's on the craft, since the landing gear on the drop tanks are autostrut-locked to the rest of the plane, it appears to screw up the wing part positioning and somewhat ruins the aerodynamics. _________________________________________ F-15C Eagle on KerbalX Length: 14.9m Weight: 23.7t Parts: 217 AG1: Toggle afterburners _______________________________________________________________________________________________________________________________________________ Fairchild Republic A-10 Thunderbolt II on KerbalX Length: 12.2m Weight: 22.07t Parts: 290 _______________________________________________________________________________________________________________________________________________ Lockheed Martin F-22A Raptor on KerbalX Length: 15.4m Weight: 33.43t Parts: 233 AG1: Toggle afterburners _________________________________________ F-35A Lightning II on KerbalX Length: 12.73m Weight: 29.21t Parts: 394 AG1: Toggle afterburners Requirements: Making History DLC, Breaking Ground DLC _________________________________________ F-35B Lightning II STOVL on KerbalX Length: 12.75m Weight: 31.93t Parts: 340 Requirements: Making History DLC, Breaking Ground DLC _________________________________________ F-16C Viper Length: 12.5m Weight: 22.5t Parts: 270 _______________________________________________________________________________________________________________________________________________ Grumman/Northrop Grumman F-14B Tomcat on KerbalX Length: 14.2m Weight: 29.9t Parts: 277 AG1: Toggle afterburners AG2: Toggle swing wings U/D: Manual swing-wing angle Requirements: Breaking Ground DLC _______________________________________________________________________________________________________________________________________________ Bell AH-1Z Viper on Kerbal X Length: 12.6m Weight: 20t Parts: 239 Main throttle: Main rotor and tail rotor torque (set to ~50%) AG1: Toggle Fuel Cell Translate U/D: Main Rotor pitch collective _________________________________________________________ Upcoming crafts: F-18 Hornet / F/A-18 Super Hornet ???
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I've always been a massive Ace Combat fan, and I decided to create some custom aircraft based off the player aircraft from Ace Combat 5 and Zero. All decals and textures were created/modified by me, with credit to blackheart612, Blackfalcon501(found on emblemsbf.com), and the general Ace Combat community for providing references. F-14D Wardog Custom A series of F-14Ds modified for a certain squadron. Its frame is modular, allowing for a decent amount of customization options between pilots. The comms equipment have also been upgraded to allow better inter-squadron communication. Comes with fully functional swing-wings and methods to limit wing flex (instructions in download link). Can be modified to create Blaze, Edge, Chopper, and Archer variants. DOWNLOAD LINK (KerbalX) This particular aircraft requires a lot of custom textures which I have packaged at https://www.dropbox.com/s/ouk2cp0ek2hig0n/F-14D Wardog Custom Decals.zip?dl=0. To install, unzip and merge the GameData folder into the one in KSP's files. Included are decal tweakscale patches and part variant configs. For full mod list and additional instructions, check KerbalX. Part and texture variants are created and distributed with permission from the original mod author blackheart612 F-15C Cipher Custom A F-15C modified for a certain ace. Its engine and control surfaces limiters have been removed, and it requires a good deal more maintenance. However, its combat performance is significantly higher, allowing it to take on a multitude of enemy aces and survive unscathed. Its livery heralds the arrival of a Demon Lord… DOWNLOAD LINK (KerbalX) Again, this aircraft requires custom decals which I have packaged here. For a full mod list and installation instructions, check the KerbalX link. F-15C Solo Wing Custom A F-15C modified for a certain ace. Its engine and control surfaces limiters have been removed, and it requires a good deal more maintenance. However, its combat performance is significantly higher, allowing it to take on a multitude of enemy aces and survive unscathed. Its livery evokes painful memories… DOWNLOAD LINK (KerbalX) Once again, this aircraft requires custom decals which I have packaged here. For a full mod list and installation instructions, check the KerbalX link. I plan on making at least 2-3 more ace skins in the near future - Razgriz, Archange, and Solo Wing (Morgan). If you guys would like to see anything else feel free to request. Any camo skins will likely take a while as I figure out how to smoothly integrate camo patterns on the body.
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This craft is a full stock 1:1 replica of the F-104C Starfighter. Intended to be simple replica to serve as my introduction into the world of fighter craft replica's. Instead it became one of my highest part count fighter craft and by far my most accurate replica in general. With 660 parts it's a hefty 40 tonnes, however due to how it was designed it still has decent enough aerodynamics that a bit of engine clipping has allowed it to achieve the required performance. It is able to reach mach 2.6, which is much faster than the F-104 actually ever flew at, although the F-104 possessed the power and aerodynamics to achieve such speeds, however parts like the cockpit limited its speed as it was never designed to take such strain. It has a rotation speed of 60 m/s A stall speed of 40 m/s Its maneuverability...Well, it won't exactly be flying under any bridges All pretty much what you would expect from an F-104, so not a big loss. On the development side, this craft came to together slowly but smoothly. I spent just as much time in the blueprints as did actually building it, the result was that I really had to redo or adjust many sections. This style of building is one I have been employing for a while, but this craft shows the fruits of that labor more than any other. BIG THANKS TO PHANTOM AEROSPACE! Fellow builders have been suggesting that I build a fighter replica for quite some time now, although I always refused. That is until @Phantomic suggested that I start off simple to ease my way into it, specifically the F-104. I just want to give him a huge thanks for encouraging me to build this, as it was one of the most fun replicas I have done in a long time. Please check out his craft, he makes a variety of craft from really detailed trucks and other vehicle replicas, to really sexy and practical stockprop fighter craft. https://kerbalx.com/PhantomAerospace Also you should download his own F-104C replica, it's excellently done and quite practical, plus all of that for exactly 1/10 the part count of mine, you can't beat it! https://kerbalx.com/PhantomAerospace/F-104C Download Link: https://kerbalx.com/Kronus_Aerospace/Kronus-F-104C-Starfighter
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The Tomcat has always held a special place in my heart. As a child, I used to rewatch Top Gun over and over and build scale models of the famed big fighter. Even today, I still believe it is one of the most beautiful and innovative airframes ever concieved and constructed. Even if it won't take it to the skies under US Navy roundels ever again, I have decided to give it a second life in the skies of Kerbin. Here is my replica of the F-14 Tomcat - the most successful variable-geometry fighter to ever enter service. INTRODUCTION: The "stock" part of the title is actually a bit complicated. In this replica, I've decided to opt for visual accuracy and performance over anything else, and thus I could not fit in a bulky stock bearing system that could handle the stresses on the wing surfaces properly. At the same time, a Tomcat without it's variable-geometry wings isn't a true Tomcat of course, thus, I've resorted to a different solution. Parts that make up the aircraft are completely stock and you are free to fly it out of the box. Swing-wing capabilities though are provided via a handy mod called DockRotate which I will include below. It doesn't add any parts or functionalities besides making the docking ports capable of rotation. I believe this is the best compromise I could manage. It allowed me to place the wing bearings in their correct position (I've actually read some blueprints to make sure they are correctly modelled) while maintaining the sleekness of the wing gloves themselves. The mechanism operated extremely smoothly and I'm very satisfied with the result overall. INSTRUCTIONS: The Tomcat has extremely comparable performance to my other jet fighters. Due to it's unconventional wing layout and behaviour it has a few small details worth knowing before you take it to the skies and buzz some towers. 1. Takeoff: This one is pretty straightforward. Don't use excess yaw and roll as in all planes in KSP when rolling, feel free to use flaps (AG6) and rotate at about 90m/s. Tailstrikes shouldn't be possible unless you have your tailhook extended which would be unusual for takeoff. 2. Landing: The Tomcat has some beautiful handling characteristics when landing. Remember to land with wings extended, with wings folded under 200m/s the aircraft may be very underresponsive, albeit in emergency situations landing with wings folded is absolutely viable as long as you keep your speed about 30m/s higher than usual. The stall speed depends on your fuel load but with about 50% of fuel (which is about what you will be landing with for the most part) sits at around 40m/s. Optimal approach speed sits at around 60m/s or whatever other speed that allows you to slowly lose altitude while maintaining mild nose-up attitude. AoA for touchdown should sit at about 10 degrees. You can extend the brakes (Brake buton), flaps (AG6), and the tailhook (AG5) if you need to bleed off speed. With drop tanks attached be careful not to slam down too hard as this can damage the tanks. 3. Overall flight behaviour: Some quirks the Tomcat has: Since it uses it's elevons for roll control it can sometimes take a few tenths of a sec to achieve it's max pitch rate if coming out of a roll. Keep that in mind if you need to pull up hard from a dive for example. Other than that just keep in mind that it's a big and heavy fighter. Also be aware that flight behaviour will change depending on the wing sweep: 20 degree sweep will favor turn rate and responsiveness at low speeds while folded wings will increase roll rate and energy retention at higher speeds. 4. Operating the wing mechanism. The wing mechanism is the central part of this replica. With DockRotate installed, AG1 and AG2 are assigned to increasing and decreasing the sweep respectively. Main guidelines are: - Only change the sweep when not maneuvering. After the wings are locked in position you are free to push the 'Cat as hard as you like. - Change the sweep at speeds of 240-250m/s and higher. Lower speeds will not break the pivots but they will put unnecessary strain on the wings. - Don't try to unfold the wings when they are already unfolded or fold them when they are already folded. One click of the proper AG will put them in their correct position. ACTION GROUPS AND FUNCTIONALITIES: Stage - Detach the drop tanks. Brakes - Deploys the airbrake, engages wheel brakes. AG1 - Toggle afterburners. AG2 - Wings folded (With DockRotate). AG3 - Wings unfolded (With DockRotate). AG4 - Toggle tailhook. DOWNLOAD LINKS: DockRotate (Optional, enables variable-geometry wings) (Thank you @peteletroll!): https://forum.kerbalspaceprogram.com/index.php?/topic/170484-141-dockrotate-rotation-control-on-docking-ports/ CRAFT file: https://kerbalx.com/EvenFlow/F-14B-Tomcat Enjoy! v1.0 - Initial release. v1.1 - Some tiny details polished out, missing autostruts added where possible. v1.2 - Nose assembly smoothed out. v1.3 - Ventral fins aligned properly, strutting improved. v1.4 - Minor changes to the tail section to make it appear smoother. v1.5 - Changes to the tail section and nacelles to make them appear smoother overall. v1.6 - Aerodynamic improvements, top speed increased by about 5m/s overall. v2.0 - Major overhaul of the whole airframe. Airframe reinforced, wing gloves remodelled, wings refurbished to appear cleaner and more accurate, wing sweep corrected to match the real aircraft, horizontal control surfaces updated. I highly recommend updating your craft if you have downloaded a previous version. v2.1 - Aerodynamics improvements, antennas are now modelled better. v2.2 - Tiny changes to the positioning of the fuselage panels in some places to increase the overall smoothness. v3.0 - Complete rework of the nose section, the replica is now fitted with a cockpit which closely resembles the real F-14.
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Wings of Glory Prelude: Fire in the Skies “Odin Flight; ATC reports three to four radar intercepts closing in on your position.” The Lead pilot called into the radio as he flipped the lever that took his guns off safety, “Odin 1 acknowledging. What is their bearing and speed?” “Odin 1 they are coming from the North-East traveling at 600 knots.” The three F-6 Comet fighters turned in unison as they prepared to meet their attackers head on with the lead calling back, “ATC Confirm enemy speed.” A few seconds passed before the call came back, “Speed confirmed. Enemy craft still heading your way going 600 knots. Intercept in 2 minutes.” “How in the world are they going that fast? Aren’t they stuck with piston aircraft?” came the confusion from his right side wingman, Odin 3. “Apparently they have something new. Looks like we won’t be able to complete the bombing run, jettison the Mk-III Bombs and go to full throttle. Prepare to drop tanks and go into merge when we are in visual range.” So the three craft spread out and sped up as they prepared to get into a brawl with the Thean Empire’s own. Within a minute a glint of metal was seen topping low over the hills and the F-6s dropped their external fuel tanks banking sharply to meet the enemy. Suddenly the sky was filled with hundreds of tracers as both sets of aircraft exchanged fire with each other in a swirling frenzy. As the jets zoomed over each other’s canopies the Comets were able to recognize the swept wings and distinctive front end of the KUT-7. The KUT was the newest fighter jet of the Proecian Confederacy and a rare sight so far away from their borders, apparently they threw their hat into the ring of the Thean Civil war; backing the old Empire of the North against the rebels in the South. So used to fighting the old and slow hand me down planes that the Empire had used previously the Rebel pilots of Odin flight were overwhelmed by the maneuverability and speed of the KUT. Their own Comets were bought from the United Kerbos Territories as the UKT began to phase them out for their newer F-7s and F-9s. The Comet was slower, less agile, and less armed than the shiny new Proecian fighters. As Odin 1 banked to the right he saw an orange flash as one of his fellow Comets burst into a huge ball of fire. Anger overtaking him from the loss of his wingman he popped his speed brakes and made an aggressive barrel roll to invert himself over the canopy of, and then positioned himself behind, the KUT-7 that had been on his tail. He retracted the brakes and then ramped up his thrust and he held down the button on his stick that let fourth a burst from his four 50 cal machine guns. Black smoke belched from the engine of the Empire jet before the whole fuselage was ripped in half by his line of fire. Odin 1 zoomed past the tumbling wreck going back into the fray. Odin 2 was being pursued closely by two KUTs taking turns sniping at his tail. He pulled back on his stick to lead the nose of the jet upwards and climbed as fast as he could to help out his fellow pilot. Still rising toward the battle ahead of him he peeked into his gun sights and began to line up a shot. There it was, the glowing tail pipe of the rearmost KUT ready to be shredded by pounds of lead. Then suddenly it wasn’t as the horizon became a tumbling mess of blurred colors. He felt the jolt as his tail dislodged itself from its perch, then a grinding sound came from his left side where he observed with horror as the wing ripped itself away from the rest of his plane. He was in a deadly spiral to the ground and had only seconds before impact. There was nothing more he could do as he pulled the lever below his seat as his vision began to grey out from the G-forces. His eyes snapped open to see a smoldering ruin of his former plane below as he descended on his parachute. In the distance he could perceive an explosion as one of the planes in front of him was destroyed. Any hopes that it was an enemy craft were dashed when he saw the exhaust trail of three planes meet up and speed away to the horizon. He had flown on dozens of missions during this war; this was the first time that he had failed one. Worse yet, there were no other parachutes save for his in the sky.
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Kerbal Fighter Jet Endeavour Kerbin is at the brink of a global war. Nations across the globe are rushing to get their fleets of fighter jets ready for the day war breaks out. Awful for the planet, but now is the perfect time for aerospace corporations everywhere to bloom! Your mission is to design the best possible jet, but that’s not where it ends! You’ll also have to sell them… The leaderboard First of all you’ll obviously have to design an aircraft. The only rule is that the plane has to be manned, no drone battles here. External command seats will not be accepted either. The rest of the design is fairly simple really, apart from a few parts, you can do whatever you want (more on that later)! Of course the plane has to be capable of taking off under its own power. The banned parts are: BDA Armor All shapes and sizes of turrets Laser armament The use of the armor slider is also prohibited Further than that, if you wish to put in reaction wheels, RCS, whatever, go ahead, it’s all allowed! However, there’s a 100 part limit (don’t want to limit this competition to only the best computers). (optional)The second part is actually selling it. Every player can, beside sending in planes, act as a buyer for some imaginary nation. Everyone gets a budget of 10.000.000 credits to spend on a fleet of your choice (obviously you can’t buy your own aircraft). The best fighter won’t just fight well, it’ll also sell well. This way I hope to promote cheaper and more aesthetic designs as well as purely functional ones. As a plane designer you’ll have to write a sales pitch to convince buyers of your craft. The following data has to be in your pitch: cost, crew number, type (single engine, dual engine, …) and obviously a link to download your craft (preferably put that in the leaderboard as well). The leaderboard consist of multiple categories based on the amount of engines: - Single engine - Dual engine - Go crazy (basically everything that doesn't fit in the above 2 categories) The tournament itself will be organized in such a way that I don’t have to be present to lead everything, this way it can continue as long as people wish to, even if I am no longer active in the forums. So, how does it work? Planes will be taken together in groups of 5 (check the spreadsheet if you’re confused right now). If you wish to enter your plane, all you have to do is start a battle with the bottom plane of the highest rated group of 5. If you win, your plane enters this board and gets to fight upwards against the other 4 planes. The plane formerly on spot 5 drops to the lower table. If you lose, you start against the lowest rated plane of the group below. This process just repeats itself until your planes finishes somewhere. In the rare case that you don’t manage to win against anyone, you just put your plane all the way at the bottom of the lowest group (if that one is full, make a new one). Fighting itself will happen in 3 rounds of 2v2, all viewed from a neutral point of view for physics sake. Battles will be run in standard KSP physics, this isn’t a FAR competition, and it will never be. All fighting will be done by the BDA-AI, therefore the settings of the autopilot play a major role in the success of your aircraft. The actual order in which the battles are fought doesn’t matter, as long as all 3 are fought. If you win 2 your plane gets to move on. Moving up is seen as 1 offensive victory in the spreadsheet. Losing to a plane above is a defensive victory for the above craft. The battles are: - 2 of yours from KSC vs 2 enemy planes from the island runway. - Opposite of the round above. - Both groups of 2 take off from KSC in opposite directions. For the sake of easiness, it is not mandatory to record your battles. I’ll go ahead and trust all of you to be honest and fair in reporting your victories and defeats, if you however do wish to record the battle and provide us with a video, please do! Yes, I will play out and record battles for you. I still highly encourage everyone to do this for themselves. Should you want me to do them for you, do mention it in your submission, and keep in mind that it will take longer this way since I have other stuff to take care of as well! On top of that, I'm not very good at video recording, I can edit but probably won't take the effort to do that... Mods required: - BDArmory for the latest version of KSP. - PhysicsRangeExtender (should already be installed for BDA to work anyway) - AirplanePlus Text editing any files (eg: raising hitpoints) is very much forbidden and if anyone gets caught doing this, all their planes will instantly be disqualified and the player will be banned from entering the competition again. That’s it! If you have any questions or feel like something could still be improved, feel free to write a comment about it and I’ll look in to it asap. Good luck!
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Yep, the challenge is simple. Recreate a footage or photo outside KSP (Other games are fine) inside KSP. Rules, for those who still don't understand what I'm trying to mean & those I can think of Include the original video / picture. No original footage, no compromise. Some of us don't know what you're trying to mean without the original footage. Declare your achievements, and your total point, together with your submission. me when lazy to actively judge stuff be like lol If it's a video, you may use the audio from the original video, as long as Picture and/or video is made in KSP. Artworks are allowed. It could be a movie / game release poster, or an official proposal drawing of something like a rocket, plane, etc. A user can post up to infinite amount of entry, as long as at least ONE user enters a submission, then the user before user B can enter another submission. No doublepost, in short. Cheats are not allowed, sorry. Only Autostrut, Unbreakable Joints & Kerbal Joint Reinforcement allowed. Decouplers, wings, structural panels, etc. are fragile, bends and bows, isn't it? Mods are allowed. Recreating a formation flight in KSP is quite hard without Burn Together, isn't it? Except if you put two crafts and moving it away using the 'Offset' tool. Moving craft using Vessel Mover or Making History is allowed, but if you moved your subject using another vehicle, grab some bonuses below. Adding filters will... uhh... check out the Bonus Points section. Bonus Points (aka Achievements), of those I can think of [20 Points] Contestant! - You've joined. I give this to kickstart your mood. [30 Points] Photoshop Skills? - Add filters to your picture. For now, I'll ban "Negative", "Colour Inversion" or any similar filter. It's an eyesore, am I right, guys? [30 Points] Exact Replication - Your craft (If involved) has (At least near-same) exact same parameters as their real-life counterparts. [35 Points] Interesting - Your footage is interesting / attractive. [40 Points] Nat Geo Wild - Recreate a documentary on animals, or recreate a shot with animals involved. Oversized animals are allowed, but all the other animals involved in the current shot must also be oversized in the same scale if even an animal went oversized. Do you got what I mean? [40 Points] Useful Information - Add a narration (Only applies for videos, picture entry with captions will not receive this award). Narration from original footage is allowed. [45 Points] MIND BLOWING!!!!11!!11111!!!ONEONE!!!1!ONE!!1! - Did I need to explain furthermore? [50 Points] DEJA VU! I'VE JUST BEEN AT THIS PLACE BEFORE, HIGHER ON THE STREETS! - Do an Initial D-style drift. Kerbinside & Kerbal Konstructs are recommended, since these mods have hill roads to drift at. [60 Points] Straight Out Of 2012! - Recreate one of the scenes from the film 2012. [60 Points] Kard Rock - Recreate a rock concert, picture or video. [65 Points] EDM Seems To Be Picked Up By Kerbals... - Recreate an EDM Concert footage, of whatever artist you prefer; Alan Walker, Martin Garrix, Marshmello, Deadmau5, etc. [70 Points, 50 Kudos Point] Teleported Into KSP - The footage subject is exactly at the same coordinate as its real-life counterpart. Good luck searching for one. [80 Points, 75 Kudos Point] Some Ole' Thing Teleported Into KSP - The footage subject is from before Internet became commercially available (Late-1980s - Early-1990s) and exactly at the same coordinate as its real-life counterpart. Good luck searching for one. Leaderboard @klond - 120 Points @Laie - 85 Points @purpleivan - 85 Points [Badges Coming Soon]
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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
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The MiG-31 emerged in the late 70s as an advanced modification of the MiG-25 Foxbat - a high speed, high altitude interceptor developed to counter the Mach 3 threats from the West such as the Blackbird and the B-70 Valkyrie bomber. The MiG-25 was a crude machine - blocky fuselage hiding two massive engines optimized for high speed flight, fuel tanks sticked wherever possible to increase range and a massive nosecone housing a powerful radar which relied on it’s sheer power to burn through any and all jamming the enemy may throw at you. By the 1980s the airframe was starting to show it’s age, and missile developments meant that the Foxbat was not untouchable anymore. Thus, the Foxhound was born. Apart from it’s twin-seater pilot/RIO configuration similar to the one seen in the F-14 Tomcat it introduced modernized electronics and a new Zaslon long-range radar. Despite being heavier than the Foxbat it still retained it’s precedessor’s Mach 3 capability. Over the years it has estabilished itself as the backbone of Russian air defense forces. Carrying long-range R-33 and R-37 missiles, similar in functionality to the US AIM-54 Phoenixes it makes sure Russian skies stay clear of bombers, and with it’s powerful radars and engines it is sure to deliver it’s payload anywhere within it’s operational radius quicker than any other aircraft. Due to it’s weight it handles like a bus, but you can’t have everything I guess! It’s limited to approx 5-6Gs but will pull 7-8G turns when necessary. DOWNLOAD LINK: https://kerbalx.com/EvenFlow/MiG-31BM-Foxhound Enjoy! v1.0 - Initial release.
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