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While I was walking through the National Museum of the United States Air Force last Saturday, I was reminded of all the KSP replicas of those same aircraft. Some of them looked like they can be done with pure stock parts and no DLCs, while others (mostly the older ones) need mods that come with more parts. So, I started this thread for everyone to showcase their replicas of the aircraft that the four large hangars (plus the Missile Gallery) have on display. The guidelines for this showcase thread are simple: You are free to use any and all parts necessary, including ones that come in DLCs and mods. Vehicle has to be functional. Which means pictures/video of the craft in action. Similar performance stats are a plus. EXCEPTION: if the craft in question could not move on its own (as in it needed to be attached to a larger assembly to go anywhere) then the functionality requirement may be waived. e.g. the Apollo 15 command module. You'll only need one picture of your best replica (or half-assed; it shouldn't make a difference in that case), since it's useless unless attached to the rest of the spacecraft. If you want to make the rest of the rocket assembly, fine. Only the capsule made it to the museum, and that's what I need. Vehicle has to look as close as possible to whatever real-life craft you're trying to copy. Therefore, it is highly recommended that you have photographs to reference. Build something not yet claimed on the checklist (link below) first. EXCEPTION: for craft that appear more than once in the museum (such as the Superfortress and the Twin Mustang), you may only sign off on one of your craft's variants. Leave the rest of them for others to claim. e.g. I only do one Twin Mustang; the one in the Korean War section in Hangar 2. I'll leave it to someone else to get the other Twin Mustang in Hangar 3 and claim it on the log. If you want to show something that's already been showcased on this thread, fine - but you don't get credit for it. I don't care if you built the craft 7 minutes or 7 years ago, so long as it's yours. If you have an old stash of aircraft replicas that you're willing to showcase (and can work), great. Weaponry (e.g. guns, bombs, missiles) not necessary, although I won't object to them either. If the original aircraft was manned, so is your replica. If the original aircraft was unmanned, so is your replica. I won't object to a probe core for your manned aircraft if it doesn't deviate too much from the aesthetic, so long as you include the appropriate crew module/s. You don't need to match the passenger/crew capacity of your original aircraft, so long as your replica comes close to looking like its real-life counterpart AND it's functional. e.g. if you use one or more Mk. 3 Passenger Modules for an Air Force One variant, as long as your aircraft makes a convincing replica I don't mind you exceeding or falling behind its real-life counterpart's passenger capacity. Those things weren't designed for carrying a lot of people anyway; just provide comfort for the president and his staff. (SIDE NOTE) Whoever builds the Douglas VC-54C "Skymaster," I'm not requiring you to install an elevator in the back to load polio-stricken passengers in and out. If you do and the plane still flies smoothly, even better. The one housed in the museum was designed specifically to transport then-president Franklin Delano Roosevelt, who needed a wheelchair. Craft files a plus. Below is the link for the replica checklist: https://docs.google.com/spreadsheets/d/1tA9IGsSCQIuTFjw9eNHYcgv8JboCxKiAy9ep5-nflR0/edit?usp=sharing Here are the instructions on how to use it: Pick an aircraft that has not already been built Like I said earlier, if you want to build something that's already been done here, don't steal credit from the original kerbalnaut. And for duplicates, you can only claim one of the type. Once you're done, write: Column D: Your KSP Forum name Column E: The link to the specific forum post showcasing your replica/s It is acceptable to put more than one craft in the same post. Just leave a link for everyone to find it. Column F: Whatever DLCs you used to make the replica If this doesn't apply to that specific craft, leave it blank Column G: Whatever (parts) mods you used to make the replica If this doesn't apply to that specific craft, leave it blank Column H: (IF YOU WANT TO) Additional notes that other readers may find interesting Please don't modify someone else's notes. If you want to debate/talk to someone about their craft, don't do it on the spreadsheet. Source for my list: https://en.wikipedia.org/wiki/List_of_aircraft_at_the_National_Museum_of_the_United_States_Air_Force Click here to see this thread's replicas assembled on KerbalX As a prize, if you make at least one replica from each of the four hangars (not counting the air park or missile silo since they're too small; specific hangar category (e.g. Early Years vs WWII, Experimental vs Space) doesn't matter), you'll earn this sweet badge: I made it myself. It's a representation of all four hangars by using a combination of the following four logos: U.S. Army Air Corps, whose planes dominate Hangar One. Classic U.S. Air Force, which became mainstream at the time period Hangar Two covers. Modern U.S. Air Force, which has a lot of planes in Hangar Three still in service. NASA, since the space gallery is in Hangar Four. Entries from the Missile Gallery can be used as "wild cards." They're ultra-rare, so get them while they last. Depending on what hangars you lack, it can be used as either a Hangar Three or Hangar Four entry. To make things fair for everyone, only one Missile Silo entry per person All Four Hangars Badge Recipients @Mars-Bound Hokie (Me, the OP) @swjr-swis I'll start us off with my favorite, the SR-71 Blackbird. The SR-71 Blackbird on display in the SPH Picture taken February 2020. Ted Kerman enjoying himself flying at high altitudes at a speed higher than the aircraft's real-life counterpart. There you have it, folks. Have fun, and I can't wait to see what you got. Build a plane from each of the four hangars, and you get the badge.
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The Mark II of my VTOL Harrier jump jet design, updated and redesigned to work with For Science! Much like its predecessor, it has full VTOL and STOVL capabilities, the Panther main engines on the original design have been swapped out for Wheesleys to accommodate the heating changes in For Science; While they lack afterburners, Wheesleys are actually more efficient than Panther engines, thus yielding an overall much higher range along with the extra two tons of fuel capacity, while maintaining the same non-afterburner top speed of 330m/s from the original design. This redesign has an extra pair of Whittle engines to support the increased mass of the vessel, the wing tips have been augmented with an additional pair of landing gear, making precise vertical landings far more stable and easier to perform than with the original design, which was notorious for tipping over upon landing, the wings have also been adjusted to make the plane generally far more stable and the plane is also equipped with a probe core now in case you want to do some shenanigans with it without risking a poor Kerbal's life. Finally, the redesign comes pre-armed with two hypermaneuverable high-velocity atmospheric probes, warranty void if pointed at something that isn't the atmosphere. Specifications: Dry mass: 10.83t Wet mass: 17.12t Part count: 91 Height: 3.57m Width: 8.64m Length: 11.83m Action groups: Activate main engines Deactivate main engines Activate VTOL engines Deactivate VTOL engines Toggle main engine thrust reversers Advice: Best way I've found to transition from horizontal to vertical flight is to pull up into a straight 90 degree climb over your landing target, cut your main engines and stall yourself, glide down towards your target, activate the VTOL engines and then stall yourself again as they're throttling up, then you'll have killed enough of your velocity to transition cleanly into hovering for landing once you pitch back down. When fully fuelled, the VTOL engines have a TWR of 1 at 85% throttle, and a maximum TWR of around 1.16. The landing gear is rather sturdy; you don't need to worry about making your landings tremendously smooth, after all any landing you can walk away from is a good one. The throttle response time on the Whittle engines (The engines used for the VTOL engines) is very bad, be prepared to make throttle adjustments a few seconds in advance of when they're needed. Along with most other plane designs, SAS absolutely hates this thing while in flight, get used to setting trim and making adjustments if you plan on taking this thing any long distances. Contradicting the previous point, SAS is absolutely your best friend while hovering and landing this plane VTOL, the reaction wheels on this craft are powerful enough to allow for very fine control and adjustments while hovering. Remember: the thrust direction of your VTOL engines moves with the attitude of your craft and isn't strictly vertical; if you have too much horizontal velocity in a direction try pitching your VTOL engines in that direction to cancel out your horizontal velocity. Download here: https://kspbuilds.com/build/VTOL-Harrier-Mk-II
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(The links lead to my youtube videos in case you are courious about those crafts) Hi, there. In case you don't know, I love building replicas of ships (from Star Trek mostly) that have an actual functional interior. I built the Galaxy class, the Nebula class and the Type 7 shuttlecraft. Now you have the opportunity to vote one of the following ideas for a future replica. This is for after Discovery One comes out. So here we go: 1 - Constitution Class (Star Trek: TOS) 2 - The Phoeinix (Star Trek: First Contact) 3 - Miranda Class (Star Trek: The Wrath of Khan)
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I built a functional Millennium Falcon. Here it is landed on Minmus, and there it is docked to my Enterprise. I use these mods:
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I built a functional Enterprise replica (Original series). Here it is orbiting Jool. Here is a list of the mods I use:
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Delta Pack Adds the Delta II, III and IV rockets into the game, featuring highly detailed models & textures. (No, this is NOT the official ULA mod pack! I do not have any affiliation with them, I've released my work on my own since otherwise you would never get your hands on this.) Overview of the parts included: RS-27A, RS-68A, RL10-B2, AJ-10-118K, LR-101 GEM-40, GEM-46, GEM-60,GEM-63, GEM-63XL, Star 48B SRM's 4m DCSS (2 colour shemes), 5m DCSS, Common Booster Core, Thor Tank, Delta K, Extra Extended Long Thor Tank various Payload Fairings A wide range of different payload adapters based Note: These launch vehicles are scaled down to fit the Kerbal universe, Delta II has a diameter of 1.5m, Delta III of 2.5m and Delta IV of 3m. A seperate manual is also included in the .zip file. Real Solar System / Realism Overhaul configs are made by @raidernick and are included in the upcoming RO patch. More pictures: https://imgur.com/a/MHVdhPr DOWNLOAD v.1.0 FROM SPACEDOCK All rights reserved - Kartoffelkuchen Logos used are owned by United Launch Alliance Important note: I do not want to make any profit off of my work, so I always appreciate some nice comments if you like it! Enjoy! Great review by KottabosGames SpaceX Pack Due to its size and popularity, the SpaceX Pack has been split into its own thread. You can find it here. Atlas Pack Includes: Atlas V Rocket 400 & 500 series (3 Payload fairings for each version) Centaur with RL-10 Payload interfaces (C13, C15, C22, C25, C29, A937S, B1194) http://imgur.com/a/3qlH3 Requires Old School Fairings , BD Animation Module Recommended Editor Extensions KSP Version 1.1.3 Version 2.0 (Released September 9 2016) Download SpaceDock Realism Overhaul configs are included in the RO mod Real Plume config provided by @Hysterrics , downloadable here License All rights reserved
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Need a way to quickly evacuate due to a launch mishap? Or want to setup a airline to reap in those tourist bucks? Try out these commercial jets! Lockheed L1011 Tristar: Lockheed's finest commercial airliner. Flies a bit slow but will get you were you need to go. Boeing 747: Try out the Queen of the Skies! This big beast can transport 151 passengers and 4 crew to wherever you need! Boeing 737-200: You are now free to move around the Country. Try out this regional airliner in a certain discount airline colors. Note we are not responsible for any cancelled flights due to archaic scheduling software. Wasp Flyer: Try out this nimble little jet with excellent range. Lots of fun to fly. Craft Files: https://drive.google.com/drive/folders/17h8Z0TC5xs4ScFqJZQ-f5P5AVzpXNB9i?usp=sharing
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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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https://youtu.be/xg17hOZNPTE
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http://imgur.com/a/5Ha1H http://imgur.com/a/5Ha1H Imgur albums are broken on this forum, sorry! Aircraft click on the spoilers
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Thought this build deserved a thread of its own. This project started out as a side project when I was making my Saturn V, with a simple question: could I build an MK3-sized shuttle without using MK3 parts? This resulted in the following shuttle build. But right after I finished building that shuttle, the flags got released in the KSP update, so I tried replacing some of the parts in that shuttle with flags that could better emulate the texture of the real shuttle. But then I realized it would look very jarring if some of it was flags and some of it just regular KSP flags, so I decided, why not make the entire thing out of flags? Contrary to what you might think, building the shape of the shuttle was the easy part. Getting it to fly, was most definitely not. I thought the flags were physicsless. They were not. Every single time I tried to do a drop test from orbit, the shuttle would spin out of control. Every. Single. Time. I could not for the love of me figure out which part in particular was causing the problems, which pretty much stalled out the process of building. I ended up rebuilding it from scratch in an effort to figure out just what the %$#! was wrong with it, as well as to try and lower the part count (orbiter went from 1100 parts to 900). Eventually, after on and off months of testing, I finally managed to figure out how to fly it without losing control. After many hours of losing my sanity at sub 10 fps, I present to you the best stock shuttle replica I can build. Flight instructions, custom flag downloads and such are on the KerbalX page. KERBALX DOWNLOAD Fancy pics:
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Full Scale, Full Stock, Full Function On April 21, 1981, STS Columbia launched for the first time. Just as Yuri Gagarin’s first flight exactly 20 years earlier, Columbia opened up a new era of space flight. The Shuttle provided an unparalleled capability to service satellites in orbit, providing a flexible base of operations for seven astronauts for two weeks in low earth orbit. It is not too much of an exaggeration to say that without the shuttle we wouldn’t have Hubble, the ISS, and many, many scientific advancements. About the replica This craft began about five months ago, as I realized that I was rapidly approaching 100 craft uploads on KerbalX. I wanted something BIG to mark the milestone. This craft went through two major revisions, and countless minor revisions. Of note, this craft wouldn’t be where it is without the help of @HB Stratos who took my poorly made cargo bay and made it work 100% of the time. Additionally, this craft deserved a proper craft video. I'm really proud of it, give it a watch: Flight Manual Launch Orbital and Payload Operations Reentry and Landing Download Link https://kerbalx.com/servo/11-STS Enjoy! This is a difficult craft to fly, but I promise you, it's well worth it.
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https://kerbalx.com/schwank/Gemini-Spacecraft--Titan-II-GLV
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In this guide I will teach you how to make a Starship replica. First place a probe core and construct a fairing around it Now make it silver Place fuel tanks (this provides fuel and structure for the fins) And now time for fins. Big ones on the bottom, small ones on top Add 3 mastodon engines, This makes it able to achieve orbit, and looks like a Raptor And now you just need to name it! If you want better control you can add RTGs, reaction wheels, batteries, etc... Now its time to launch! Wenhop? Hop now And the most important part of any starship replica? Answer in spoiler I hope you managed to make a cool looking starship replica, please share them below so I can see Also in case you haven't figured it out, this is a satire of Starship replicas. I feel like people are overdoing it on the replicas and I thought this would be a humorous tutorial poking fun at the simplicity of the design. No offense meant to people who work hard on making replicas, they are super cool.
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The ISS Replica Project Over the past three years of playing KSP, I have made many stations, and about a third of those were attempts at making our beautiful ISS. Of all my attempts, the one that got the furthest only got as far as the Z1 truss, and it was hardly accurate. So this time, I decided that I would go all out and build the most visually accurate ISS replica I can possibly manage, module by module, and share it with you guys! My goal will be to build the modules, and put them in orbit with realistic launch vehicles, to be constructed in a realistic fashion, while providing educational shorts explaining the purposes and capabilities of each module (soontm). I hope you enjoy the ride! A modlist required to run the WHOLE PACK (lists for the individual modules are included in their sections) can be found here: Module 1: Zarya After around two weeks of solid work on my Zarya replica, it is finally (at least for now) finished! You may have seen it in other parts of the forum, but it is now up for download, and ready to go to space. The Zarya module (meaning 'sunrise' in Russian) was the first module of the International Space Station. Launched from Baikonur Cosmodrome, November 20th, 1998, it marked the dawn of a cooperative relationship between the space programs of the USA and Russia towards a common goal of a habitat in space. The main purpose of Zarya on launch was to provide propulsion and power to the Zarya - Unity module pair while waiting for Zvezda to launch and dock with the station, which would offer a more permanent propulsion solution. Based off proven technology developed in the Mir programme (for which Zarya was originally intended to be part of), Zarya was based off the already proven TKS-derived module technology. Ever since Zvezda docked, Zarya took a secondary role, and is now a main part of the ROS living quarters and fuel storage for the Zvezda booster system. Craft Specification: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Up Next - Module 2: Unity ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Other bits included: Proton (Zarya Configuration) Download To install, extract the downloaded file and merge the GameData and Ships folders with the respective folders your KSP directory Think I've done something wrong? Want to help me improve what I've done? I'm all ears! Just let me know in this thread
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It's been a very long while since I released anything on the forums, and longer still since I started working on this replica. I've been working on and off on this replica for over a year, and the sheer complexity of this thing made it very hard to really finish. Unlike the real thing, I couldn't do any "all-up" tests and I had to do flight testing of every stage, and let me tell you, it was difficult-I spent a lot of time just making the first stage not explode on launch. And because of how long I spent building, I made many changes here and there to the craft, never being really satisfied with the results. And the part count also ballooned, from just around 700 for the early versions to a whopping 2577 in its current form, which made testing even more difficult. Combined with having to study for my final exams, this thing has spent a long time on the backburner. That's why you'll see some outdated aesthetics methods used on this craft, most notably the custom lettering on the second stage. Normally would have swapped it out for flag lettering, but I was so proud of that I decided to keep it instead even at the cost of about 400 more parts. But now, I've finally finished this thing. Hope you like it. FLIGHT MANUAL Saturn V ascent 1. Stage to activate main engines, then slowly throttle up: do NOT hit full throttle. 2. Fly straight up to 2000m 3. Slowly start your gravity turn, do NOT make large control inputs 4. Don't be alarmed when there are sudden spikes of lag during stage separation 5. Ignite Stage 2 engines after the sepatrons burn out Unbreakable joints and infinite heat tolerance is recommended for ascent Transposition and docking 1. Stage the fairing 2. Make sure you don't decouple the wrong part (check the staging, I'm not sure if its right) 3. Perform the usual docking stuff Landing 1. Enter low (~10km) munar orbit 2. Zoom your camera into the CM, the three kerbals are housed in chairs, EVA them across to LM 3. Zoom camera into the back of the LM, you should be able to see the chairs in there 4. Munar landing: do not spend fuel loitering, it does not have the fuel margins to do so 5. After surface operations, set throttle of the LM descent engine to 0, hold SAS radial out 6. Stage and separate ascent module, initiate gravity turn higher than with normal mun missions 7. Rendesvous and dock with CSM: you may have to switch to the CSM if the ascent module runs out of fuel Returning to Kerbin should be straightforwards enough, not going to bother writing instructions here Flight pics DOWNLOAD
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1:1 Scale Replicas Full stock, full scale, full power In a scaled-down universe filled with scaled-down Kerbals, it's easy to forget how big real planes are. I've been building planes to the same scale of their real counterparts, enabling more accurate replicas with functioning mechanisms like swing wings, moving lift engines, and the odd GAU-8 Avenger. Mikoyan Gurevich MiG-23 Flogger Antonov An-2 Colt Lockheed SR-71 Blackbird North American F-86K/F-86L Sabre Dog North American T-2 Buckeye Douglas DC-3 / C-47 Skytrain General Dynamics F-111A Aardvark Consolidated PBY Catalina Vought F7U Cutlass Martin P6M Seamaster Ryan NYP - Spirit of St. Louis Mitsubishi F-2 "Viper Zero" Vought F8U Crusader The Century Series Convair F-102 Delta Dagger Lockheed F-104 Starfigher Republic F-105 Thunderchief Convair F-106 Delta Dart Lockheed F-117A "Nighthawk" Stealth Fighter PZL M-15 "Belphegor" McDonnell F-4 Phantom II EC-18B ARIA - Apollo Range Instrumentation Aircraft Douglas A-4 Skyhawk Mikoyan Gurevich MiG-19ST "Farmer-B" USS Johnston - Fletcher-Class Destroyer McDonnell Douglas F/A-18C/D Hornet Superscale (1.3x) Republic P-47 Thunderbolt Superscale (1.5x) North American P-51D Mustang Grumman YF-28 "Alleycat" Northrop B-2 Spirit Martin XB-51 Ilyushin IL-76 "Candid" Convair B-58 Hustler McDonnell F-101C / RF-101C Voodoo Grumman F11F Tiger Panavia Tornado Fairchild-Republic A-10A Thunderbolt II "Warthog" Shuttle Transport System Northrop T-38 Talon Lockheed L-133 Starjet Yakolev Yak-38 Forger Boeing-Saab T-X Trainer Aircraft Dassault Mirage 2000 North American F-100D Super Sabre Canadair Regional Jet CRJ-200 Mikoyan-Gurevich MiG-15 North American F-86 Sabre Lockheed Martin F-22 Raptor Dassault Rafale Lockheed Martin F-35 Joint Strike Fighter Lightning II Republic F-84 Thunderjet Concorde General Dynamics F-16 Fighting Falcon Grumman F-14 Tomcat (MULTIPLE VERSIONS) McDonnell Douglas / Boeing F-15 Eagle + F-15 ACTIVE STOL/MTD McDonnell Douglas AV-8B Harrier II Lockheed NF-104A "Zoom Climber" Sukhoi Su-27M/Su-35 Flanker-E More will be posted as I make them. Feel free to suggest favorite craft for me to take on!
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I guess there are a few players from an older generation who will remember this craft from a puppet show for kids from the early 1960's. Produced by Gerry and Sylvia Anderson, who went on to give us Thunderbirds amongst others, I guess you could call Fireball XL5 the forerunner of it's more well known cousin. Fireball XL5 in KSP is a recreation designed to give a flavour of the original, rather than be an attempt to produce a nuts and bolts faithful replica. Having said that, the complete craft has reasonably docile flying characteristics in Kerbin's atmosphere, and Fireball Junior and the main Fireball body can be both flown independently. Fireball Junior is the trickiest to fly; it's not too difficult flying around, but it has the glide characteristics of a brick which makes landings tricky. When flying Fireball Junior I recommend it be done with flaps deployed as this improves the flying characteristics at the expense of maximum speed, as they do slow the craft down. It's not recommended that the complete craft be flown with flaps deployed however, as the flaps are all situated in Fireball Junior, and deploying them can make the craft unstable when using large amounts of elevator input. Action group keys : 1 Toggle Fireball Junior rocket engines 2 Toggle flaps 3 Toggle Fireball Junior landing wheels 4 Toggle ladder 6 Undock Fireball Junior 7 Toggle Fireball Junior landing legs (for vertical landings) Finally, it is important that Infinite Propellant is switched on in the Alt F12 cheats menu, as this craft doesn't have a lot of wing area to keep it airborne with full tanks, so the tanks have only been filled to maintain balance and flight characteristics, which requires infinite fuel be used if you want a flight lasting longer than a couple of minutes. Download Fireball XL5 craft file : https://www.dropbox.com/sh/y6drj4mc870ui7s/AADdGdGNViDYBnFFFt-RVMHwa?dl=0
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KSP Version: 1.8.1 DOWNLOAD
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With a historical launch this year of the Mars Perseverance Rover and the Ingenuity helicopter drone, space nerds have a lot to be excited for. To celebrate this momentous occasion, I'd like to see people's take on replicating this marvel of engineering in KSP. So the challenge is, Replicate the Mars 2020 Rover mission. Rules: No cheating with debug menu or HyperEdit or anything related. DLC is fine, as is MechJeb (for info only), information mods, visual mods and TweakScale. I'll also be allowing Realism Overhaul as well RSS (Real Solar System) for those who want the added challenge of dealing with more Delta V requirements. No other part mods unless part of realism overhaul, and no other physics-altering mods other than RSS allowed. How to win: Create a Duna rover (or Mars rover with RSS) preferably resembling Perseverance, and a drone helicopter resembling Ingenuity (optional). Launch it on a rocket, preferably resembling an Atlas V, and land it on Duna (or Mars for RSS). OPTIONAL: Then, take your helicopter drone for a short flight and land it back on the red surface. Include a video of the mission or pictures of important parts of the mission. Cant wait to see what you all come up with! Also, if anyone wants to make a badge for this, I'll happily give them credit, as I am not much of an artist. Good Luck!
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Remember the WIP B737 I posted progress of? It's finally completed! Truth be told, it was done a long time ago. I was just lazy to edit the video of it. Anyway, we'll skip the life story. You're here for the pictures. Cockpit instrument panels and overhead panel Forward and Aft Galley Forward and Aft Lavatories E&E Bay Passenger Half Rear Airstair Tail Compartment - Cable Drum APU Compartment Wheel Well Trailing-edge surfaces + more things. Look at everything in the album here. Want to download this? Bad idea, buddy! 3250 part Stripped, No Livery version. 4100 part Stripped with Livery version. 7500 part Full Interior version. Life story time Never before had I worked with parts in such a small scale. The most obvious section that displays this is the cockpit instrument panel. To do the gauges, it required me to use parts I, frankly, never thought I would use for a build. The gauges were made by, believe it or not, the Mystery Goo Containment Unit. The needles themselves were angled Communotrons, and the redlines were thermometers. If you actually look at the Mystery Goo Unit, you'll see for yourself how small the scale actually is. On the overhead panel, due to lack of space, a new part entered the fray. The small circles are actually struts. They have little balls at the ends of them, that when clipped properly shows as a small circle, perfect for these things. The "3 Green" lights are batteries. That's it really. Nothing special about them. Everything past the cockpit is pretty obvious. Perhaps the next special item is the galley, specifically the food you can see on it. As it so happened, the Barometer looks exactly like a tray of airline food. Cheap-looking, unappetising and minimal. But Kerbals have had worse. The other notable feature is the Lattice Livery. You might make claims like "That looks exactly like the A350's carbon fibre livery!" and "You copycat!", in which case you'd be right. Other than that, there's nothing else to really talk about. Hope you like the detail, and may your PC rest in pieces. Happy Flying!
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Over my time playing Kerbal Space Program and participating in the community, I've repeatedly either felt a need for a part that seems like it should be available in the stock game or caught wind of recurring requests for one part or another to be added, so I finally sat down and listed them all out. They're not in any particular order but are sorted into categories for parts I think are most important to add, parts that maybe aren't so essential but that I at least would find nice, and additions specific to the DLC packages. Many of these parts are already provided via one mod or another, but to obtain all of them would require downloading many different mods, creating issues with compatibility, game balance, and having tons of extra parts that change the game beyond the scope of filling in gaps in the stock parts. Having extra new parts isn't something I'm saying is bad - it's just not the goal here. What I'd like to discuss in this thread includes others nominating parts that the game really seems like it was supposed to have, but more importantly whether I should try to assemble a pack out of existing mod parts (and navigate redistribution permissions) or recreate those that exist (and create afresh the few that don't) and who else is interested in helping, largely as I'm vaguely okay but not that good at 3D modeling or texturing (evidence: my old Jump Drive mod) - certainly not up to par with those who made the game's newer part models. I essentially see this as a collaborative community project, though if it turns out I'm the only one who wants these or can't find useful common ground, I accept the risk of having to try to do it all myself or give up on the whole thing. If the curators of mods that contain these parts are interested, feel free to nominate your own parts for inclusion in this hypothetical pack. This is not a vanity opportunity and in all likelihood parts that don't closely match the stock look, scale, and functionality won't be included as-is, if at all, but if you do have a good fit, perhaps we can combine our work into a holistic one-stop package. Important: Optional: DLC-specific:
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McDonnell Douglas F-4E "Phantom II" Parts: 231 Weight: 26.36t Length: 15.7m Top Speed (asl): 317m/s F-4E Phantom II on KerbalX The E variant of the phantom was an upgrade over previous models of the Phantom, including a built-in M61 Vulcan and an elongated nose to fit the new AN/APQ-120 radar. The F-4E became the leading variant of the phantom, with almost 1,400 produced. This craft has functional airbrakes and drop tanks, and is completely stock. Enjoy!
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Welcome to my Podracer Page! After quite a long hiatus I’m pleased to bring you the ONLY legitimate and functional Podracers from a Galaxy Far Far Away complete with demonstration videos and some light commentary on certain aspects. First is the father of my podracer line: the aptly named MK I: Craft File: https://kerbalx.com/GillyMonster/Star-Wars-Podracer-Mk-I The Mk I was a concept I had to make a podracer with loosely connected engines and a command pod that could move freely, it is the first successful combination of balancing drag, weight, thrust, and some mild control surfaces. It’s maneuverability is relatively limited, HOWEVER it is so far the fastest pod I’ve made topping out at 592mph!