Jump to content

Search the Community

Showing results for tags 'plane'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 1
    • KSP1 Discussion
    • KSP1 Suggestions & Development Discussion
    • KSP1 Challenges & Mission ideas
    • KSP1 The Spacecraft Exchange
    • KSP1 Mission Reports
    • KSP1 Gameplay and Technical Support
    • KSP1 Mods
    • KSP1 Expansions
  • Kerbal Space Program 2
    • KSP2 Dev Updates
    • KSP2 Discussion
    • KSP2 Suggestions and Development Discussion
    • Challenges & Mission Ideas
    • The KSP2 Spacecraft Exchange
    • Mission Reports
    • KSP2 Prelaunch Archive
  • Kerbal Space Program 2 Gameplay & Technical Support
    • KSP2 Gameplay Questions and Tutorials
    • KSP2 Technical Support (PC, unmodded installs)
    • KSP2 Technical Support (PC, modded installs)
  • Kerbal Space Program 2 Mods
    • KSP2 Mod Discussions
    • KSP2 Mod Releases
    • KSP2 Mod Development
  • Community
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
    • KSP Fan Works
  • International
    • International

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


About me


Location


Interests

  1. Nice MKseries Body Made by: Kerbal Battle Field & Icecovery Studio & Kerwis Team Our members: Models: @Kernowden Kerbin Textures: @Kernowden Kerbin @Icecovery @Johnny005611 IVA: @Kernowden Kerbin @thedawm Import: @Kernowden Kerbin @thedawm Configs: @Kernowden Kerbin @thedawm Technical Support: @Acea @ladeng @flywlyx @Icecovery @BF2_Pilot All members come from Kerwis team DOWNLOAD: SpaceDock Recommended: RPM BDArmory Continued AEST AARS Complete experience need: JSI ASET License: Nice MKseries Body was released under CC BY-SA 4.0.
  2. 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
  3. i was messing around and i made some planes where instead of using control surface parts for pitch they use servos attached to wings they are also attached to the keybinds for pitch surprisingly they are very stable and only start krakening at extremely fast speeds it uses breaking ground of course supersonic bomber: 34k deltav with afterburner 78k without 77 parts 40.157 t H 4.4m W 15.2 m L 17.8 m https://steamcommunity.com/sharedfiles/filedetails/?id=3305781475 testbed: 68k deltav without afterburner 30k with it 26 parts 11.868 T H 4.1 m L 10.2 m W 8.7 m https://steamcommunity.com/sharedfiles/filedetails/?id=3305766315
  4. While I was showcasing my Grimes Flying Laboratory replica, I was still a bit disappointed that it was just a means to show off new aircraft lighting rather than it being an actual laboratory with experiments and everything. I have seen many (and built a few) mobile bases with laboratories on them, and I remember Marcus House making a super trainer that can also double as a passenger transport years ago, but so far the only plane or SSTO I've seen with an onboard laboratory is Matt Lowne's flying Laythe base. So, I decided to build my own and started a thread where everyone else can show theirs off too. Maybe even get a little competitive with them along the way. Here are the rules on how your craft can qualify. First and foremost, it has to have at least one (1) MOBILE PROCESSING LAB. After all, it's not a flying laboratory without a lab. EXCEPTION: If you're using a balloon or dirigible mod that includes a part that can generate science points, that is allowed. Be sure to mention that, though. It has to have the following scientific instruments mounted: REQUIRED: Thermometer Barometer Seismometer Gravioli detector Atmospheric GCMS OPTIONAL (not required, but recommended): Materials Mystery Goo It has to be capable of flight in its final form, as in after all preceding stages (if applicable) are spent. You can use delivery rockets to get the flying lab to its destination (e.g. Laythe, Duna, Eve), but the lab has to fly on its own once it arrives. You are also allowed to make it capable of traveling on land and/or water, but it has to be able to fly. Craft has to be able to land and takeoff in its final form; where specifically doesn't matter. Otherwise, it's just a miniature space station or interplanetary transport vehicle. Crew must be able to get in and out of the craft. It doesn't matter if the final form can only fly on Kerbin, in space, and/or on other planets. The specifics on its performance capabilities will determine division placement and awards. More on those later. ISRU and/or docking capabilities for the end-stage okay, regardless of whether or not it leaves Kerbin's atmosphere. Though I suppose you wouldn't really need docking capabilities if your craft can't even get past a suborbital trajectory over Kerbin. Stock and/or DLC parts only. Autopilot/navigation/gauge mods okay. Generally, no mods outside of DLCs that come with additional parts. EXCEPTION: mods that come with balloon or dirigible-related parts are permitted, but those craft go in a separate division. If you want to allow a specific mod that conforms to the other rules, let me know and I'll take a look at it before deciding if it shall be allowed. Pictures and/or video of the craft in action are required. You can test it in Sandbox mode. If it can perform up to regulations there, it can do just fine in Career. Multiple entries per person allowed. In fact, it is encouraged if you want different awards under your belt. Qualifying entries and their respective awards will be shown in the Wall of Fame. Here are the divisions and division-specific awards for when your craft qualifies. Depending on the entry's capabilities, it might even qualify for more than one division award at once. ALL Divisions - awards that can be awarded to qualifying entries of ANY division. Agena Award - is docking-capable. It may not be practical for a Kerbin-only entry, but it can be for spaceplanes and body-specific landing craft. Alicorn Award - can submerge itself in water as well as fly in the air. The final form cannot detach anything, though. It has to be able to swim underwater and fly in one piece. This award applies for other planets with liquid on the surface (e.g. Eve and Laythe). Daffy Duck Award - can take off and land on water safely as well as land. This award applies for other planets with liquid on the surface (e.g. Eve and Laythe). If it can fully submerge itself underwater, then it qualifies for the Alicorn Award instead. Greenie Award - goes all-electric; no Lf or Ox required (except for balancing only). Huey Award - is capable of vertical takeoffs and landings. And yes, helicopters can qualify for this. Landers for Duna and celestial bodies without atmospheres do not count, unfortunately. Jetpacker Award - can serve as a land vehicle as well as an aircraft. E.g. flying cars. Office Award - has a total capacity of 19 or more people. Pilot + 2 scientists + 16 miscellaneous. You don't have to load your craft with that many people to qualify, just prove that it can carry that many. Olde Tyme Award - uses propeller engines that require Lf and air intakes. Jet engines cannot be the primary source of propulsion. More likely to find these on Kerbin, but you could maybe try this on Laythe too. Eve and Duna are not good places to win this award, since their atmospheres are not suitable for air intakes. SEAL Award - final form can do well as a sea and a land vehicle as well as an aircraft. Again, no detaching anything in its final form. Self-Sustainer Award - can refuel itself using ISRU. Electric planes do not qualify for this since a competent engineer would install some means for the plane to recharge itself, whether it be via solar panels, RTGs, or both. Supersonic Award - can cruise faster than 343 m/s. If it can do a suborbital trajectory around Kerbin, then it qualifies for the Kermit Award instead. Homesick Division - vehicles that cannot go past a suborbital trajectory of Kerbin. Kermit Award - can go in a suborbital trajectory (and not a full orbit) over Kerbin. Cannot substitute for the World Traveler Award or the Verne Award. Verne Award - can circumnavigate all of Kerbin without stopping to refuel. Has to stay within the atmosphere at all times. Electric planes that can do this can qualify, but it is recommended that you fly west with the sun at a velocity of approximately 175 m/s. World Traveler Award - has a range of between 1,885 and 3,770 km without stopping to refuel. Has to stay within the atmosphere at all times. If your craft can fly that far, it can go anywhere on Kerbin. If your craft can do a full circumnavigation around Kerbin, then it qualifies for the Verne Award instead. Diamandis Division - for spaceplanes and other SSTOs. Has to do a full orbit around Kerbin to qualify, and plans must be in place to return it to Kerbin. Armstrong Award - can land on the Mun before returning to Kerbin. If it can do that, then it can certainly do the same thing on Minmus. Will add the Apollo Commendation if it can do that without having to refuel itself in the middle. Which will then be substituted for the Double Commendation if it can land on the Mun AND Minmus before returning - AND without refueling before leaving the Mun (which means refueling on or around Minmus okay). Which will then be substituted for the Twin Gods Commendation if it can do all that without refueling at any point. Dirtblood Award - can get itself to Duna before returning to Kerbin. Refueling stops in the middle allowed. Will add the Watney Commendation if it does not need to refuel itself at any point. Jupiter Award - flying lab can do the Jool-5 before returning to Kerbin. Yes, that means that your kerbals have to walk on the surface of Tylo. Refueling stops in the middle allowed. Will add the Totally Insane Commendation if it does not need to refuel itself at any point. Lazybird Award - build a spaceplane to carry your lab-equipped spaceplane. For a concept demonstration, check this out. New Home Award - can get itself to Laythe and back. Refueling stops in the middle allowed. Will be substituted for the Jool-5 Award if the craft is capable of completing its namesake challenge. Will add the Iceberger Commendation if it does not need to refuel itself at any point in its mission. Snowball Award - can get itself to Eeloo before returning to Kerbin. If it can do that, it can certainly do Dres. Refueling stops in the middle allowed. Will add Halley's Commendation if it does not need to refuel itself at any point in its mission. Labazon Division - for planes, landers, or other landing-capable flying laboratories that are not designed to return to Kerbin. Detachable delivery rockets allowed. Awards listed in order of proximity to Kerbol as opposed to alphabetically. Hermes Award - for craft that will stay at Moho. Aphrodite Award - for craft that will stay on Eve. Will add the Scorcher Commendation if it can circumnavigate Eve on one tank of gas OR one full charge of batteries (day or night). Will add the Icarus Commendation if the craft can do a suborbital trajectory around Eve before landing safely in one piece. With how large Eve is and how thick its atmosphere is, it does not seem possible to do a full orbit and land safely in one piece. You're welcome to prove me wrong, though. Mun Hopper Award - for craft that will stay on the Mun or Minmus. Will add the Aldrin Commendation for craft that are designed to work on both moons, as in they are intended for inter-moon travel. Ares Award - for craft that will stay on Duna. Will add the Braun Commendation if the craft can do a suborbital trajectory around Duna before landing safely in one piece. Which will then be substituted for the Paperclip Commendation if it can do a full orbit around Duna before re-entering and landing safely in one piece. Which will then be substituted for the Whole Enchilada Commendation if it can operate in Duna's atmosphere and at least land on Ike before going back. Anaerobic Award - for craft that will stay on one of the following celestial bodies: Dres Pol Bop Vall Eeloo Harland Award - for craft that will stay within Laythe's atmosphere. Will add the Olympic Commendation if it can circumnavigate Laythe on one tank of gas OR one full charge of batteries (day or night). Will add the Frederick Fleet Commendation if the craft can do a suborbital trajectory around Laythe before landing safely in one piece. Which will then be substituted for the Starline Commendation if it can do a full orbit around Laythe before re-entering and landing safely in one piece. Dead Kerbin Award - for craft that can get on and off Tylo safely. Heisenberg Division - specifically for balloons, blimps, zeppelins, et cetera. Detachable delivery rockets allowed for entries that leave Kerbin's SOI. Cluster Bomb Award - for Eve entries. Graf Zeppelin Award - for Duna entries. Resurgence Award - for entries that do not leave Kerbin. Skytanic Award - for Laythe entries. Man, that was a long list. Now that it's out of the way, I eagerly await what you all come up with. The spoiler below shows my entry, which qualifies for the Homesick Division: Old Tyme Award, the Fliegendlabor. WALL OF FAME @Mars-Bound Hokie (ORIGINAL POST) Homesick Division: Olde Tyme Award with the Fliegendlabor Homesick Division: World Traveler Award with the Surveyor
  5. License: CC-BY-NC-SA, see license.txt in folder NeistAir UPDATE P9.0 is finally brought out! Check SpaceDock link for further info + download Now B9PartSwitch is a dependency (but also bundled in the mod zip!) today, i took my time, and updated some stuff on the NeistAir Mod, made by neistridlar, and here we are - i am uploading my first reupdated version. Original NeistAir Thread: Changelogs: All Parts in the mod currently: DOWNLOAD: SPACEDOCK: https://spacedock.info/mod/3034/NeistAir Reupdated
  6. Fuselage (DMF) Adds seven (7) stock-a-like flat fuselage parts. These parts are rectangular fuselage pieces meant to be radially attached. By zer0Kerbal, originally by @DaMichel, and then by @Bezzier View full album Forward by @Bezzier Contains seven (7) stock-a-like flat fuselage parts tank [normal, long] air inlet terminal piece flat to 1.25m adapter radially attached tail boom slanted cone Cabin Notes by @DaMichel Usage of FerramAerospaceResearch is strongly recommended. The parts have some values for stock aerodynamic parameters but i have no idea if they are reasonable nor will i take the time to balance for stock. In contrast, FAR figures this stuff out automagically. See More Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues GitHub Pages : See Pages Youtube review by @Kottabos[ Kottabos Gaming ] Localization Installation Directions 1 Use CurseForge/OverWolf App (currently does not install dependencies) or Dependencies Kerbal Space Program 2 DaMichel Ltd (DM/L) Suggests DaMichel's CargoBays (DCB) DaMichel's Fuselage (DAR) DaMichel's SphericalTanks (DST) DaMichel's Fuselage (DMF) GPO (Goo Pumps & Oils') Speed Pump (GPO) TweakScale Supports Either 3 Module Manager Module Manager /L GPO (Goo Pumps & Oils') Speed Pump (GPO) TweakScale Active Texture Manager (ATM) Include a configuration which scaling in general and compression of the normal map If you like a more aggressive configuration - delete Compatibility/ActiveTextureManager.cfg Advanced Jet Engine (AJE) The inlet has a configuration for AJE Based on the Sp+ rectangular inlet and made the inlet larger Ferram Aerospace Research (FAR) Firespitter Core If you have the Firespitter DLL and no RealFuels it will use it to give the parts swappable tanks Chose between LF, LF+OX and MP variants Real Fuels configs are included Tags parts, resources *red box below is a link to forum post on how to get support* Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks @DaMichel for creating this glorious parts addon! @Bezzier for the picking up where DaMichel left off see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!
  7. SilverWolf Aerospace is reopening its doors! After mulling it over for some time, I have decided to re-release this project. So, what is it? It is a humble collection of things I have wanted over the years. A more attractive, familiar cockpit for airliners and small freighters. Something a little more iconic when economy gives way for haste, and something completely new for exceeding the boundaries of sanity and atmosphere. I've also paid attention to the back of the plane, too, adding tail connectors I have longed for. Auxilliary power units included. Finally, I have a bad habit for mounting my wings low; so wing boxes of varying lengths with various cockpit and tail adapters have been thrown it; because an aircraft just looks better when it's streamlined. What's next, I have no idea. Download: https://kerbal.curseforge.com/projects/silverwolf-aerospace As a friendly reminder, All Rights Reserved.
  8. 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
  9. Features Speed control Maintain altitude Maintain heading Maintain climbrate Autonomous takeoff Autonomous landing Fly a pre-programmed route Fly to a pre-programmed waypoint Also works in FAR What it is This is a project I've been working on forever. Programming an atmospheric autopilot can be very, very hard, but I've came up with an acceptable result, at least in my eyes, and wanted to let you guys be able to check it out! There is much to be optimized which I will do in the future as well as add new features, but for now, the results were quite good in my opinion, which is why I'm releasing it now. Installation Install kOS https://github.com/KSP-KOS/KOS/releases Download the script https://spacedock.info/mod/2346/KK's Airplane Autopilot Put all the files inside your KSP Main/Ships/Script folder How to use Attach a kOS unit to your aircraft If your craft has thrust reversers, put them on action group 4 Launch the craft Open the kOS terminal Enter the following: switch to 0. run auto307. Once the gui is built, you can hop into the settings menu and adjust all your parameters there. For some more detailed information, you can also hop into the script, I've added some comments there explaining the different variables, but it should be pretty much self-explanatory. You can also choose to add a new "airplane" to the database, simply copy an existing one (do not copy the last aircraft, copy one of the first) and adjust the parameters. Enjoy! To create new waypoints, simply copy an existing one (best if you copy the first one), give it a new name and enter it's latlng position. You can do this two ways: log the current geoposition of your craft to a file and then copy the logged coordinates into the waypoint OR enter the coordinates from the cheat menu "Set position". The same procedure for navigation / flyroute mode. Copy an existing one, add the waypoints and end with a runway. This script could be extremely handy for career mode where you have to fly to certain waypoints, gather some data etc. Now you can just enter the heading you need to fly to, select the speed and altitude and lean back! Bus / Known issues: You might see some severe wobble / oscillation of the craft shortly after you activate a mode for the first time. The script will automatically try to reduce the oscillation but this might take a few seconds. If the oscillation is really bad, try to reduce control authority on the rudders in the beginning and steadily increase it. Some more action: @Mods, I hope this is considered to be an Addon and thus is in the right subforum!
  10. KSP2's procedural wings allow for some pretty cool stuff. And one plane design that's really been opened up to us as easy to make look good now, is the almost always impractical Flying Wing. Your mission is simple: Design the biggest flying wing you can that can pull itself into orbit. You can have only one wing (can be made up of multiple wing parts but they all have to be part of the same wing), and the flying wing must be able to take off from the runway, make it to orbit, and then return to land on the runway again. No canards, No tailplane, No clipping a bunch of rudders inside the wing, though any other part clipping is allowed.
  11. So ive been slaving away for the last 4 days, trying to crack ssto's. Progress has been pretty slow and im kinda limited in how many engines and parts i can use due to lag, but today i did manage to crack the 3k lko delta v mark, so thats deffo something. This particular ssto is ready to be reconfigured to accept a poodle engine for increased delta v in vacume, but the rapier thrust bug and incorrect delta v. indication with multiple engines in orbit prevent me from going for it right off the bat. Craft file: https://we.tl/t-cEXCRnC622 craft has 4 rapiers so expect rough fps. How to orbit: 1.takeoff is really rough so make sure to not stall or strike the wing. If having trouble can enable pitch control on ailerons for takeoff. 2.once off the ground, accelerate on the deck to about 850m/s and pitch up 10o (make sure to turn down the elevator authority once at speed, craft can rip it self apart when you pitch up at speed. 17o of authority works well) 3.Once at 1.1k m/s or 10k km, pitch up to 20o for the rest of the ascend. side note: Ive increased joint rigidity in my config files, so unsure of how that affects the plane. May need to add a few struts if youre running stock noodle mode.
  12. https://youtu.be/xg17hOZNPTE
  13. As the title implies, show us what electric aircraft you got. Whether they be pure stock, stock + DLC, or modded. I'm very interested to see what you all have. The only rule is that the end-stage (as in the plane itself) must run on pure electricity - no using Lf, Ox, Lf+Ox, or monopropellant for propulsion. If your plane is designed specifically for Duna/Eve/Laythe use, then your delivery rockets can use whatever is necessary to get it to its target (like on my E-38 Earhart and E-39 Earhart Junior). As long as the plane itself doesn't use up any chemicals to move, you should be good. Having those (or ore or xenon) on board the plane is okay if it's for balancing purposes. Just don't use up any to move the plane. Besides, fuel cells aren't exactly a reliable power source when it comes to battery-powered plane propulsion. And xenon is too weak to move anything outside of a vacuum. Being able to carry passengers and cargo are awesome bonuses, but not required. I'll start this thread with my own entry. The E-40 Impulse on display in the SPH It has "PLANE ONLY" in the name since I have plans to take it to Laythe later. In the meantime, I would have to test its capabilities here on Kerbin Its cargo bay is loaded with science station equipment, EVA kits, and repair kits Although I personally don't really know how to operate the science stations. I just placed them close together and hit "Interact." Here's a funny little blooper: Jeb hitting the "Reverse Thrust" button by mistake. At least he remembered to turn the nav lights on (this time). As soon as Jeb was airborne, he turned west in order to maximize the plane's exposure to sunlight If he flew east, he would inevitably enter a dark zone and lose electric charge Nice shot of the E-40 flying over the desert. This was taken before I installed nav lights and rear robot arms in the current prototype. Jeb looking at Engine One from the cockpit, as well as the mountains to the south. Engines are numbered starting with the furthest left (looking forward from the cockpit). 100 km away from the KSC, and the mountains to the west of it are in sight. Under Engine 1, you can barely see the abandoned island airfield. 1 km ASL and ~8 km away from the runway. 5 HOURS, 11 MINUTES, 30 SECONDS Since I was flying faster than the planet's rotation about its axis, I launched mid-late afternoon so I wouldn't outrun the sunny spot and therefore lose a constant power source. E-40 Test Run Performance Stats Crew Capacity 1 pilot + 2 passengers Power Plant (2 x EM-64S) x (4 x R-25) Total Empty Cargo Capacity 12 (all loaded) Cruising Altitude 7 km Cruising Surface Velocity 200 m/s Minimum Throttle Required 2/3 Blade Angle 38 degrees (45 is optimal) Optimum Takeoff Time Westward Flight Mid-late afternoon Eastward Flight Early in the morning (NOT recommended for long flights) But I did not stop there: Craft file: https://kerbalx.com/Mars-Bound_Hokie/E-40-Impulse-PLANE-ONLY What do you think? Show us what you've got.
  14. I just unlocked aviation but my first attempt at a plane went off the runway then crashed into the ground. I was wondering if anyone could give me a detailed guide/instructions on how to build a good plane out of only parts from the aviation node.
  15. so, i bought ksp about a month or two ago, i played around 10 hours and i have not been really successful, all my attempts at building a plane so far have failed, mostly because none of my planes are able to turn and about half of them aren't even able to keep flying for very long and really struggle at gaining lift, whenever i try to turn with my planes they mostly just turn sideways and crash in the water shortly after, i have absolutely no idea what the hell i'm even doing tbh also, sometimes my plane starts to wobble a lot just as i go to the runway here's some footage of my current design
  16. Hello everyone, where is this cabin from mod?
  17. landplane is easy and all, so i decided to create a seaplane no problem when i take off, but when i land, its always flippin' over JUST HOW TO SOLVE THIS PROBLEM HUH, I AINT GOT ANY SOLUTIONS, HELP PLZ p.s: my plane is a flying boat, not a floatplane if u dont know how it looks like, then here: https://drive.google.com/drive/folders/1Is7b3viQ6OByeOriPwZWwUJYi8b2hQkS?usp=sharing the craft file: https://drive.google.com/file/d/1KFoP-Msb2Ie8YClnOlUTvfoBOQFXNNxN/view?usp=sharing
  18. Throughout the forums, everyone shows the big, bulky, expensive and sophisticated craft with incredible range, efficiency, speed or size. but kerbin needs a domestic cargo service too, something mass-producible, able to reach remote landing sites and transport the cargo distributed across kerbin. YOUR GOAL: A Reliable, Unique, Long Range and Durable Craft to carry mid size cargo (multiple 2.5 service bays worth) Anywhere On Kerbin (or Laythe ). dlc and part mods not allowed (for fairness). kraken drives are ok. my attempt - bluebird 2 seaplane [min speed - 40m/s, cruising speed200m/s, sea or land landings] bluebird 2 file
  19. 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!
  20. I tried sort of making a f-14 and here it is what it looks like what is causing the low manueveerablity?
  21. my spaceplane is constantly going retrograde if it is above 60m/s making it impossible to take off the mass center is in front of the lift center solved the mass center should be behind the lift center
  22. Hi everyone, Build a prop-plane (coaxial) for Eve. Tested in flight at Kerbin, everything worked smoothly and stable there. After landing on Eve, the plane seems to have torque along the longitudinal axis, like from the rotors. But no parts were destroyed during entry and landing. I can cancel the torque by having different rpm for my two rotors. While testing on Kerbin, there was no torque. Edit: I found that, with lower torque(33%), the rpm of one of the rotors is not at maximum and is decreasing with higher blade angle. So I can fly stable, when I limit the rpm and have the rpm of the rotors at a certain ratio while also limiting the blade angle... but all that was not present at Kerbin. I'm certain it has something to do with altitude or atmospheric pressure, since stability varies at certain altitudes. Can anybody make sense of this or is it just bugged?
  23. Anyone has ideas for planes in BDA? I'm kind of bored.. Here "are" the thing(s) that I already made: 1 single biplane Hope you could help, thanks in advanced!
  24. KSP Version: 1.8.1 Craft Download: A-10 Warthog I tried to make the A-10 as realistically as I could, and I think it turned out pretty well. Some issues: The shading on the two engine nacelles break a lot, but that's just visual, and it may be a problem with some other mods I have, or with my version of PRE. Mods: (most mods 1.9.x are backwards compatible with 1.8.x btw) -BDArmory continued 1.8.1 -PhysicsRangeExtender 1.8.1 -AirplanesPlus 1.8.1 -KerbalFoundries (tracks and wheels) 1.8.1 -ProceduralParts 1.8.1 -Pwings 1.8.1 images:
×
×
  • Create New...