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  1. A brief background of the aircraft: The OFV-18 was the original of the governmental space planes. Its earliest mention being bacm in the 1970s, as a small, unmanned variant of the space shuttle, which was in the works at the time. After being bought by the USAF in 1973, the OFV became somewhat of a "known secret". It was known by space enthusiasts, but they had no idea what it was or looked like. After 6 years in production, an unplanned Saturn IB mission took it into launch in 1978. It returned to the KSC in 1979, making a very secretive record. Its sister, the OFV-19, was designed as a replacement for the very flawed OFV-18. After being completed in 1983, the OFV-18 was retired, as it was actually a prototype that was never designed to be used, but due to rushing of the program, and pressure by the USAF, it was pushed to become a functional orbiter. While it succeeded, it became apparent of flaws. Unbenonced to the ground control, during one of its secretive long-term flights, a payload, presumably a satellite, had collided with the solar array built into its payload. This caused the solar panel to break. While it wasnt noticed, due to the array being powerful, it became one of the most common issues with the OFV-18, as the array was built into the payload bay, and blocked some of it causing issues. The OFV-19 aimed to fix this by moving the equipment into the front of the nose, aswell as the solar array. This would mainly stop the payloada from hitting the solar array. After its first test flight in 1985, it proved successful, ultimately sealing the fate for the OFV-18. OFV-19 in orbit. OFV-18 Craft files to be released soon, hopefully! They are modded, but shouldnt be a problem
  2. So i got 2 different variants of the same craft in here, one of them is a slightly lighter variant that also looks a bit more proportional (tho they both h craft, so both have big chungus vibes), the other one is the full fat 10k lko one. To get the additional 1k d.v i needed to add over 10t's of hydrogen... pretty deep in to diminishing returns, so i figured id include both :p Notes: Both of these craft tend to randomly explode on the runway, so if that happens to you, revert to vab and try to launch again. Draken galaxy S LKO d.v: 9000m/s Parts: 74 Weight: 77.4 / 33.6t Dimensions: 6.1 / 22.5 / 24.6m Draken galaxy 10k LKO d.v: 10000+ m/s Parts: 92 Weight: 91 / 36t Dimensions: 6.4 / 22.5 / 28.4m Craft files: https://www.mediafire.com/file/c7a7dvbvjcydp0y/draken_galaxy_ssto.7z/file
  3. Dreamer (DREAM) by Axial Aerospace A roughly 2/3 scale model of Kierra Kevada Corp's Dream Khaser vertical launch spaceplane with cargo bay and docking nosecone! By zer0Kerbal, originally by @artwhaley adopted with express permission and brought to you by KerbSimpleCo See more YouTube review by Kottabos Gaming Link to Craft File Preable by artwhaley[artwhaley What's included besides the basic ship Notes by @artwhaley Help Wanted Localization Installation Directions 1 Dependencies AxialAerospace Ltd (AA/L) Kerbal Space Program 2 Recommends by Axial Aerospace Ltd (AAL) LanderTek (LTEK) Simple Cargo Solutions (CARGO) WhimChaser (WHIM) Suggests Adjustable Mod Panel (KAMP) Biomatic (BIO) Docking Port Descriptions(DPD) Drop Tank Wrapper (DROP) Field Training Facility (FTF) Field Training Lab (FTL) GPO (Goo Pumps & Oils') Speed Pump (GPO) Inflatable PicoPort (IPP) Kaboom! (BOOM) another way to not go to space today Kerbal Inventory System Kerbal Joint Reinforcement Lithobrake Exploration Technologies (LET) On Demand Fuel Cells (ODFC) OScience Laboratories (OSL) Papa Kerballini's Pizza (PIZZA) Portable Science Container (PRC) Precise Maneuver (PM) Shielded PicoPort (SPP) SimpleConstruction! (SCON) SimpleLogistics! (SLOG) SimpleNotes! (NOTE) Solar Science (SOL) Stack Inline Lights - Patches (SILP) Stack Inline Lights (SIL) Tweakscale (twk) Supports ContractConfigurator GPO (Goo Pumps & Oils') Speed Pump (GPO) Kerbal Joint Reinforcement - Next KRASH KURS style docking camera (kurs) Less Real Than Real(ism) by Pehvbot NEAR-FAR On Demand Fuel Cells (ODFC) RemoteTech (RT) SimpleConstruction! (SCON) StageRecovery (sr) TweakScale either 3 Module Manager /L Module Manager One of the following: Raster Prop Monitor Make the IVA look great! MOARdV's Avionics Systems Make the IVA look great! either for fully functioning wheels. may invoke bouts of dizziness. Firespitter core Firespitter Tags career, config, crewed, parts, uncrewed, variants 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 @artwhaley/@artwhaley2 for creating this glorious addon! see Attribution for more Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal Glorious IVA compliments of RPM Connect with me Track progress: issues here and projects here along with The Short List Release Schedule GitHub, reaching first manual installers and users of KSP-AVC. Right now. CurseForge. Right now. SpaceDock (and CKAN users). Soon™ (the button was pressed) this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎
  4. Features: Bundled mod: Module Manager v2.8.1, by sarbian Firespitter Plugin, v7.4.X, by Snjo IVA required Mod: (no longer bundled) RasterPropMonitor, by Mihara, MOARdV ASET Prop pack, by alexustas ASET Avionics, by alexustas Supported mod: Community Category Kit, by Roverdude Connected Living Space, by Papa_Joe Ferram Aerospace Research (FAR), by ferram4; Please download this patch USI Life Support, by Roverdude, please use the OPT_USI patch created by @JadeOfMaar Recommended mod: Distant Object Enhancement, by Rubber Ducky Scatterer, by Blackrack Planet Shine, by Valerian Installation Guide: Download Links: Albums: Videos: Change Log: Bug Fixes and Extra Downloads: Common Questions and Answers: OPT Legacy: Credits: Original Creator: @K.Yeon Maintenance/Test team while i was away: @stali79, @Spanksh, @Starwaster, @Stone Blue, @Mycroft, @M_Ouellette Contributors: (everyone above), @Winchester @Flashblade @JadeOfMaar -to be added- And thanks to anyone who made a bug report and suggestion, thank you all for helping me making this mod better! Support this project if you like This mod is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  5. Zdarova comrads! Our Engineers from 2045 timewarp found unic aerodynamic cobination between new technology from future & 21st century jetplanes & combined them together with Vodka engine result - VodkaCharged Jet fast as thunderbolt, strong as Stolichnaya, yet hard to master as Soviet Russian Ladamobil one wrong turn and all goes sideways! be careful! Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2010530536
  6. Our Soviet Russia Engineers worked hard in future and came back through warpgate from future time, and from 2045 they brought upgraded X-Wing 2 Vodka Charged machine with II generation of V8 Vodka fueled engine! This machine can reach +2000m/s or ~+7200km/h in surface and in space/higher atmosphere levels up to +4000m/s or ~+14400km/h and beyond! This is Soviet Russia Future Technology that will help you reach most distant corners of space where human never been before! Enjoy Comrads! WARNING It has extremely high launch speed and horse power WITH ALL ENGINES ON hold steer strong it can get shaky at launch! Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2010122342
  7. Our Soviet Russian spy just found this star wars spaceship blueprint and enhanced it with our oldest fuel Vodka just one drop of this magic juice makes your ship fly with sonic speed in no time! Enjoy comrads it is now avaliable worldwide to public use! Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2010033216
  8. I am attempting to reach LKO in a air/spacecraft and always stall i use a rocket like engine but am always ending up falling even though i have enough fuel. Why?
  9. Whenever I design a space plane I almost always find that it'll want to pitch down when full of fuel and pitch up on re-entry and almost empty of fuel. So far my solution has been either have the wings way back which makes the pitch down even worse and take-off's a pain or have too much fuel so that I can move it all forward on landing which is wasteful (and uncontrollable if very low on fuel). So I've been playing around with a third option, have some flaps which pushes the nose down on reentry/landing (so more like a trim tab). I've had inconclusive results so far, it does seem to push the nose down but often not enough to stop the plane flipping upwards. Am I onto something here and just need more/bigger/better positioned "flaps" or is it a wasted effort?
  10. Hello everyone, It's Trekkie148 here, I'm just wondering on how to make my space shuttle stable, get to orbit, rendezvous, docking with an object, maybe mun orbit, and mostly mk2 and mainly mk3. I am using the mod Kerbal Engineer Redux and for visual Planet Shine to see the ship from the dark side of a celestial body. When ever I make a orbiter that looks like and supposed to act like the NASA space shuttle and I also empty out the tanks of the orbiter and put on the CoM and CoL indicators and sometimes CoT all standing for Center of Mass, Center of Lift, Center of Thrust, and I try to make the CoL closer to the CoM, I seriously do not know about what is happening what is happening with my design because it keeps on flipping my spacecraft either while landing or Reentry. This thread will be updated tomorrow on Thursday November 22 2018. Stay tuned, But do tend to give me help and reply. This helps out a lot. Thank you everyone. Also Happy Thanks Giving!
  11. I found a new way (at least to me) to keep large things rigid without mods or craft file editing. Meet Brutis This dude is fing massive (slightly larger than the sph) and honestly flies really good. Only problem is if you take it above 250m/s it rips itself apart, have fun with that. It has the ability to save the crew, land and carry cargo what more do you need? It can carry about 750 tons and still take off, 800 if you strap rockets to the side and pray. It also can climb nearly straight up under full power, and carries enough fuel to fly for nearly 6 hours when cruising. If you need to get something from one place to another this is the plane to do it. Keys are 1 - lights 2 - ladder 3 - thrust reverser 4 - shut down all but cruising engines 5 - open back door 6 - open back hanger 7 - open front door 8 - open front hangar steam link with more pictures https://steamcommunity.com/sharedfiles/filedetails/?id=1565539532 and here is the craft file https://drive.google.com/open?id=12-asM-do7sFjT0I6UhvIL8Hsgjrt0g8a
  12. Hey everyone I've been ondering if some people are willing to give me some cool plane/SSTO or rocket designs that I can use for my new save file. If I do make a video I would be sure to credit you. Links could be on drive or Dropbox. These crafts have to be stock because I do not like parts mods. Trucks and vehicles are fine. Just a quick message I am not a good builder myself so don't feel bad if your creation isn't that good and your not alone. It took me 3 hours to build a XB-47 and it looks terrible. Requirements Stock crafts only no tweakscale or fuel changing mods I mostly like airplanes because I'm training to become an actual piolot Prop planes are fine to give but show a demo video in the download link, For the parts, they have to be 1.4 parts If you make a SSTO make sure it has a docking port and enough fuel to randevus and docking Manuver to a space station in LKO. The SSTO must have a crew capacity to fit at least 5 people and it must be easy to fly. I just want some community made craft files for fun but I do not have a YouTube channel yet but if I do use it you should put your username in the description of the craft so I can remember. Thanks kerbals!
  13. I'd like to use KSP as a guide to designing somewhat realistic spaceplanes and spacecraft for a tabletop role playing game. However, the characters in the game are human and they explore our solar system. Is it possible to use KSP to design vehicles for human beings? Is it possible to change the solar system to match our own? Any other limitations or mods I should consider?
  14. As the title states, I am using a mechanics bay to shield some science instruments. I've also used a regular cargo bay from 1.25 and the mk2 line for planes. The items contained within them, when aero debugging is turned on, are not listed as shielded, and as expected for random objects hitting the atmosphere at mach x, the drag is insane. Anyone else experienced this? Its killing my plane game.
  15. Hi I've watched countless youtube videos, read a whole bunch of tutorials, but I just can't get my space plane into orbit with enough fuel left. I've only got the whiplash engine at this stage...On launch I'm at 10-15 pitch until the jet engines starts losing thrust, then I engage the dart engines pitching up to about 45 and jettison the jet engines when they flame out. My goal is to land on the moon and return, short of refueling in orbit what am I doing wrong or what can I improve?
  16. Hello all. I am having a slight issue with a career mode space plane of mine (not really a "space" plane but you know what I mean). When it lands, I can not get it to come to a complete stop. Example; I took off from KSC, and flew to the abandoned airfield off the coast. I landed fine, but despite cutting all throttle, and even unnecessarily manually shutting down the engines and closing the intakes, and even with applying brakes and leaving them turned on, my plane would just roll at about 3 m/s. Constant yawing would bleed it down to under 1 m/s, but no matter what, it will not come to a complete stop. It is early in my career and early in my plane research, so the gear I am using is the starter fixed gear. I have not fiddled with their parameters other than disabling steering for the rear 2 and only have the nose gear steer.
  17. So, I've had my career going for about a week now and i have unlocked most of the tech up to the 500 limit that a level 2 research. This has unlocked a bunch of plane parts that i have noticed on a lot of the designs people come up with, But i will be honest i suck at building planes and my rockets are all asparagus launched and the average cost to me is 130k. The module im returning with is only worth 6k, I losing alot in my launch staging. Anyone know how i can help with that will SSTO or space planes help that much with recoverable costs? I'm trying to save up for the Research level upgrade but its slow going when any contracts i take up i need 130k to get me in the air. If you have a guide on building SSTO or maybe even how to save my twin boar asparagus rockets would be good cause that where alot of my money goes. I have 4 Twin boars at 17k a unit. Then a main sail and Rockomax 64 tanks which gets me mostly circular before i have to use a Rockomax X200-16 Fuel Tank or Rockomax X200-8 Fuel Tank depending on my mission (mun or Minmus) this teams to a Skipper or poodle engine (Again whatever i think is more efficient for the mission). (i will post a pic when i get home). This may be overkill really but i tend to use up alot of DV especially when i go to the Mun. (its the landing stage that i struggle with. Although MechJeb has helped ( i don't crash as often). SO yeah y'all Kerbonauts, Any helpful tips or tricks?
  18. Mountain Thrust Aerospace presents: THE SCAVENGER'S DAUGHTER A single-crewed micro-SSTO composed of only 17 parts, the Scavenger's Daughter is: Cheap! Cute! Easy and fun to fly! Composed of only 17 parts! Cute! Capable! Composed of only 17 parts! Did I mention cute? What about the part count? Did I tell you about the part count?! In the image below, you can see the Daughter in a 70km x 70km orbit and still has over a kilometer per second of delta-V in the tank. The craft's excellent range and uncrewed flight capability make her perfect for LKO rescue missions... and not a great deal else to be honest. But look how cute she is! Nnnggaaawwwwww! Vital statistics are given in the groovy schematic: Flight Manual: Ach, it's not that hard, to be honest. I'm sure you guys can manage. Just try not to explode on the way up. Action Groups: 1. Toggle RAPIER 2. Switch RAPIER mode/toggle intake CRAFT FILE: kerbalX: https://kerbalx.com/cdrfuzz/THE-SCAVENGERS-DAUGHTER direct download
  19. Base Challenge: Suborbital Laythe Aerocapture Space planes are hard! Ready to learn? Now, with SSTO as tricky as ever, the suborbital milestone is a critical step in the path to building space planes. Unfortunately, it’s also a boring one :). This challenge gives it some zest, enough to realize that you (yes you!) can build a space plane good enough to go somewhere. By putting Laythe into LKO, you can fly into a suborbital trajectory and aerocapture into 'orbit' simply by flying to and landing on the big pretty gem in the sky. Rules: 1. Take off from Kerbin. 2. After takeoff, fly up to 14km using only air breathers 3. Lift your Apogee a bit beyond 85km. 4. Aerocapture in to Laythe and land on it. Parachutes are OK! Hang on, that sounds easy! Well, the devil’s in the details, and it’s those details this gives you an excuse to learn. Good luck! Tricky Challenge: Suborbital Russian Doll If you’re already an old-hat at space planes, we’ll add a twist: Use space planes to launch smaller space planes, and see how deep you can make the Russian doll go. Rules: 1. Take off from Kerbin. 2. Fly up to 14km using only air breathers 3. Fly beyond 70km, and separate your payload plane ** For the first plane only, Quicksave, Land the launcher back on Kerbin, then reload your quicksave to switch back to the payload plane. 4. Bring the payload plane under 20km on Laythe. 5. Fly the payload plane back to Kerbin and land. Using your payload plane as the new launcher, Repeat. You don’t need to launch from where you landed, you can start a new one from the air strip, but please make sure to remove any fuel used during the return trip. You can connect the launcher plane and payload plane(s) in any way you like- they can even share a fuselage. However, both must be able to land back on Kerbin (parachutes OK!), and none of the payload’s engines can be used until after is separates. Also, there must be a Kerbal somewhere within the payload plane(s), but that Kerbal doesn't necessarily need to be the pilot. Good luck! Other Rules Mods are OK, but please make a note of which part/physics mods you use so I can put them next to your entry. For posting, anything goes- text, pics or video. Tell us how it goes! How to use Hyperedit To put Laythe into Kerbin’s orbit, you can use Hyperedit. The mod is free and very useful for testing ships (like Eve landers) before launching them. Download Hyperedit from this link http://www.kerbaltek.com/hyperedit, unzip it, open the "GameData" folder inside, and drag "Kerbaltek" into the "GameData" folder in KSP. You’ll probably find KSP's game data folder in C:\Steam Library\steamapps\common\Kerbal Space Program\GameData. After that, Simply launch KSP, and press Alt+H to access Hyperedit at any point. On the title screen, press Alt+H and select Orbit Editor. Select Laythe and then Kerbin as the reference body. Set the orbit distance to 660000, and press apply. Now click the planet editor button, set the gravity to 0.2 and press apply . You may also turn off tidal locking, and set the rotation to -17000 to make Laythe spin backwards. I like it, but it's not necessary for the challenge. Finally, click "Save planet to config file." As a note, Hyperedit will edit Laythe for all of your save files, but it can reset the default values at the click of a button. Since Laythe will gobble up any uncontrolled ships that enters its SOI, it’s best to not load your main save file. Instead, make a new sandbox for this challenge or load this save file, which has convenient satellites marking the SOI and atmosphere boundaries. https://drive.google.com/file/d/0B4VfTCvq4M80eDdyRll4NGpEX1E/view?usp=sharing Also, if you’d rather not risk altering KSP, you can actually copy-paste the entire KSP folder and run this challenge from your copied KSP instead. Badges Silly Introductory Video Leader Board Base Challenge: 1 Payload: 2 Payloads (?): 3 Payloads (??): 4 Payloads (???):
  20. I have started to mess around with Career mode, and felt I needed a plane to help get some science points and complete a few survey contracts. The problem is, once this plane gets up to about 12K, it starts to slow way down, preventing the plane from climbing higher. I did skim through the tutorial here (the one with the funky hand drawn pictures and outdated drag info) but I saw nothing on this issue specifically. The wings are set up as the tutorial suggested: front ones for pitch, rear ones for rotation, and tail fin for turning. So far, my tech tree (vanilla) is only unlocked through the 45 sci. cost level, every thing else costs 90. I have yet to do any orbital science experiments, nor did I visit most Kerbal biomes, so I may be able to push to another unlock before I try for the Mun science. Thanks for any tips! Here are a couple of pictures:
  21. Hello, I'm trying to recreate some real-life aircrafts in KSP, and I'm having an odd problem: my biplane won't turn and barrels extremely slowly. Here's what it looks like: Everything else appears to work fine, it can tilt up and down, and such. It's just that the back fin appears to not work. When I am turning on the ground, the controls are reversed as well, though that's not my main issue. I'm new to this forum, so I apologize if this is in the wrong place.
  22. I've never had good luck with winged re-entry, but this little shuttle is coming along really nicely. It lifts up to 22 ton payload to 100km (barely, and only if flown very carefully) and can bring down 11 tons. This performance is very close to the real space shuttle, which was quite a lot larger than the Kerbal one.. By my math, my shuttle is about 60% the size of a real one. It will comfortably throw 11 tons into orbit and if done well, it has enough Dv onboard to go on to anywhere in Kerbin's SOI (although might not come back). Anyhow, I'm pretty proud of it. Pardon the audio drop out during the fast forwarded bits... https://youtu.be/QMJg1-pGqL8
  23. Greetings! I have been working hard to try to make a space plane that can reach Minmus but I am having multiple problems and am looking for some suggestions. Optionally, if someone has a working space plane that can reach Minmus LKO, dock with a station to deliver crew and return to Kerbin and land I would appreciate the opportunity to see it so I can better understand what I am doing wrong in my own designs. Basically the issues I am having are: 1. The aircraft can get into Kerbin LKO, however, it has no where near enough Delta V to get to Minmus, let alone back. For a rocket I'd add more fuel and engines, however, I feel like the plane really starts losing any semblance of "looking good", not to mention its flight characteristics begin to suffer. 2. Landing is another issue, every attempt to de-orbit the current design I've been working on has resulted in the the plane exploding in the atmosphere due to heat. It was suggested I hold a 20 degree AoA and I tried this, but the plane fought me the whole way and never really got above a 10 degree AoA. I really appreciate the help!
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