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Latest Release Source Sample Craft (also found in WildBlueIndustries/FlyingSaucers/Ships/SPH) Gerra Kerman, test pilot. She liked the sound of that! Here she was, standing in front of her first assignment, parked on the tarmac at KSC. Gerra whistled, marveling at the design and then began walking around the strange aircraft. It had a disc-shaped body easily 6 meters in diameter and over a meter thick. Add the trailing wings, and the aircraft spanned 8 meters. Its leading edges had gray carbon panels, ready to resist the heat of atmospheric entry, with dark heat-resistant tiles trailing the edge. A set of windows followed the craft’s contours, but they only gave a view out the front. As she walked around to the back, Gerra saw a sculpted engine housing that sported a strange looking engine with a sloped ramp. Then she realized that the craft was a transatmospheric vehicle, a flying saucer! Read more... Have you ever wanted to pretend that your kerbals found a crashed flying saucer and then the little green men and women reverse-engineered it? With Kerbal Flying Saucers (KFS), now you can! KFS is a mod that lets you research and build your own custom flying saucers that work within established gameplay mechanics while providing exotic twists. It’s as easy as mixing and matching components to create a vehicle suited to your needs. And with its custom tech tree branch and research experiments, you can simulate your reverse-engineering efforts via the stock science system- and possibly unlock parts early! Kerbal Flying Saucers is inspired by real-world saucer-shaped craft like Avro Canada's VZ-9 Avrocar, North American Aviation's Lenticular Reentry Vehicle, USAF's Project 1794, and Northrop's NS-97. Required Mods: Tutorial Videos More Pics: Waterfall engine configs by @Horizons Aerospace
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Have you ever wondered how aircraft exterior lighting became mainstream, or who revolutionized it? The answer lies with Warren G. Grimes, who is known as the "Father of the Aircraft Lighting Industry," from Urbana, OH. One of his company's most famous methods of testing their lights was to mount them on their flying laboratory, which was a Beech Model 18 modified specifically for that purpose, and observe how well they did mid-flight under various conditions. KerbalX craft file: https://kerbalx.com/Mars-Bound_Hokie/Grimes-Flying-Laboratory Stock + Breaking Ground DLC Contrary to what you may believe, it is not capable of collecting scientific data apart from crew reports and it does not have a laboratory module. Just like the real-life Grimes Flying Laboratory, it is used to demonstrate how well exterior lights would perform. The Grimes Flying Laboratory flying over some mountains after crossing Kerbin’s northern polar ice cap. l didn’t know how long this would take, and I wanted a more accurate range reading. If I went along the equator, I would have to account for the planet’s own rotation about its axis. Of course, flying north from the KSC would not guarantee that I would be over land when it was time to come down. That’s why I used the infinite fuel cheat when I was close to depletion radioed an aerial refueling tanker at a nearby airbase ahead of time to fly with me and give me enough to land safely if the time comes. The plane on display in the SPH. I started with my old Beachcraft since the airframe and general structure are similar to the real-life Beechcraft Model 18. Keeping the tailwheel was a nice touch. I then removed the wings since I didn’t want the tips to get too pointy to hold the fuel tanks which would mimic the real aircraft’s cylindrical light pods. The replacement wings did a great job at accomplishing that task, and they were pitched up 5 degrees for added efficiency. Like my de Havilland Mosquito replica, I reduced the motor size and output to 25% but left the torque limit alone. The idea was to balance aircraft performance and fuel efficiency. In the end, while I didn’t get near my WinterOwl Beachcraft’s top speed or cruising altitude, I crushed its range. Having two blades per engine instead of six might have something to do with it. Unlike most of my projects, decorating and lighting were the hardest parts. I started with the wingtip nav lights, then the tail nav lights, then the blinking beacon lights, and then finished with whatever would make the plane look bright. The paint job was difficult to copy with the limited selection of flags that I had. Unknown kerbal admiring the Grimes Flying Laboratory with all its lights on. The plane took off at night to demonstrate how effective the lights were, both on the ground and in the air. The Grimes Flying Laboratory flying above Kerbin while most people are asleep. Just like in real life, this plane was often mistaken for an alien spacecraft. Of course, that was before navigation lights became required for all aircraft. This photograph was in line for being the thumbnail for this craft, but I realized the plane itself was hard to see in the dark. So, I went with one with a little more (sun)light. The KSP replica's cruise performance stats were as follows: Altitude: 7.3 km (~24.0k ft; Class Alpha airspace) Velocity: 172 m/s (~385 mph) Will increase gradually over time. Blade Deployment Angle: 35 degrees Recommended Throttle: 1/3 (33%) Expected Range: 1,800 km The aircraft all lit up after what might be just the most humiliating perfect landing ever. The pilot had to rely on Alt+F12 a tanker for a last-minute fuel boost before he could land since he was over an ocean where he ran would have run out of fuel too far away to glide to safety. I'm surprised nobody else built this piece of history. Sure, there have been many KSP replicas of the Beech Model 18, but none of the Grimes Flying Laboratory itself. I guess it's one of those things you actually have to see up close and personal and/or research specifically to appreciate its true significance. Also, it's another "first of its kind" KSP replica I made - just like the Link Trainer, the Kettering Bug, the Waco GC-4, and my Martin NBS-1 biplane from my Air Force Museum replica showcase. Happy flying, and remember what Grandpa said, "Nav lights save lives."
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UFO SSTO This beast is 255 tonnes and 268 parts. Aliens don't make these light, prepare to be prodded. Download link: https://www.mediafire.com/file/wka83g9swf4j6sn/UFO+v19.json/file It's beautiful
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License: CC-BY-SA-4.0 Link: https://spacedock.info/mod/3105/SHADO UFO Hi and welcome to SHADO UFO. Currently this is just the SKYDIVER craft and the other craft are in my original Mod Gerry Anderson's UFO Upgraded. Which I made when I was just starting to learn and is mostly reconfiguring and slight adjustment of StinkyAces original Mod Gerry Anderson's UFO. My first mod is available here. The previous, not this one. https://spacedock.info/mod/2806/Gerry Anderson's UFO Upgraded The reason I am making this a separate mod is that I built this craft myself and I may be building my own versions of the other craft in the future. So anything I build will be in this new folder and name structure. So this craft can basically do everything it could do in the TV show. A submarine that docks a fighter jet and can launch it from beneath the sea and the jet once finished with it's mission can come back and re-enter the water, meet the sub, line up and redock with it. The sub will replenish it's fuel and RCS system once attached. They both have a ballast system. The fighter SKY One has rocket pods that use the fireworks system. There is also a Sea Scooter with its own docking cradle. The scooter can also be stored in inventory and if you remove the RCS pack from a Kerbal to make room then a Kerbal can carry one in their inventory, obviously you will need an Engineer to deploy from inventory. The sub has it's own cradle with wheels that can be decoupled once you are in the water so that you don't need to use a mod or cheat to get the sub to the water. There is a decouple node on the belly of the sub and on the cradle that can be unstaged in editing or in the field so that you don't decouple too soon. Remember that when everything is joined together that adjusting ballast on one craft will adjust them all unless you remember to shut off the tanks you don't want adjusted. As after version 1.10.1 Kerbal swimming and sinking was made not to work well with my Kerbal ballast system so I use the "Sunkworks" mod from Angel-125 myself so that my Kerbals can SCUBA dive under water. It is possible to get on the scooter underwater without it as the scooter has lvl 1 SAS and can be undocked and moved to the Kerbal but getting back in the sub generally requires surfacing. As the ballast system is different between the 2 mods you just need to re-adjust the systems once the Kerbal is on the scooter. When SKY ONE is attached to the Front of DIVER ONE it is best to stay below 50 m/s when submerged because after that the flow over the wings over strains the reaction wheels and RCS and the sub then starts to pitch hard. Everything has a node to attach. Full craft in a SPH folder in the main folder. I hope that covers it. Enjoy.
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Hi. Have just released on Spacedock an upgraded version of @StinkyAce's Gerry Anderson's UFO. For nostalgia lovers and those who would like a full mobile laboratory for research. https://spacedock.info/mod/2806/Gerry Anderson's UFO Upgraded?ga=<Game+3102+'Kerbal+Space+Program'>
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A place to showcase craft based on the Television shows of Gerry Anderson. I've started with what I have found available. Mods by @MajorTom69 and @StinkyAce giving me access to Space 1999 and UFO meshes. If anybody knows of Captain Scarlet, Stingray, Thunderbirds etc meshes, please let me know. I have reconfiged craft to be balanced and more functional and to me atleast aesthetically pleasing. If you have been doing this sort of work in these worlds as well, please post here to let us know and to show off your efforts.
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I am posting on different sites looking for a mod Dev that might be able to help. I am looking for shareables, Mods, parts, etc.. compatible with 1.6.1. and newer. To build CLASSIC Flying Saucers like in the old movies and TV shows. I have found some, but they are not compatible with KSP newer than 1.3.x. I was told to use procedural tanks, but that mod died a long time ago. I do not do much posting so I am not sure yet how to add a picture to this post.
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- flying saucer
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I'm Polish not american but i read a lot about the subject in Poland we had similar accident in communism time (i'mt to young to live that time i'm 1986) But in a few towns during communism, strange incidents occurred, such as strange destruction of crops, crop circles that appeared in several villages in Poland, these areas were always tightly enclosed by a communist secret police, the authorities accused that it was the work of American imperialists who sabotage the Polish agricultural industry, but nobody believed it :-) I even read the stories of a farmer who claimed he was abducted by an extraterrestrial spacecraft, and a female alien, masturbated him xD , but these were not supposedly bad memories that these aliens did not have bad intentions as compared to similar events with others. countries, sometimes I think why no alien abducted me, I would have cool memories and I could make money on it http://culture.pl/en/article/the-secret-connection-between-keanu-reeves-ufos-and-polish-sci-f
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Dive testing has commenced on SkyDiver 1
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So I made a rover and I would like to take it to the UFO on the Mun to see it for myself but I can't find any coordinates online, can someone help me?
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- ufo
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