Search the Community
Showing results for tags 'x-wing'.
-
License: CC-BY-SA-4.0 https://spacedock.info/mod/3004/X-wink vs Kiefighter Welcome to Xwink vs Kie Fighter. Updated to 1.2.0 on 22/6/2022 Change Log: For 1.0.1 (New Change log below) Corrected many spelling mistakes. Added forgotten resource file. Added Tie interceptor nacelles to make up for it. 4 space fighters based on the Star Wars models. 2 from each side. Apologies. I did forget something The ships run off enriched uranium and I forgot to add the resource file so I will add a link to the Community Resource Pack, that has it, or if you have the YnoT1300 mod it has the resource file in it. Uploading to Spacedock is spotty for me so it might take time to update. Community Resource pack link on Spacedock. https://spacedock.info/mod/31 Each body is basically a flying wing that is directed by their reaction wheels. Though they are straight forward to fly they won't react the same as craft that use elevons to change direction. The Tie Fighter based craft are pretty precise because their nacelles are basically vertical wings and so provide enough drag control surface to catch the air for turning sharply. The X-wing and A-wing need more of a banked turn so that their bodies act as the drag. This is especially true of the A-wing at speed as it will slide as if on ice as it turns without banking the body to act as a brake. Each craft is 2 pieces so that the engines and RCS systems are on separate pieces, this resolves a conflict that can arise from having both systems on the one model. In the A-wings case this is an RCS cross that clicks inside the body. 3 of the craft have Landing gear systems that require Linuxgurugamer's small plugin AnimateGenericEffects and I will provide a link to it. https://spacedock.info/mod/2345/ModuleAnimateGenericEffects For the Tie Advanced it is a retractable ladder at the back so that Kerbals can climb up. The Tie Fighter has an invisible ladder on the left nacelle so they can climb up and down. The RCS systems are powerful in order to take off and land vertically and should be thrust limited down when used in space. They are not required for flying in atmosphere. Generally getting back on the A-wing means climbing the nose or leaving it with the gear retracted so you can just walk up it. The X-wing comes with 2 extra parts, as it is designed to be used with my R2D2 clone called RND. An elevator and a docking plate that RND can attach to and be lowered and lifted in and out of it's hole. It can also undock and redock to the plate as it has the ability to dock built in to it's feet. The docking plate has it's white side as being able to dock. I WILL PUT 2 CRAFT FILES IN THE MAIN FOLDER, ONE OF THE X-WING SET UP WITH THE LIFT AND ONE THAT ALSO HAS RND ATTACHED IF YOU HAVE GOT THAT MOD ALSO. Change log:1.2.0 Added a Tie Bomber, A Y-wing and a Snow speeder. Added a Concussion Missile tube that can be placed anywhere and uses the Fireworks system. Added a VTOL motivator that can be attached to any of the craft for VTOL and hover. Is visible on the base Tie fighter and Tie bomber but have made it see through so it doesn't stand out too much. Added more colour variations to all craft. The Snow Speeder has 2 Airbrake flaps to give it the look from the movie, they are functional but not very powerful, so as to not impact the performance of the speeder. As it is a speeder the engines are only good up to around 3km up. All the craft now use the new light system and now have head lights. Updated the nodes so that the VTOL clicks into all of them. The Snow Speeder uses the A-wings RCS cross and has nodes for the flaps. The RND lift has been visually shortened to not seem to be sticking out of the bottom of the Y-wing. Have included craft files for a Tie Bomber and a Snow Speeder in the main folder. VTOL set to Custom Throttle 1, Concussion set to 1 and bomb on bomber to 2. THE RND LIFT REQUIRES BREAKING GROUND TO WORK I hope that covers it. I am sure there will be something I have missed. Enjoy.
- 37 replies
-
- 2
-
Lock your S-foils in attack position and arm your Proton Torpedoes, squadron, the T-70 X-wing is here. https://kerbalx.com/servo/T-70-X-wing-Swing This fine addition to my collection is a fully* functional X-wing, as seen in Episodes 7 and 8, flying into battle against the First Order. *Repulsorlift not included This craft is the product of a lot of blood, sweat, and use of the offset tool, but now I’m finally happy with my fully stock version of the iconic X-wing. The wings swing independently, and toggle on a single action group. They redock with some consistency (60% of the time, they work every time), but it should be more than enough to go blow up those TIEs who are getting a little nosy (proton torpedoes not included). Flight Manual Happy Flying, and May the Force be With You https://kerbalx.com/servo/T-70-X-wing-Swing -Servo
-
Everyone remember their geometry lessons? There will be a quiz. “Big Six, flying top cover.” “Little One, starting my attack run.” Both X-wings: can takeoff and land with “repulsorlift” engines. contain a VTOL-oriented probe core for easier hovering. can toggle S-foils between cruise and attack position. Attack mode is more stable during forward flight in atmosphere, but cruise mode is required during takeoff and landing. mount an “astromech” parachute which is mostly decorative. It may assist a repulsorlift landing, but it will not ensure a safe unpowered landing. Mods EditorExtension and HangarGrid were used during construction of both craft, but the results are pure stock. I tweaked the thermo-RCS hinge of @Majorjim! (et al) into a ball-and-socket arrangement by angling the thermometers, which resists longitudinal compression of the axle. Little One moves its two double-wings by deploying flaps against one RCS ball per axle. The RCS is sandwiched between two flaps. This is a bit flappy since they don’t lock into position. Big Six moves its four wings by deploying airbrakes which are sandwiched between pairs of RCS per axle. The wings rotate between two docking positions so the flight engines work in either position. Upper wings dock against the fore end of the machinery bay, lower wings dock against the aft end. Each wing docking will set throttle to zero, so the pilot must mash the full-throttle control until all four have docked. Thanks to research by @Servo, we know the ports must move at least 1.3m before they’ll dock again. That distance (1.3m) is one factor in our geometry problem. Another is the max distance between the axle and the dockingport inside our machinery space, which is 2.5m. Since the radius of the moving dockingport doesn’t change, that makes an isosceles triangle with base 1.3m and height 2.5m. Question: What is the angle of axle rotation? Due to the 4D Tetris of the machinery and the space requirements of the moving bits, they don’t quite fit inside a Mk3 cargo bay. The aft fairing makes the machinery bay a cyllinder 3m long and 3m in diameter with 113 parts inside. Little One Operation Engage SAS. Throttle full. Stage to engage repulsorlift Retract landing legs once airborne Stage again to engage forward thrusters and unlock the S-foils Avoid the Dreis maneuver Action Groups Toggle Repulsorlift Toggle Forward Thrusters Toggle S-foils KerbalX link Mass 7.73t Cost 126,205.0 Part Count 135 Built in KSP 1.2.2 Size 9.14 x 2.34 x 6.71 Big Six Operation Engage SAS. Throttle full. Stage to engage repulsorlift. Retract landing legs once airborne Stage to ignite forward thrusters Press 3 to toggle S-foils SPAM Z until all four wings redock because each one sets the throttle to zero Don’t switch off the targeting computer Action Groups Toggle Repulsorlift Toggle Forward Thrusters Toggle S-foils Toggle afterburners KerbalX link Mass 25.22t Cost 352,354.0 Part Count 191 Built in KSP 1.2.2 Size 15.1 x 4.85 x 13.98 Tiny Two Tiny Two answers the question, can the X-wing design be scaled down even further? What began as an April Fool's lark has (by request) been added to the Squadron, since it is a more-or-less flyable craft. Trench runs with this are very tricky. Operation Engage SAS. Throttle full. Stage to engage repulsorlift Stage again to engage forward thrusters Stay on target! Action Groups Toggle Repulsorlift Toggle Forward Thrusters Toggle S-foils KerbalX link Mass 2.83t Cost 43,520.0 Part Count 42 Built in KSP 1.2.2 Size 3.94 x 1.66 x 2.95 Apologies for the obnoxious number of animated GIFs, but the motion is the notion of these craft. Youtube will be added after I find suitable trenches to fly.
- 16 replies
-
- 24
-
Y'know what, I spent a couple hours trying to get a Mk2 SSTO working and just haven’t been able to do it for the life of me. I spent 15 mins on this just on a whim and this goes into orbit on the second try. WTH. Anyway. Pure Stock SSTO X-Wing for your entertainment. Edit: forgot to link craft file https://kerbalx.com/Naito/X-Wink