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+ [Stock Craft] 77 Industries: B.U.F.F. series. NEW: Sea Plane!


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B.U.F.F. 1

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Huge stock parts cargo plane, 100t payload/MK3/3.75m. Developed with FAR, so some might argue it's a mod craft. Able to parachute cargo over target. Flies 25 hours with full tanks.

Empty weight: 141.51t

Fuel tanks full: 248.12t

Max take-off weight: 348.12t

Length: 47.3m

Width: 45.7m

Height: 15.8m

Critical Mach number: 0.84

Stall speed (full flaps): 85m/s

Take off speed (max cargo): 95 m/s

Cruise speed: 250m/s @8000m. 33% throttle.

Engines: 12

Thrust Reversers: 6

Turning on the ground with low speed: use wing thrust reversers.

Tilting tail down for easy loading & unloading: raise rear landing gear (Action Group 1), parking brakes ON, activate central thrust reversers (Action Group:RCS) and wing thrust reversers (Action Groups 6 & 7)

Parts: 324

With example cargo (science station) and docking adapter: 394

Docking adapter required for mounting 3.75m/MK3 cargo.

Built in the SPH in KSP version 1.0.4.

Download link: http://kerbalx.com/crafts/3439


B.U.F.F. 2 - FAR

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Most specs are the same, but this cargo bay is rotated 45 degrees, trucks can easily drive in and out.

300 Parts.

Download link: http://kerbalx.com/crafts/3706


B.U.F.F. 2A - Stock Aero

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Empty weight: 113.3t

Fuel tanks full: 200t

Max take-off weight: 332.2t

Length: 54.8m

Width: 45.7m

Height: 15.3m

Take off speed (tanks full): 70m/s

Landing Speed: 55m/s

Engines: 21

Thrust Reversers: 6

Turning on the ground with low speed: use wing thrust reversers.

Tilting tail down for easy loading & unloading: raise rear landing gear (Action Group 1), parking brakes ON, activate central thrust reversers (Action Group:RCS) and wing thrust reversers (Action Groups 6 & 7)

330 parts.

Download link:

http://kerbalx.com/crafts/3719


NEW: B.U.F.F. 3 amphibious heavy cargo plane! 100% stock. Built in 1.0.5.

Max gross weight for taking off from water: 303t. That's 114t. cargo with fuel tanks full.

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Download link.

Edited by Azimech
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Thanks!

Once I get home I start working on a stock aero version. Any suggestions? I might even build a refueler out of it. As it is now, it has enough fuel to circumvent Kerbin 12 times!

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Thanks!

Once I get home I start working on a stock aero version. Any suggestions? I might even build a refueler out of it. As it is now, it has enough fuel to circumvent Kerbin 12 times!

I think you are saying it yourself. If it can't fly on a vanilla version of KSP from the store, it doesn't really deserve the tag and will confuse forum goers and ensue explosions and disappointed people.

Rune. It very well might, tough.

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It is clear that FAR is FAR superior to Squad's aero system. The same plane doesn't deliver at all under stock aero.

After having some frustrations, I think I'll release it anyway.

No. This design principle is unable to work in stock aero.

Edited by Azimech
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It is clear that FAR is FAR superior to Squad's aero system. The same plane doesn't deliver at all under stock aero.

After having some frustrations, I think I'll release it anyway.

No. This design principle is unable to work in stock aero.

It's the coding I think. Stock rewards low part count and minimal clipping, since every part not in a cargo bay is considered "clean" regarding aerodynamic forces, and each open node is thus a source of drag. FAR rewards clipping, since it creates the voxel model and doesn't care how much you clip stuff inside.

All in all, building in stock is more complicated I'd imagine, because you have a limited room budget, you can't just throw more stuff in and have to consider how every part contributes to the design. And some compound shapes just can't be done reasonably, and you are mostly limited to the set of parts Squad gave us, which do impose some limitations. BUT. When you make a stock design work, it can be just a beautiful as any FAR ship, with a fraction of the parts they usually take, which considering the performance of the game these days, it's a good thing in my book. And decently designed planes work just as "realistically" in both systems, especially since 1.04. Or, you know, that is my impression from following FAR from the sides: it has a couple tiny interesting things (like area ruling), but it MUCH more exploitable than stock as things stand.

Rune. Take it all as honest curiosity, and you know, to each their own.

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It's true, to each their own.

I want fluid dynamics, I want to choose NACA airfoils, choose the number of compressor stages and even choose between jet fuel atomizers or vaporizers. The voxel system is a start in the right direction. FAR cannot see a wing as one unit yet, therefore building a proper airfoil is futile. But it will happen. There's a big difference between players who want something to work because they feel it's fun that way, and the players striving towards realism all the time. I like stock for most things, but was pretty upset when my turboshaft principle went down the drain when 1.0 arrived. The old Errordynamics were even farther from realism, but when you build carefully, you could achieve very realistic handling, except for the missing stall. Why I built those huge propeller planes? In the hope I could inspire people to do something different. I'm waiting for a new plugin to mature. When it's ready, a bunch of freaks like me are going to build piston engines.

Besides that, BUFF1 became really a problem with stock aero. Under FAR, the 12 basic jets gave it a comfortable Mach 0.85 at 33% thrust and a max flying time of 25 hours, but you need all that power to take off with 100t cargo. With stock aero, even with 12 turbo-ramjets at 100%, the top speed maxed out at Mach 0.4 and only a few hours flying time. That's too much a departure from my original design AND real life.

Edited by Azimech
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