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[Stock 0.16] Guard13007 Industries - Introducing the Bowing 737!


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Guard13007 Industries

A brick will fly if you throw it hard enough.

Hello, I am Guard13007. I\'ve built some designs that I like in 0.16 and am actually starting to get better at this. So here are some rockets and planes and a rover. Downloads are attached at the end of this post or in the 'all ships' download linked to at the end (which comes with a txt explaining stuff better on how to fly them). Update 1.7: The Bowing 737 has been added and I\'m posting links to the 'Quest for Firefly' Project here (downloads).

A quick overview:

- A space plane with exact instructions for orbiting and is a very good glider, easy to land.

- A Munar base and rover design (complete with rocket to get it to the Mun).

- A nice plane based on the A-10 to fly.

- Random stuff.

A note about the 0.16 fuel-use glitch: I don\'t intentionally use this glitch to my benefit, but it has come to my attention that some of my designs get a lot more out of the fuel they have by using this glitch to help get into orbit (since it\'s most efficient whether or not the glitch is there to burn a little at a time as close to Apoapsis as possible).

Space Planes

Daedulus mk1 - A very light SSTO shuttle. Images:

dvNEV.jpg

WrPr9.png

5L3fB.png

sdt3v.png

Flight instructions:

1. SAS off, hold S, full throttle, hit space.

2. As soon as you are vertical, SAS on, keep yourself vertical.

3. At 18,000 meters, cut throttle to 2/3 and begin gravity turn (hold W steadily).

4. At 30,000 meters, cut throttle to 1/3 and finish gravity turn (continue holding W steadily).

5. As soon as you are level, cut engines and switch to map view.

6. When you are 50 seconds from Apoapsis, full throttle until you are again 50 seconds from Apoapsis. Warning you have to carefully keep yourself level!

7. Cut engines until you are 20 seconds from Apoapsis, then manually control throttle and keep level until you are in orbit.

7a. One way that works pretty well is 1/3 throttle until Apoapsis is 30 seconds away, then wait till it\'s at 20, and then fine tune at your own discretion. Make sure you remember to keep level!

Rockets (VAB structures)

Rover mk1 - A small rover meant for the Mun. Images:

FGyO4.png

oXP6o.png

The E 1 (name pending) is a good launch vehicle for the rover. Picture:

WieEN.jpg

F 2 (name pending) - A launch vehicle to set up a three-man pod as a base on the Mun. Picture (+note on flight):

Start gravity turn when you reach 500 m/s and start gradually throttling down, make sure you never stop gaining speed though. Burn as little as needed to stay just before apoapsis and never allow yourself to slow down. Recommended burn at full power for a few seconds at 50 seconds from Apoapsis. Note, has no ladder for getting down, but which such light gravity and RCS systems, I don\'t think this should be a problem.

JA9Nd.jpg

Planes (non-space-capable designs)

Gerwig Battlehog mk2 - A highly maneuverable plane based off of the A-10 Warthog. Named after Gerwig Kerman, the original test pilot. Images and info:

Very easy to fly (just use SAS for stable flight and hold F while maneuvering). It turns really fast, rolling is easy and doesn\'t rip it apart, stunts are fun to do. Also takes off really fast:

mtKtk.png

View all images here: http://imgur.com/a/05Pbj#16

RXI4I.png

Old images of mk1 (still available for download):

pz2TV.png

NaDEA.png

jnaXv.png

Landing instructions:

1. Drop at no more than 40 degrees down with engines off to be safe.

2. At 1.2 km up or so, pull up to level (your wings level, not how fast you\'re falling, you should still fall at close to 20 degrees).

3. At about 500 meters, pull up to make as gradual a decent as you can. Under 5 degrees to guarantee safe landing. Don\'t worry about a tailstrike, as long as you are going down without stalling (pulled up too much, started rising, started falling again while pointing up, usually accompanied by spinning end-over-end), you\'ll be fine.

4. As soon as you touchdown, cut off the SAS, tap brakes to slow, do NOT hold them or as with many smaller designs, it will flip on its nose.

Bowing 737 - A standard heavy airliner. Very stable, slow movements. Just like The Real Thing ! Pictures and info:

Takeoff is full throttle, SAS-on, pulling up as hard as you can. It will run off the end of the runway, sink a little, then rise.

ZPPq2.png

Landing:

- Cut throttle to 1/3rd and gradually decend. (This will take a long time, start early and/or have plenty of space to land in.)

- Cut engines on touchdown and tap brakes twice a second until it stops.

- Your landing speed should be between 90 and 100 m/s. Faster could rip the landing gear off from how fast you\'re moving, slower means you\'ll touch down really hard (and could also rip the landing gear off).

nxTdq.png

v9Tv7.png

G 1 (name pending) - This plane flies well with its own power or as a glider. The intent is to design a launch vehicle to send it into orbit. Images:

spjVN.png

EoMfN.png

There are no special notes about how to fly it, it\'s pretty straightforward.

K 1/2 (name pending) - A very tiny plane that flies more like a rocket and tends to only go for one flight. Picture:

It\'s fun and stupid and crazy..I guess..

HWh4G.png

C 1 (name pending) - A plane with the silly intent to have Kerbals hang on to the back during flight. Picture:

7AjcC.jpg

The Pathfinder - A plane that looks like it shouldn\'t fly. That\'s about all there is to this funky design:

BZKEC.png

4Yp04.png

Drunken Jay mk2 - Also known as the \'Ring Glider\' This plane is a giant ring. Info:

It glides really well, but is a bit hard to control, especially considering the fact that the roll controls actually work in reverse (Q rolls right instead of left, E left instead of right) and A makes you roll left while turning left, and D makes you roll right while turning right. It also gets even more uncontrollable at altitudes above 10 km or speeds above 500 m/s.

1PnnL.png

View the full gallery on imgur: http://imgur.com/a/BNzvu#0

The hard part of flying this vessel is getting it to stay upright (as far as roll), once you have it stable, going vertical up is hard (down it naturally falls towards), but once you get it level, it glides forever, and takes a long time to land because of this. You can dive a bit to land quicker, but this is dangerous:

j1uUG.png

Download is an attachment to this post or as part of version 1.3 or later of the all ships download below.

The mk1 is also available, if you like having the tail ends of your circle separating and flexing around:

T06L4.png

Experimental

These craft are highly likely to explode in your face or something.

The L 1 (Part of the 'Quest for Firefly' Project) is an early design of a Firefly-class-like vessel. It doesn\'t fly too well and has yet to have a successful landing. Images (& download link):

Link:

http://www./?19r3hri7361ief2

Rw4na.png

PJkXV.png

The L 4 (Part of the 'Quest for Firefly' Project) is a later design that does not look as much like a Firefly but flies a little better. It has also yet to have a successful landing. Images (& download link):

Link:

http://www./?b84y9x9t1i1ctne

cXLnc.png

NxJdq.png

'Quest for Firefly' Project image gallery: http://imgur.com/a/l1xCL#0

Downloads

The craft files have been attached below.

Or you can download them all along with a handy txt file containing flight instructions and some notes on each one from here:

Version 1.7: http://www./?6k805bk099u998y

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Introducing the F 2 (name pending) Mun base!

(Hey! I\'m still looking for names for these things! Got an idea? Want a rocket named after you? Reply and I will consider it! (I probably will allow almost any name!))

JA9Nd.jpg

This craft gets you to landing on the Mun quite comfortably, depositing a three-Kerbal pod ready to handle future Mun operations! Craft file attached to the first post or download all my ships from the link at the bottom of the first post.

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had a little trouble landing with the f-2. still trying but it seems like a solid little rocket. a bit light on the fuel for my tastes, but not too bad.

I guess that means I am getting good at flying, because it seems perfect for me, I land every time with near half a tank left (and that\'s after maneuvers to choose a landing site next to my other landers (and one time I screwed up and used up the stage that\'s supposed to start the burn to the Mun before even getting to orbit, I still had half a tank at landing..it\'s like a curse for me, I always have half a tank).

I\'ll work on the design for the F 3 now, including a way to get back and more fuel for accidents/fun.

But for now, another silly entry.

Ladies and Kerbalmen, I introduce to you the J 2! (aka Ring Glider)

It glides really well, but is a bit hard to control, especially considering the fact that the roll controls actually work in reverse (Q rolls right instead of left, E left instead of right) and A makes you roll left while turning left, and D makes you roll right while turning right. It also gets even more uncontrollable at altitudes above 10 km or above 500 m/s.

1PnnL.png

View the full gallery on imgur: http://imgur.com/a/BNzvu#0

The hard part of flying this vessel is getting it to stay upright (as far as roll), once you have it stable, going vertical up is hard (down it naturally falls towards), but once you get it level, it glides forever, and takes a long time to land because of this. You can dive a bit to land quicker, but this is dangerous:

j1uUG.png

Download is an attachment to the first post, or as part of version 1.3 or later of the all ships download.

The J 1 is also available, if you like having the tail ends of your circle separating and flexing around:

T06L4.png

Edit: The J 2 and J 1 are now the Drunken Jay mk2 or mk1. See the first post.

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Introducing the G 1 (name pending)

This plane flies well with its own power or as a glider. The intent is to design a launch vehicle to send it into orbit. No such vehicle has been designed yet, because I\'ve been working on other designs. Images:

spjVN.png

EoMfN.png

There are no special notes about how to fly it, it\'s pretty straightforward.

You can download it from the attachments on the first post or as part of the everything download 1.4 or later (link on first post).

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And again the same day! Announcing two more designs!

The Gerwig Battlehog mk1

Based off of the A-10 Warthog, and flown by brave test pilot Gerwig, the Battlehog is sturdy, strong, and flies awesome. Or not, we\'re not really sure about it, Gerwig refused to let anyone else near it after he was allowed to name the craft.

Mqink.png

- For landing, cut engines to 1/3 and drop to about 500 meters above your landing point or about a minute from impact, then cut engines entirely and pull up to slow your decent. (It lands at a very high angle, but don\'t worry, you won\'t flip over and explode...usually.)

- Best to keep it under 5 km as it has low-atmo engines and because the controls get funky up there.

NaDEA.png

Rest of the images I\'ve posted are here if you want to see them (and an example landing): http://imgur.com/a/05Pbj#0

The K 1/K 2

HWh4G.png

It flies more like a rocket once it flies. But it\'s good fun for a little while.

W71nu.png

Both craft can be downloaded from first post or from 1.5 or later of my all ships pack (link in first post).

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Hey, another design! This one is AWESOME. Introducing the...

Gerwig Battlehog mk2!

mtKtk.png

- It doesn\'t tip down at full throttle as much as the mk1.

- It has more lift than the first. (The wings have been angled up and forward.)

- It tries to pull up instead of staying level with the engines off, so it\'s easier to land.

- It has a few struts in key places making it able to survive harder landings.

- The read landing gear has been moved slightly lower and further back, meaning it is easier to land without flexing causing damage.

- It is more stable than the first and easier to fly. (Partially because of the wings being slightly up, making it more stable.)

- It takes off a lot faster (part of there being more lift), just look at the image!

- It recovers from stalls a lot better. (I stalled and recovered with 200 meters once!)

- It looks a little more like a real A-10 (with the wing shape changed).

MgL1E.png

Landing instructions!

1. Drop at no more than 40 degrees down with engines off to be safe.

2. At 1.2 km up or so, pull up to level (your wings level, not how fast you\'re falling, you should still fall at close to 20 degrees).

3. At about 500 meters, pull up to make as gradual a decent as you can. Under 5 degrees to guarantee safe landing. Don\'t worry about a tailstrike, as long as you are going down without stalling (pulled up too much, started rising, started falling again while pointing up, usually accompanied by spinning end-over-end), you\'ll be fine.

4. As soon as you touchdown, cut off the SAS, tap brakes to slow, do NOT hold them or as with many smaller designs, it will flip on its nose.

Download as an attachment from the first post, or as part of 1.6 or later of my all downloads (link also in first post).

Oh yeah, and there\'s also this thing: The Pathfinder

BZKEC.png

4Yp04.png

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Introducing the Bowing 737!

ZPPq2.png

I decided to try to model an airliner. The result ended up more similar to a Boeing 737 than other aircraft (unless you know a better comparison!) so it was named the Bowing 737. It was partially a ploy by the engineers to prove they were funny by mocking another name, partially named sensibly because you can put the landing gear up to make it bow.

nxTdq.png

Flight instructions:

Take off at full throttle with SAS turned on and pulling up as hard as you can. It will run off the end of the runway and then slowly rise.

Landing instructions:

Take the throttle down to 1/3rd (do not try to land un-powered) and decent gradually. (It takes a long time to get low and land, make sure you start your approach early and have enough space.) On touchdown, cut engines and tap the brakes repeatedly (about twice a second) until it stops.

- Note: Your landing speed should be about 90 to 100 m/s. If you are landing any higher or lower than that, you are risking damage/catastrophe.

v9Tv7.png

It turns pretty well if you hold F to temporarily disable 'autopilot,' and makes very slow sweeping movements with SAS on.

As always, downloads attached to top post, or download everything in 1.7 or later of the 'all ships pack' (also linked to in the first post).

And now for the new experimental section:

The L 1 (Part of the 'Quest for Firefly' Project) is an early design of a Firefly-class-like vessel. It doesn\'t fly too well and has yet to have a successful landing. Download Link: http://www./?19r3hri7361ief2

Rw4na.png

PJkXV.png

The L 4 (Part of the 'Quest for Firefly' Project) is a later design that does not look as much like a Firefly but flies a little better. It has also yet to have a successful landing. Download Link: http://www./?b84y9x9t1i1ctne

Images:

cXLnc.png

NxJdq.png

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That looks nothing like a 737. the tailplane is all wrong, and its not the right size.

Well I'm sorry, but I don't know that much about planes, I do know that it is a lot more similar to the 737 than the 747. xD Also, if you read the post, I already said this, and asked if someone knew a plane it better resembled. As far as size, it's hard to really say anything about size in KSP because it's so different from reality, at least in my opinion (but I am a n00b, as mentioned several times in several places).

EDIT: Also, if I forgot to mention, I started this with the idea to make something similar in design to a commercial passenger plane. This wasn't supposed to be a 737.

Edited by Guard13007
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sorry for being snippy. unfortunately, your design is unique from the real world. the only planse with t-tails and under slung wings with engines under wing are turboprops. if you used the dammned aerospace engines on it you could make it a kingair.

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It's cool. I was worried I was being too defensive after I posted that reply. xD

Yay uniqueness! Screw names! And that's very interesting, I didn't know that. I'm still debating whether I want to use mods or not. If they add this ( http://i.minus.com/iWtPOxUPUR8ng.png (the top part, the rest I half agree with/half disagree on some points)) to the game I definitely will start installing many many parts, but right now it's just too unorganized for me.

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also, you should at least consider the bigger landing gear mod, as the small landing gear look rather bad with most of your larger designs.

With the 737, I agree that the landing gear isn't really appropriate, with the others, I haven't had it bother me yet. I don't use mod parts because I like being accessible. I will make something using mods at some point, but whatever designs I make won't go here (I'll keep stock and non-stock separate). I'm mostly waiting because I am lazy and because of that image I showed you, I'm waiting for the part organization (would make it so much easier).

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With the 737, I agree that the landing gear isn't really appropriate, with the others, I haven't had it bother me yet. I don't use mod parts because I like being accessible. I will make something using mods at some point, but whatever designs I make won't go here (I'll keep stock and non-stock separate). I'm mostly waiting because I am lazy and because of that image I showed you, I'm waiting for the part organization (would make it so much easier).

You can reorder/reorganize parts on your own without a mod. The names of the folders determine where they fall in the order under their specific categories, and you can change a part's category in the part.cfg. I normally amend my parts with prefixes like AVI_STR to signify it's an avionics part, structural. Then For engines I might do something like AVI_ENG. This will place all of the parts I've added this prefix to appear first in whichever folder they appear in, with AVI_STR parts following so long as there's no AVI_GEAR or something in between them. It doesn't break any of your craft and even with my parts folder over 1gb in size, it probably took me about 30 minutes to organize everything the way I want it so I can find things easier. I leave the original filenames at the end of my custom prefixes so when I install updated parts packs I know which belong to which and what to delete/overwrite. I also add **prefix**_stock_**original file** to stock parts so I know which ones are stock and keep them grouped together.

It's pretty easy once you do a few parts.

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Where is my space station!

Made it, needs testing and a video. Promise to do it right now after trying to fix my MC server.

You can reorder/reorganize parts on your own without a mod. The names of the folders determine where they fall in the order under their specific categories, and you can change a part's category in the part.cfg. I normally amend my parts with prefixes like AVI_STR to signify it's an avionics part, structural. Then For engines I might do something like AVI_ENG. This will place all of the parts I've added this prefix to appear first in whichever folder they appear in, with AVI_STR parts following so long as there's no AVI_GEAR or something in between them. It doesn't break any of your craft and even with my parts folder over 1gb in size, it probably took me about 30 minutes to organize everything the way I want it so I can find things easier. I leave the original filenames at the end of my custom prefixes so when I install updated parts packs I know which belong to which and what to delete/overwrite. I also add **prefix**_stock_**original file** to stock parts so I know which ones are stock and keep them grouped together.

It's pretty easy once you do a few parts.

It's also annoying, time-consuming, and you can't sort things by pack with buttons (you have to do it by knowledge). I have a bad memory and even with organizing it as you suggest I would forget which parts go where and do what and generally have issues and it won't be worth it.

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