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How to build planes/spaceships which look good (aesthetically)?


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Thats a hard one. Maybe by looking at craft that you like, try to copy them, and go from there?

 

Generally it helps a lot to have a pretty clear picture of how you want the finished craft to look. Focus on the kind of lines you want. Sleek stuff is easy on the eye for some, others might find more complicated looking designs more attractive. Think about what exactly makes a craft good looking for you, and as you start to define your taste you'll automatically build accordingly.

Be aware thought that form does not come over function in KSP, even though there are no hard limitations in the game (i.e. a craft that only works with infinite fuel or hack grav might still look very nice)

Edited by Dafni
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If you point out some craft you think look good (from KerbalX, maybe the "what did you do in KSP today" thread in the General Discussion forum, from scifi, etc) the crowd here can give you more concrete pointers.

There's a great thread in the Spacecraft Exchange forum on this topic - the forum itself is a great place to watch what others are up to, and the craft tend to be more interesting than the clumps of slapped-together parts that beginners start with

For me, a lot changed when I really spent a lot of time using the offset and rotation gizmos (changing between stepped and unlocked modes), and loosened up about clipping.  The default position and orientation of stock parts - that's just a starting point, not a rigid forced requirement.  Also as I got very meticulous about SSTOs and learned about KSP's drag model, that led me to creative use of cargo/service bays and presto, all my ships' external lines got MUCH cleaner!

Taken to the logical extreme, clipping with no limitations can be very fun!  Download some ships from that link, and take them apart.

 

Edited by fourfa
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Aesthetics are in the eye of the creator...your idea of pleasing may be very different from others'. The Apollo LEM is a great example...even its mother wouldn't call it "cute", but I find it pleasing because it's so perfectly suited for it's purpose. The cool thing about KSP is that (mostly) ships obey real physics laws, so it can be really fun to optimize your craft for the environment - vehicles operating in the atmosphere shouldn't have a lot of random bits sticking out - for example.

As a note about clipping - even if you visually clip a part into another part, the game determines aerodynamics based on where the part was attached, not on where you offset it. For example - if you attach a bunch of monoprop tanks to the outside of your ship, but then visually offset them deeper into the ship, the game still treats them as if they're attached to the outside for drag purposes. If you really want to move things out of the airstream you have to use cargo bays and fairings

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It's in the eye of beholder.

But... Mods, mods, mods... There are mods that come with various tanks and parts that you can change colors and patterns of. Then you have Tweak Scale that allows you to resize things so they can match each other better. There a mods that provide entire kits of new parts for ships, aircraft, rovers and bases.

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10 hours ago, Dafni said:

Thats a hard one. Maybe by looking at craft that you like, try to copy them, and go from there?

 

Generally it helps a lot to have a pretty clear picture of how you want the finished craft to look. Focus on the kind of lines you want. Sleek stuff is easy on the eye for some, others might find more complicated looking designs more attractive. Think about what exactly makes a craft good looking for you, and as you start to define your taste you'll automatically build accordingly.

Be aware thought that form does not come over function in KSP, even though there are no hard limitations in the game (i.e. a craft that only works with infinite fuel or hack grav might still look very nice)

Thank you for the great advice!

5 hours ago, fourfa said:

If you point out some craft you think look good (from KerbalX, maybe the "what did you do in KSP today" thread in the General Discussion forum, from scifi, etc) the crowd here can give you more concrete pointers.

There's a great thread in the Spacecraft Exchange forum on this topic - the forum itself is a great place to watch what others are up to, and the craft tend to be more interesting than the clumps of slapped-together parts that beginners start with

For me, a lot changed when I really spent a lot of time using the offset and rotation gizmos (changing between stepped and unlocked modes), and loosened up about clipping.  The default position and orientation of stock parts - that's just a starting point, not a rigid forced requirement.  Also as I got very meticulous about SSTOs and learned about KSP's drag model, that led me to creative use of cargo/service bays and presto, all my ships' external lines got MUCH cleaner!

Taken to the logical extreme, clipping with no limitations can be very fun!  Download some ships from that link, and take them apart.

 

Thanks, I'll take a look at them. I had a cubic strut sticking out on a spaceplane, maybe that was the problem!

4 hours ago, Tyko said:

Aesthetics are in the eye of the creator...your idea of pleasing may be very different from others'. The Apollo LEM is a great example...even its mother wouldn't call it "cute", but I find it pleasing because it's so perfectly suited for it's purpose. The cool thing about KSP is that (mostly) ships obey real physics laws, so it can be really fun to optimize your craft for the environment - vehicles operating in the atmosphere shouldn't have a lot of random bits sticking out - for example.

As a note about clipping - even if you visually clip a part into another part, the game determines aerodynamics based on where the part was attached, not on where you offset it. For example - if you attach a bunch of monoprop tanks to the outside of your ship, but then visually offset them deeper into the ship, the game still treats them as if they're attached to the outside for drag purposes. If you really want to move things out of the airstream you have to use cargo bays and fairings

Thanks, I'll take care of optimizing as well!

4 hours ago, Kerbital said:

It's in the eye of beholder.

But... Mods, mods, mods... There are mods that come with various tanks and parts that you can change colors and patterns of. Then you have Tweak Scale that allows you to resize things so they can match each other better. There a mods that provide entire kits of new parts for ships, aircraft, rovers and bases.

Sorry but I don't want to install mods for this..;

31 minutes ago, radonek said:

You will get used to it. And worse. After playing KSP a lot, I just find usual sleek, pointy spacecraft unapealing. I mean, it may be nice and all, but it just feels wrong.

It makes me feel sad..

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Well, there is still time… dump KSP and get startrek online. It's great package of hollywood physics, submarine battles (complete with kinetic weapons being called "torpedoes"), childish engineering and sleeeek design. And with blinking lights for free. 

I will stick with uglies:
tumblr_nysglfgD2w1r57ixdo1_1280.jpg

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6 hours ago, Tyko said:

Aesthetics are in the eye of the creator...your idea of pleasing may be very different from others'.

^This.

 I never go out of my way to make my craft look appealing, I just make them as cheap, effective, and simple as I can. As a result, the form follows the function and I wind up with designs that I find visually appealing.

Best,
-Slashy

 

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1 hour ago, radonek said:

Well, there is still time… dump KSP and get startrek online. It's great package of hollywood physics, submarine battles (complete with kinetic weapons being called "torpedoes"), childish engineering and sleeeek design. And with blinking lights for free. 

I will stick with uglies:
tumblr_nysglfgD2w1r57ixdo1_1280.jpg

Sorry, I found them not appealing for me.

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One thing that helps you to have a margin that permits improved aesthetics is to know what lift, TWRdV, etc you need and then over-engineer. That way extra losses caused by the "junk" you are carting about don't kill the mission. 

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