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[cb_co] Replica Combat Aircraft


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MRK III : vI

I would consider this my market's flagship craft. Taking everything I know about building I crammed two pilots and two engines into the most compact craft possible. Designed for low to mid level dogfights, this craft is quick, high performance, and awesome looking. High altitude version to follow.

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Download MRK III : vI

Edited by clown_baby
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Did you ever get word back from the creator of that vid how he was dog fighting? I'd agree that it doesn't seem to be multiplayer, but probably an autopilot mod

That video used Persistent Trails mod, I'm not sure beyond that, though.

He basically was chasing clones of his previous flights.

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Did you ever get word back from the creator of that vid how he was dog fighting? I'd agree that it doesn't seem to be multiplayer, but probably an autopilot mod
That video used Persistent Trails mod, I'm not sure beyond that, though.

He basically was chasing clones of his previous flights.

He never told me, but that makes a lot of sense that he's following drones of previous flights. One day multiplier will be here, and this thread will be ready with a handful of evenly matched dog-fighters for people to use.

In other news, the MRK V will be my first ever ssto spaceplane. I could use some testers who know how to fly spaceplanes though. I'm not a pilot.

Also I'd love any feedback on the MRK III I just released. I think it is an amazing craft.

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Great work, keep it up. :)

Cupcake...

Thanks a lot man, I think it's starting to look pretty nice around here. And I'm really happy with my crafts.

I took inspiration from all your amazing work at the dropship dealership. One day we will have dropship-super jet dogfights.

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Due to the size of the stock parts, I feel the vast majority of planes created in Kerbal are far too large. Real fighter jets are incredibly small, and I've developed a handful of building techniques to make my crafts look as small and aerodynamic as possible, without dramatically increasing the weight and part count.

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Yeah I totally understand. I'll change the description to some fighters. But crafts like this one are what I'm trying to mimic. Small, maneuverable dogfighting crafts that operate well at low-to-mid altitude. They also don't focus on extreme top speed.

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The pictures you posted aren't even that different than what I was going for. My rule of thumb is four cockpit window lengths from the tail to the back of the cockpit window. If that makes sense

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MRK I 3.0[Available]{NEW 8/5}

The smallest craft in my market, this the culmination of my previous MRK I builds. Features a flat fuselage with a raised, tilted cockpit. I shed all the excess weight possible to make up for the NCS Adapter. (Why? Why squad is that part so heavy? It's 3 times as heavy as the Structural fuselage.)

Better looking and still extremely high performance, this is the new official MRK I. If you can squeeze any more performance out of this thing (or any of my crafts), show it to me and I'll update and credit you in the thread.

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Part Count: 61

Download MRK I 3.0

If you are interested here are the two previous versions.

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If you are trying to reduce part count for other peoples ease of use, why not try welding your body esthetic parts together? I'm a fan of your turbo Kat line BTW. Never seen the show, but the use of robotics parts and smooth seems really got me interested in this game. If your still looking for people to test out your crafts I'd be happy to experiment.

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If you are trying to reduce part count for other peoples ease of use, why not try welding your body esthetic parts together? I'm a fan of your turbo Kat line BTW. Never seen the show, but the use of robotics parts and smooth seems really got me interested in this game. If your still looking for people to test out your crafts I'd be happy to experiment.

Part count isn't really an issue. All of my crafts are below 100 parts which I think is pretty standard. The real problem I'm having is too much weight because of the NCS Adapter. Also last I heard the welding mod didn't work on .24.

And I'm glad you like the turbokat, I think that thing is still pretty cool. I just went back to it trying to build a version using the techniques I learned building these stock fighters. I got a pretty good one started, I'll post a picture of it soon.

Edited by clown_baby
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MRK II : vII[Available]{NEW 8/9}

My fastest craft, this MRK II is built for speed as well as maneuverability. Featuring a raised, tilted cockpit and a flat fuselage this craft is only slightly longer than the MRK I. She also features a wider wingspan to help control the added 10m/s^2 of acceleration.

Like all my crafts it operates best at low-to-mid altitudes. The "super MRK II" is high altitude, and already done. Expect a release shortly.

Once again performance was sacrificed for looks. However the two NCS adapters attached to the cockpit could easily be replaced with FL-A10 Adapters for a large performance boost. Also I think the RCS tanks on the MRK III look better but it made more sense to have the lighter liquid fuel tanks as part of the engine.

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Download MRK II : vII

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Guided missiles, you say... Tungsten dome!

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And, My new F-18 based naval airplane with guided missiles. I hope to take you down in a dogfight when multiplayer is officially released, especially since I armed my fighter with guided missiles. :) :)

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Edited by andrew123
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Guided missiles, you say... Tungsten dome!

http://imgur.com/a/UFlIZ

And, My new F-18 based naval airplane with guided missiles. I hope to take you down in a dogfight when multiplayer is officially released, especially since I armed my fighter with guided missiles. :) :)

http://imgur.com/a/O0jv0

And once you switch control to your missiles, your fighter would be an easy target for disc rockets.

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Who said anything about me being in two places? I can always invite another friend to be the RIO.

This would be pretty awesome. Having someone ride shotgun to guide the missiles. That would be the only reason to have two cockpits. As of right now there is no advantage to having a second cockpit.

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This would be pretty awesome. Having someone ride shotgun to guide the missiles. That would be the only reason to have two cockpits. As of right now there is no advantage to having a second cockpit.

I actually built the super kraken with two cockpits. It has virtually the same flight characteristics of the original FX-II, but a redesigned wing along with 4 missiles (that cost a total of 40k credits) and a drop tank, allowing for long-range strike missions. If I built a carrier, I'm pretty sure it could operate off of it due to it's stol capability.

Test flights executed with one pilot after the RIO jumped out mid flight from having too many prune snacks.

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And, I have a more faithful F/A-18 Super hornet. Drop tank and weapons officer included. (Missiles were upgraded to actual AIM-9X specs. I forgot to put in the second pilot in some of the screenshots, but it has a second cockpit along with extremely good low speed handling).

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Edited by andrew123
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I actually built the super kraken with two cockpits. It has virtually the same flight characteristics of the original FX-II, but a redesigned wing along with 4 missiles (that cost a total of 40k credits) and a drop tank, allowing for long-range strike missions. If I built a carrier, I'm pretty sure it could operate off of it due to it's stol capability.

Test flights executed with one pilot after the RIO jumped out mid flight from having too many prune snacks.

http://imgur.com/a/VOMO2

And, I have a more faithful F/A-18 Super hornet. Drop tank and weapons officer included. (Missiles were upgraded to actual AIM-9X specs. I forgot to put in the second pilot in some of the screenshots, but it has a second cockpit along with extremely good low speed handling).

http://i.imgur.com/prFXv4U.jpg

http://imgur.com/a/z5NOr

A shorter, more pointed stock nosecone. That's all that I want. Everyone's crafts will look better

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  • 1 month later...

Hypersonic MRK I

The first release from my new line of hypersonic aircraft. This craft is designed to cary out missions anywhere on the planet, from high-alt surveillance to long distance bomb runs, this craft can do it all. If necessary, the MRK I can hold it's own in air-to-air combat, but lacks high speed at low altitudes due to the Turbojet engine. Dogfighting performance is drastically improved with about half of the fuel burned off. So if that dogfight is a couple hemispheres over, you'll be good to go.

The MRK I can maintain a velocity over Mach 6 (2041.74m/s), and an altitude of 38,000m. You can travel greater distances by skipping along the atmosphere and jumping up into space for short periods of time. The craft has enough lift to catch itself before getting too low.

The craft has room for about 20% more fuel, but as is can circle Kerbin twice and land with fuel to spare. This means the MRK I can fly anywhere on Kerbin, drop down to sea-level for a time, then climb back up to 40,000m for the trip home. Fully fueled, the craft can circle Kerbin 3 and a half times.

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For Mach 6 Flight:

(I use Mechjeb. Pitch control is one thing, but you really need "prevent jet flameout")

  • Take off at a shallow angle to avoid engine contact with the ground.
  • Once airborne pitch up to 30 degrees at full throttle.
  • Once you reach 10,000m pitch down to 10 degrees.
  • Once you reach 20,000m pitch down to 0 degrees.
  • Around this point the first tank will be running out of fuel. Allow fuel flow from the front MK2 adapter to help move the COM back
  • You will continue to increase altitude until roughly 38,000m and 1,800m/s. At this point the craft will start to drop. Don't change anything.
  • The craft will fall down below 30,000m, which is what you want. The increase in IntakeAir will boost you up above Mach 6.
  • The MRK I will catch itself and begin to increase altitude. Stay pitched at 0 degrees up until about 32,000m to gain as much velocity as you can.
  • At 32,000m set the pitch to 5, and that's it. The MRK I will travel between 35,000m and 40,000m+. Giving you fuel efficient travel at over 2,041m/s.
  • As you run low on fuel don't forget to allow fuel flow from the back MK2 adapter tank.

This is the first of several new crafts I will be releasing. I have also reorganized the market. In an attempt to keep it simple each craft only has one picture, but the name links to it's own post. Feel free to click on those for additional information.

I will be giving the dogfighters updates as well, in an attempt to boost performance and appearance.

Download .25 Hypersonic MRK I

Download .24.2 Hypersonic MRK I

Thanks for checking it out,

cb

Edited by clown_baby
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  • 2 weeks later...
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