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K-17 Cargo Plane (B9 and Procedural Wings) 0.25


Istagg

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The K-17.

Based on the real world Boeing C-17 Globemaster III.

Well balanced and functional cargo aircraft. Made using B9 and Procedural Wings.

Designed using, and to be used with FAR, but should fly just fine with stock aerodynamics.

Flies very well, takes off easily, and is surprisingly nimble for it's considerable size. Barrel rolls without problem.

Sturdy, but discrete use of struts.

I personally use it to transport fuel trucks and mobile science labs to remote bases around Kerbin.

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I usually build with editor noclip enabled, so i have placed a couple batteries behind the cockpit for extra electricity storage.

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Separate control surfaces intended as flaps.

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Airbrakes. (activates along with regular brakes in action groups for extra braking and stopping power, also handy for slowing your airspeed on approach for landing)

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Engine reverse thrust, for even more stopping power

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Roomy cargo bay, 8+ meters.

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Example images of potential setups, craft file does not come with cargo. Or the parts that are holding the cargo, nor the lights in the cargo bay.

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Use care when unloading, and especially loading cargo. The cargo ramp can have a tendency to bust rover wheels when trying to drive back in the bay.

Driving out of the cargo bay usually goes fine without any damage to the cargo vehicle's wheels, as long as you take it out slowly.

I am fairly new to this craft sharing thing, so I am unsure if my action groups will follow the craft file,

but in any case, here they are:

Custom action 1: Increase flap deflection.

Custom action 2: Decrease flap deflection.

Custom action 3: Toggle engines.

Custom action 4: Toggle steering.

Custom action 5: Toggle landing lights.

Custom action 7: Toggle crew ladder.

Custom action 8: Toggle cargo bay doors.

Custom action 9: Toggle cargo ramp.

Custom action 10: Toggle engine thrust reversers.

This aircraft can land and stop at the island airbase runway, carrying a 5m fueltruck with 1060 units of liquid fuel, if you use the thrust reversers.

If you don't use them, you're going to have a bad time. (read: flying of the edge and crashing into a fireball)

This aircraft might not be anything special, after all, there are many talented builders in this community.

But it represents a significant amount of hours, designing and testing to get it to work,

and i hope it can be of use to someone :)

http://www./view/4svm3zp7bxbb9j7/K-17.craft

-Istagg-

Edited by Istagg
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Absolutely love it, I built an SSTO knock-off of the C-17 a while ago, and may rebuild it because it was just useful.

Thanks!

You're giving me ideas man :) But my kerbals haven't proceeded so far in their aerospace technology yet.

I'm currently exploring Kerbin and its sites using conventional aerodynamic aircraft.

Then, it's the rocket divisions turn, going to orbit to build a science and fuel station. The KSS. From then on, missions to the Mun, and Minmus.

After that, I'll start the SSTO program, which job will be shuttling the crew rotation of The KSS, and supplies.

The KSS will eventually be the launch point for My Duna mission "Red Sands"

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  • 1 month later...

A word of advice I just discoverd yesterday. I also place batteries like that but in FAR you should always rotate them into the airstream. Even if they are hidden FAR gives drag for them as if they are on the outside. If you want to protect them from the airstream you shoul put them in the cargobay or modify FAR setup.

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Yep, FAR only shields parts you define in the main dialog as cargo bays or fairings - having a dialog makes it easy to add them though, I added all the cargo tails & usually put ancilliaries in the ceiling there.

Tip - you can get off the ground outrageously slowly with bigger flaps and those B9 engines: I keep posting this around but it's illustrative, this is a takeoff run despite looking like a landing...

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The real C-17s flaps are... large :P

C-17_Globemaster_III_1.jpg

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