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Here's howPut the craft file you've downloaded into the SPH sub folder in the Ships folder in your save;
<ksp_dir>/saves/<your-save>/Ships/SPH
Put the craft file you've downloaded into the SPH sub folder inside Ships in the root of KSP;
<ksp_dir>/Ships/SPH
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Details
- Type: SPH
- Class: spaceplane
- Part Count: 46
- Mods: 9
Mods
- B9 Aerospace Pack
- Ferram Aerospace Research
- KW Rocketry
- MechJeb 2
- Near Future Spacecraft Parts
- Procedural Parts
- SXT - Stock eXTension
- Squad (stock)
- TweakScale - Rescale Everything!
Description
A mod aircraft called Space Pirate 2b. Built with 46 of the finest parts, its root part is mk2Cockpit.Standard.
This design started with an idea: How would I design a pirate ship to commit piracy on the international space station. So I designed the smallest plane I could, less than 10t dead weight, with a docking port. After numerous design iterations, I think I succeeded. The picture is of an earlier iteration of the same design. Sorry about the B9 engine, I had to hack the node to work on the current version. The jet engine is ludicrously overpowered and can drive the tiny craft to suborbital velocities at the very edge of the atmosphere. From there, just stage and press the first action button to shut down the turbine. Because the jet engine is so good, it carries practically it’s full fuel load to orbit.
Warning: do not try to edit the hip tanks or the landing gear. It is impossible to align them correctly in the editor, I had no choice but to manually edit the craft file!
Update: Figured out that controlling the pitch from the elevators was dumping my lift due to the way I have my wings rigged, switched to using canards for most of my pitch control and now can fly this thing without the use of RCS. The jet engine is powerful enough to put the apogee well outside the atmosphere so the rockets should only be necessary for circularization. Due to the improved low speed lift, it can now land safely. To land at KSC, use the spaceplane guidance of mechjeb to track the range to KSC. At 500km out, burn off all your rocket fuel retrograde then keep the nose as close to the horizon as you can, you will be in a steep dive but that’s okay, as soon as you start hitting air you will be able to raise the nose, keeping an eye on the G-meter. From there, just re-activate the jet and fly conventionally.
Built in the SPH in KSP version 1.0.4.