Paste a url where
can be downloaded
- Type: SPH
- Class: aircraft
- Part Count: 86
- Mods: 11
- B9 Aerospace Parts Pack
- Bahamuto Dynamics (Parts pack)
- Kerbonov Kn2
- P.E.W (Promethium Experimental Weaponry)
- Squad (stock)
- TweakScale - Rescale Everything!
- kOS: Scriptable Autopilot System
MiG-15K ¨2016 North Korbean ZLL Recon Jet ¨by Nic¨¨The MiG-16 is a recon jet designed by KPAF for the Korbean Peoples Army Airforce. Incorporating swept wings for high transonic performance, the MiG-16 was the F-86’s Sabre’s nemesis over the skies of Kerbin.¨¨As a pre-digital era aircraft design, the MiG-16 features predictable, stable handling and can be easily flown without flight control aids. Its simple uncluttered aerodynamic shape allows it to enter supersonic dives from moderate altitudes.¨¨The Zero Length Launch System was tested in the 1960s, but scrapped as it wasn’t needed due to the development of ICBMs and Missile Guidance. North Korbea, being behind the curve on military and technological advances, discovered this technology this year, 2016. Through many trials, crashes, deaths, and near deaths, they have finally developed a working ZLL system. The best part? It’s all automated. All the pilot needs to do is bring up the kOS terminal, Switch to archive, and run ZLL. 34
A mod aircraft called MiG-16K-ZLLS-Mk4. Built with 86 of the finest parts, its root part is Mark2Cockpit.
Built in the SPH in KSP version 1.0.5.
kOS does all of the take off work for you. Switch to archive, run zll. It’s a bit of a slow process, and the countdown isn’t exactly 1 second. Due to the code though. Still works. I don’t mind it though, as I enjoy watching it all happen.
Here’s the start up and take off process:
kOS sets the flaps to take off and pitches the elevator to take off position.
The jet engine is started, and 15 second countdown follows to allow the engine time to spool up and generate full thrust before separation.
The rocket engines are started. There’s just enough oxidizer to get the plane airborne. If you cheat, you can turn these on and off with AG1. With them on, you get a definite performance boost.
Stages to light the SRBs, and release the craft at the same time. Something may blow up behind you. Don’t worry, it’s something on the launch stand. Sometimes it happens, sometimes it doesn’t. Blame it on KSPs weird physics and the need to drop crafts when it loads. Anyways. The craft WILL drop. Don’t worry. Don’t touch it unless the ass end is about to kiss the ground. That shouldn’t happen though. If all goes well, it will drop, nose up, and start climbing.
After 15 more seconds, the flaps come up and the elevator resets to a trim neutral position. At this point, the throttle will drop to about half way, and the SRBs should still be carrying you. Ride them out, and throttle back up when they’re about finished.
You take over now. Level out (you MUST be in level flight, or the boosters get stuck.), stage, and ditch the boosters. You fly now. Go spy on the island. Or something. I’ve got a multipurpose missile stand I set up to target. I’ll upload it too I suppose.
Note: I usually title my
working crafts with 1(x)-shipname-version. The number puts the craft at the top of the loading list, the name is obvious, and the version is Mk(x), x ascending with each iteration. The code can be found here: http://pastebin.com/hX1xvzU7
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Don't forget, people build craft at all skill levels, just 'cos something is 'newbish' doesn't mean it needs hatin'.
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