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1.12.5 Craft File Update:
• Added a little extra support for the engine mounts (doubled-up the ramp intakes) 1.5.1
• Modified rear struts (again) so Mk3 cargo ramp touches ground when main gear retracted 1.5.1
• Flight dynamics are a bit floatier
in 1.4.5 so it likes a lower landing speed, not a bad thing
• Assigned key 4
to toggle flaperons, set as deployed for launch and auto-toggled with landing gear
• Emptied the monopropellant from Mk3 Command Cockpit 1.4.5 (not needed for typical mission)
• There is a documented Mk3 Cargo Bay bug that was introduced in one of the 1.4.x updates! It can be worked around for now, but hopefully it gets fixed in a future game update!
• Removed invalid KIS part module references (1.7.1)
• Docking ports set to 200% and must now be aligned perfectly (1.11.2)
• Mk3 Cargo Bay bug - cargo ramp no longer deploys the ramp extension (1.11.2)
• Mk3 Cargo Bay bug - due to ramp extension bug intro in 1.11.2 adjusted deploy angle to 68% (1.12.5)
• Flight Tested and 1.12.5 Approved!
- Type: SPH
- Class: aircraft
- Part Count: 69
- Pure Stock
- KSP: 1.12.5
1.11.2 Bug Alerts! Mk3 Cargo Bay and Weak Docking Force
It does seem like the explosive Mk3 Cargo Bay bug that was introduced in 1.5.1 has been improved along the way. That’s some good news. At least our craft no longer explode when trying to load them. There are two new issues that I see with this craft. The first is a straight-up bug with the Cargo Bay ramp extension that no longer deploys. There is a part that should extend at the end of the ramp and it just no longer deploys for some reason. To correct for this I changed the ramp extension value from 60 to 62 so my vehicles could once again traverse the ramp.
The second issue seems to be with the docking force of the Clamp-o-tron Docking Port Jr. It’s just very hard now to get these ports to connect. I changed the docking force setting from 100 to 200 (on both this plane and the vehicle I was trying to dock) and now you REALLY have to line the ports of perfectly to get the things to connect. Before with settings at 100 the docking force was fine and it was easy to dock craft. Now it’s more of a challenge and makes missions less fun.
It is possible these bugs were introduced sometime before 1.11.2 and I am just now noticing them. I know for a fact they did not exist in version 1.7.1 else I would’ve pointed them out in my update notes.
1.5.1 Bug Alert! Mk3 Cargo Bay
I notice with some of my compatible rovers that have deployable arrays (solar or radiators) that the 1.4 update introduced a Mk3 Cargo Ramp bug that causes these parts to explode for no reason upon transitioning the ramp to exit. The bug has been reported in the Squad Bugtracker. https://bugs.kerbalspaceprogram.com/issues/18017 …and currently tagged as a low priority. Perhaps if more folks upvote the issue, Squad might elevate the priority. In the meantime, the Mk3 Cargo Ramp is going to be a rover transport hazard. While exiting the cargo ramp use extra caution!
Description
The Untied Technologies KC-09 Drake Amphibious Cargo & Passenger Plane featuring UT patented Air-Blade
fore/aft control surface technology for unparalleled slow-flight maneverability! You make it, we take it!
A stock aircraft called KC-09 Drake. Built with 69 of the finest parts, its root part is mk3Cockpit.Shuttle.
Built in the SPH in KSP version 1.12.5.
Design Notes
The Mighty Duck
is my personal favorite craft for reviving the activity of a certain old island base. I like to keep my most secretive new craft in the hangars out there; right next to those recovered UFO parts! I love to use the reverse thrusters (key 1
) on both short runway (island base) and water landings! …and no, you don’t really need to fire those JATO rockets via staging (spacebar) on takeoff, but they can be a real blast!
In recent career mode play thrus I find that I most often use this craft for two mission roles. Initially, as the tech is uncovered to allow the craft to be built, I swap out the passenger cabin for additional liquid fuel and with a Claw
mounted to the nose, I use it as a refueler for spaceplanes that did not have the gas to make it all the way back to the KSC. So this craft enables any space plane that can land on solid ground the ability to be 100% recovered via one extra ground refuel mission.
The secondary career mission profile comes into play once I have the extra tech uncovered that allows me to build the RLV-21 Magic Hat rover. I can strategically place a few of these around Kerbin as mobile bases for any refueling operations that I might need. Granted, in the refueler role, the claw does seem to be rather invaluable as a standard nosecone.
Mighty Duck Missions
Mighty Duck and the RV-11 Gator Preview (UTOG compatible amphibious rover)
…cuz every amphibious plane just needs to have an amphibious rover!
UTOG Compatible Mission Craft:
UV-14 Barracuda Submersible
RV-11 Gator 6x6 Amphibious Rover
RV-17 UMvee 6x6 Utility Vehicle
RLV-21 Magic Hat Mobile ISRU
RV-10A Fuel Truck
RV-17s Mini-vee 4x4 Rover (coming soon)
Thanks for downloading! Go try it out… and if you like the design, your up-votes do make me happy and are a great way to encourage posting another design. ;-D