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CitizenAerospace

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    Obsessive Redesigner
  1. That is a very cool looking rocket, very economical too! Love highly optimised designs... +rep to you (when I figure out how to give it )
  2. - [B]Procedural Tanks[/B], with a full suite of textures. Doing this would quite literally remove the need for all the fuel tanks. This is undesirable to most people, so I suggest a counter; make [I]set procedurally generated tanks.[/I] As in, all the tanks we can currently choose from still exist, but are all just procedural tanks we pre-applied lengths and textures. You save memory and make everyone happy. - [B]Fuel Switch[/B]. Then you can get rid of the RCS tanks and LF tanks. Keep the textures and incorporate it into the procedural tanks system (Perhaps make preset tanks for each fuel though?) The above two would decrease memory footprint by a lot, I think. It would also allow for a large variety. - [B]More In-Space Parts. [/B]We have lots of parts for building launches, and a few parts for in-space stuff, but not nearly enough. We need some proper habitation modules, larger NTR's, reactors, big solar panels, stuff like that. 8 more parts would cover that: 1. 0.625m NTR 2. 2.5m NTR 3. 50kW 2.5m reactor 4. 100kW 3.75m reactor 5. 1.25m Ion engine 6. Small Habitation Module 7. Large Habitation Module 8. Huge solar panels - [B]More Planet Stuff.[/B] Ground modules, rover cabins, ground-purposed docking mechanics, Kerbin EVA activities. Probably 5 more parts would cover that: 1. 1.25m crew tube 2. 2.5m Inflatable Hab 3. 2.5m Activities Module (With multiple airlocks/ connectors) 4. 1.25m Rover Cabin 5. 2.5m Rover Cabin - [B]Life Support Systems.[/B]A basic one though. I like the idea of two resources - Snacks and Electricity. You would only need 4 more parts to cover that, possibly more or less: 1. 1.25m Snacks Storage 2. 2.5m Snacks Storage 3. 3.75m Snacks Storage 4. 2.5m Snacks Maker (Maybe a 3.75m one two?) [B] And we need a 1.25m 2 Kerbal Pod and a 3.75m Kerbal Pod!! [/B]In total, you add 19 more parts (the ARM patch added, IRC, 8 parts), but you would also be slashing the memory of several dozen parts (fuel tanks) out. If all these parts were in the game (Perhaps alongside a few smaller, nice-to-haves) I would see the game as complete part wise. [I]What do you guys think about this? I would be interested to know. [/I]
  3. That is a very serious looking plane! Love the design!
  4. [quote name='Redshift OTF'][URL="http://forum.kerbalspaceprogram.com/threads/140268-Stylish-SSTO-Ferry-Aero-Edge"]OK, mine's ready now.[/URL][/QUOTE] I went red in the face after realising how bad mine looks side by side with yours on this thread :D Seriously though... that is a magnificent spaceplane.
  5. [quote name='Ojimak']Unfortunately, you're correct in noting that the popularity market here is currently oversaturated with designs from eager spirited Kerbal engineers. Bumping is the not-quite-as-classy-but-more-effective way of getting more people to see your work, as opposed to persistence and hope. A year ago I would've recommended starting a rocket builders company and linking it to your sig to maybe increase traffic to your designs, but since rocket builders is going away, idk what to say. I know the feeling though - I remember creating a stock crane that could lift, transport, and place modules into the bay of an SSTO, along with a dozen or so modules, and a series of SSTOs built around the modules, all together in one epic package, but not getting nearly any notice at all. But hey, c'est la vie. SSTM's seem to be somewhat less overpoweringly impressive now then they used to be, with a much kinder drag model, rapiers, and liquid fuel breathing nervas. It's a great looking, and I'm assuming, a great performing design, though, so props for that - have some rep. I noticed that you used a shielded docking port for your nose. Have you experienced any inefficiency issues with it? I remember some testing back in 1.0.4 conclusively showed it wasn't a good idea at all, dragwise, but I'm not sure how much things have changed since then. -Ojimak. [URL="http://zenpencils.com/comic/119-john-green-make-gifts-for-people/"]obligatory zen pencils link about the value of making things for your own satisfaction, rather than for others[/URL] EDIT: wow, looks like someone through a one star rating at this thread. I threw in a five to balance it out. Geez tho.[/QUOTE] I guess that's the effect of having a game that's only getting more and more popular... SSTM's have become quite easy to make on the scale of things, but still impressive nevertheless. I think that a Single State To Duna (SSTD?) might be the next step... Although that's actually like 3k DV, a huge leap from the 1.27k of Minmus and the 1.750k of the Mun. I have a feeling that might be a little hard to do....
  6. I got one for you... chucked it together in 4 minutes, so not very polished. It works though, and it'll bring a MK2 Crew cabin into a 150km orbit and back, enough fuel for a rendv but no docking port / RCS. Powered by 2 Turbo-ramjets and 2 LVT-45 swivels. Below is the picture album (Forgot to take pictures of the ascent, I was writing this while it flew itself), and [URL="https://www.dropbox.com/s/huarf7vx33wv390/SSTO%20%27Cutback%27.craft?dl=0"]here[/URL] is the download. Pretty standard launch procedure: 1. Press [1] to activate the jets. 2. Take off and fly up at a 20 degree angle. You should hit 400m/s at 6.5km 3. Begin levelling off at 9km by bringing the plane down to a 15 degree angle. 4. When the engines hit a thrust level of 75kN press [2] to activate the rocket motors. Keep the jets on until they burn out. 5. Burn until you reach an AP of above 75km. I usually aim for 150km though. 6. Circularise [CENTER][imgur]5MTfN[/imgur][/CENTER] Landing has to be done by feel, you might need to pump so fuel into the front of the ship. It's got a huge surface area and glides like a feather. Although, word of advice: RAPIER's really are the most efficient way to go. The more engines you add, the more mass. RAPIER's are also better jets then the standard Turbo-ramjets; Max thrust of 465kN at Mach 3.7 VS 386kN at Mach 3 - that really is quite a big difference. And only for 0.5t more. Don't forgot, with that extra 0.5t you also get a rocket motor. A rocket motor that pushes a shocking 180kN of thrust. On most of my spaceplanes, I use RAPIER's and Atomic motors. The RAPIER's are mainly used as plain jets, although I often add 100 units of Ox or so for a bit of rocket boost before switching to the Nerva's. That's really the most efficient way to go. Oh, one more thing. That above design can easily be modded to take a 3-4 ton payload up with a bit of tweaking - I did it on a different craft file.
  7. Well, here's the Panther Nuke. [imgur]OW3rB[/imgur] After spending several days making [URL="http://forum.kerbalspaceprogram.com/threads/139990-The-SpaceJet"]this thing[/URL] able to land on the mun, I went and built another couple SSTO's... Then went to see how small a craft had to be to get to the mun. Firstly, I just want to note that this craft, while it does use some part clipping (Don't know if that is the correct term) it does so [B]fairly[/B] For example: The nuke is a long, ungainly and altogether unaerodynamic rocket motor. So I emptied a fuel tank out to simulate an empty fuselage and sunk it into it. This doesn't violate any rules of physics or anything. No clipping of motor + fuel or anything, just makes it more aerodynamic: the sort of solution someone would use in real life. Similarly, the two side tanks are just slightly offset into the middle one in order to create a smoother, more aerodynamic shape. 40 units of fuel was emptied out of each tank to compensate for this; you can think of it as just welding the tanks together. Again, the sort of solution someone would use in real life. There is [I]one [/I]dirty trick I used for this craft; sticking the spike intakes on the RAPIERS (Borrowed that one from Rune's White Dart, very nice trick. Using it on all of my craft, mostly for aesthetics though : p ). So, here it is. A spacecraft with 2-2.5km/s of DV when in orbit, depending on how well you can fly. I've flown this thing out to escape velocity, burnt retrograde, then gone and orbited the mun, with 100 units of fuel to spare. I've also flown it two orbit twice, in a row, without refuelling. I like it :) Sorry I don't have any photos of it taking off/ on the runway... Forgot to take photos :D
  8. + Rep That's an awesome spaceplane! Very small for the DV + Equipment it carries. I've never been a fan of the Big-S wings (they look too fat to me... although I probably should try and warm up to them since they carry LF), but even so I have to say, that's a nice looking plane. Downloading it now.
  9. [quote name='Mad Rocket Scientist']Great work! SSTOs that can travel to the Mun are very hard to build.[/QUOTE] Thanks :D I got stuck in the tyranny of the Rocket Equation when I tried to stick with Rapiers alone.. the plane kept getting bigger, which meant bigger wings, which meant more fuel, which meant more motors... I just decided to bite the bullet and go with a NERVA in the end... Now I just need to try and make a useful one :D [quote name='X9Squared']Don't forget flying them... such a pain to land...[/QUOTE] I presume you mean landing on the Mun? This one isn't too bad, although the TWR is only like a little over 2 or something when you go in for a landing so that does require a fair bit of foresight. If you're talking about re-entry back to Kerbin... ooooh yes, not easy. You need to skim the surface of the atmosphere (50km or something ridiculous) and just keep doing that multiple times until you come in for landing. Planes are very easy to overheat :huh:
  10. That's so cool! Now you just need to make a huuuge one and stick Jeb in it... :D
  11. [CENTER][SIZE=5][B][SIZE=6]The Space Jet [/SIZE] [/B][/SIZE][IMG]http://i.imgur.com/fstMmNZ.png[/IMG][/CENTER] The SpaceJet is a 1 Kerbal, Munar-surface-capable spaceplane. In constructing the SpaceJet (It went through 12 design iterations before I arrived on this final product) I had three main goals: 1. 2km/s of DV at a 100km orbit (without refuelling). 2. Aesthetically pleasing design 3. Get into orbit in under eight minutes. You've probably noticed by now that none of these goals mention docking. And that's because this thing doesn't have a docking port. Not that this means you can't rendv with a station: I've done that multiple times. The reason this thing doesn't have a docking port is three-fold: One, it looks better, Two, it's got less drag, and Three, all of my stations have claw modules. I'm surprised more people don't do this, really. You can set the heavy docking equipment up on the station and leave the vehicle lighter. It also makes docking easier. What I ended up with, after 12 iterations of the design (The SpaceJet here looks vastly different then the first one 0.o), is a spaceplane that is capable of landing on the Mun and (quite possibly) returning back to orbit. I stress the [B]quite possibly [/B]part because I managed to land it on the Mun after an inefficient Kerbin orbit, inefficient Munar injection, very inefficient Munar orbit and a very inefficient Munar landing. The first two are because I'm a bad pilot, the third is because the Kraken attacked my SAS and I spent a lot of time burning not burning prograde until I had the sense to turn my SAS off and on, and finally an inefficient landing because I was nervous about the low TWR of the Nerva (Again, because I'm a bad pilot). Despite all of this, I still had enough fuel to take off again and reach 150m/s after landing, so I imagine that you could *just* barely get back into orbit with mad piloting skillz. [B]Flying Instructions[/B] Making orbit is seriously easy; just point at 25-30 degrees up (probably lower then that would be good, I'm not the best pilot though). A tiny bit of kick from the rocket-RAPIERS will happen for half a minute or so before the oxidiser burns up. Then switch to the NERVA to fly the rest of the way to orbit and beyond! Technically this thing can get to a low Duna orbit, but i'm a horrible pilot and as such rarely fly past the Kerbin SOI (Despite having played KSP for almost 2 years... I'm getting there though. Besides, there is a ton of fun to had in the Kerbin SOI.) Action Groups [1] RAPIERS [2] NERVA Easy! [B]Post-Note[/B] You've been warned: this thing has 0 functionality. It doesn't take a cargo, it doesn't take science and it only takes 1 Kerbal. Unless you count fun as a function, this thing is useless. Kind of like the Lamborghini of spaceplanes. Except not as good looking. If you want the craft file, comment for it below. [CENTER][imgur]oX1Ll[/imgur][/CENTER]
  12. It's so overly complicated and ridiculously elaborate that it's beautiful :D
  13. [quote name='swjr-swis']Jeb wanted to fly the new Juno as a plane. Bill felt he couldn't let Jeb do this alone. Bob just thought they were going out for snacks. This was the result: [URL]http://steamcommunity.com/sharedfiles/filedetails/?id=555335460[/URL] [URL]http://steamcommunity.com/sharedfiles/filedetails/?id=555336231[/URL] [URL]http://steamcommunity.com/sharedfiles/filedetails/?id=555336654[/URL] It takes off at ~40m/s and flies very stable. Can get up to 15-16km and keep flying there @ ~220m/s. AoA could use work but I need some sleep now (at that altitude it needs 8-9 degrees nose up to stay level, and a tiny tap -fine controls!- to nose down every minute or so to counteract its tendency to slowwwwly climb again). After doing loops and corkscrews, landings (it can be set down pretty hard) and take-offs both on the runway and on the field right beside it, buzzing the tower and scaring the researchers with a few harrowing fly-by's while testing its performance, Jeb decided to test the endurance and took his companions on a 0 degree heading. Fuel ran out a bit past the North Pole, after which Jeb had no trouble at all gliding it in for an easy landing on the ice. It's fun to fly! Course, now I need to send Valentina to go pick up the boys. Something tells me she'll be flying a 4-seater long-distance version of the same thing. Maybe with some science instruments. Oh hell, who needs sleep anyway....[/QUOTE] I love it :D Tiny planes are awesome
  14. That's a pretty nice looking spaceplane! Yeah, I miss the old cockpit... Really, they should of just made this new cockpit a separate one, and done a slight retexture of the old Mk 1 (It did need a little work I think). This new cockpit is very much plane-orientated... Maybe they could of called it the Mark 1-B or something? Idk, but I'm missing the old one too... It would be easy just do add it back in right? Maybe they'll do that when they get 64 bit and a bit more performance to work with. Hopefully.
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