Andrew2070

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Everything posted by Andrew2070

  1. Hello! After spending ages on perfecting my LongSword S.S.T.O, I developed a fantastic variant. This is the LongSword Mark 12 Variant, the best iteration ever produced! Changes from Previous Released Version: 2 New Wing Mounted Air Breathing Engines. 2 New Wing Mounted Fuel Tanks for New Engines. 2 New Wing Mounted Air Intakes. 1 Experimental J Cargo Bay Added. Wing Size Increased from 160% to 200%. New Gear Positioning and Break Torques. New 2 Hidden Fuel Tanks between RAPIERS. Repositioned Vertical Stabilizers. Take-Off Speed brought to 100 m/s. 4 Fuel Valves for Dumping Excess Fuel. Better positioning of AirBrake Systems. 2 New Engine Mounted Small Docking Ports (For Ground Refueling). Better alignment for the Air Intakes mounted on the wing's engine fuselage. Maximum Speed under 100,000M Altitude = 1600 m/s. Maximum Cruise Velocity under 100,000M Alt = 875 m/s. Air Intake Value Increased to Astonishing: 22 (+ Overall Aesthetic Improvements to Hull) If anyone wants it, I can upload it.
  2. I have a question. How do you improve take off speed or lift to get 80 m/s take off? I screwed something up in my mark 8 version that made my take off speed go to 150 m/s. (No weight was added, wheel height remains the same).
  3. I honestly can't edit in the new IP Board. Thats why i transfered everything into one topic. (Spoilers are a giant pain in the neck).
  4. Greetings! This is a showcase of all the various aircraft designs that Genesis Industries has come up with. Inter-Continental Ballistic Missile [ZEUS]: A converted MinuteMan III (MMIII) missile that has been retrofitted with a single 25 MT warhead as opposed to 8 of 350 KT warheads. The single warhead re-enters at 2200 m/s and impacts at near 1700 m/s without the aero brakes being engaged. Should the optional brakes be engaged, the warhead will slow down tremendously, use with caution. Inter-Planetary Ballistic Missile [MM-III]: A converted Minmus Rocket carrying 8 Nuclear warheads to targets not exceeding Duna. (Unless Scott Manley). Designed with automatic guidance for warheads. Simply assign one a GPS and fire, and continue doing so or all at once on one target. Warheads will only strike their assigned targets if the descent trajectory is within 5km of the target. (Blast radius about 800m).
  5. Greetings! This is a showcase of all the various aircraft designs that Genesis Industries has come up with. Inter-Planetary Ballistic Missile [MM-III]: A converted Minmus Rocket carrying 8 Nuclear warheads to targets not exceeding Duna. (Unless Scott Manley). Designed with automatic guidance for warheads. Simply assign one a GPS and fire, and continue doing so or all at once on one target. Warheads will only strike their assigned targets if the descent trajectory is within 5km of the target. (Blast radius about 8
  6. Max speed 1100 m/s before leaving atmosphere (70km) No aerodynamic forces act on it except when in solid boost stage. (first 20 seconds).
  7. Ill put a link up on DropBox by tommorow: You'll need a few mods though. Whole list of requirements is here: It should work in all 1.0.x versions: As long as you have the corresponding mod version.
  8. Orion is a sham. I don't think the Japanese people colonized the moon after hiroshima. I mean it is possible to propel a spacecraft with nuclear explosions, but it's rather insufficient. I believe that if a very large spacecraft like those seen in Science-Fiction movies with Submarine like architecture we'd be better off. A submarine uses a 10 KG uranium pellet to do so many functions that allow naval officers to live under sea for many months. Sea Water --> Reactor --> Steam --> Turbine --> electricity/propulsion --> drinkable water/Breathable Oxygen --> urine --> reactor etc. If we can solve the problem of transporting a huge ton of water into space in a contained enviornment, I think space travel would be easier. But to answer the O.P. We cannot nuke the sun because coming close to it would either do two things. 1. Spontaneously combust our missile. 2. Irradiate the warheads and force them into super-critical state (mushroom cloud before reaching sun's atmosphere).
  9. I've got one too! It's a replica of the Minuteman III but I call it "Thor" cause of it being a I.P.B.M rather than I.C.B.M. Basically just took my old Apollo series rocket and traded out the lunar/command modules for additional boosters/warheads. Original version carries 6 warheads, 370Kt each. New improved version carries 8 warheads, 370Kt Each. Current features: Conventionally self destruct. Decoy Chaff and Flare Pods. Disarmed Warhead Ejection. Simultaneous Warhead Arming. Ability to jettison unnecessary fuel. Powered by single RTG Generator. Contains GPS Targetting Pod. It can also strike the Moon, Minmus and Duna with relative ease. However all targetted celestial bodies must be in optimal alignment.
  10. I revised the original version to create a more efficient system with the SmartParts mod. After getting an approximate timing for when the 1st stage is dead, the activator auto stages it. Thus allowing me to launch the missile without manually altering it's course until the second stage. So basically I can now sit hands free and watch it ascend for 3-4 minutes before doing anything.
  11. Designing a SSTO isn't as quick a process as designing a rocket for instance. However there are a few concepts to keep in mind when attempting to build one. 1. You will fail a bunch of times in different aspects of flight, orbit, landing, take-off etc, but keep trying! 2. Every failure is success if you are able to find the causes of error and patch them up in the hangar. 3. Compromise is essential, you need to sacrifice aesthetics for functionality or find a gray area between the two. Personally I favor aesthetics over efficiency, but I've managed to produce something that is 50-50 in both. It can fly anywhere, withstand extreme force and heat but requires 160 m/s to take off and 70 m/s to land. That big of a gap is why I sacrificed a slot on my rapiers for a larger afterburner, and placed smaller radial parachutes. Compromise is essential since you cannot include every aspect of every aircraft in a single one (as far as I have seen). If you need help compare your craft to one of similar size and design, then evaluate the data to find where you lack. Every flight is bound to have at least 1 failure (big/small), but eventually you can patch them all up and reduce error probability. So far I have to learn how to get my SSTO to take off at 70 m/s and not stall under 60 m/s and survive a 150 m/s impact landing. Of course kerbin is easier, but I suggest you download hyper-edit and test out the spacecraft in planets you might want to visit. That's how i found most of my errors (enlarged wing size for Duna, more intakes for Kerbin/Laythe, etc). What I mean to say is, personally I have found that SSTO's are a lot simpler with OPT and knowing the CoM, CoL, CoT. If you can get the CoM and CoL to line up and have the fuel draw rate to be balanced, the aircraft will fly anywhere. The sky maybe the limit, but you can exceed that limit by quite literally burning a hole through the sky. (750m/s> at 20km alt). If you need any help feel free to ask me
  12. Title "Beach" On A Carrier, but the in text description states: "Beech B-18" On A Carrier. Clever Title or unexpected spelling error Love the carrier though, I need something 5x that size for myself
  13. Greetings! It is no secret that Duna's technology is far superior to that of Kerbin. Kerbin posses great booster technology but lacked the weapons to deploy on the rockets. A scientist finally unlocked the power of the atom after reverse engineering a LV class Nuke Engine. Once the nuclear warhead design was perfected, Kerbal Space Center mounted six of them on a rocket. The rocket is able to travel from Kerbin to Duna and all other celestial bodies in between to carry out a strike. The 340Kt warhead is able to destroy large amounts of territory and irradiate it for a hundred thousand years. General Information: Game Version: 1.0.2 Vessel Name: M.M III Vessel Version: Mark 1 Vessel Parts: 49 Part(s) Vessel Mass: 962.1 Tons (KSP Units). Stage Count: 4 Stages Not all used. Weapon Class: Mass Destruction Description: It is no secret that Duna's technology is far superior to that of Kerbin. Kerbin posses great booster technology but lacked the weapons to deploy on the rockets. A scientist finally unlocked the power of the atom after reverse engineering a LV class Nuke Engine. Once the nuclear warhead design was perfected, Kerbal Space Center mounted six of them on a rocket. The rocket is able to travel from Kerbin to Duna and all other celestial bodies in between to carry out a strike. The 340Kt warhead is able to destroy large amounts of territory and irradiate it for a hundred thousand years. It's basically a 4 stage rocket with enough fuel in the first stage to get to an apoapsis of 130Km. The two stages following have enough fuel to send the payload towards Duna with real ease. However as the missile is relatively new, it does not possess RCS thrusters or fuel at the moment. In the near future the rocket will be able to make complex maneuvers through advance RCS jets. Currently it can lift more than 30 tons of payload into orbit and about 15 tons to another planetoid. The warheads are GPS guided by a targeting pod fitted into the final stage, which zooms into targets. Once the warheads are armed, targeted and ready all that is left to do is to deploy them 1 by one or all at once. Thus it can take out 6 different positions on a planet or 1 single position with 6 consecutive warhead strikes. Screenshots:
  14. I still can't download from SpaceDock. The files get corrupted around 20 MB/33.5MB, Tested it with 4 different internet connections and two different VPNs.
  15. Lmao Butt. Isn't there a cargo rampart tail for that line of OPT parts?
  16. @JadeOfMaar Well that's a mighty fine ship then! My mission is to create a well rounded SSTO that can do pretty much every small task, it can do the following: 1. Deploy satellites and cargo of all weights/small size in 80km orbit (Low-Kerbin). 2. Dock with mostly any type of other space vessel through robo-arm or main port. 3. It can refuel in atmosphere via the robotic arm that attaches to another tanker. 4. It can travel from one planet to another after docking with interplanetary vessels. 5. Can survive maximum G-Forces on all angles, sides and regions of the hull. 6. It is invulnerable to heat damage as most of the parts are resistant to heat. These are the current issues with the LongSword that require attention: 1. Take-off speed to be lowered around 120m/s 2. Stall speed to be lowered to 40 m/s from 65 m/s. 3.
  17. Btw: Should my rear wheels match my front wheels in height. Also can the J aerodynamic tail with slots and 2 lfo engines work? What about large Ullage Motors on the wing tips to get to take off speed without LF? Few more questions: Is it practical to activate my aero-spike afterburners for Take-Off like a fighter jet? After 50km should i cut my engines to conserve fuel and burn at apoapsis of 75k? Does OPT have a 1.8 version or better for 1.0.x versions? Edit: I downed take-off speed to 160 m/s by tuning my wheels and adding batteries at the tail. My goal is to get it around 120 m/s without having to add any more wings or control surfaces.
  18. What engines do you have in mind to replace the rapiers? I am biased against Lf+Ox engines because they consume so much fuel even though each engine is different. I basically like what I have so far because it's aesthetically pleasing and functional enough. Mark 1-5 could not circularize orbit properly and had me re-enter with a periapsis of 40,000. Now I get a periapsis of around 80+k and have little fuel left for de-orbiting into atmosphere. Your ship aesthetically pleases, but at the same time that gap between wings irritates me Does that thing fly? What's its top air speed in Kerbin? How much fuel do you have left over in orbit? *Tip: Add larger/longer wings on the sides of your current ones for glide control* I just love this new feeling that my LongSword can "Catch Fire" while leaving atmosphere: Don't want to lose that. Any tips?
  19. My workload for 12th grade increased a lot, which is why I haven't been playing as much. However I had some time today and put together a new and more efficient variant of my LongSword series. Introducing the Mark 6 variant: Features all the previous features (with an empty cargo bay for Sat transport). Features two new engines, two new fuel tanks and 4 additional air intakes. The Mark 6 has a take off speed of 190 m/s (bit too close but worth it). It is also capable of circularizing orbit at 80,000m up with little fuel left. Better engine placement now allows the wings to act as thrust vectoring. More structural boosting (struts ftw) have made it invulnerable to high G-Forces. However it still isn't capable of ditching in water even with buoyant wing tanks. Edit: Two stage parachutes are designed for scenarios where the aircraft cannot aerobrake under 150m/s. Stage 1: Droge Parachutes: Designed to bring speed to 90m/s or below (60 m/s is optimal landing speed). Stage 0: Emergency Shutes: Designed to act as a failsafe if the aircraft is in a tailspin or plummeting too fast.
  20. Completely slipped my mind that the docking port was stitched for J series space craft. Actually, I just tried it and the docking port is bugged so that it doesn't close...
  21. This may not be OPT entirely but It compensates for my extremely heavy refueling mechanisms: If i take out the convertatron and the ore tanks in my SSTO i basically reduce mass by nearly 5 tons. (Don't ask me how i fit that rover in a fairing) I dislike Hyperedit for small craft as it reduces the challenge so don't draw conclusions there...
  22. The warheads are GPS guided. Thus when you build an ICBM it would be more efficient to place them like this: 1. One of those probe rings (remote guided things (circular)) 2. A targetting pod in the center of the remote guidance core 3. 8 Docking ports around the center of the guidance core itself, (surrounding the targetting pod) 4. 8 Warheads, one on each port. 5. A Weapon Manager on the guidance core. Now what you do is launch into space and maintain an altitude of 90km. When you have set a deorbiting maneuver and execute it, then fast forward until you are in visual of target region. Use the targetting pod from the weapon manager and zoom into the target region for better view. Lock on to your targets, or where you might want to strike with the "Lock" button on the targetting pod interface. Once you have locked onto one select "Send to GPS" then move to the next target and press the button again. Now you can close the targetting UI and select "GPS Coordinator" from the weapon manager. Once you have that open, simply double click on the coordinate you wish to strike first, it will turn yellow when selected. Then select the Warhead from the list of weapons and enable your weapons from the button on the top of the interface. Fire the warheads like you would fire regular weapons, but note you have to switch the GPS point to target them at different locations. What i mean to say is, first create GPS coordinate markers, select one and fire a warhead like a missile, then select another coordinate and fire another warhead and repeat the process until you have launched all warheads at their respective targets. They will automatically aerobrake and control their descent until they strike each target at maximum velocity. (Note can someone reupload the 1.0.5 version of NKD because when i download from space dock the zip files corrupt)
  23. @JadeOfMaar Few things: 1. That monopropellant is meant for refueling SSTO's and use by 400% scaled RCS Thrusters 2. TweakScale is basically the cheap way out of a difficult situation, but it works for me and I prefer low part counts. 3. I brought down my part count from something around 200 to 134 without removing significant features at all. 4. The low part count allows me to send two Longswords on a Frigate with less lag (bout 290 parts) 5. My goals are to reduce part count and lag so that I can shuttle three Longswords per Frigate. 6. I have those Frigates of mine a.k.a Carriers on the following: Kerbin, Mun, Duna, Eve and Laythe. 7. I also have "Hyper Rings" on about almost every planetoid just for emergency use by all my ships. 8. I think I might look into building a "Iridium" network of space defense sattelites around kerbin. ~I have O.C.D : I can't handle uneven text/content thus the bullet points, makes me crazy I seriously need ideas for OPT lol.
  24. Well, I haven't really come around to designing a fully functional one. It performs well in orbit and the dark matter engines or whatever they are called seem to provide enough thrust. The monopropellant tank in that thing is a real giant, It has like 20k monoprop in there. (12 SSTO's cause kerbals aren't the best pilots compared to drone cores, plus have to be prepared for emergencies.) Tweakscale maybe a cop out but it's comparatively easier to use. It does not break textures if you know how to place the parts correctly. I use TweakScale for aesthetic purposes, to fit ugly parts in unnoticeable places. Or to use smaller parts on larger crafts by increasing their sizes (engines on J size bicouplers). (I don't know what to build next, but I think i'll continue upgrading my SSTO).
  25. I honestly hate docking but I am pretty good at it. Monopropellant tanks are cleverly disguised inside the actual vessel. When I built the two new air breathing engines below the wings, I used monoprop tanks as a starting point. Thus if you look carefully at the underside of the spacecraft just behind the intake under the wing is monopropellant. The Mark 1-2 had two initial tanks disguised between the primary RAPIER engines and the J series Bi-Coupler. However those tanks were only quarter filled, in the case of the screenshot I filled it up using ore conversion by mistake. Basically It had 2 big RCS tanks half filled that I forgot about and I added two more to make the wings more balanced out. I took those out later on after realizing the instability it caused me in climbing Laythe's atmosphere. Anyhow, feedback much appreciated and sorry for making another thread on the similar but not equal craft