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Mephisto81

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  1. I have been experimenting with SSTOs in Je ne sais quoi (JNSQ) a bit lately. As it rescales the system by a factor of 2.7, it makes it a bit more challenging to build useful SSTOs there. Great fun. A combination of Rapiers, Wolfhounds and Nervs are the trick. Rapiers bring the craft to 1500 - 1550 m/s, where Wolfhounds and Nervs bring it to orbital velocities of 3800+ m/s. If build correctly, crafts have still enough fuel for a trip to Minmus and an ISRU for refueling. Here are some examples: Stiletto SSTA from 2019 2 Kerbals in command seats inside a service bay, ISRU in the front. 132t take off mass. https://kerbalx.com/Mephisto/JNSQ-02-Stiletto-SSTA-for-Je-ne-sais-quoi-Planet-pack Tanto SSTA Basically a redesign of the Stiletto with newer building techniques. 6 Rapiers, 3 Wolfhounds, 2 Nervs. 205t take off mass, 2 Kerbals in pods. https://kerbalx.com/Mephisto/JNSQ-X-4-Tanto-SSTO Tethys SSTA Up to 8 Kerbals, science bay, ISRU and plenty of other stuff. 284t take off mass, 10x Rapiers, 4x Wolfhounds, 4x Nervs. https://kerbalx.com/Mephisto/JNSQ-X-8-Tethys-SSTO Bahamuth Rescue Ranger Built for two rescue contracts, where one pod has to be brought back to the surface of Kerbin. Comes with a dragless rear docking port senior as well and a science bay. The rescued capsule has been attached with a small claw at the top: The 173t take off mass equals to 43,25t per Rapier engine. The rather low TWR at start means a take off besides the runway is necessary. https://kerbalx.com/Mephisto/JNSQ-X-11-Bahamuth-Rescue-Ranger And lastly a universal lander for JNSQ. Technically a SSTO, apart from Kerbin, Eve, Nara and the Gas Giants. Dolphin MK I Runabout As ejecting from a command seat through a fairing proved rather buggy for me, a hinge is used to bring the seat outside the fairing. Due to aerodynamic trickery, the whole body is shielded from drag, only wings and elevons produce drag (and lift). https://kerbalx.com/Mephisto/Dolphin-Mk-I-dragless-lander-for-JNSQ Have a good day, folks! - Mephisto-
  2. Shenaningans with drag and engine plates! Fairings and engine plates are both useful for drag shielding. Engines plates can also support many more nodes than intended! For reasons unknown, engine plates with a shroud do not only shield the attached parts at the back, but also the part at the front. We can use this, to shield the whole body of a craft from drag: This is a very small and basic lander for JNSQ. The whole body, the engines and the docking port at the back are shielded from drag. Only the engine plate itself produces a small amount of drag. As slowing down with a dragless body is impractical, wings and elevons provide lift and drag when needed for reentry and crossrange capabilities. A 1.25m fairing is the basis. An engine plate is added to the fairing. Shrouded engine plates have some unique features: they shield the parts at the back from drag AND they shield the part in front of it from drag as well for reasons unknown. This way, the fairing, the engines and the docking port are shielded from drag. To activate the shroud, a part needs to be added at the back. Here, a reaction wheel is added to activate the shroud and the magical shielding properties. In this state, the reaction wheel would still produce significant amount of frontal plate drag. To avoid this, it is later offset inside the fairing to be shielded as well. There is a trick to add more items to the engine plate: after we have already used the 4+1 nodes (the docking port is offset for a better view), the engine plate can set again to new nodes, where additional parts can be added, all shielded from drag when inside the shroud. Time for a check on the runway! All relevant parts are dragless. Only the elevons, the wings and the airbrake now produce drag (and lift). Link to the craft: https://kerbalx.com/Mephisto/Dolphin-Mk-I-dragless-lander-for-JNSQ Link to the imgur album with the whole construction process: https://imgur.com/gallery/KAeSTGX -Mephisto- (Flying like a leaf in the wind! Without drag? How?)
  3. You can do that, but parts will not be shielded against drag. So it is purely cosmetic, apart from the added lift in unwanted places whilst in atmosphere.
  4. Upgrades for my JNSQ-Fleet: JNSQ X-8 Tethys SSTO Just completed the first mission with my new SSTO in "Je ne sais quoi" to Minmus and the Mun. Has room for 8 Kerbals and can collect lots of science. Features: Command pod for Pilot and Engineer Passenger Seats for four Kerbals Science bay in starboard service bay Full ISRU complement (small ISRU, large mining drill, fuel cell arrays, RTG, ore tank) Frontal docking port junior via inflatable airlock at the bow Frontal parachute for parachute assisted landing (Duna, etc.) Breaking parachutes for quick deceleration after landing (Kerbin, Laythe, etc.) Sensors and scanners for ore detection Docking port senior at the stern. In space, an Engineer can put the cover on the upper part of the craft. Free service bay for future upgrades at the front. (Rover, micro lander, satellite, etc.) Special emphasis on high temperature and high impact tolerance for key parts: wherever possible, parts with high stress and temperature tolerance have been used to compensate for higher thermal loads in Je ne sais quoi mod. Link to Kerbalx: https://kerbalx.com/Mephisto/JNSQ-X-8-Tethys-SSTO
  5. JNSQ X-4 Tanto SSTO Tanto on its way to orbit in Kerbal Space Programm with the Je ne sais quoi mod. JNSQ takes place in a system with 2.5x the size, meaning orbital velocities are higher and crafts have to be redesigned to cope with the higher demands in reaching orbit or reentering from orbit. The Tanto is equipped with 6x Rapier engines, 3x Wolfhound engines and 2x Nerv engines to be able to reach a low kerbin orbit with an orbital velocity of 3.800 m/s. It has enough fuel left to reach Kerbins second small moon, Minmus, and use its mining equipment there to replenish its fuel tanks for further voyages. It can handle the heat from low kerbin reentry as well. Link to KerbalX: https://kerbalx.com/Mephisto/JNSQ-X-4-Tanto-SSTO Mephisto (Flying like a leaf in the wind.)
  6. I might have a little craft for this: https://kerbalx.com/Mephisto/XS-07-Myrmidon-Liquid-Fuel-only-SSTO-to-Mun-and-Duna Took it from Kerbin to the Mun and Duna and back to Kerbin. To orbit! Fly me to the Mun... A flag! On the Mun! A nice day in the dessert. Hope they don't have sandworms on Duna... More pictures in the Imgur gallery: https://imgur.com/a/inJNYvH -Mephisto- (Fly Safe and prosper, or something like that)
  7. It has been quite a while. Welcome to 2021, everyone. Time for some updates! Hyperion Mk IV refit https://kerbalx.com/Mephisto/XR-26-Hyperion-Mk-IV-with-Stingray-Eve-Lander Refit of the venerable Hyperion Mk III from 2017 with modern tech. Contains seating for 22 Kerbals, ISRU, Mobile Lab, Mining Drill, lots of experiments. The engine layout is very powerful for a vessel of its size: it can even take of vertically. For short take offs, vectors in the back can provide additional thrust. Bobcats in frontal service bays help to bring the craft into the air. XS-11 Ifrit (Panther / Aerospike / Nerv Testbed) https://kerbalx.com/Mephisto/XS-11-Ifrit The Ifrit is a small craft, intended for carrying in a cargo bay. It serves two Kerbals as a landing and exploration craft. With full oxidiser, it has a range of 2,333 m/s dV with the aerospike. add some additional liquid fuel for the Nerv, and you can land on Tylo as well. With liquid fuel only, the Nerv engine has a range of 4,500 m/s dV. The onboard ISRU with the small mining drill allows refueling wherever ore concentration is 5% or higher. Onboard experiments can be stored on the drone core. The inflatable airlock allows docking with small docking ports. RCS thrusters support docking procedures. Kerbals can also replenish EVA fuel for their jetpacks when entering the inflatable airlock. Flags are replenished as well. To aid in horizontal take off, the craft has four airbrakes. Deploy the airbrakes for easy take off. On Kerbin, the Ifrit can reach orbit on its own: to save mass, only a 1.2t heavy panther engine provides airbreathing thrust. Use the Panther for take off and activate the wet mode to reach maximum velocity near sea level. When speed is maxed out, climb higher and add the aerospike and the Nerv. Orbit can be reached with about 500 m/s dV left. With this, you can dock with a mothership. XR-27 Sagitarius https://kerbalx.com/Mephisto/XR-27-Sagitarius Another iteration from the trusted line of long range explorers, Sagitarius brings 8 Kerbals with some level of comfort to almost any destination in the system, even Tylo. Equiped with plenty of science instruments and a mobile lab, onboard scientists will find plenty of new things to discover. The ISRU and Mining drill ensures the longevity of your explorations. 4 Rapiers, 2 Wolfhounds and 2 Nervs bring you to the stars. Max range on Nervs: 6,400 m/s dV. Max range on Wolfhounds: 2,700 m/s dV. Max range on Rapiers (rocket mode) and Wolfhounds combined: 2,390 m/s dV. Collapsible Rover in a box https://kerbalx.com/Mephisto/Collapsible-Rover-in-Box XR-29 Agathon - Orange tank to Tylo (in style) https://kerbalx.com/Mephisto/XR-29-Agathon-Mk-II-orange-tank-to-Tylo The primary mission of Agathon is to bring a 32t orange tank to the surface of Tylo. However, you can change the payload to any other you deem fit. Features Crew of 3 plus 16 Passengers Large Cargo Bay for 32t payload to Tylo Sturdy landing gears Mining Drills plus small ISRU for refueling on bodies and asteroids plenty of storage space with new parts -Mephisto- (Forward, unto dawn!)
  8. Nothing new for sure, but sometimes useful: Airbrakes instead of landing legs. Airbrakes are installed "inverted", as the hinge is at the back. The frontal part has to be below the center of mass to be able to lift. The upper airbrakes prevent the craft from toppling over. They weight only 50 kg each, as much as the LT-1 landing struts and half as much as the bigger LT-2 landing struts. Remove the lower airbrakes from the action group "braking", otherwise it lifts the craft up. Craft file: https://kerbalx.com/Mephisto/XS-11-Ifrit
  9. Seems I am kind in a retro mood. Another iteration of my trusted Grand Tour vessel, albeit this time without the Eve lander attached. It is really satisfiying, when all the panels, radiators, antennas and sensors deploy with a single click. As usual, with enough reach for Moho and enough thrust for a Tylo landing. No need for a seperate ressource scanning satellite, as all the scanners are onboard already. Enough Room for 8 Kerbals. XR-27 Sagitarius To the stars with Sagitarius! Another iteration from the trusted line of long range explorers, Sagitarius brings 8 Kerbals with some level of comfort to almost any destination in the system, even Tylo. Equiped with plenty of science instruments and a mobile lab, onboard scientists will find plenty of new things to discover. The ISRU and Mining drill ensures the longevity of your explorations. 4 Rapiers, 2 Wolfhounds and 2 Nervs bring you to the stars. Max range on Nervs: 6,400 m/s dV. Max range on Wolfhounds: 2,700 m/s dV. Max range on Rapiers (rocket mode) and Wolfhounds combined: 2,390 m/s dV. Enjoy your journey. Link to KerbalX: https://kerbalx.com/Mephisto/XR-27-Sagitarius
  10. I had a different bug in 1.7.3., where the new ground objects from Breaking Ground where created based on tile size. As upscaled systems had much bigger tiles, lots of ground objects got created, making it unplayable for some time. I think it got fixed in the meantime. If I were you, I would ask in the "Add-on discussion", there might be a forum for your mods.
  11. I have an SSTO for JNSQ here. It is "only" 2.5x the stock system, but it might give you some insipirations: https://kerbalx.com/Mephisto/JNSQ-02-Stiletto-SSTA-for-Je-ne-sais-quoi-Planet-pack
  12. Back in 2017 I made a "work horse" SSTO, which should be able to do a number of jobs. The Hyperion Mk IV is a rework of the vessel with tech of 2020. Carries its own small Eve lander, some relay satellites, a small rover and fully capable SSTO with its own ISRU in the cargo bay as a small shuttle / lander / runabout. And because we like some redundancy, both Hyperion and the shuttle should able to land on Tylo and get back to orbit. Hyperion in the SPH. Note the small Stingray Eve Ascent Vehicle in the back. Hyperion in orbit with empty cargo bay. Sensors, solar panels and radiators deployed. Enough thrust for vertical take off with Rapiers and Vectors. The Rapier array is also quite overpowered for the craft. Rocket assisted short take off for rough terrain. Hyperion in SPH with loaded cargo bay. Ifrit SSTO in the frontal part. Smal Rover below it. Two Relay satellites in the middle. Between the tail fins of Hyperion is a small Eve Ascent vehicle wit a propeller and rocket stages. Link to KerbalX: https://kerbalx.com/Mephisto/XR-26-Hyperion-Mk-IV-with-Stingray-Eve-Lander Standalone Stingray Eve Ascent Vehicle: https://kerbalx.com/Mephisto/XE-02-Stingray-Eve-Lander-115t IFRIT Shuttle / Lander / Runabout https://kerbalx.com/Mephisto/XS-11-Ifrit
  13. @xendelaar You mean the fuel tanks? FL-TX 900 and FL-TX 1800 have these ridges at the side. If you clip enough of them into a fairing of the same diameter, the ridges still look out. https://wiki.kerbalspaceprogram.com/wiki/FL-TX900_Fuel_Tank https://wiki.kerbalspaceprogram.com/wiki/FL-TX1800_Fuel_Tank 1.875m radial size is a good compromise between drag and part count for mid-sized vessels, in my opinion. If we only had a proper service bay with doors for this size in stock...
  14. Regarding rotors, service bays and drag Rotor inside service bay, service bay CLOSED: rotor is shielded from drag. Rotor cannot produce any thrust. Rotor inside service bay, service bay OPEN: rotor is exposed to aerodynamic forces. Rotor can produce thrust. It is possible to shield from drag, even when some small parts of the rotor are outside the closed fairing. Offsetting the blades is not needed. You can check this with aerodynamic forces displayed in action menues. It is best to the "Display aerodynamic forces in action menues" or something similar in ALT+F12 --> Physics to check, whether or not a part is exposed to aerodynmaic forces. If it is exposed, the numbers will change constantly. Even if the craft is standing still on the runway. Same goes for hiding other parts in fairings: you can check whether or not an engine or tank is shielded from aerodynamic forces with this. For many engines, you can find a sweet spot, where the part is shielded from drag, but can produce normal thrust without heating the fairing up. Here is a picture of a rotor assembly with open service bays. (Small motor, R25 Rotors, 1,25m service bays.) It can produce thrust with open service bay. When we transition to rocket flight, we power down the motors, lock it up and close the service bays to reduce drag. You can also see some fuel tanks sticking slightly out of the fairings. They are shielded form drag as well. Picture from this craft: https://kerbalx.com/Mephisto/XE-01-APEX-Mk-VI-Eve-SSTO
  15. Regarding rotors, service bays and drag Rotor inside service bay, service bay CLOSED: rotor is shielded from drag. Rotor cannot produce any thrust. Rotor inside service bay, service bay OPEN: rotor is exposed to aerodynamic forces. Rotor can produce thrust. It is possible to shield from drag, even when some small parts of the rotor are outside the closed fairing. Offsetting the blades is not needed. You can check this with aerodynamic forces displayed in action menues. It is best to the "Display aerodynamic forces in action menues" or something similar in ALT+F12 --> Physics to check, whether or not a part is exposed to aerodynmaic forces. If it is exposed, the numbers will change constantly. Even if the craft is standing still on the runway. Same goes for hiding other parts in fairings: you can check whether or not an engine or tank is shielded from aerodynamic forces with this. For many engines, you can find a sweet spot, where the part is shielded from drag, but can produce normal thrust without heating the fairing up. Here is a picture of a rotor assembly with open service bays. (Small motor, R25 Rotors, 1,25m service bays.) It can produce thrust with open service bay. When we transition to rocket flight, we power down the motors, lock it up and close the service bays to reduce drag. You can also see some fuel tanks sticking slightly out of the fairings. They are shielded form drag as well.
  16. Next Grand Tour attempt is underway. (Lots of clipping involved, so might not be eligible. ) Nevertheless: - 46t takeoff mass on the runway, - 2 Kerbals - 1 base SSTA with ISRU - 1 Eve lander with 11.5t fully fueled, 6.5t empty. (https://kerbalx.com/Mephisto/XE-02-Stingray-Eve-Lander-115t) We will see, if this one succeeds... To orbit! Almost 2000 m/s dV left in low Kerbin orbit. First stop: Minmus. Refueling, flag planting, jetpack shenanigans.
  17. Hi Xandelaar it started with a video by realseek: he made an single stage to orbit from Eve sea level based on propellers, Vectors and Nervs. Basically, the propellers will bring the craft to about 15km above sea level. Vectors will provide high thrust supported by Nervs. When the oxidiser runs out, the Nervs have to carry the craft all the way to orbit. As I found out, this is really, really tricky to pull of. Kergarin made a version of his own, and Chargan put two crafts on KerbalX who managed to do this as well. It took me weeks, to rebuild the craft from realseek just by reviewing his video. Same with the craft from Kergarin. A vessel from chargan was downloaded from KerbalX. I can recommend this thread by Kergarin: But rebuilding them was only part of the issue. To actually reach Eve orbit, the flying in atmosphere with propellers and the flight profile had to be almost perfect. Personally, I was not able to pull it off. With every craft from other creators, I fell a couple of hundred meters short. What worked finally, was an approach with 4 Vectors and 3 Nervs as opposed to the 3 vectors and 2 Nervs of realseek. This led to a higher thrust to weight ratio from the nervs. To get bigger margins and to negate drag, lots of fuel tanks are clipped inside fairings. The propellers are shielded from drag inside the service bays during rocket flight. As we all saw in the video from Lt. Duckweed and Stratzenblitz, 1.25m service bays are sufficient to shield R25 Propellers from drag, even if they stick out a little. As the center of lift is affected by the propellers and can move to different positions if service bays are opened or closed, I followed a similar layout as Chargan used: Build the propellers very close to the center of lift. This way, the craft was flyable in all states. The hardest part was to reach a certain speed with vectors: if you can reach 2.800 m/s when oxidiser runs out AND your aposapsis is high enough to buy you some time AND you have enough liquid fuel for your Nervs, you can make it to orbit. It took me roughly six weeks, where I spent every other evening in front of my PC to get to the point, until I had a craft, that could reach Eve orbit in a somewhat repeatable manner. You can get away with TWR of the vectors of slightly lower than 1, because the wings provide lift. You start out with horizontal flight and slowly transition to an s-curve. Ar max Q, you have to throttle down a bit to prevent overheating. Curiously, throttling back at max Q led to a higher velocity when oxidiser run out. When this happens, the Nervs will have to do the rest. Basically, the difference between 2,800 m/s and the final 3,080 m/s have to be provided by the Nervs. With proper flying, more than 300 m/s are left over in a stable Eve orbit. Interestingly, Chargan had a very peculiar ascent profile, where he was not able to fully establish an orbit at apoapsis. But he continued to burn his Nervs whilst the craft plummeted back to a suborbital trajectory, only to get to a stable orbit again on the other side of Eve. This happened to me as well several times with a previous craft. Have fun!
  18. Eve is hard. Here is a rather simple Eve ascent vehicle meant for players new to the difficulties of getting to orbit from Eve. Maybe it can give you some ideas for your own builds. https://kerbalx.com/Mephisto/Simple-Eve-Ascent-Vehicle The lander is massively overengineered . If flown properly, you can reach orbit with over 2,200 m/s dv left. This is intentional to provide generous margins for beginners. On the profile, there are several other Eve landers as well, some with propeller stages, some more conventional. Basically any craft with something purple in the background. The lightest one is about 11.5t and has a propeller stage, an aerospike, a terrier and a spark stage. https://kerbalx.com/Mephisto https://kerbalx.com/Mephisto/XE-02-Stingray-Eve-Lander-115t Some thoughts on Eve landers and ascent vehicles: Copy crafts Don't hesitate to copy a functional design. By rebuilding it, you will gain insight into the workings. Even if it is from watching youtube videos or downloading craft from KerbalX. Kergarin and Bradley Whistance have some really nice designs on Youtube, Foxxster has some nice builds here on the forum as well. https://www.youtube.com/channel/UCPFuJDY-mn-DZxykUydyN9g https://www.youtube.com/user/nEvermore930 Gravity, atmosphere and drag Others have already laid out the basic dv requirements (8,000 m/s dV is a good start) and the impact of atmospheric density on rocket performance. A dense atmosphere basically limits your engine choices to Vector and aerospikes for the lower stage. For upper stages ignited above 35km, Terriers and sparks are useful. Drag is another issue. Always check the drag of your craft by displaying the aerodynamic forces (shows coloured lines during flight). Especially with the dense atmosphere and high friction, you will lose more dV than on Kerbin to this. Try to use the smalles diameter possible for your rocket and built it in a streamlined way. Discard landing gear, parachutes, or anything else you don't need for your ascent immediately after lauch. This will save you weight and drag. Ascent profile You best watch lots of youtube videos and take notes, at which height crafts are starting to turn, which engines they use, which velocity they have at a certain height and and how they throttle to prevent overheating. Build backwards Might be obvious, but don't bother with bring your craft to Eve and attempt atmospheric entry before you can take off. 1. Build a functional ascent vehicle. Test it thoroughly. Hyper Edit is your friend. 2. Make it capable of Eve landings. The simples method is to add two inflatable heatshields, one at the front, one at the back. Bunch of parachutes and landing gears. 3. Find a means to get your craft to low Eve orbit. Build the rocket or spaceplane at last, because the layout depends on mass and size of your lander. Have fun and good luck!
  19. This should work on Kerbin as well: https://kerbalx.com/Mephisto/XE-01-APEX-Mk-VI-Eve-SSTO
  20. Some new additions to the fleet: An 11.5t Eve lander with a propeller stage: https://kerbalx.com/Mephisto/XE-02-Stingray-Eve-Lander-115t XE-02 Stingray Eve Lander The Stingray is an extremely light, yet generous Eve Lander to bring a single pilot to the surface of Eve and back to orbit. Layout With only 11.5 t , Kerbal included, it consists of five stages: Landing gear Propeller stage with 2 rotors with 6 R-25 propellers each in a service bay Aerospike stage Terrier stage Spark stage A single service bay host 2 medium sized motors with 6 R25 propeller blades each. the 1.25m service bay is sufficient to shield the propellers from drag when closed. The propellers are powered by fuel cells in the back. Toggle fuel cells with Action Group 10. Motor lock and propeller deploy status is bound to action group 2. When deployed, propeller deploy angle can be modified with the main throttle. Landing on Eve Bring the craft to a suborbital trajectory on Eve. (It comes with a docking port at the rear, but you can also just add a fuel tank and an engine or use another craft.) Open the service. The propeller blades can create huge amounts of drag. The drag from propeller blades and wings is sufficient to decelerate the craft enough to prevent catastrophic overheating. Glide to a landing spot of your choosing and land. Take off Make sure, fuel cells are started (AG10) Toggle deploy state and motor lock (AG2) Activate motor power (AG1) disengage brakes use main throttle to adjust prop angle for maximum propeller efficiency. (Show aerodynamic forces for better control.) take off Propeller stage When in the air, stage the landing gear to reduce weight. Head upwards until you reach 15 km above sea level. Aerospike stage The rocket stage is designed to work from 15 km above sea level. When you reach 15 km above Eve’s sea level, pitch up as far as possible, stage to discard the propeller and wings and to activate the aerospike. Throttle thrust to maximum. Pitch up 45 degrees and continue course until the fuel in this stage runs out. (You might want to monitor a fuel tank from each stage to time your staging better.) Terrier stage When fuel in the aerospike stage runs out, stage to the Terrier stage. The goal of this stage is to get your apoapsis to 90 km. As with previous stages, stage when fuel tanks are empty. Spark stage The final stage consist of a single spark engine, whose job it is to get your Kerbal to a circular orbit. It has more fuel than needed: circularization can be achieved with 900 m/s dV to spare. Good luck and have fun! https://kerbalx.com/Mephisto/XE-02-Stingray-Eve-Lander-115t A proper Eve SSTO: hard as nails to fly, but can bring three Kerbals to low Eve orbit and back again. Can refuel itself with onboard ISRU. https://kerbalx.com/Mephisto/XE-01-APEX-Mk-VI-Eve-SSTO XE-01 APEX EVE SSTO The XE-Series The new XE denominator is for Eve related crafts. The Apex Mk VI is the first one to reliably reach Eve orbit as an SSTO from sea level. This has been made possible by a combination of of three different engine types: propellers to reach a certain flight level, vectors to launch the craft into suborbital trajectory and Nervs to complete the circularization Our RnD-Team spent literally weeks in reverse-engineering crafts by realseek, Kergarin and Chargan to escape the hellish boundaries of Eve’s thick atmosphere and high gravity in an SSTO. Go check out their work here: https://forum.kerbalspaceprogram.com/index.php?/topic/183085-the-history-of-eve-sstos-and-reusables/ As drag is a major issue with getting up to Eve orbit, several measures have been taken to minimize drag: overall craft is highly streamlined fuel tanks have been clipped inside a fairing propellers are inside service bays. Once rocket motors are ignited, service bays are closed. As weight for ISRU / Crew / landing gear is almost consistent, switching to the larger 4 vector / 3 Nerv approach compared to realseek’s 3 vector / 2 Nerv version offered bigger margins in term of TWR and dV. Crew and Control MK1 Lander Can inside a fairing offers seating for a Pilot (or Engineer during mining). Two additional crew members can rest comfortably in the womb-like confinements of an inflatable airlock. Access is provided by the trademark MMA “frontal airlock in a servicebay” technology Remote Control capability is provided by a RC-001S Remote Guidance Unit and a single RA2- Relay Antenna. Propeller flight Six service bays host 2 medium sized motors with 5 R25 propeller blades each. the 1.25m service bay is sufficient to shield the propellers from drag when closed. The propellers are powered by a total of four fuel cell arrays near the front. The fuel cells toggle with the same key as the motor power (action group 1). Motor lock and propeller deploy status is bound to action group 2. When deployed, propeller deploy angle can be modified with the main throttle. For takeoff, do the following: Toggle deploy state and motor lock (AG2) Activate motor power and fuel cells (AG1) disengage brakes use main throttle to adjust prop angle for maximum propeller efficiency. take off For transitioning to rocket flight, do the following: disengage rotor power (AG1) Activate brakes Toggle deploy state and motor lock (AG2) Close service bays (AG10) Rocket flight Propellers will bring you to about 15 km above sea level on Eve. Try to gain as much velocity as possible with rotors. Engage Vectors and stow away the propellers. Ascent can be divided into several phases: 15.5 km ASL: use vectors together with a very small climb (about 5°) to gain enough speed and to break the sound barrier. At around 500 m/s, engage Nervs as well. Pitch up: pitch up very gently to about 25°. Try to minimize drag by flying mostly in prograde direction Max Q: at around 39 km above sea level, velocity and air pressure put the highest amount of stress on the craft. Use the indicator for overheating on the frontal fairing to reduce thrust if overheating is reaching critical levels. When overheating gets down, throttle up again to maximum thrust. Fly prograde and getting suborbital: after passing max Q and being back on max throttle, fly prograde for the rest. You should reach almost 2.800 m/s when oxidiser runs out and an Apoapsis of 110-120 km. Anything lower than 2.700 m/s is really hard for the circularization. Circularize: continue flying with Nervs and try to complete your circularization burn. Known bugs When using Hyper Edit to teleport craft onto the surface of Eve, the impact from landing gear combined with the huge amount of clipping can get you explody results. For this, I used the cheat menu to increase joint strength and prohibit damage. Remember to uncheck them again for take-off. The craft flies nicely without them. https://kerbalx.com/Mephisto/XE-01-APEX-Mk-VI-Eve-SSTO
  21. XS-07 Myrmidon: single stage to the Mun, Duna and back with Liquid Fuel only No refueling. Has about 6.100 m/s dV after reaching low Kerbin orbit. 24t take off mass, single Rapier / single Nerv. Kerbalx: https://kerbalx.com/Mephisto/XS-07-Myrmidon-Liquid-Fuel-only-SSTO-to-Mun-and-Duna
  22. Well, some kinks still need to be ironed out, but after several weeks I managed to put an Eve SSTO repeatedly to orbit. Will be put on KerbalX once polished and time permits. Hope you don't mind posting it prematurly. XE-01 Apex Mk VI Eve SSTO Our RnD-Team spent literally weeks in reverse-engineering crafts by realseek, Kergarin and Chargan to escape the hellish boundaries of Eve’s thick atmosphere and high gravity in an SSTO. The Jool SSTA from Lt. Duckweed and Stratzeblitz also gave some input. As drag is a major issue with getting up to Eve orbit, several measures have been taken to minimize drag: overall craft is highly streamlined many fuel tanks have been clipped inside a fairing. 1.875m form factor was chosen as a compromise between part count and drag. propellers are inside 1.25m service bays. Once rocket motors are ignited, service bays are closed. As weight for ISRU / Crew / landing gear is almost consistent, switching to the larger 4 vector / 3 Nerv approach compared to realseek's 3 vector / 2 Nerv version offered bigger margins in term of TWR and dV. Crew and Control MK1 Lander Can inside a fairing offers seating for a Pilot (or Engineer during mining). Two additional crew members can rest comfortably in the womb-like confinements of an inflatable airlock. Access is provided by the trademark MMA “frontal airlock in a servicebay” technology Remote Control capability is provided by a RC-001S Remote Guidance Unit and a single RA2- Relay Antenna. Propeller flight Six service bays host a total of 12 medium sized motors with 5 R25 propeller blades each. The 1.25m service bay is sufficient to shield the propellers from drag when closed. The propellers are powered by a total of four fuel cell arrays near the front. The fuel cells toggle with the same key as the motor power (action group 1). Motor lock and propeller deploy status is bound to action group 2. When deployed, propeller deploy angle can be modified with the main throttle. For takeoff, do the following: Toggle deploy state and motor lock (AG2) Activate motor power and fuel cells (AG1) disengage brakes use main throttle to adjust prop angle for maximum propeller efficiency. take off For transitioning to rocket flight, do the following: disengage rotor power (AG1) Activate brakes Toggle deploy state and motor lock (AG2) Close service bays (AG10) Rocket flight Propellers will bring you to about 15 km above sea level on Eve. Try to gain as much velocity as possible with rotors. Engage Vectors and stow away the propellers. Ascent can be divided into several phases: 15.5 km ASL: use vectors together with a very small climb (about 5°) to gain enough speed and to break the sound barrier. At around 500 m/s, engage Nervs as well. Pitch up: pitch up very gently to about 25°. Try to minimize drag by flying mostly in prograde direction Max Q: at around 39 km above sea level, velocity and air pressure put the highest amount of stress on the craft. Use the indicator for overheating on the frontal fairing to reduce thrust if overheating is reaching critical levels. When overheating gets down, throttle up again to maximum thrust. Turns out, that throtteling down near max Q resulted in a higher velocity when oxidiser ran out. Fly prograde and getting suborbital: after passing max Q and being back on max throttle, fly prograde for the rest. You should reach almost 2.800 m/s when oxidiser runs out and an Apoapsis of 110-120 km. Anything lower than 2.700 m/s is really hard for the circularization. Circularize: continue flying with Nervs and try to complete your circularization burn. Known bugs When using Hyper Edit to teleport craft onto the surface of Eve, the impact from landing gear combined with the huge amount of clipping can get you explody results. For this, I used the cheat menu to increase joint strength and prohibit damage. Remember to uncheck them again for take-off. The craft flies nicely without them. Reaching almost max flight level before rocket ignition. Out of oxidiser with 2.800+ m/s. The Nervs will do the rest of the circularization. The higher TWR of this layout compared with a 3 Vector / 2 Nerv appraoch made circularization easier. Circularization achieved. Test of ISRU complement on the runway. Craft was launched empty and refueled with a small converter and a large mining drill powered by fuel cell arrays. Level 5 Engineer onboard.
  23. Much more important than a high or low PE is the angle of your flight path in relation to Moho. If your encounter is not optimal, you will pay a much higher dV price. As the mass of Moho itself is rather small, savings due to oberth effect are not as plenty as with other planetary bodies or Tylo. You can test the differences with a transfer window planner for yourself. Although a capture is cheaper than a circular orbit. https://alexmoon.github.io/ksp/ Good luck!
  24. @realseek Thanks for the explanations regarding motor size and blade number, wing angle and ascent profile. That was far more fruitful than watching your video over and over again to reverse engineer it. EVE SSTOs are the holy grail of Kerbal Engineering, it seems. Well done.
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