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FlazeTheDragon

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Everything posted by FlazeTheDragon

  1. average ssto gigachad vs rocket virgin Thats extremely sick man, i didnt know you could automate to this degree in ksp1. The main issue with reusable space tugs is that they waste a lot of fuel re-orbiting around kerbin or other bodies (tho maybe re-orbiting around minmus would be cheap?). So maybe my inflatable heat shield idea to basically re-orbit for free is still relevant :p Tho you seem to have your s**t together when it comes to ksp so i doubt you need my help xD Would be curious to see your ksp2 ssto designs, maybe get some design ideas from them
  2. Really interesting idea, tho id try and design it to be disposable. Ive dabbled with the idea of having space tugs in orbit in ksp1 and reusable ones arent efficient since you need to expend a lot of delta v. to recapture them in to a stable orbit rather then do atmospheric braking on re-entry/recapture of kerbin. Alternatively, you could design them with an inflatable heat shield at the front and go pro-grade to slow down in the atmosphere for re-capture... maybe that would work.
  3. Nice! Interesting to see H ssto tech progress. Would be interesting to see aero debug during the initial ascend. Also, if you disable all the engines on the craft when in orbit, other then the nuclear one, i believe the game will actually display correct delta.v. Been working on a similar idea me self, got a fully functional (i think) duna round trip ssto with a slightly modified lift craft ive made earlier, but due to payload bay drag bug its grounded at the moment
  4. So heres the thing, the stock rcs engines are way to small for big ships. Would be really handy if we had an additional toggle for every main engine to switch it to work as an rcs thruster, that way, we could have much bigger and more powerful dedicated rcs engines on the craft instead of having to stack like 100 small rcs thrusters that look dumb.
  5. From the few h ssto's ive seen, its actually not worth doing them as they have roughly the same or lower delta.v then conventional ssto's, so i wouldnt worry to much about it.
  6. hmmm, i thought nuclear ssto tech was dead, but i guess not haha. I bet you could dress up the nuclear ssto with lots of wing pieces to make it look pretty cool
  7. Ill be updating the roster as i make more note worthy stuff Decided to compile a little pack of my slightly more note worthy builds. Its got both commercial and military craft. Sadly i cant fully realize some of them yet due to bugs, but there at least visually where i want them to be, more or less :p Commercial 1. Draken falcon 1x LKO delta.v: 1000m/s Parts: 21 Weight: 9.5 / 4.3t Dimensions: 1.6 / 9.4 / 7.1m Rapier count: 1 Objective: Small single seater private plane with ample delta.v reserves Notes: Takeoff is a bit hairy since i didnt want it to have a horizontal stabilizer for reasons. 2. Draken skipper 4x LKO Delta.v: 500m/s Parts: 28 Weight: 12 / 6.5t Dimensions: 2.4 / 11.7 / 11.3m Rapier count: 1 Objective: Compact commercial ssto capable of ferrying 4 passengers in to lko or a mother ship/station Notes: Re-entry is kinda sketch as you got very little elevator authority, probably want to enable ailerons to work as elevators. 3.Draken minotaur 35 LKO Delta.v: 1000-200 (depending on payload) Parts: 44 Weight: 48.5 / 18.8t Dimensions: 3.9 / 20.1 / 18.15m Engines: Rapiers-4 / Poodle - 1 maximum payload - 35t Objective: ability to lift medium mass payloads in to lko. In theory it should be able to lift the classic orange tank, but the cargo bay is literally the exact same size as the tank so it cant realistically fit it. Notes: If you want to lift anything in to orbit, you have to make sure both ends of the cargo bay, and your payload are capped off with aerodynamic cones, the cargobay is bugged. Once lifted off the ground, reduce elevator authority to 5o or the ship will rip it self apart if you try to pitch up at speed. This craft 100% requires either strutting or increased joint rigidity in config files. Ship could probably use some rcs which i was to lazy to add, as it barely has any authority in a vacume. 4. Ark royal LKO Delta.v: 1200m/s Parts: 43 Weight: 26.4 / 11.2t Dimensions: 2.25 / 12.6 / 15.2m Rapier count: 2 Objective: Luxury private jet capable of lifting up to 4 fancy kerbals and 2 pilots in to lko with ample delta.v for small tours. Military 1.HMS Daring LKO delta.v: 500m/s Parts: 71 Weight: 29 / 12.5t Dimensions: 3.25 / 14.7 / 14m Engines: rapiers - 2 / whiplash - 2 armament: 2 nrb30s medium range hybrid atmospheric / interplanetary missiles. Objective: Heavy fighter/interceptor/ssto. This ship is meant to be a single craft solution for any first response mission. In the atmosphere, this ship posessis high speed and good maneuverability with high twr (1.65 fully loaded) which allows it to intercept targets quickly as well as engage them in a dogfight. It can also achieve lko to fire off its interplanetary armament. Notes: Due to its ability to pull high aoa (or have good maneuverability at low speeds) , frontal canards should be disabled, and aileron authority should be reduced when attempting to reach lko. Nrb30s firing sequence: 1.Disable main engines 2.Open the bomb bays 3.throttle up and engage rocket engines 4.decouple the missiles. 2.HMS Vulture LKO delta.v: 2000m/s Parts: 51 Weight: 37 / 11.4t Dimensions: 2.8 / 11.3 / 13.35m Rapier count: 2 Objective: Medium torpedo destroyer, capable of lifting 2 medium torpedoes in to lko and intercept capital ships. Notes: Due to cargo bay bug, i wasnt able to add torpedo bays or torpedoes them selves. Just imagine that the side board fuel tanks are torpedo tubes xD 3.HMS Lightning LKO Delta.v: 3000m/s Parts: 40 Weight: 74 / 18.4t Dimensions: 4.1 / 17.8 / 19.6m Rapier count: 4 Objective: Patrol frigate capable of intercepting crafts within the near solar system. Notes: Very low thrust-to weight makes it difficult to get off the runway. Once at speed, reduce elevator authority. Additional notes for all ships: 1. Ive modified my game files to reduce the noodle effect by increasing joint rigidity. If you run stock noodle mode, you may need to add struts (or just change the config, stock rigidity is not right). 2. Since there is no re-entry heating, i didnt really feel like testing re-entry or dry performance of these ships, so some of them may be a bit jank on re-entry. Since half of these are basically not finished due to bugs, ill likely revisit them at a later date and finish up additional features along with re-entry balancing. Download link: https://www.mediafire.com/file/96629klfuix2s55/ssto_pack.7z/file Hope you guys enjoy
  8. haha, it can be a bit of a hand full at slow speeds so gotta try and keep the wings level Honestly, i havent done much testing with ssto re-entrys yet since no heating, so im mostly just optimising for takeoff and initial ascent. Sadly i cant put any reaction wheels on it since there bugged atm and create massive drag, tho you should be able to control it when doing burns in space manually (sas kinda sucks), think you might of gotten that jank spin out bug. Glad you like the build tho Working on a little ssto pack atm so will add more
  9. lol yah, rapiers really kills fps. Would be interesting to see the ssto, its early days for ksp2 ssto tech and 4.6k dv with a payload is a lot
  10. Would love to see a mk2 cockpit shaped rapier option. Maybe give it lower atmospheric isp but higher vacuum isp.... pls ssto's are suffering xD
  11. Would be nice if we could get some larger fully round methane tanks. Methane tank options are fairly limited in general, so would be cool to see more methalox-form factor tanks in the methane section.
  12. Would be really nice if we could get a methalox tank in the form factor of JF-50, stacking the tiny oscar-b tanks really hurts performance and i feel like it should be a fairly easy addition to the game.
  13. I believe it would be fairly realistic and handy if we had wing fuel tanks. Maybe give it only to the medium and large wing, and scale the fuel tank in accordance to the size of the wing.
  14. Well the new landing gears are very nice, it would be extremely nice if the landing gears could automatically adjust there spring tension/dampening to keep the craft more or less level with the ground instead of tipping over as easily if you land on an uneven or slanted surface. Additionally, this could be accomplished by adding separate hydraulic landing gears, or maybe needing an additional piece of tech, similar to the kal1000 controller for the landing gears to be able to maintain auto-lvl on there own.
  15. Would be really cool if we could add multiple control surfaces to a single wing, so we could have separate smol ailerons and big chonker elevators on the same wing piece. Now, that can be by-passed if we simply add an additional wing piece to the tip, but that leads to a lot more hassle, and i think this would be a nice quality of life improvement some time down the road, especially for new players that want to make dorito wings.
  16. i believe it only works when near a surface, like on eva on a planet/moon
  17. Considering how amazing the new wings are, and planes in general, i bet this would be a cool challenge Rules are: 1. Gotta be an ssto (cant use any boosters or jetison engines etc at any stage). 2. No orbital refueling. 3. gotta land on the mun in one peace. Bonus points if you have enough delta v left to make it back to kerbin How do you win you may ask? Well, getting to the mun is only part of the challenge. We are flying ssto's after all, and the main goal for an ssto, above all else, is to look cool! So coolest looking ssto on the mun, by popular vote wins! Good luck!
  18. Pretty sweet collection, especially love the mig15. Tho doing a mig15 and not doing the f86 along side it is just wrong :p
  19. It actually flies fairly well once you get up to speed, above mach1 id say. Yup, it takes off like a regular plane with no assistance, tho just barely since its ~75t, which is about the limit of what 4 rapiers can lift off the ground. ~75t wet and ~20t dry lol
  20. Yup, i really love both the building process and flight characteristics of ksp2 planes, its easily the biggest upgrade over ksp1. Tho these bugs, along with rapier thrust bug are kinda cramping my ssto vibes.
  21. So ive been slaving away for the last 4 days, trying to crack ssto's. Progress has been pretty slow and im kinda limited in how many engines and parts i can use due to lag, but today i did manage to crack the 3k lko delta v mark, so thats deffo something. This particular ssto is ready to be reconfigured to accept a poodle engine for increased delta v in vacume, but the rapier thrust bug and incorrect delta v. indication with multiple engines in orbit prevent me from going for it right off the bat. Craft file: https://we.tl/t-cEXCRnC622 craft has 4 rapiers so expect rough fps. How to orbit: 1.takeoff is really rough so make sure to not stall or strike the wing. If having trouble can enable pitch control on ailerons for takeoff. 2.once off the ground, accelerate on the deck to about 850m/s and pitch up 10o (make sure to turn down the elevator authority once at speed, craft can rip it self apart when you pitch up at speed. 17o of authority works well) 3.Once at 1.1k m/s or 10k km, pitch up to 20o for the rest of the ascend. side note: Ive increased joint rigidity in my config files, so unsure of how that affects the plane. May need to add a few struts if youre running stock noodle mode.
  22. So heres the thing, basically every inline mounted auxiliary part such as decouplers, batterys, reaction wheels and cargo bays have bugged drag calculations(including those rounded rear hatches but i didnt feel like making a custom plane just to add it to my testing). Any 1 of these parts will effectively double your drag. These bugs are not limited to only the parts ive tested, as far as i can tell, literally every size and shape of said parts is affected. Ive run a couple of tests as you can see below. Every plane configuration is exactly the same other then parts that are in question added to the plane (original plane parts are white and test parts are orange). First test with base line results: Nr1. Base line: ~360m/s with drag being ~55Kn. Base line v.max ~1000m/s with drag being ~110Kn. Nr2. Same plane configuration, but with added reaction wheel. Plane is unable to accelerate past 350m/s with its drag being ~160Kn. Nr3. Same plane configuration, but with added 1 inline battery. Plane is unable to accelerate past ~340m/s with its drag being ~160Kn. Nr4.Same plane configuration, but with added inline decoupler. Plane is unable to accelerate past ~330m/s with its drag being ~160Kn. Nr5.Same plane configuration, but with added inline cargo bay. Plane is unable to accelerate past ~355m/s with its drag being ~160Kn. Nr6. Ive sized up the plane to see if the amount of drag scales with the size of the craft, and it looks like it basically does: Nr6.1 Base line ~750m/s, drag is ~600Kn. Nr6.2 Base line v.max = ~1100m/s, drag is ~1100Kn. Nr6.3 Same plane with inline decoupler. Plane speed is ~750m/s with drag being ~1050Kn. Plane is unable to accelerate further. All of these drag errors are effectively making it impossible to make xeon ssto's, put any sort of cargo capacity on planes or just have auxilary power or reaction wheels, not to mention the numerous implications it has on rockets.... tho i guess there not affected as much, it just dumsters there efficiency, as every vertical stage is going to effectively double your rockets drag. Hopefully this gets noticed and is fixed relatively soon. :)
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