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Ojimak

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Everything posted by Ojimak

  1. 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.
  2. @Jakalth Nice to see someone taking the goliath spam to the max. What's the flighttime like with that many engines? Also, are you sure it can't grill meat? Those engines have a lot of oomph. About the single engine version, I feel like adding radiators may prevent overheating, but at 340 m/s I don't think overheating was really even a problem, so...yeah, maybe some creative clipping of a radiator into a storage bay would reduce the potential for overheating without increasing the drag so much (non-cooled version easily pushed to 600 m/s seconds before exploding), but I haven't read up at all on how overheat mechanics work, so idk for sure. If for some inexplicable reason you want to work with the version I used, [url=http://www./download/31vp0o6peilp6i8/Goliath_Mk1.craft]here it is (mediafire).[/url] I don't think there was anything on the one engine version not shown in the picture, although I know that the three engine version required disabling roll for the rudders to prevent some off-center control issues. @neamerjell @cbplayer2012 Yeah, both the GeeBee and basking sharks came to mind when I made it, especially since the fins on the engine look somewhat like the stripe things in the basking shark's mouth (with some creative interpretation aka mental conversion of radial lines into secants) -Ojimak. I'm thinking the next stage of this insanity should be to make a craft that flies only with the thrust reversers of goliath engines (and of course adheres to the minimal fuselage rule)
  3. From back when vertical wings were the only reliable way to float and maintain speed (I think either 0.17.0 or 0.18.0): [img]http://i.imgur.com/VqHhWkch.png[/img] -Ojimak. I had some aircraft carriers from around 0.19.0 equipped with VTOLs and small kerbal jetpacks, but I don't think I have any screenshots.
  4. After reading through the first craft of 1.0.5 thread, I know I'm not the only person who had this idea the instant they saw the new engines: [img]http://i.imgur.com/r47zpDCh.png[/img] [img]http://i.imgur.com/pPLVOcIh.png[/img] [img]http://i.imgur.com/v9gccMph.png[/img] [img]http://i.imgur.com/wqJNmP9h.png[/img] Essentially, instead of attaching the goliath engine to a wing or fuselage, the goliath engine [i]is[/i] the fuselage, and hilarity ensues. The sheer power of the engine yields sea level speeds of >500 m/s before overheating destroys the engine (although the new hydrodynamics model allows the cockpit to land safely in the water) while the high twr allows for superb maneuverability. EDIT: turns out this thing is even capable of water landings thanks to the high lift/weight ratio. But come on, just one engine isn't enough fun: How about two? [img]http://i.imgur.com/5dST9iMh.png[/img] Or three? [img]http://i.imgur.com/siEEsYwh.png[/img] Or five? [img]http://i.imgur.com/3TxCnWwh.png[/img] All of these are speed limited by the heat capacity of the goliath engines, a problem a few radiator panels might solve, although the maneuverability severely decreases with each iteration of engines on engines. What else have y'all made? -Ojimak. (Of course imitating a Rune signoff) I want to see some podracers.
  5. Thanks! I've now updated the OP with the OO-5 'Aepyornis' V3, featuring a 50% longer cargo bay and increased payload capacity/fraction. This was all accomplished mainly with reductions in drag, from replacement of the ram air intakes with shock cones, reduction in the number of mostly unnecessary struts, and addition of shock cones to the ends of the RAPIERs to create RapierSpikes. With the higher speeds achievable and the new heating, be careful with the canards; they will explode if you're not paying attention. -Ojimak
  6. If you're only using RCS to dock, then you really don't need one of the large FL-R1s . Four to six Stratus-V Cylindrified Tanks should be enough for most large-scale docking operations and skilled pilots can probably do it with much less (not me though). If I was going to Duna I'd personally add nukes, but would also consider clipping them inside other engines for aesthetic purposes/taking up less space. -Ojimak
  7. My largest so far is my OO-5 'Aepyornis' (Because who says biplanes can't be SSTOs?) - 169.2 mTons at launch, 41.9 mTon payload = 24.8% payload fraction. It's not really up to the specifications you want, lacking the nukes and passenger bay, although I personally don't think nukes are really necessary if you're just going to LKO. I usually go pure RAPIER, with one for every 13 or so tons of total weight. The wing shape used here is what I use on all my SSTOs: canards in the front and then minimally (entirely subjective) sized main wings. Pretty Orbit Picture: CoM/CoL/CoT On Runway Download (mediafire) -Ojimak
  8. I really wasn't going for a replica at all - I just wanted to test an asymmetrical airframe, and used this design since I knew it at least worked IRL. First thing I'd do if I wanted to make a replica is flip the main wings around and throw in some offset Comms DTS-M1s on the shock cone for a propeller-like look. (My priority was flyability and simplicity for a proof of concept in the new drag model) -Ojimak
  9. Wanting to postpone flight testing my newest SSTO with an 8 module station cargo (that unfortunately increased the part count to 450), I decided to just mess around in the SPH instead, resulting in (somewhat inspired by the Blohm & Voss Bv-141): It surprisingly flies pretty well with SAS on and only a little squirrelly (but still controllable) with SAS off; rolling looks a little strange but works just fine. SAS, full left yaw, and mid-throttle are required for initial runway acceleration up to ~40 m/s (to prevent veering off the side of the runway), after which SAS can hold it straight for the rest of takeoff. CoM and CoL balance is achieved with a little asymmetrical fuel, and I don't know how flyable it is when the tanks are near empty, but because jets now drain fuel evenly, it shouldn't be too problematic. Download -Ojimak
  10. Thanks! I've updated the OP with a design that works in 1.0.3 (and should work in 1.0.4). The only major change is the swapping of the forward tank from a LF+O tank to an LF tank. An imgur flight instruction album is in progress. -Ojimak
  11. OO-5 'Aepyornis' V3 "Because who says biplanes can't be SSTOs?" Now with an extended cargo bay, lower part count, increased payload capacity, increased payload fraction, slightly improved aesthetics, and half the structural integrity! 179.5 mTons at launch, 50.9 mTon payload to a 75 x 75 km orbit = 28.36% payload fraction In Orbit: On Runway: Inset of the new RapierSpikes: Flight Instructions: 1. Pitch up to 20 degrees after take off and maintain angle until aiirspeed is at 220 m/s (does not take off before end of the runway) 2. Pitch up to 35 degrees and maintain angle until at 14 km 3. Pitch down to 0 degrees until airspeed is above 400 m/s 4. Pitch up to 20 degrees until apoapsis is above 18 km 5. Pitch down to 5 degrees and build up speed in the 0-5 degree area until airspeed is 1590 m/s and altitude is 23 km (do not get ahead of the apoapsis) 6. When no longer able to maintain airspeed in airbreathing mode, press 2 to switch to Closed Cycle and pitch up to 30 degrees 7. When apoapsis is at 71 km, stop burning and coast to apoapsis 8. Circularize. Press 4 to toggle the solar cells, 9 to open the cargo bay, and 10 to undock the cargo Download 169.2 mTons at launch, 41.9 mTon payload = 24.8% payload fraction (Good for bringing an orange tank + goodies {RCS+probe core+electricity} to LKO) Download (mediafire) -Ojimak (Passenger version still in development)
  12. Does "crewed" mean inside a command pod or are the external seats allowed?
  13. Yeah, I was thinking about making a science module as well as a module with several probes for exploring the surface of whatever planet the station maybe orbiting. -Ojimak
  14. The SSTO is based off my OO-1 'Roc' design with the main difference being a lack of crew cabin, hence the designation OO-1U 'RoboRoc'. -Ojimak
  15. Mk2 Space Station Kit: Ever since the advent of the Mk2 cargo bays to the game, I've been working off and on to construct a full station kit based on it's size, and have finally completed a somewhat sizable number of modules. But simply making modules is something almost everyone's done. I wanted to do something more. So I decided to additionally create a set of Ground Crew Vehicles so that a single SSTO could launch all of the modules for a space station without having to be recovered after every flight to add a new module. How the System Works: (*note* the vehicles in the album are older versions; the other pictures are of the updated versions) Without further Ado, the Modules: All sensors/solar cells/antennae are toggle with Action Group 4. Subassembly Downloads (the filenames say 1 m instead of Mk2): Long Habitation Module T-Connector Plus-Connector Lf+O Fuel Module Lf Fuel Module Girder LV-N Engine Module Ion Enginer Module Space Tug Short Habitation Module The SSTO (OO-1U "RoboRoc" - for more information, click the link in my sig and scroll to the SSTO section) Download The Crane: (works using fuel transfer) Download The Refueler: (has normal and junior docking ports and is built to fit a Mk2 Clamp-O-Tron with a LY-10 Small Landing Gear beneath it (use should be fairly self explanatory, don't try to pull any turns above 15 m/s with a full tank)) Download The Pushback Tractor: (Should work for any craft with an LY-10 Small Landing Gear Protruding from the bottom of the fuselage) Download The Module Deliverer: (Attach the modules inside the spaceplane hangar and then launch) Download The .craft files have the action groups in the descriptions. If there's anything I've missed in this description, don't hesitate to comment. I sort of just through all of this together without much editing. -Ojimak
  16. Do you have some sort of strict definition difference that makes normal VTOLs not planes? Are you specifically looking for a seaplane with VTOL capability? For example, does this count as a plane? (From an older version of KSP)
  17. Welcome to the forums! Are the air intakes just for aesthetic effect?
  18. Click the blue box that says "Click here to download!" Even though it may not look like a button, it is. -Ojimak
  19. Thanks. It's actually six forwards facing ram intakes and six rearward facing circular intakes (mainly for decorative purposes, but I'm pretty sure they at least supply a little air). -Ojimak
  20. Yes, but it's not as bad as intakes on bicouplers on bicouplers or just intakes attached to the wings with cubic struts. -Ojimak
  21. High Altitude Engine subassembly: This is fairly self explanatory. It's a sub assembly for allowing large planes to fly higher and faster without looking like intake monsters. The form factor is somewhat like that of a jumbo jet engine, and the plethora of intakes allow for full throttle up to around 30,000 meters. Add four of them to a large plane with a rocket engine or two and the plane will probably be SSTO. Download
  22. Added QuadVTOL C mk IV to the OP. And I don't think this counts as necro since it's my own thread.
  23. To imbed an album, type the five letter code at the end of the url between {imgur}{/imgur} brackets (except with [] instead of {}), so in your case, it would be {imgur}GNkoA{/imgur} (with [] instead), resulting in: -Ojimak Nice satellite, btw.
  24. This craft is basically an ion powered hovercraft for use on Minmus. The reaction wheel allows for fairly good control, the solar cells/batteries allow for flight when you're not in super-direct sunlight, and the landing gear allows for safe, although not recommended, landings of around 50 m/s. The current twr is high enough on Minmus that several more crew could possibly be added in seats, but then it'd require a launch vehicle that could hold more crew. Alternatively, a several-seated version could be sent to be used as a Minmus taxi between already-crewed bases. The launcher is just a basic asparagus-staged Minmus rocket. There is a large fuel excess in the NERVA transfer stage, but I guess that makes it n00b-friendly. The launcher should allow for the transport of a Kerbal/hovercraft to Minmus and the transport back of the Kerbal back to Kebin afterwards. (Honestly, the launcher was just a normal Minmus rocket onto the top of which the hovercraft was added; the hovercraft weighs next to nothing with all of its massless parts) Action Groups: 1. toggle the solar cells and the decorative antenna Download -Ojimak
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