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Assault Bunny

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    Extraplanetary Lagomorph
  1. With the advent of the new spaceplane parts, it was time for me to once again update my favourite little ship, the Arrow! For the old version, see here. Gallery is here until someone shows me how to embed them properly. The major differences here are the Mk1 cockpit replaced with the much sexier looking Mk2, nearly all the intakes, and the third docking port replaced with the Mk2 inline port, facing downwards. Other than that, it was mostly just little fiddly adjustments, such as re-snapping all the parts back together, since for some reason older version craft imported into the current version are spaced further apart. The best part is that there's almost no clipping in this iteration, apart from a pair of tail fins inside the main body. I've also managed to balance the RCS thrusters close to perfectly, so docking should be a little easier and less wasteful of mono-propellant. The aerodynamics are still a touch unstable, in that if you pitch too hard it WILL flip out, but as long as your stick-work isn't too aggressive it flies nicely, even landing gently with the engines off. I advise having only 1 pilot, as then it can also be used as a rescue craft for Kerbals trapped in orbit. Of course, updating the Arrow means updating the Longbow too. This was a lot harder, since most of the structure was wing sections, so it was all slightly off. After a long rebuild, it ended up slightly wider than before, but with the third docking port moved to the underside it much improves stability when the two craft are combined. A nice bonus is that the black wing section borders make it look much neater. I also increased the engines back to 4 per side, in an attempt to bump up it's TWR. Sadly, it's still horrible, but until we get some more high-tech stock engines, that's the best it can do. The rear facing docking ports are intended for refuelling craft, but can be used to drag along anything you want to dock to it. The launcher is also Kessler Syndrome free Again, gallery here, including a shot of the launcher included with the craft file. The Longbow also comes with a handy escape vehicle, powered by 6 ion engines and (hopefully) enough fuel to get you home from anywhere. As long as you left it empty when you launched it, it provides a handy escape for the science pod crew and the Arrow's (hopefully) single pilot. Action groups (for both craft) 1: Toggle Arrow jet engines and intakes. 2: Toggle Arrow rocket engines. 3: Toggle Arrow front landing gear (to convert to Rover mode). 4: Toggle Arrow docking port shields. 5: Toggle Arrow vertical landing system struts. 6: Toggle Arrow solar panels. 7: Toggle Longbow docking port shields, undock ports (for both Arrow and Longbow). Note: Multiple docking ports can be tricky. If you don't get a lock with all three, manually undock each port, quicksave, and quickload. If the Arrow is aligned properly, it should re-dock.8: Toggle Longbow solar panels and outside ladders. 9: Toggle Longbow rocket engines. 10: Toggle Arrow rover wheel motors and steering. ABORT: Launch LEV (Longbow Escape Vehicle), toggle LEV engines and solar panels. Arrow ascent profile: (Thanks to Cruzan) Begin climbing at 60 degrees. @16km pitch down to 30 deg. @21km pitch down to 15 deg. @24km pitch down to 10 deg. Cruise at 25.5-26km until 1400-1600m/s. Note: You don't need to follow this too closely. Just make sure to keep lowering the throttle enough to keep the engines burning after this. Pitch up to 20 deg. @27km Throttle down 3 ticks. @29km Throttle down 2 more ticks. @31km 3 more ticks. @33km 2 more ticks Pitch to 10 deg. @35-36km turn on rocket engines Pitch to prograde, keep vertical speed above 0. Watch Apoapsis. Once it hits 80-100km you can turn off your rocket engines and continue on jets. Your apoapsis will fall, so just make sure it stays above 70km. If you flameout, reduce throttle to reignite. Keep pointed at your prograde marker. The jets cut out at about 60km or so, but feel free to turn them off sooner if you like. Circularise once you reach apoapsis and BOOM! Orbital. Make sure when launching that the Arrow has one pilot, not two, the Longbow's science pod is manned, and the LEV (escape vehicle) is empty. You have to check these every time, because they LOVE to jump into command pod and out of science pods. Here's the craft files for the Arrow MkVI and Longbow MkVIII, both totally stock. Questions, comments, and words of praise are welcome
  2. That did the trick, though it still took about 3 tries. Thanks for that
  3. I've been updating my Arrow design, and with it the Longbow (see sig). I love the Mk2 inline docking port, so I've incorporated it into the design facing down, so now the Arrow attached to the Longbow by the two shielded ports on top and the inline port facing down. This design, while a bit more fiddly to dock with, is a much better design from an overall combined craft stability point of view, but I'm having the wonderful problem of only one or two ports wanting to attach at the same time, leaving the remaining ones in contact but not locked together. This wouldn't be so bad if the fix wasn't to completely release, back off X distance, and try the whole thing again. My question is; Is there any way to force a docking port to lock on to another without having to back way off again? Example picture: It's only attached by the bottom one in this shot.
  4. I'm hoping someone here can help me with some aerodynamic problems I'm having. Some of you (here's hoping I have fans) may remember one of my designs, the Arrow and Longbow craft. With the new spaceplane plus parts, I figured it was finally time for a redesign, and it looks SO much cooler now! Gallery here. Forgot how to make those display on here. Craft file. Sadly, despite the awesome new look, it's flight profile has suffered. It no longer seems to be able to go as high on jets as before, despite a net increase in intake air, and it's not as stable either. Used to be I could yank it up to a 60 degree climb right after take off, but now I need to ease it in or it back flips and spazzes out. So, I'm here looking for some to help me tweak the aerodynamics to make it more stable, and possibly help me with a new ascent profile. The old version, and it's controls and ascent profile, are in the link above. It's associated craft, the Longbow, has already been updated (far more easily) and will be provided, once I have the Arrow working right, in a new thread with more detailed shots. If anyone really wants it before then, just send me a message.
  5. I really don't have anything on that scale... Biggest I have is the launcher for the Longbow: Which ends up being just this when it gets to orbit:
  6. My most recent creation, based on an old .21 design, the Esquilax, an all moon Jool mission: Thread here. Next is the USRV MkIV, my attempt to make the Mobile Processing Lab actually mobile Thread here. And finally, the two craft that are the coolest, and yet the most useless (at this point), the Arrow and Longbow: They are of course designed to dock together, like so: The idea being that the Arrow is a combined SSTO spaceplane and rover, which docks with the Longbow to ferry it around to all the other planets and moons. Sadly, it requires too much science to be useful in career mode, and even then it's TWR and fuel reserve isn't that great. Still, it works, and I'm still quite proud of the Arrow's vertical landing system Thread here. There's more info in all the threads. Everything is stock (apart from mechjeb), and I try to use clipping as little as possible.
  7. Just to give it a little more exposure... The USRV Mk4 Nice and stable, as long as you don't turn too hard at speed, and can drive all over the Mun/Minmus if you've got the patience. I've built it as science-cheap as possible, but it still needs like two thirds of the tech tree. Anyway, link here.
  8. Some of you may have seen this in another thread, but I have since launched the Esquilax on it's mission to Jool and (hopefully) all it's moons. Bonus points to anyone who gets the reference The top section is the non-atmospheric lander. It comes with double everything science (expect pressure sensors and only one seismic) to get just above and landed science from all the Joolian moons (apart from Laythe (and possibly Tylo)), and return to the mothership for science processing and refueling. It could of course land on Laythe, but not return after. That's what the Laythe Lander is for! This pile of weird is designed to parachute down onto the watery moon, and even stays upright on the ocean (at least on Kerbin). It's primary thruster is a jet, taking advantage of Laythe's atmosphere to get it as high/fast as it can go. It then drops the jet stage and becomes a regular rocket, hopefully getting it into orbit (untested on Laythe) where it drops the rocket and tank, and rendezvous back with the mothership and latch back for processing. Then of course it returns to Kerbin (I hope, if I haven't wasted too much fuel) where the top lander and science pod parachute back down safely. Comes with debris-free launcher (as long as you jettison the last parts at the right point) capable of getting it almost (or completely) out of Kerbin's SOI. Make sure you have kerbals in the science pod, as the game LOVES to empty it at every opportunity. Only one pilot is needed, but you can bring a spare if you want. Just remember there's Action groups: 1: Primary Lander: "Just above" surface science 2: Primary Lander: Landed science 3: Laythe Lander: Airborne science 4: Laythe Lander: Landed science 5 and 6: Blank 7: Toggle Laythe Lander intakes 8: Toggle Laythe Lander jet engine 9: Toggle Mothership solar panels 10: Toggle Primary Lander engines Craft file: Esquilax with launcher
  9. Just an update; Launcher works great As long as you use the last of it's fuel to boost your AP, then drop it at AP while facing pro-grade, it de-orbits just fine.
  10. New update! After a trip to the Mun to soak up some science, I noticed that my design didn't have enough solar panels to sustain operation as just a rover, let alone processing and transmitting science. So I made a few more modifications, and have come up with the USRV Mk4: I've added several more solar panels, batteries, and moves the rear wheels back further to increase stability. It's now much less inclined to try and back-flip and break off the engines, and is able to process and transmit a full load of science without zeroing out it's power. Caution is still advised on night sides of moons, as it has no RTGs (hadn't unlocked them). I also took out the atmospheric sensors. On any place it's likely to use them, it wouldn't be coming back. I've included a launcher for convenience. It's enough to get it into a barely sub-orbital trajectory before the last stage, which can easily get it to Minmus orbit. After that it's mostly spent, but once detached from the rover it should have enough left to either crash into Minmus/the Mun, or possibly even return to Kerbin if you've done it well. A few notes: The included launcher features caps on the USRV's engines, with attached wings. This was a rather silly solution to fix the instability during launch, which happened to work. Be mindful of when you detach them! (staged after the launcher nukes) Even though it's so heavy, it can still be hard to get traction on the Mun/Minmus, especially going uphill. I recommend either using the RCS thrusters to push you forward, or the engines at very low power. Turning too hard at speed can make it roll. If you're lucky it will send you flying first, so slam on the SAS and get it level before you land again (happened to me twice!) I added four more downward facing RCS ports, in the hopes of giving it enough oompf to make it hover enough to get "just above" biome science, but this is untested. May need more. Action groups: 1: Solar panels. 2: Ladders. 3: One set of science, including crew report. 4: The other set of science. 5: Rear center wheel (helps with stability during rover operation) 0: Toggle engines. USRV Mk4 (with launcher) USRV Mk4 (without launcher)
  11. Never mind Managed to find one of my previous launcher attempts, and managed to get it to work. It now gets it into orbit, even with not the best piloting, with a little to spare. It even has retro-boosters to (hopefully) de-orbit the debris once spent. Esquilax with launcher
  12. That is doubtful, as it would likely render the jet engine unusable. Again we have issues with that, as without the struts holding it in place (see first image), it wobbles all over the place. Much less of a problem after it's return from Laythe, as everything below the pod will be gone. I was having some luck attaching orange tanks and mainsails below the nukes, but they kept running out of fuel before I could get it into orbit.
  13. Don't have it unlocked. I mostly ignored the aerodynamics section in this career.
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