Raptor9

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About Raptor9

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    KSC Aerospace Concepts

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  • Location Central US
  • Interests Anything and everything aerospace-related.

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  1. I get that, I was sort of jabbing Nertea in the ribs.
  2. Curious....for the errant Laythe dust devil?
  3. KerbalX does notify which craft have been updated since the last time you've logged in, provided you follow a user or a hanger on the site. Having said that, if you go to my craft file list on KerbalX and use the 1.3.0 version filter, that pretty much narrows it down.
  4. @Nertea, you're a monster of modders. Regarding your PTD-8R 'Pier' Station core, out of curiosity will it be a single-hop control point like the stock RC-001S probe core or multi-hop like the stock RC-L01? Can't wait to see that cargo bay, and the inflatables...aw heck, I can't wait to see them all! Lol! I'm sorry to laugh, cuz I know how much you hate IVA's, but your comments get more and more entertaining every time somebody asks.
  5. A few more craft files updated to 1.3.0 on KerbalX. Mostly subassemblies in the form of the ER-1, -2, and -3 rovers, the MIR rover family, and the utilty rovers. The main thing being lower part count in the range of 2 to 4 parts less on each of these. Additionally, the 'Thunder' rocket family, as previewed in this post, has also been updated. The new 'Thunder 3' variants have replaced the 'Thunder 4' and 'Thunder 4 Heavy' download slots on KerbalX, unfortunately. The 'Thunder 4' sub-family will be returning after the strut bug fix of 1.3.1 hopefully stops them from exploding on the launch pad. ______________________________ The following is mainly just talking about my thoughts this past weekend during a marathon design and testing period. I'm happy to announce that a project I first mentioned on February 28th is finally gaining some practical application. This project has languished in perpetual development since then because 1) I set some pretty high performance objectives, and 2) I was stuck in a bit of an archaic design methodology. The original goal was to design a new interplanetary "EV-X" ship to go to (at a minimum) the Joolian SOI and return without refueling. There were a lot of other requirements I mandated for myself as well, including but not limited to robust and redundant systems, while still maintaining modularity like my EV-4 'Longship' variants. The problem was it was going to be so logistically cumbersome (and costly in a career save) to launch and assemble given all the components, that I found myself resorting to figuring out ways to adapt the EV-4 system for Jool instead. While the EV-4 'Longship' Modular Exploration Vehicle or MEV system is nice for going to and from places...that's really all it was designed to do. Load a bunch of fuel tanks with a handful LV-N engines, put some cargo or a crew section on the front, and send it on it's merry way. That's when I realized that "modular" didn't necessarily mean "multipurpose" within my current building style. The EV-4's could be reconfigured based on their destination, making them "multi-mission" and reusable to transport crews/cargo to/from Duna, or Eve, or anywhere else provided you had enough delta-V strapped on. So, I scrapped my "EV-X" project and instead drew up a new project called M3V, or Modular, Multimission, Multipurpose Vehicle system. It's not so much a singular exploration vehicle like the previous EV craft I've built, it really is a "system" of multiple craft. Whether or not it's successful for a Joolian level expedition, I have no idea at the moment. How many different craft or subassemblies will end up being part of the project, I have no idea either. But bottom line, it's gaining maturity, I've got some craft already being tested; now I just have to make sure I can squeeze out as much potential as I can. I'm excited to see where I can take "M3V".
  6. Each time you do, place a Kerbnet waypoint at your deorbit burn point. If it doesn't work out just right, try again and whichever one is closer, delete the other waypoint. Keep refining the location until you have the waypoint exactly where you need it. Keep in mind there may be some variance depending on which orbital altitude you're deorbiting from.
  7. Just saw this on KerbalX, awesome graphics.
  8. @Cynor, welcome back to KSP. For an optimum entry trajectory, using Trajectories mod, I recommend deorbiting in a manner so that the atmospheric entry phase (red portion of the Trajectories display) begins over the desert region west of the KSC, about 60 degrees around the planetary sphere prior, and the trajectory impact being vicinity of the KSC. At atmo entry (70km), place the nose at 15-20 deg above the horizon, set the SAS to hold it there with RCS and control surfaces on. As the SR-21A descends, the nose will track up on the flight ball as you continue around Kerbin in the upper atmosphere, which is fine. This is essentially using the entire underside of the SR-21 as an airbrake. When your speed drops below 1300-1400 m/s, you can let the nose come down and start working through powered atmospheric flight back to the KSC. Additionally, you can add a little more braking power with the vertical airbrakes (the rudders will deploy out) if need be. The same type of entry works with the SR-21B as well, but it does have a slightly different forward airfoil layout and isn't as nose heavy, so be careful. Keep practicing the trajectory angles and entry points until you find a repeatable procedure that gets you close enough to the KSC (without burning up obviously) so you have enough fuel to return to the runway. I would still recommend testing it out in a vanilla KSP if you keep experiencing trouble. This has been a repetitive comment on KerbalX when users have issues, which is why I've placed it in the FAQ section of the OP.
  9. I hereby document you as Quoted. May the odds be ever in your favor.
  10. What's up there, neighbor? Welcome to the cul-de-sac.
  11. You, sir, pretty much summed up my pre-pubescent period of my youth. (All the Calvin and Hobbes books are literally sitting on my bookshelf three feet away as I type this)
  12. I do add a little bit of what I call "Kerbalverse" background to it. I use distinct rocket designs for each of the major rocket component companies, as if they were marketed like real-life competitors. My small-scale 'Javelin' rockets are only made utilizing Jeb's Junkyard parts, my medium-scale 'Thunder' and 'Lightning' rockets are made with Rockomax parts (with a few parts bought from Jeb's Junkyard for upper stages), and my heavy-scale rockets are made with Kerbodyne parts (again, with a few components bought from the previous two companies for specific upper stages). I also have similar manufacturer emphasis on types of station modules or even interplanetary ships. My EV-3 'Clipper' was a so-called "joint collaboration" between Jeb's Junkyard and Rockomax to produce an interplanetary ship without one component from Kerbodyne used in either the ship, nor on any of the rockets used to assemble it in orbit. I also have a specific career pipeline for Pilots, Engineers, and Scientists. For example, after a recruit pilot is hired: 1) Trainee: His/her first mission is being sent on an atmospheric survey mission, followed by an orientation spaceflight on an LKO service mission (usually involves crew swaps to my ISS-style station). 2) Kerbalnaut: He/She now follows one of two paths, rostered for an upcoming science/service mission to either the Mun or Minmus, which usually involves a few months stay at a space station. 3) Advanced Kerbalnaut: After completion of either a Mun or Minmus mission, the pilot is now permanently paired with an Engineer (as a flight crew) and assigned to either the "SpacePlane Division" or "Near-Kerbin Asteroid Operations". The "SpacePlane Division" equates to more flight time and missions, but is limited to atmo/LKO flights around Kerbin. "NKA Ops" usually involves "managing remote operations from mission control" involving asteroid miners and redirect probes, but occasionally gets tagged with a deep-space rendezvous. 4) Deep Space Expedition: Whenever a deep space exploration mission beyond the Kerbin SOI comes up (excluding near-Kerbin asteroids), the flight crew is chosen from the existing pool of Advanced Kerbalnauts, and given an expedition crew with however many Scientists are required for the mission, provided the scientists have also been qualified as Advanced Kerbalnauts and available for rostering. The Engineers and Scientists have similar and parallel career pipelines leading up to Deep Space Expeditions, and most get a chance to go on both a Mun and Minmus mission before going on a deep space mission. This is how I ensured that all my Kerbals received as much experience and leveling up as possible before leaving for other planetary SOI's.
  13. For constructing a Munar colony, unfortunately the only ones I can offer are the BM-series of base modules transported by LV-3C 'Bullfrog' landers. The HLV-5 'Porpoise' family of landers will give you the most utility however since they are designed to be reused/refueled using Mun-refined propellant, and they fulfill personnel, fuel, and cargo needs; and they fit perfectly in my CisMunar Economy. The LV-3A and LV-3B are also useful, but the LV-3A is generally a one sortie lander, and the LV-3B is sort of like a singular research outpost that happens to be capable of landing itself. The LV-2B and LV-2D are also single-stage, reusable Mun landers, but are limited in their usefulness on the Mun Base/Colony scale of operation.
  14. I've expanded the SM-series collection to include a new "interplanetary tier". These modules were borne from the need to establish stations around other planets and moons outside of Kerbin's SOI. As such, the main design techniques I wanted to emphasize was module versatility, resource distribution, and low part count. Modules like the SM-TN and SM-RN can be used as crew passageways, or components of a large truss system, or docking nodes for propellant depots. Reusable stages like the LITE and the NITE are fully supported and intended to be integrated in the use of these modules, as displayed in the one of the latest station example graphics of 'Depot Station'. With the NITE's long range, a deep space station can easily be set up with 2 or 3 'Titan 4N' launches with a few modules on each NITE, not to mention the NITE's could then provide an on-site depot mechanism. The SM-TSR provides a single solution for power generation and thermal management, but still retains the ability to accept SM-MSAT augmentations for those outer planet locales that suffer from significant solar energy drop-off. The SM-PCP not only provides a comms retrans capability, but with it's RC-L01 core, it establishes a local source signal to control uncrewed craft (through multiple hops) without relying on a powerful relay from Kerbin. Then of course the SM-LITE provides a parking spot for up to 4 LITE upper stages or HLV-5 propulsion modules.