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O-Doc

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  1. If you want some decent range you're going to want to carry some nukes. Most of my designs are now NERVA equipped so that they are useful once in orbit. Here's another Minmus capable Mk3 flyer to demonstate that it is quite possible.
  2. Sorry, there's basically no meta reason to use spaceplane parts. But, I won't play the game without them. Flyers gonna fly.
  3. It's back. Voted by you as the best pre-beta SSTO, the Robin makes it's spectacular return. The formula one of the Kerbin skies now boasts increased range and operational capability while losing none of it's signature maneuverability, with perfectly balanced aero for maximum performance and SAS-free flying. This unique design achieves a ridiculous low-G turning circle with high yaw-assisted, roll rates. Orbit is a breeze with enough dV at LKO to grab Mun or Minmus for transfers and refueling. This is definitely a craft all spaceplane fans should have in their hanger. Download the Robin MkII
  4. Well, if we're showing off our spacedozers, here's mine. Sloppy piloting and navigation still gets her to Minmus, from there you can get to any planetoid or moon and haul a serious amount of fuel up to your orbital silo. This one's still going through trials and will enter production in the not too distant future.
  5. . That's because your center of drag is above your center of thrust so when you fly out of thicker atmosphere your vertical control surfaces lose grip on the air to the point where you flip. You definitely need more control surfaces and probably an angled wing or two underneath the craft to balance out your drag profile. The other option is angled tail fins that are rotated inwards to help lift up the back end of your craft.
  6. Good question. From what I've seen on the forums my specialist heavy lifter is more fuel efficient than most. I know Rune gets slightly better payload fractions with an approach similar to yours. But, my high TWR planes are cheaper to operate and take far less time to suborbit. I'm over 30% payload fraction and over 50% fuel at LKO.
  7. Larger vertical stabilizers required at the back. I'd also not use angled tailfins, or at the very least, make them roll only control surfaces.
  8. You should put on all your vertical velocity in lower atmo(always use the entire runway) and as you get up to speed, point directly into your prograde which should sit just below ten degrees above the horizon. You want the least amount of drag possible so keep pointing into prograde all the way into space. High TWR is important and your craft should want to go into trans-sonic at low altitudes which you can wash off with higher and higher AoA below 8km. I've found the most efficient crafts have a high enough TWR for me to have to wrestle the prograde down to the horizon as I go trans-sonic. There's definitely a fine line you have to dance between maximising speed and spontaneously combusting at around 12km. - - - Updated - - - Yeah, sorry. I meant 7-8 degrees above the horizon.
  9. In 1.0.4, at about 8km you want to be at about 400m/s and around 7-8 degrees AoA(pushing through the sound barrier at about 6km). Keep that AoA for maximum results. Assuming you don't have junk on your flier that drags and splodes, you will reach almost 1.7km/s on open cycle. All my SSTOs got over a 5% payload fraction increase on the patch but, I had to drop in around 25% extra atmo fuel.
  10. Thanks for the compliment. I'm still tweaking the fuel load with this on, trying to wring the most out of it. The payload has fallen to 23% but, it's a better plane for it. It sits on the runway at 172T with a 40T payload. However, I'm now getting to a 75km orbit with 5T of LF and 4T of O. That's the front tank at full LF and about two thirds O to spare. If you include say, eight of those tons of ranging fuel as payload then, you're looking at around 28% fraction. I think TWR is important but, minimising drag is the key. The Gemini has only 4 control surfaces, placed in positions of low drag. That and the ascent style make all the difference. Have a bash, it basically dictates your ascent so it makes for a good trainer in the new aero. Here's the basic ascent profile. 1. Full throttle and keep pulling back on the stick till you're at 12km 2. Nose into your apoapsis till around 700m/s velocity 3. Pull back until you are around 15km and then nose straight into apoapsis again 4. As soon as your speed starts to slow close cycle and pull back 5. Raise your apoapsis to 10 degrees and nose straight into it for the last time 6. Cut throttle when your apogee is at 100km and coast for injection De-orbit is simple. Pump all remaining fuel to the front, point directly into apoapsis and turn on the brakes. To land pump fuel to the rear and toggle on pitch control on the top airbrake. Download Gemini
  11. I've messed around with turbo/rapier builds. It's all a bit frustrating getting through the sound barrier which can double your effective flight time(out of warp). My Gemini below will pull up a big red plus mono tank with a payload fraction of less than 25%. I won't include cross ranging fuel as payload fraction because, design. If I was to go about improving ascent efficiency then I'd go for a mid-wing design with less intakes, that would improve balance and reduce drag. However, rear wing designs are great for re-entry. Here's the typical switch-over point. And here's a nominal orbit result. With a mid wing design for drag reduction I think you can switch over at around 1460m/s at a height of 28km. That's pure speculation though.
  12. You've got two basic problems. One, too much fuel. And two, you're craft isn't balanced which creates control surface drag. You need to be able to fly level with SAS turned off or have very small control surfaces. I like to rotate my v-tail fins to get some downforce at the back.
  13. Here's what I've been working on. It's the lawn dart style SSTO which I'll use for all my refueling needs. It's not a station builder, that will be the next project. The standard orbital silo gives a payload fraction of 25%. It's a great flyer, ultra low drag and very hard to heat up. Re-entry is dead easy, point directly into the prograde marker and turn on the brakes.
  14. I just found out last week KSP hit 1.0. WO0T! I'm very happy with the final features, especially the love Squad gave to us spaceplane junkies. Here's what I spent my Saturday on. I did alot of experiments with the new parts and aero. Looks like lawn darts with pre-coolers should comfortably take 20% payload fraction to orbit. This one above is the result of getting a great sea-level flyer to be a useful SSTO. It takes half a ton payload to orbit and the nuke gives it some excellent interplanetary reach if refueled at LKO. I'm not sure about what you guys are doing but, I'm finding the best ascent profile is on rapiers with between 1.25-1.5 TWR at sea level, punch off the end of the runway and dial in 45 degrees, only lowering your nose with apoapsis drop as your speed increases into the sweet zone where your rapers push over 300kN. I fire rockets with a short angry burst when rapiers die at about 60kN and nose to 20 degrees to punch a 75km suborbital apogee. As per usual, I think the main trick is getting your spaceplane perfectly balanced for SAS-free flying so your control surfaces don't drag on the way up RIP in peace turbojet!
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