Jump to content

Search the Community

Showing results for tags 'rapier'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 2
    • KSP 2 Discussion
    • KSP 2 Suggestions & Development Discussion
    • KSP 2 Dev Diaries
    • Show and Tell
  • Kerbal Space Program
    • The Daily Kerbal
    • KSP Discussion
    • KSP Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Community
    • Player Spotlight
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • Gameplay and Technical Support
    • Gameplay Questions and Tutorials
    • Technical Support (PC, unmodded installs)
    • Technical Support (PC, modded installs)
    • Technical Support (Console)
  • Add-ons
    • Add-on Discussions
    • Add-on Releases
    • Add-on Development
  • Making History Expansion
    • Making History Missions
    • Making History Discussion
    • Making History Support
  • Breaking Ground Expansion
    • Breaking Ground Discussion
    • Breaking Ground Support
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



Website URL



About me



Found 9 results

  1. Can someone link the RAPIER settings? I was messing around and messed up the gimbal range and I don't know how to exactly did it.
  2. So, today i downloaded the 3.2x rescale mod, and I'm loving it for the rockets parts and imho is a nice middle ground between RO and stock, and is doable with stock parts (and for bigger rockets i have spacey/spacey expanded). However i would love to do also some SSTO, but here lies the problem: orbital speed at 3.2x rescale is around 4.1 kms/s ( from the 2.25 of stock) so i would love to rescale also the rapier engine so they can bring me around mach 8 at 25-30kms in air-breathing and then from there on switching to the closed cycle. I already know how to change the performance of rocket engine, but i can't wrap around jet engine parts, and what means what, especially in this parts PROPELLANT { name = IntakeAir ignoreForIsp = True ratio = 6 } atmosphereCurve { key = 0 3200 0 0 } // Jet params atmChangeFlow = True useVelCurve = True useAtmCurve = True // no mach limit velCurve { key = 0 1 0 0.08333334 key = 0.2 0.98 0.42074 0.42074 key = 0.7 1.8 2.290406 2.290406 key = 1.4 4.00 3.887193 3.887193 key = 3.75 8.5 0 0 key = 4.5 7.3 -2.831749 -2.831749 key = 5.5 3 -5.260566 -5.260566 key = 6 0 -0.02420209 0 } atmCurve { // higher thrust at altitude than even TRJ key = 0 0 0 0 key = 0.018 0.09 7.914787 7.914787 key = 0.08 0.3 1.051923 1.051923 key = 0.35 0.5 0.3927226 0.3927226 key = 1 1 1.055097 0 I know that the 1st number of the velcurve is the mach number, but everything else? I have tried with lowering the intake air ratio to 0.6 and almost doubled the 1st number of the velcurve, but even on levelled flight at 20 kms ( high atmosphere line is at 21 kms in 3.2 rescale) the engine get starved for air with a shock-nosecone worth of air intake per engine. Can someone help me?
  3. Inspired by the Blohm & Voss BV-141, I decided to give creating an asymetric monstrosity a shot and see how it flies. My own yet-to-be-named kontraption uses a MK-1 sidecar design with a MK-2 main body and three rapier engines.It is, unsurprisingly, hard to control at low airspeeds or at high altitudes, but with the throttle up, engine gimbal and good pressure over the control surfaces give it a decent flight profile. The first test flight ended with an overheat at ~1400 M/S and the second made an orbit and came back down beautifully. Unfortunately, asymetric braking lead to an accident on the ground upon landing and caused me to lose the first model. A second prototype is still under construction. I'll be testing it with FAR by week's end. Enjoy! https://imgur.com/gallery/i3klJ
  4. A re-imagining of the stock R.A.P.I.E.R. engine, with brand new art to match the fantastic style @Porkjet has created. It's a separate part from the stock version, but it has the same stats and is the same size. Download from SpaceDock (1.2) Download from CurseForge (1.2) Download from Dropbox (1.2) 1.2 Changelog 1.1a Changelog 1.1 Changelog This work is licensed under a Creative Commons Attribution 4.0 International License.
  5. Okay folks, ive built a ship based off of Matt Lowne’s Duna SSTO design and all I’ve done is replace the extra passenger space with science equipment in a cargo bay and a MKII docking port, which in total weighs less than the MkII passenger pay used by Matt. i can’t get the blasted thing into orbit. My current flight path is: fly 10 degrees on takeoff till I get to 300 ms^1. pitch up gradually to about 35 degrees (I start to lose speed very quickly if I pitch up any more as my thrust isn’t very large) once I get above 10000m I flatten out my trajectory. this is where my problems start, even in a power dive I cannot accelerate beyond 350ms^-1 with 4 RAPIERS I have to activate my 2 NERV engines to get myself past 400. once past 400 I have no problem getting up to 1200ms^-1 but my engines soon overheat so I have to switch to closed cycle. My closed cycle uses all my oxidiser so fast I can’t get my aopsis past 35000m and then I’m left with just NERV which can’t accelerate fast enough to get my aopsis high enough. i really don’t know what I’m doing wrong
  6. Since most of us would agree that the RAPIER is the Kerbal equivalent of the SABRE engine, I'm wondering if the thrust and velocity curves are realistic in view of what i've read about the sabre elsewhere. As we can see, the RAPIER produces more than 8 times it's static rating at mach 3.8. However from this site (http://www.astronautix.com/s/sabre.html ), I read that So if the chamber pressure and flow rate are constant, from mach 0.6 to mach 5 , and sea level to 26km, then there should not be much variation in thrust. Perhaps the multiplier should get no higher than 2x at the very most? In addition - Basically in a SABRE engine the air compression turbines and turbopumps are driven by a closed loop helium turbine. It uses the hydrogen fuel as a cold sink and the heat of the air that's got compressed by the intake at high mach number, to drive this cycle. Except at low speeds that heat won't be sufficient to boil the helium at a rate to drive the turbomachinery, so a preburner makes up the difference. Elegant...
  7. So, I decided to finally try to make a spaceplane SSTO. It's all going well, until i got to the altitude where i need to switch mode. My engines didn't change mode, so i used the action group i set to change their mode. Didn't work. Ok. I tried manually changing their mode. Still didn't work. I've tried everything, and the Rapiers won't change mode. I've restarted the game (as well as my computer), i've done everything i can think of and it just won't work. can someone please tell me why this is happening? Craft file: https://drive.google.com/drive/folders/0Bx91FQJHP8inZkI5QWs5OTFNaXM?usp=sharing NOTE: I haven't tried deleting and redownloading my game. I think it may be because of some modifications i did to the squad folder in order to attempt to make a mod, but i still don't think it should of made the difference that it did.
  8. Anyway? I made an plane that is heavy and need the closedcycle mode to take off, but I need to click right mouse button on all the engines one by one to change from closedcycle to airbreathing mode. Anyway to make an keybinding to make this easier?
  9. Ok, The image above has been photoshop'ed - original was too dark anyways... but anyhow - the ship itself is a real thing - it flies, not only that, it also makes it to orbit with fuel to spare and some payload to boot! Ironically, this is a first for me in KSP (see signature below for why this is ironic) Really, all my previous Kerbal spaceplanes were more or less death traps less-than-perfect pieces of machinery... This one, on the other hand has only cost the lives of about a dozen or so kerbals to become a veritable "ticket to space" deal for anyone willing to settle for a South-of-Unbelievable payload tonnage (w.r.t. what my usual rocket designs (aka: madness (yes, you are reading multiple nested parenthesis)) would allow) but 15 minutes after takeoff (a rather hair-raising experience, however little hair kerbonauts may have) it gets you this far: That is space! Sweet! - In fact it's a very precise 150x150km orbit, made possible by the tiny-but-trusty OMS thrusters you can see here above well... that and the SABRE-RAPIER combo I got mounted on that thing - But if those don't become the end of you, they're actually quite a nice ride Anyways - the murderous contraption SpacePlane has enough "hoomph" to get as high as Kerbosynchronous orbit is - That much we know from actual testing! It did indeed manage to fly there, even several less-capable versions ago... It only came short of some little details such as that whole "circularizing" thing, (which had the engines go "pffth") and afterwards, that pesky reentry deal didn't work too well either, as that cost us a couple of main elevators redundant control surfaces and brought about an unsurvivable supersonic nose-first crash uncomfortable emergency landing scenario... but that was only a test flight, the ship is clearly not meant to fly THAT high But to space, it does get you! - And after you get up there, there's science to do: It's equipped to handle the toughest conditions an addon-loaded space environment can throw at it - hazards include: - Deadly Reentry - RemoteTech2 - ECLSS - Engine Ignitor (not applicable here, tho - but the ship is equipped for rescue missions, if needed) - FAR - & whatnot... So there you have it: The WindStar SSTV EX-4A (Swift Space Transportation Vehicle; EXtended version 4; post-prototype revision "A") She can even do landings too! A well-planned reentry gets you subsonic just above the bay where KSC is located (what's that place called again? - there was a map once, wasn't there?) Do mind that CG-shifting is VERY important for this thing... Might be the doings of FAR - Just like the Concorde, once you go supersonic your center of lift shifts way back, so we gotta pump fuel from the strategically-devised [cough] learned the hard way [/cough] forward tanks to move the center of gravity in accordance, lest the elevators cause a lot of unnecessary drag - and/or eventually max out and we stall/plummet to our fateful (yet oft-repeated) demise The process then repeats during approach, just before landing there's a slight moment of terror workload increase for getting the CG back into place for subsonic transition... if not, the thing stalls, and once that nose goes up, it ain't coming back down anytime sooner than the whole thing goes just that same way.... Anyhow... The Airbrakes are extremely effective, quite a relief after coming in for touchdown at just about 300km/h... that tail-strike wheel is something of a secret-to-success here... oh, how many good kerbonauts had to die before we got that thing figured out... ...but then we can taxi back on whatever momentum we have left! wheels stopped and everybody is still alive! unbelievable! indeed! if you want the .craft files, here you go - just note that it requires pretty much every major mod out there in order to load up... oh well... that's reckless high-profile engineering for you, isn't that right? But in that zip you'll find every iteration of the design process that brought us the EX-4A - and development continues! who knows what the future may bring for Kerbalkind? any similarities to the G42-200 Starliner seen in the signature below are purely coincidental and/or because both are somewhat ripped off from the Skylon a bit cheers!
  • Create New...