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  1. (I've posted this before, but that was a long time ago, and I want to get back into the community, so here goes). The Grus III is a long-range SSTO capable of Mun landings, though according to my Delta V calculations it can easily go well beyond that. It can get into orbit very easily due to its high TWR while using its Rapier engines. Its (roughly) estimated Delta V in LKO is about 4,270 m/s (usually a little less). Specifications: Part Count: 97 Mass: 80.545t Height: 5.8m Width: 22.8m Length: 25.6m Here it is on The Mun. It can make the trip easily as it was designed for bigger missions. It is also equipped with four science experiments, located on the belly of the craft. Here it is in the SPH. Some (kinda) strange features are its extra pair of engines. While very helpful during the initial ascent, extra reaction wheels are needed in space to prevent the Grus III from flipping all over the place due to the weird Center of Thrust. (At least this isn't the case with the nukes, though. That would be bad.) The Grus III completed the Mun trip with quite a bit of fuel left over. I've also taken it to Minmus, and Duna orbit (landing it was to hard to bother). Download here: https://drive.google.com/open?id=0BwpycuAS_53bcXdYMDl1MEhBV2s
  2. The invention of Debug Drive (pioneered by one Cheiter "Alt-F12" Kerman) has rendered the complexities of orbital mechanics virtually obsolete. Now, spaceships can simply turn on their Debug Drive and zip almost instantly from any orbit to any other celestial orbit, without consuming a single drop of propellant. Some have decried the use of this technology as "too easy", but most have embraced it with enthusiasm. The new tech has only one limitation: it can only be used once a stable orbit has been established, as the Tunnelizer Particles used by the drive will rip the ship apart if exposed to too much gravitational imbalance. So while orbital mechanics is no longer a concern, rocket science remains alive and well. THE CHALLENGE: Build a ship capable of deorbiting and orbiting at many worlds as possible, without refueling, staging, or docking. Your ship is only responsible for the deorbit and orbit; it does NOT have to perform transfer or capture burns. You may use the Debug Menu to "jump" from any stable orbit to any other stable orbit, but you cannot jump from the surface (or from a suborbital trajectory) to orbit. Your vehicle must be manned. At no point can any parts explode, break off, or otherwise leave your ship. Absolutely no part mods. This challenge is about design, so you do not have to fly your ship into orbit; you start the challenge in LKO, fully-fueled. You decide what order to visit worlds in. SCORING: You gain points each time you land and reorbit from a given world. Each world is worth a certain number of points as shown below. Gilly: 6 Pol: 26 Minmus: 36 Bop: 46 Ike: 78 Dres: 86 Mun: 116 Eeloo: 124 Duna: 145 Vall: 172 Moho: 174 Laythe: 290 Tylo: 454 Eve: 800 (if anyone can pull it off) Good so far? Don't get started just yet. You can earn bonuses based on vehicle design and mission parameters. Each bonus is a 10% increase to your final score, and they multiply, so two bonuses means a 21% increase, three bonuses means a 33.1% increase, and so forth. OP reserves the right to add new bonuses in the future. Homeward Bound: Return to the surface of Kerbin from LKO at the end of your mission. Infinity and Beyond: Your vessel consumes neither xenon nor ablator, meaning it could conceivably refuel at any ISRU station and continue its mission indefinitely. In the Neighborhood: Visit each planetary system only once. In other words, you complete all landings within a given system before moving on to the next one. Baby Grand: Visit every world but Eve. Kerbin's Sweet Caress: Land within visual range of the KSC at the end of your mission. No Surly Bonds: Your vessel is capable of SSTO from Kerbin, independent of your main mission. Rocket Scientist: Be the first person to post, in this thread, an accurate explanation for how I arrived at the scoring for each world. Hera, Wife of Zeus: Land on all the moons of Jool. Powerhouse: Your vessel carries no solar panels. Disembark: Your Kerbals can leave the vessel and plant flags on every world without needing their jetpacks. Regular Ace: Fly the entire mission without relying on informational or piloting mods. Pickup Artist: Your vessel is capable of EDL at Eve and re-ascent to orbit if Infinite Fuel is enabled after landing, independent of your main mission. One Stop Shop: Your vessel consumes only a single type of propellant (e.g., xenon only, LF only, monoprop only, or LFO only). Killing Me Smalls: Your vessel has the lowest dry mass of any submission. To qualify, you must land on either Laythe or Tylo. Rule of Cool: You have a dual-thrust-axis lander, capable of vertical takeoff and landing perpendicular to your main engine thrust vector using dedicated engines. Good luck, everyone! LEADERBOARD: @Wanderfound Touches down on Laythe and the Mun before coming home to Kerbin for a pinpoint KSC landing. For now, the smallest submission capable of Laythe, so 791 points!
  3. HELP I am building a stock replica of the USS ENTERPRISE, I don't know how to show a picture of it. My problem is that my engines are not powerful enough/ don't burn long enough. I want it to have fair twr (from 1.00 to 0.50) and a long burn time (from 1h to 30m) I can't get this but I see giant stock sstos online and on youtube... I only need it to burn for 1 hour and I can refuel at my station. But it keeps running out of fuel. For instance I went to Duna once and I had enough fuel to go from low-kerbin-orbit (LKO) to intercept of duna but no closer. I tried many engine configurations and many different fuel and thrust values but I always go the same distance The fuel makes the engines last longer but makes the thrust less due to its weight. I need a solution to this problem and I can even give the craft file if you want. No memes or unrelated content plz, and no useless content either... Thanks in advance - A FAT KERBAL
  4. Back to KSP after a hiatus. I set myself a challenge to build the heaviest (stock) spaceplane I can manage. I'm currently up to lifting well over 70 tons to LKO in a beast with three large Mk3 cargo bays. It'll loft two of the orange fuel tanks easily with the third cargo bay carrying some extra fuel, or just about an entire space station using all three bays. It re-enters cleanly and flies well, but landings are kinda hairy because it's not altogether familiar with the concept of gliding; deadstick and dry it's more like falling really -- I drop down at a scary steep angle, flare up at just above the ground and then sort of plop there and a lot of the time some pieces fall off. My next objective is to refine the design to address that problem. My self-imposed goal is a 100 ton payload. I've gotten close -- I had one design that could loft that much, but it was a one-way trip only as the dry CoM went too far back and it re-entered in reverse. Anyone else building these things? Any tips, designs, or pointers to share?
  5. Okay, I just joined KSP today. I've been tinkering around for quite a few hours now, and I just made my first SSTO mission. I got into orbit around 45,000 Meters, flew for 15 minutes, then landed in a hilly place in the middle of nowhere. Surprisingly, the SSTO was really easy to fly. However, this SSTO does not have enough fuel to get out of gravity's pull. I'm gonna call it the JebWorks Leviathan I. I'm probably going to add a few more fuel tanks, though. It's a real gas guzzler. Here's the things I might add to it. -Mining Drills -Extra Fuel tanks -Convert-O-Tron -A.I.R.B.R.A.K.E.S.
  6. hey guys I present my mission in mun with two ssto's being one of them v-tol and another, in fact it's strange the cockpit is a Lander just watching ... sorry for the long video of 7 minutes and many docking I've been a long time without playing. .. need opinions for new ships and missions
  7. Turn on subtitles for annotation. Mid tech crew trainer. Got fully developed rocketry but only just into airplanes ? This panther - nerv SSTO is quite forgiving but capable of more than you think. I kept everything as low tech as possible - nose cones, wing parts, landing gear, electrical stuff are all the lowest tech possible. It's a fairly simple airplane i put together when i discovered RCS build aid. See how i arranged engines in line with CoM so no torque. Engines, cockpit are amidships near CoM, cockpit is well back from hot nose cone, fuel is in a separate stack extending in front of and behind CoM so no CoM shifts as fuel is used. But it's still a simple airplane. Wings don't have incidence, one fuel type, one jet engine. https://kerbalx.com/AeroGav/Voodoo-Ray
  8. A simple to fly single seat SSTO. For those days when you want to go to orbit just to enjoy views rather than because you have to. https://kerbalx.com/Scarecrow88/Javelin-SSTO
  9. If you require a simple to fly spaceplane for performing crew changeovers in your Kerbin spacestations, this could be the craft for you. Capable of reaching a tested 250km orbit, possibly higher (no guarantee offered above 250km) it has the ability to carry up to 10 Kerbals to relieve those hardworking Kerbonauts whizzing along above the planet's surface. Action group keys and basic pilot notes can be found on the Kerbal X page, from where you can download the craft. https://kerbalx.com/Scarecrow88/LKO-Crew-X
  10. Andetch Pilot Test (SSTO) Hi, and thanks for looking at this challenge. This will be the most frustrating challenge you have tried! In order to be certified as an Andetch X Rated Test Pilot, Kerbals must prove they are made from the right stuff, or die trying.... This is your chance to qualify as either Gold, Silver or Bronze standard Andetch pilot. Only when qualified will Andecth Kerman allow you to join the elite. The Challenge It's simple. In order to pass you must take the ADX-WMP SSTO for a flight. (WMP stands for Widow Maker Project) Download from Kerbal X here, and simply place the craft file into (KSP FOLDER) --> SAVES --> (SAVE NAME) --> Ships --> SPH. No modifying the craft in anyway, it does fly. Feel free to mess with the fuel flow priorities though, it wont help..... No revert allowed. If you need to abort the attempt, your Kerbal must have the reflexes and skill to save their own green skin. If your Kerbal is killed in the attempt, then they obviously were not what Andetch X Labs needed as a pilot. If they survive, then they get to try again. You can attempt a bail-out to save your pilot, by just jumping from the stricken craft and hoping for the best, WWI style! If you can "safely" get your Kerbal to orbit, then you earn Bronze. If you de-orbit, and land anywhere, you earn Silver - note, only the pilot need survive so a perfect landing is not needed. (No bail-out allowed) If you de-orbit and land on the runway (or thereabouts) you earn Gold - note, the craft must survive the landing, however landing anywhere on the flat grasslands near the KSC still counts. Perfect landing on the runway gets you Gold, plus high praise from the directors of Andetch. See the below video for my proof of flight, and to get an idea of some of the quirky handling characteristics. Submissions Either a video showing the flight (preferred) or, Screen-shots of Runway If you're not too busy flying, some pictures of ascent is always nice, like when you fire up the main engine. This is not needed for the submission to remain valid. Orbit from map view, with PP, AP, and craft highlighted. De-Orbit from map view, with PP, AP, and craft highlighted. Landed, with KSC in view if close enough. Also, please say how many Kerbal failed to make the grade, maybe a screen-shot of the KIA wall? Just for fun.... Gain ADX Certification for YOUR craft. If you have got bored of sacrificing Kerbals in the ADX-WMP SSTO, but you still wanna be a part of the Andetch X-Labs, why not try and gain an ADX certificate for one of your creations? To qualify, the main criteria are that it works and the secondary criteria is that I can make it work without too much hassle.It is also about design qualities.
  11. 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
  12. Not sure if this is the right place in Forums to pose this question (moderator - please feel free to move this!) I recently downloaded the X-51 Hyperion III from Kerbal-X. Its truly a beautiful craft and I (barely) managed to fly her into LKO under manual control. Used up quite a bit of fuel along the way mind you. And in the words of Mattingley from Apollo 13 "Sorry Guys, my burn rate was too high...I'd like to run the sim again". Seriously, though, I have oddles of questions on how best to use the X-51, especially the Eve Lander which comes pre-loaded in the cargo bay. Is there a Users Manual somewhere, or at least a set of good advice? Cheers and thank you, Jon (and Fly Safe!)
  13. Trying to work on Eve SSTO, realized that it's impossible. Although, in this process I got a single stage (stock) propeller plane with rockets equipped capable of orbit. It ascends to the edge of the stratosphere only with propellers, and get into orbit with rockets. Album https://imgur.com/a/Ux6qS will appear when post is submitted So propeller plane can get to stable orbit, if enough rocket engines and fuel are provided. Then, a new question arose. How far can a propeller plane go? Rules: 1. No cheating, No Alt+F12 cheats in flight. (Visible bits are allowed) + No mods with gameplay effects. (Again, visible mods are allowed) 2. Only rocket engines and stock propellers are allowed on the entire flight. No airbreathers, no infiniglides, no gyroscope drive, etc. 3. The plane should be able to take off and fly around fully-fueled with propeller-only. 4. Propellers should be able to be re-docked to the craft, to ensure the completeness of the craft on orbit after physics load. 5. It shouldn't take over an hour for a craft to get to orbit. 6. At least a kerbal should be on board. Score is the dv left on orbit. The destination of the plane can be noted on the leaderboard. Leaderboard: + All rocket engines allowed 1. @Reusables 3m/s 2. @Reusables 0m/s + Propeller-Nerv SSTO 1. @Reusables 3m/s + Propeller-Ion SSTO 1. + Propeller Passenger Plane (contains Mk3 Passenger Module) 1.
  14. Hello Kerbonauts, My name is SLAMOVNIK989 and I am declaring Long-Range SSTO Championship, where best of the best SSTOs will compete, which can fly the biggest distance possible. Rules: Only Stock parts allowed, to be fair. No Cheats or Mods (Delta-V calculation and flight status mods allowed only) are allowed. Video of entire flight of vessel must be published on YouTube with public access to viewers. There are 3 categories: NRF (No Refuel), OPRF (Outpost Refuel), MRF (Mining Refuel). Spaceplane must takeoff horizontally, cannot use engines larger than 2.5 meters in diameter and must return back to Kerbin. Interplanetary transfers allowed. Rating System: Transfer to Mun/Minmus from Kerbin: 80 points; Transfer to Eve/Moho and/or their satellites from Kerbin: 150 points; Transfer to Duna from Kerbin: 300 points; Transfer to Jool and/or its satellites: 800 points; any other Transfer: 300 points; Landing on any surface of Planet or its satellites, that is not Kerbin: 250 points; Taking Surface Sample/ Performing any science experiment at orbit/surface of any planet or its satellite that is not Kerbin: 100 points; Crew Report/Transfer of experiments/Reports to Kerbin: 50 points; Returning to Kerbin with plane weight higher than during takeoff: 150 points; Orbital Transfer from Jool to Moho or opposite: 1200 points Obtainable awards: Lightest spaceplane - 300 points bonus; Heaviest airplane - 200 points bonus; 1 engine type only spaceplane - 500 points bonus; 1 circle around planet with atmosphere - 250 points bonus (this award can stack); Cargo/Fuel supplier - 300 points (this award can stack); Cargo/Fuel dropper - 500 points (this award can stack); Expert of Failure Flight/Landing - Fly or Land an airplane while damaged or any of system failed - 600 points; Orbital Cargo Deployer: 400 points (this award can stack) Note to awards: Cargo or Fuel must be transfered to Space Station, or land at distance of 300 meters max from Surface Outpost/Base. Good luck during building and flying and all the best, Admiral SLAMOVNIK989.
  15. Recently found a post about the replica on the Soviet rocket Energia-Uragan. It was reliable enough and I decided to recreate it myself. The main problem for me is reusable fairing. After I asked the author he said this is part of one mod. As he said the mod is Bluedog Design Bureau. I installed it, but have not found this detail. Maybe someone knows the name should mod includes this detail? That mod is Near Future Launch Vehicle - link Thanks to @Dr.Wolfram Energia-Uragan replica (vk.com) original post
  16. I've been planning to establish a long-term colonization on Laythe for a while now, considering so far the only non-Kerbin planet I ever sent Kerbals to was Duna, with a very lackluster base. Because of it being long-term, I plan to have a space station orbiting Laythe with two landers on standby, which must be almost completely reusable and be able to ferry at minimum six Kerbals from the station to the base(s), with maximum efficiency. With those restrictions in mind, and considering that I plan to keep the space station at an altitude of 150-175km(to make the rendezvous easier for me), I managed to design a hefty lander packing 3.8 m/s of dV, space for seven Kerbals, and a jumbo docking port on the bottom, which also counts on being refueled when landing on Laythe by virtue of the base(s) being equipped with fuel refineries and rovers able to ferry the fuel: As you can see, the reason for the unusual placement of the docking port(below instead of on top) is in favour of a RealChute parachute, designed to work flawlessy(mostly) on Laythe - which is why the lander is not completely coated in 'chutes. Unfortunately, RealChute has a hardcoded limit of 10 uses per parachute part, after which it will no longer work; as it will have to be replaced by a new parachute part through KIS, this is why the lander is only 95% reusable - and not using parachutes at all is a terrible idea as the lander completely loses control when entering Laythe's atmosphere - being the very first craft I've seen that prefers to fly face-first when I intend it to fly butt-first, while it's normally the other way around. (Re-entry heating is disabled in my save file because I have barely mastered proper drag-friendly crafts, let alone drag-friendly heat-freindly crafts) Nevertheless, using HyperEdit, I did multiple simulation flights with Laythe and, despite those shortcomings, de-orbiting and landing in Laythe is something the lander can do(with some trouble regarding loss of control; it can end up flying sideways and therefore gliding far away from its intended destination). The true problem is taking off again and reaching orbit: It just doesn't have enough fuel. Sure, it can attain an apoapsis that's above the atmosphere(thanks to a planet pack, the atmo height is raised to 66km instead of 50km; pressure and grav are unchanged), but it will be left with just 900-800m/s of dV left, when over 1100m/s are needed to complete the circularization. And this is without accounting the fact that the lander would still need to rendezvous with the soon-to-be space station at 150-175km of altitude... Either the lander is fuel-inefficient, or I am doing a wrong ascent profile. And I did check a guide for ascent profiles, but when I tried that, it just resulted in the lander deciding to fly into the ground. (Considering that guide was aimed toward large Kerbin crafts, it's possible its advice just doesn't apply for this situation) Thus, I'm wondering if anyone is able to help me with either/both problems. I'm looking to try and optimize its fuel consumption as much as I can(the aerospikes are the most efficient engines available: the Terrier is too weak, and everything else is either too powerful/inefficient, or has a mismatching size) to be useful in case of an emergency, and find out a more efficient way to get the lander up into Laythe orbit. As well as possibly find out what's causing the lander to completely lose control when braking into Laythe, as that will definitely end up causing problems later on regarding landing precision and the time spent ferrying Kerbals and fuel. And yes, the Center of Mass is above the Center of Lift, which is above the Center of Thrust. And here is the lander's .craft file, in case you need it or just want it.
  17. So I built this: The "S-95 "Decent" Torodial Nuclear Interplanetary Transport": And I launched it: And tried to get out of Kerbin atmosphere: But it spun out of control: And I dunno what happened: Help me?
  18. Hello, I've been having issues with my large cargo SSTO. I can't seem to get it to orbit. I'm having both balance issues and issues actually establishing orbit. Although, it has come a long way since I started building it a few months ago, and it gets much closer to orbit than it used to, and it doesn't flip backwards immediately upon takeoff anymore, so that's cool. Anyway, any help would be greatly appreciated! https://kerbalx.com/kennyloggins/Zeus-Mk1 ^Pictures and craft file^
  19. Let's take a minute to remember the olden days, when jet engines were practically warp drives and the atmosphere was indiscriminate of a rocket's shape. Though years of updates have taken the game a long way, some still long to feel the hypersonic wind in our hair atop a pancake-shaped ssto dropship. Alas, atmospheric drag has made dropships like this infeasible... Until now. How? I've reapplied an old technique tor creating crazy dropships the game THINKS are streamlined, but arent. It just involves stacking fuel tanks on top of each other, like a rocket, and then offsetting them to the sides to create a sideways fuselage. Sadly, all parts have to be oriented into the airstream, meaning it's much harder to make something look aesthetically pleasing. Still i tried my best with these creations. Jerdon's Babbler - Proof of Concept Named after a species of bird that was rediscovered after being thought to have gone extinct. Fitting name. Despite its unaerodynamicness, it's a great SSTO, with 1400m/s of delta v in orbit. Swallow (African Variant) - Heavy Atmospheric Constructor Tested to lift up to 70 tons. Its built-in vernier engines also make grabing payloads easy. To dock with a new payload: 1- Press 1 to disable 6 of the ship's engines, making it easier to control your throttle. 2- Set the ship to point "radial out". This will make the ship always point upwards, making maneuvering much easier. 3- once you get close to your payload, try to keep your thrust just barely below hovering power, and use the vernier engines to maneuver onto the target. You'll bounce a little, but you should dock in no time. Download: https://www.dropbox.com/s/yndudyvw8ykhehp/Swallow (African Variant).craft?dl=0 Monarch Econ - Cheap, Fast, Fun Leisure Craft Designed for consumers who want to have fun. How to get to orbit: 1- Turn horizontal as soon as possible, then pull up to 25 degrees once you reach 500m/s. 2- Turn down to 10 degrees at 8km. Engines should switch over at 1650m/s or so. You should get to orbit with about 1000m/s of delta v. Turning back to horizontal is a tiny bit tricky. Here's a good way to do it: 1- Slow down as much as possible, then point upwards as much as you can. 2- If you can't get vertical, give it a little bit of gas. 3- Once you get vertical, just turn on "radial out" and you should be fine. Download: https://www.dropbox.com/s/izr61vfy82g9fay/Monarch econ.craft?dl=0 Phoenix M2: Long Range Party Ship Comfortably gets 3 kerbals to orbit with almost 2800m/s of delta v. Flight instructions are the same as the Monarch. Just set your control point to be the top docking port. Download: https://www.dropbox.com/s/tdin0atailjr3ke/Phoenix m2.craft?dl=0 Monarch - Luxury Ion Skiff [Under Development] If you can afford the rediculous price of Xenon, this little ship is great for journeys to almost anywhere, with its near 4000m/s of delta v. Still needs some solar panel and aesthetics optimization. Swallow (European Variant) - Under Development Obviously all these designs were inspired by @Cupcake.... I hope i've made dropships worthy of his ingenuity. And yes, i'll post download links... eventually...
  20. Hi everyone, I have been playing KSP for quite a long time now, let's say that for my first Mun landing there was only one capsule available, no landing legs and trajectory was planned "start your de-orbiting burn when you see sun just touching the horizon" times. I was quite passionate about the game back then. Recently I had a relapse, and begun playing with SSTOs. And to be frank I'm clueless on the cargo placement in the cargo-bay / cargo-hold (using the larges fuselage). Some times it works, some times it does not: I want to place a satellite with a rocket propelled stage, consisting of probe body, some equipment, clamp-o-tron jr, TR-18D stack separator, one FL-T800 fuel tank and LV-909. I have made it all into one nit assembly part, and the problem begun. It just will not connect to the interior: to the clamp-o-trons, to the separators, when the part snaps in place, its rooted deep inside a fuel filled fuselage part - not even its bulkhead. I have tried re-rooting, moving (it unfortunately stayed rooted and it just was "floating" in the mid air, still being connected. As a last resort, I have tried to rebuild the entire stack in the cargo bay, but it ended up in with similar problems, the funniest one being the engine separating within the separator and leaving a gap in the satellite's placement vehicle. I have searched for some time on info pertaining to this exact problem, but unfortunately couldn't find it on forum / on Scott Manley's channel etc. I would be most grateful for any help on that matter.
  21. Hey guys! So I've been wondering recently, what is the purpose of a shuttle, such as the stock Dynawing? I can't see that that particular rig affords any advantage over a standard rocket, except the recoverable aspect I guess. And also for the Dynawing in particular, why does it have those useless tanks I-beamed into the cargo bay? Probably stupid questions all, but I really cant figure it out.
  22. If you know where to find a mod that does this please post the link below
  23. Hello, I come to you all with a dilemma. I have been playing this game for a long time, but I'm having an issue. Prior to the 1.0 update, I had little problem with SSTOs, however, after the changes, I have not had much success. I was able to make a small one-man SSTO work, however, it is not of much use to me as it cannot dock, only has enough fuel for reentry after establishing orbit, and cannot carry any cargo. The main craft I have been working on, however, I cannot get to successfully establish orbit, much less rendezvous with either my station or my refueling station. I have shaved off much of the profile, reduced drag by eliminating excess external components, and played with how much fuel I load, but to no avail. If anyone has any ideas for how I can improve the craft, and hopefully make it work well, it would be greatly appreciated. Images Below
  24. Hi, Alpha Gametauri here. Thought about starting a discussion talking about each others Shuttle's, how to improve them, combination of each others ideas, etc. Nothing specific. I was going to upload my Space Shuttle, but i lost it going back to 1.2.2, (reason being there is a Interstellar mod i miss having and trying to find again.) Let's just say my Shuttle handles like a Drunk Rhino on Landing, come down even a tinsy bit too fast and it shatters. She is a little hard on launch, and i probably have enough fuel left over after i dump the ET for a one-way trip to Duna or Eve. I do have a Shuttle Test Bed file, a Shuttle i use for test upgrade/improvising design and see how it flies. I have tried designing an SSTO, all of them fly wonderfully, except i have little fuel left when in orbit, and if i carry too much, i max at 48-52,000M. Can't wait to see what ya'll have to say.
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