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Found 28 results

  1. I finally got around to using the deployed science experiments and was frustrated with the choice of cargo containers. Squad missed an obvious size to me. The side bays of the updated Mk2 Lander Can are screaming for a cargo box. It seem like the natural place to stash the experiments, but the stock cargo box doesn't fit as nicely as I'd like, so I ended up sizing one to look built in. This is just a Module Manager patch to rescale the small cargo box and modify it's attributes for the larger size. At the same time I added attachment nodes to the sides of the Mk2 Lander Can itself to make fitting the part simpler. It should snap in place as shown in the picture Based on the new volume compared to the stock part it should hold about 11 parts, but I've left it at 9 as I think the stock cargo box in undersized for 3 experiments. The storage locker is a little larger than the side bay and does clip into the Lander Can. This is intentional to eliminate any gaps around the part and give it a built in look. Dropbox download link Download and save the config file somewhere under GameData. The only requirements are Breaking Ground DLC and Module Manager. The entirety of the patch is in the spoiler if for some reason the dropbox link goes away at some point. Consider this Public Domain. There is no code beyond the MM patch. I'm not posting it to CKAN, so don't ask. This should work until Squad renames or deletes the parts, so if you pester me about it working in later versions, I'll probably ignore you. I have little interest in user support. I'm posting this in case others find it useful.
  2. [Picture go here] Summary: Build the best vehicle to transport cargo, participate to event and cargo mission. Kerbal Express Delivery managers came up with a new strategy to adapt their fleet of vehicles to the needs of the market. KED is a fast shipping company present everywhere in the Kerbol system. Their supercomputer(my brain) use some truely absurd mathematic theorem(my random idea) to predict the future requirements(my will) of the company. They use these prediction to decide wich vehicle they gonna buy to replace to older one. Your task is to offer that match the best their needs for current round of buy. Kerbal Express Delivery want the best of the best, they want cargo-vehicles with high efficiency or transport solution. Your craft will be given a spec sheet by the reviewer of the company with his specification and their notes, then current prediction will be multiply to your spec sheet and the sum of all the resulting numbers will be the score of the craft for the current round. NEW!: To demonstrate the effeciency of your transport solution and prove his usefulness you can present a working and complete transport network. Disclaimer: english isn't my native language (french is) be tolerant for error and weird phrasing of a sentence. I do my best. Also feel free to correct me. Rules *All mods listed are optional, stock always better. -Game version= 1.5.1 -Parts(compatibility confirmed): stock + making history + airplane plus + kerbal aircraft expansion + mk2 expansion + mk3 expansion + b9 procedural wing + b9 part switch + eva handrails continued + mk.1 stockalike open cockpit + K.A.S. + ablativeairbrakes + Wetterwings + mk1 cabin hatch + Kerbal foundries(when updated) + opt reconfig(main) + Kerbonov -other: Bonvoyage + TCA + worldstabilizer + IFS(no parts) + ballast water tank (submarine only) + tweakableeverythingcontinued (no abuse) -STXContinued:(no engine: some are unbalance with stock game)(may get remove) -tweakscale(use with moderation to not get caugth by the police) -dock rotate(use with moderation to not get caugth by the national guard) -AtmosphereAutopilot, optional but please use it. AWESOME -Craft that cause my computer to lag won't be reviewed plus I'll erase them of the known univers. If it make crash my computer well... use your imagination. -Clipping= max 20% of a part volume. To use only for good reason. I don't like evil. Ex: Compressing fuel tank to get more space is bad. -2 craft max per week per person for more take one leave one -Autostrut yes but only for big thing when it's the only way to prevent your craft from exploding when spawning -no addons that affect physic of the game -No free moving cargo in/on a craft -Electric propellers and engines are allowed providing the power comes mainly from battery and/or fuel consumming devices. -No more thant 1 RTG for 25 parts allowed on atmospheric planet. Can't use RTG has main source of power for Ion engine. -You can't use any unfair bug or exploit as a propulsion method. (Wheel Hover bug is ok) -NO NUCLEAR engine in use below 50 km on kerbin -neistridlar can only use Neist Airliner Parts -squad staff and moderator can only use upside down command pod -S.A.S. is disabled on pair day Cargo definition: A cargo(it's a payload, a marchandise, a commodity) can be a lot of thing from fuel and ore to a whole rocket, it's also kerbals. Cargo has a mass and a size and. If a cargo is, for example, a ressource that doesn't have a physic existence in the game, then the cargo have to be in a container. You can submit container. Craft Your craft can be manned or not, if not make sure to have enough power and antenna range. Your craft can be anything that can contribute to a transport logistic. Ground: for wheeled vehicle on kerbin apply the rule for electric engine(extra point for minimal use of solar panel) and no mining. Liquid: you'll need dock to load and unload cargo, we don't supply them. Atmosphere: range above 5000 Km is kinda useless. Space: Temporarly space only vehicle won't be allow for the challenge. Transport Network WIP Submission Guidelines (your craft should): be fully reusable, durable and safe (for reusability, any detachable component need to be reattachable. Ex: in a missile delivery system, missile has to be reloadable+give the price for one) be able to; move cargo from a point to an other (vehicle)/store cargo (container) be the most efficient/effective in any way* (speed, crew capacity, range, fuel consumption and maintenance cost are relative to cargo capacity) have the least amount of part per cargo capacity be easy to use be the most flexible (on cargo configuration) stay stable and manoeuvrable whatever cargo configuration is use (vehicle) be as cheap as possible have a good range of operation (for your kind of vehicle) extra points for style and originality. *Example: If, for the same price, you can buy a big aircraft or an other two time smaller and two time faster, then, they are both equivalent. Complete judging criteria(reviewer secret checklist): Submission rules: Name your company and your craft Describe his cargo capacity A Picture Main spec(that apply to your craft) ex: speed, range, cost, part, cruise altitude, deltaV,... any relevant information like safety stuff pilot manual(how to use it) actions groups and commands needs to be listed in the in game craft description link to your craft file using kerbalx (or steam but steam workshop is bad) do some blabla say wich mod you are using but most importantly if you are using or not atmosphereautopilot What should look like a submission: For reviewer Score, event, mission, round, prediction and badge Event (new post every time) Two things will happen through time; When I decide to, a new round will start(ending the previous one) with new prediction. The second thing will be mission and event. -Prediction affect the score of your craft by redefining how much point worth(multiplication) each stats. You get a badge while one of your craft is on top of the leaderboard when round end. -Event can be a lot of thing but mostly . You may get a badge by accomplishing them on time. You need to post screenshot as proof of success. -Cargo delivery mission: see below. You'll be able to see your score when the google doc(or excel or other) will be completed. Awesome super secret special badge can also be obtain by BlaBlaBlaBlaBlaBlaBlaBlaBla.......... THEY ARE MINE! Find them by yourself! Mission list Car delivery WIP Rocket plane Goal: Make the most efficient rocket cargo plane. Rules: rocket engine only, max 10km altitude Score: 100*range(km)*cargo capcity(mass t)/cost Russian doll Goal: Make a vehicle carrying a vehicle, carrying a vehicle, carrying[...] a kerbal. Rules: Max mass=100t Score: range(km)*number of step/1000 Badge Link -Google sheets need time to do that. This challenge have been simplified to make sure everyone can have fun while doing it. Below are the original rules that you can still follow to get extra point, mention it in your submission as hardcore mode. You should know that they are not complete and may never be, there is a lot of missing elements that only exist in my mind.
  3. I found a new way (at least to me) to keep large things rigid without mods or craft file editing. Meet Brutis This dude is fing massive (slightly larger than the sph) and honestly flies really good. Only problem is if you take it above 250m/s it rips itself apart, have fun with that. It has the ability to save the crew, land and carry cargo what more do you need? It can carry about 750 tons and still take off, 800 if you strap rockets to the side and pray. It also can climb nearly straight up under full power, and carries enough fuel to fly for nearly 6 hours when cruising. If you need to get something from one place to another this is the plane to do it. Keys are 1 - lights 2 - ladder 3 - thrust reverser 4 - shut down all but cruising engines 5 - open back door 6 - open back hanger 7 - open front door 8 - open front hangar steam link with more pictures https://steamcommunity.com/sharedfiles/filedetails/?id=1565539532 and here is the craft file https://drive.google.com/open?id=12-asM-do7sFjT0I6UhvIL8Hsgjrt0g8a
  4. Shuttle Payload Technologies v0.2 This is the development thread for Shuttle Payload Technologies, a mod that I'm currently working on. The main goal is to flesh out the amount of parts available for shuttle payloads. Currently in the plans are: KU Band Antenna Spacehab Weird Shuttle-Salyut module thing Build-your-own LDEF + contracts for it Spacelab Pallet experiments + contracts Probably some satellite mounts Maybe Hubble and it's servicing equipment from the following missions? Anything else people ask for that I agree with! License: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License Changelog: Download Spacedock Github Required Mods: Comorant Aeronology DIRECT
  5. Hi everyone, I have the OPT Spaceplane mode. Whenever I design a spaceplane or any cargo plane with a cargo ramp, it spawns like 500 feet above the runway and starts falling. If I replace the cargo ramp module with a normal tail, the craft spawns correctly on the runway. Anybody seen that and knows a fix? Regards, Chris
  6. So someone recently challenged me to make a replica of the Quinjet from the Marvel Cinematic Universe. It is a cargo VTOL aircraft with a similar purpose to Boeing's V-22 Osprey. I wanted to make my replica unique, so I decided to make some stock electric/jet powered propellors for the VTOL function. But I've never really delved into the world of stock propellers before. So I was wondering if any of you had any tips on building them, or which design would be most appropriate (are high TWR propellors even possible)? Preferably they need to be relatively low profile, although I acknowledge that I may have to lose some aesthetics for functionality. The design for the aircraft will probably use MK3 parts although I could switch to MK2 for lower mass. Any help/criticism is welcome!
  7. KESTREL AEROSPACE KC-100 DESIGN NOTES The KC-100, designated 'Rhino' for its bulk, is a heavy-weight, medium-range airlifter with a maximum takeoff weight of 90 tonnes. It's capable of relatively short takeoffs with lighter payloads, and can also be landed in a short distance if its thrust reversers and flaps are employed. The Rhino was created primarily with rough-field landings in mind, and can thus deliver payloads to remote locations that would otherwise be inaccessible. SPECIFICATIONS: Length: 33.3m Wingspan: 35m Height: 8.2m Empty Weight: 32.92 tonnes Full Weight(1162LF): 38.74 tonnes excl. payload Stall Speed: 40m/s Maximum Static Thrust: 480KN (4x Wheesley powerplants) Maximum Return Range, with maximum payload: 650km Maximum Range of No Return, with maximum payload: 1300km OPERATION MANUAL: AG 1 - Switch engines on/off AG 2 - Toggle Thrust Reversers AG 3 - Toggle flaps AG 5 - Lower/Raise Cargo Ramp KERBALX LINK: https://kerbalx.com/Kestrel/Kestrel-Aerospace-KC-100-Rhino Please enjoy!
  8. I built this Andromeda class SSTO the other week, the intended use being space station components, which are bulky but light. I tested it with a 2.5m Xenon powered ship as the heaviest plausible payload (18t), because if your lifter is NERV powered, why would you go back down to chemical ISP for the deep space part? But the gold standard for a mk3 SSTO is an orange tank (36T) , so it had to be done... A design like this lives or dies by it's lift/drag ratio, namely you must stay as close to prograde as possible to minimise drag from the cargo bay. Aerodynamically, it's designed to do that when empty, and i've added trim flaps on action groups 1-3 to nudge the angle of attack a few degrees higher or lower so you can adjust the flight path. However, the positioning of the cargo can upset this. The orange tank caused it's AoA in Neutral trim to shift to almost 2 degrees nose down , due to the cargo being slightly too far forward. I was able to work around this by operating with nose up trim most of the flight and tweaking the deployment angle of the trim flap, as i'm sure you could if you had the luxury of an analog stick ! In future though, i'd recommend test flying with the payload before shooting for orbit, and see where the natural AoA goes to so you can see if the cargo needs to move at all. Or just get a fancy-ass analog joystick ! https://kerbalx.com/AeroGav/Andromeda Is it the smallest thing to ever lift an orange tank?
  9. Hello, I have a dumb question but I'm playing in the ps4 enhanced edition and looking to make a nice space plane. My problem is can't I find the Mk3 Cargo Bay on the tech tree. I looked it up but cant find it. Can someone verify that it is or is not there? I feel like I'm losing my mind.
  10. It can be tricky, when trying to attach something to the nodes inside a cargo bay, to get everything to line up properly, so it attaches to the node rather than the side of the cargo bay. When playing on PC you can hit a key that ensures the part you are adding will only attach to an open node. Is there a similar feature on the console (specifically PS4 for me) version?
  11. Greetings, Skunk Works lab was wondering if anyone remembers a Mod that allowed you to build a rover, and PACK it into a container to be un packed later? We are integrating Cargo bays, and wondering about this mod. I think it was available back in 1.0 or 1.2 Thanks
  12. I've been fooling around again with SXT, and built the 'AirWhale 350' (The 350 part is for how many m/s it takes to takeoff). It can store several trucks, rovers, crates, and even light planes (fitting two LF-1 Bears in folding wing mode). Top speed of roughly 400m/s, takes about 30 seconds to stop after applying brakes, and needs the full length of the runway to take off. https://photos.app.goo.gl/u01ThqGKQiWwyikg2 - The AirWhale under construction https://photos.app.goo.gl/zJwN94ZLr0z6524j2 - Moved to the runway https://photos.app.goo.gl/iLPeETvMYRdOHAfD2 - Engines start https://photos.app.goo.gl/qTblpyxTK8eDYvDt1 - Takeoff! https://photos.app.goo.gl/8roaeU6Hzu67oTZC2 - Mirvy Kerman is worried about flying a slow, heavy aircraft. https://photos.app.goo.gl/KPDjeK3jidWXEqTg2 - Flying to the island https://photos.app.goo.gl/Eb33f3fCxIFSfJZd2 - After a lot of time, landed at the Ice Caps. https://photos.app.goo.gl/8K0zCqxhQDIhkUcn1 - The research vehicle is ready to be deployed https://photos.app.goo.gl/MiKeQBRGycp1XOjk1 - Safely driven down the ramp, ready to survey the area. And that's it. I'm planning to airdrop some crew facilities, but just need to figure out how to do it.
  13. The Gyrfalcon is a heavy lifter designed to move Kerbals and cargo into LKO. Some experience is recommended when flying these rockets. https://drive.google.com/file/d/1iYfbFZ7IE8UJC_vOUXRl70oDiGrKiM9c/view
  14. 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.
  15. My original plan was to create a cargo SSTO that could carry 4 large Mk2 bays worth of cargo, land at Mün, and return to Kerbin. This turned out to be a much bigger challenge than I though it would be! As the plane got bigger, it needed more engines, more fuel, then it couldn't land anymore, so needed more engines, more fuel, etc. So I tried going simpler with only 2 large Mk2 bays. Still took quite a bit of trial and error, but I finally did it. As a craft, it's a delicate balance of size, mass, fuel, cargo, and power. 76 tons, 3.5k - 4k ∆v after reaching LKO. How did I do?
  16. Pytheas Class Explorer This is a fully function SSTO capable of a vertical take off and landing, and weighs a total of 558.445 tons. This is by far my largest successful SSTO, let alone VTOL Album Download
  17. So things are moving along nicely with the new model. I opened another thread for the new one, you can find it HERE. New update: THe original HLV was giving me all sorts of CoM trouble. I am working on a fix. In the meantime I made a new model. Available for download on Spacedock. The engines are not yet finished, but the RK-Z-146 Solo engine from contares fits perfectly, you might want to adjust the thrust in the CFG to 300Kn. CoM is spot on and horizontal landing is stable. Set you mav engines to 60% and you're on your way or use TCA. The cargo requires KIS. Update: For those of you waiting for this to release. Unfortunately I have to work for a living......or so I'm told:) However as of Friday I am on vacation so I will have time to complete the project. It will be an ongoing project as I want to build or adapt a launcher to go with it. I will release the lander first though. What I can say is that you will need TCA to get this thing into orbit as the COM is slightly offset thus TCA and a multi engine First and second stage will be needed to keep your rocket flying with the correct end toward space. I have managed to build the Aerosehell and it is stable during Duna reentry, I also added RCS thrusters to the aeroshell, MAV second stage and MAV. The lander itself is very stable during decent and landing. The project has not been forgotten or turned to vaporware. I hope to release before X-mas. So my first try at a mod for KSP. Here is my take on the HLV (Horizontal Landing Vehicle) designed by NASA back in the 90's. (I think it had another name:)) What is this? An all in one solution for trips to Duna and beyond, carrying both cargo and an integrated MAV. No more sending the MAV and your cargo or rover in seperate missions. At the moment the parts are not textured (still working on that), I will try and get that finished ASAP. I have included some basic renders of the complete design. The parts: Landing frame - with integrated landing gear and rcs tanks. Bow tanks and engines - Bow tanks and engine cluster MAV - MAV main engine cluster, second stage and ascent pod (integrated ladder and exit platform) Mav engine cluster is 3,5m so any 3,5m pod can be used. RCS thrusters - Powerfull RCS thrusters to keep this beast straight during landing. Hexacargo - Hexcargo containers for all your base equipment and other needs. MAV decoupler - Decoupler arm for the MAV (decouples MAV from landing frame) Coming soon: Rover ramp - Ramp for existing rover configurations Single cargo pods with integrated engine clusters. Any suggestions are welcome. Aaaand, the aeroshell.... Ok, so a few screenshots of this beast in action. (before you ask....YES! I do have mechjeb installed, my flying skills are dubious to say the least:)) And some texturing. I am trying to find the time to finish the project. So things are going kinda slow:(
  18. Eruptor SSTO: Trainer, Cargo, Passengers. The Eruptor SSTO is something I threw together in 5 minutes, and I expected it to make an amusing explosion. Instead, this was my best SSTO I've ever made. (That isn't saying much...) Stats: Mass-195 tons Total passengers-32 Possible tonnage to LKO- 13 tons Cost: 333,910 Recovery funds: 321,655 This craft is only rocket powered.
  19. I'm trying to set up a comms network by throwing up some satellite in low Kerbin orbit. I've watched a couple of tutorials and built myself an SSTO with a cargo bay. I then built a satellite small enough to fit in the cargo bay, but I'm having no luck at all trying to get the satellite loaded into the bay. How is it done? I loaded up the SSTO then load/merged my satellite in there but I can't get it to attach to the rear or front of the cargo bay. I've tried couplers on the satellite and on the cargo bay but no luck. I tried using docking ports instead of a coupler but that too did not work at all. What am I missing? I'm guessing it's something simple that I've not picked up on in the tutorials. How do you guys load and mount satellites in cargo bays?
  20. After several days of testing, I've finally decided to release the C-17 as per request to build a STOCK cargo plane @rkarmark C-17 Globemaster III SPECS : (Data based on a 1 hour flight @ 6.6-7.5 km) 773 km/h - 480 mph - invalid (Got this number using math, but 480 mph translates into 214 m/s which I can only reach in a dive =/) 12.8 km/min 2,872 L (758 gallons) 0.633245383 mpg 3,292.87599 miles range w/ 20,000 liters of fuel (Estimated) Action groups; 3 - Flaps (having some difficulties with the direction of deployment) 5 - Toggle thrust direction (reverse/forward) DOWNLOAD: https://drive.google.com/open?id=0B_ZkNlM8j7rjM0pka2c2cTNxd2M 300+ parts, takeoff speed ~50 m/s can drop 50 ton loads no problem Quite maneuverable for such a large craft.. <3 PICTURES!: I flew it with a rover to ascend the highest mountain on Kerbin, non-stop - - and back with a lot of errors and overshots http://imgur.com/a/99TcX ~side note - Could not upload all the pictures (?_?) Imgur kept giving me errors, sorry Have fun! I spent a lot of time on this! I WANT SUGGESTIONS ON WHAT TO MAKE (STOCK ONLY) ( ͡° ͜ʖ ͡°) pls. i really need suggestions, and a girlfriend LOL kappa -TheKorbinger
  21. Are you tired of designing crafts that would fit in cargo bays? Need to haul them across Kerbin for some reason? Well, say hello to the Skyhook. Download from KerbalX: https://kerbalx.com/starleaf1/Skyhook * Rover not included Simply attach your cargo underneath the plane via anything that can decouple, slap some struts when necessary, and you're ready for take off. Features: Enough ground clearance to safely haul anything up to 2.75 meters tall. Four Wheesley engines, for taking off with heavier cargo. The wing design used in the Galactic Swallow. Capable of compensating for (reasonably) asymmetrical cargo. Tech specs: Part count: 40 Mass: 31.09t Dimensions (length × width × height): 21.2m × 20.1m × 9.7m After the seeing nice responses to the Galactic Swallow, I decide to share more of my contraptions online. If you're an aircraft enthusiast, you might notice that I draw inspiration from the real-life Skycrane helicopter for this design. This thing is quite stable, but when empty it is heavier towards the bow. So mind the center of mass while attaching cargo. The brake is linked with the thrust reversers. Hold brake to activate, tap to toggle. I haven't yet measured the ideal cruising altitude, range, max cargo weight, or even whether or not this thing is a good idea to begin with. If you enjoy KSP for the math, I'll leave those things for you to figure out. Fly safe.
  22. Extended cargo variant of the Czar Galactica MK 3, featuring a laundry list of improvements. Can now lift and deploy 180 tons to a 100km circular orbit and return to land safely at the KSC runway. https://kerbalx.com/NoobTool/Czar-Galactica-Mk-3-EX 5 x CRG-100 MK3 cargo bays, 1 x CRG-50, 1 x CRG-25. It can now take-off weighing 965 tons! My intention is to fly this thing to Laythe and deploy a sizable surface outpost. The plan is to deploy stationary surface assets via precision inverted air-drop and then have them land under parachutes. Preliminary flight tests have been promising, I just have to watch the part count. Wish me luck!
  23. This is my first post on the forums. Sorry if it's a little long, I recently built a craft that I just had to share and I didn't think a few sentences would do it justice. I set out to build a high capacity cargo SSTO spaceplane. Originally my design goals included 3 full length Mk3 cargo bays, with one being ramp loading. I encountered some design issues along the way (some technical, some aesthetic). I was forced to revise my previous plan. I decided to go with 4 full length Mk3 cargo bays. I give you the Czar Galactica Mk 3. 705 parts (including the mining module in the cargo bay) Built in 1.2 pre-release (which I am thoroughly enjoying btw). Fully stock. https://kerbalx.com/NoobTool/Czar-Galactica-Mk-3 900 tons is the crafts approximate maximum gross vehicle weight for getting off the runway and into orbit (this became a design goal as the craft neared that figure). Fuel must be balanced with payload. With the configuration in the craft file, I was able to make a circular 100km orbit with >33000 units of liquid fuel and ~5000 units of oxidizer left in the tanks. 34 Rapiers, 14 Turbo Ramjets, 14 NERV's. I tried to avoid spamming engine pods all over the fuselage. The bicoupler pods connecting the wingtip pods feel a little contrived for my liking, but I think they'll stay. They resolve a number of design issues from previous variants. The above image is of a previous variant. Note the absence of the bicoupler engine pods connecting the wingtips. In orbit, dorsal bay open, solar panels deployed. The solar panels are housed in what I call "blister bays" (Mk2 cargo bays clipped into the flat surfaces of a Mk3 fuel tank, leaving just enough room for the Gigantor solar panels). These protect the solar panels during atmospheric ascent and re-entry. I guess that brings us to ascent and re-entry. Ascent is straight-forward enough, in fact it's pretty much all straight forward. pull back off the runway until you get level flight and maintain that heading, maybe hitting the "F" key now and again to drop the nose, until you hit the requisite 400m/s for the rapiers to become effective. From there, don't touch anything. The craft will accelerate and climb on its own. If you try to pull up at this point, the canards will shear off. Toggle the NERV's at around 19-20km (you should be going around 1240m/s at this point). Switch modes on the Rapiers around 21-22km. Still maintain the craft's natural heading until around 26km, then pitch up to 35-40 degrees. Continue to burn the Rapiers until you have an apoapsis around 3 to 3 1/2 minutes out and 100km (you may need to pitch back down during this burn). Circularize on NERV's alone. Obviously not a very efficient ascent profile, but a craft this heavy faces some unique challenges. I welcome you to play around with it and post any revisions/improvements here. It would be greatly appreciated. The craft survives re-entry from reasonable orbits well enough (as long as you baby it), but don't plan any aggressive aerobraking or aerocapture maneuvers. Atmospheric flight with empty or nearly empty tanks is surprisingly good for a craft weighing over 310 tons completely empty. Landing without parachutes requires a little finesse, but is totally doable. The CoM is slightly forward of the CoL when the craft is completely empty (very slightly). So don't forget to move any remaining fuel forward before re-entry. I included a module I call "Mandible" in the dorsal bay of the craft file. It's meant to dock to the front of the craft to allow it to refuel in flight via asteroid. I guess that's about it, I invite you to play around with it, post revisions and or improvements here, along with any missions you fly with it. I would very much appreciate it. A few more pictures for the road: Landed at Minmus. Landed on my first attempt! Scuffed one of the drop fins on the ice, but it stayed on. WooHoo! This view shows the cargo ramp deployed. A couple of Ascent images: (sorry they're at night)
  24. Mortimer Kerman plans to strike it rich by mining metals on Kerbin! Gus Kerman has supplied all the drills and sifters, and Walt Kerman swears he has a customer lined up, now it is up to you to design the transport. The goal of this challenge to build and demonstrate an ultra-heavy cargo plane to haul metals using Roverdude's excellent Kontainers. To achieve this you must: Take off from the runway at the KSC Fly over the island airfield to demonstrate airworthiness Land intact back at KSC to deliver your metals (you may use the grass for this bit!) Only two mods are mandatory for this challenge: USI Core by @RoverDude for the metals containers (be sure to try out his other stuff too) FAR by @ferram4 because after a hard day's work big aircraft deserve the gentle comfort of voxel-model based aerodynamics! Kerbal Joint Reinforcement is also highly recommended. All other stock-alike mods are fine, and use as many visual or information mods as you like. Unfortunately however I have to say no to tweakscale or any unrealistically overpowered mods (refer to rule 1 below) as it might make this challenge too easy. Scoring: You get a basic point for every unit of metals delivered intact back to the KSC For bonus points, complete extra flybys or landings at Kerbin’s Easter egg locations during your demonstration flight. Add the appropriate multipliers and then multiply basic points by this sum. (note: landing somewhere obviously also includes flyby, so add both) Flyby Landing Island Airfield nil 5 Desert Temple 2 3 Old Space Centre 2 2 UFO Crash Site 5 1 All 5 Kerbin Monoliths 10 50 Total score is the sum of basic points and bonus points. If you have broken your plane returning to the KSC then you get a total score of zero! That’s right, Mortimer isn’t interested in craft that are not reusable. Minor, repairable damage is fine. Drop tanks and boosters (if used) are not required to be attached to the aircraft when you finally deliver your metals. Mid-journey refuelling from another vessel is not allowed. Mid-journey refuelling with ISRU built into your aircraft is fine (but all the metals must be loaded at the start of the journey, no top ups!) Example scoring scenario: 2,500 metals delivered after completing island flyover airworthiness test, flying to and landing at the Desert Temple, and returning intact to the grass at the KSC: total score = 2,500 + 2,500 x (2 + 3) = 15,000 Rules: No cheating… if it feels like cheating it probably is! So no F12 cheats, config edits, hyper edits, or obscene part clipping. Kraken drives are fine, if ye can slay thy beast... Quicksaving is fine, but only while you are landed. This means no endless retries at landing until eventually one works, Mortimer doesn’t want craft that only work occasionally! Calculate your score and submit a brief flight report with an imgur album showing at least: take off from runway airworthiness island fly over any bonus flybys or landings (landed aircraft within view of easter egg) landed craft intact at the KSC final flight results (F3) screen with metals qty observable That’s it! Everything else goes design wise, so enjoy.