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Found 15 results

  1. Johnster_Space_Program

    Delta IV Heavy Mission To Gilly

    So today I built a delta iv heavy-like craft and sent a kerbal to eve's moon gilly. Where can you take it? (Download it, then show me!) Delta IV (Heavy): https://kerbalx.com/JohnsterSpaceProgram/Delta-IV-Heavy Here are some images of what I did with it: Nothing in the fairings yet, lets put a gilly lander! This should be succificient, its a ion engine/liquid fuel engine craft, with room for 1 kerbal On the launchpad, ready to launch After booster separation, when the central fuel tank is refilled Many days later... Approaching Eve Now I prepared to do the Eve Orbit Insertion Burn, which is shown below And lastly, here are some images of gilly after arriving at it What can you do with it, post images or tell me below!
  2. I want to be able to put an orange tank (36t) into a 100-200km orbit, but so far all my designs fall short in some regard. My smaller planes have good balance fueled/dry, but as I go bigger and add more engines, it becomes harder to keep them stable during re-entry. Additionally, for the bigger planes I'm having trouble getting enough TWR to do my insertion burn when laden (I typically run out of LOX for the rapiers before I have a circular orbit but after my apoapsis is in space). My most successful designs so far (last one is my best small lifter/personnel shuttle): https://imgur.com/a/vY4sDgk I've probably done a dozen or more iterations but none have worked to a satisfactory level, and I don't know what I'm missing. If there's an obvious flaw with my designs, I'd appreciate being appraised of it. Some extra miscellaneous questions: Are the "Tail Connector A/B" pieces appreciably more aerodynamic than the "Advanced Nose Cone A/B" and the Shock Cone? They're very pointy, but also kinda heavy so if anyone knows that'd be great. What do you guys reckon is the optimal mass/rapier? What is the optimal wing shape, and how much lifting area/t is recommended? Please rip my designs to shreds. I desperately need the more efficient price/t of a good heavy lifter SSTO so I can build my Duna mission in orbit.
  3. 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!
  4. The_Cat_In_Space

    'AirWhale 350'

    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.
  5. Joe_Lemmons

    Gyrfalcon Heavy Lifters

    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
  6. 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?
  7. Starcow19

    Falcon Heavy in RSS

    Not the practical mission but the artistic one. It does work but this video just shows it off and has the boosters landing close together. In reality they don't. I used smurf and upgraded vector engines to SSME details.
  8. This is the largest rocket I've made to date and well, I thought I'd share how it went. This started with me getting some missions for Duna and Ike, I had to: Position a satellite around Ike. Get Science from around Duna Get 3000 Ore from Ike to Duna Plant a flag on Duna Rescue Henster Kerman from Ike orbit and bring him back to Kerbin Now, I already have a station around Ike, and a Miner/convert+Fuel delivery craft on Ike, so all I really had to do was get to Ike in a craft that has enough fuel capacity to make it back to Kerbin. So, I built this monstrosity. At launch, it weighs about 5200 Tons, which falls to about 965 tons once it's in an 80+ Km Orbit. At the top is the Ike satellite, sitting on top of the Lander/return craft, which in turn sits on top of the Duna lander/ore delivery. vehicle All of which sits on the transfer boosters, which sits above the massive launch boosters. *edit* The craft changes name under way because I realized that I had called it "Mars Mission" oops, but the entire trip is done in one take, hence why I made a workaround when an engine broke
  9. MultiFrapser

    Heavy Ore Extractor

    Hello! Today I made something that I thought was impossible, I made a very high part count (yes it's laggy from time to time) ore extractor meant for low-gravity planets such as the Mün or Minmus. I'd like to share a few screenshots of it for you. Extracting ore Demonstrating the ore extractor on the launchpad It works even at night!
  10. This is a stock clone of the Cylon Heavy Raider from the reimagined Battlestar Galactica Series. It’s heavy at 182 Tons, but will manage Orbit and Return to KSC without difficulty. It is difficult to fly in atmosphere as the offset cockpit means it will pull to the right on high G turns. You have 3 large Docking ports. 2 External, one internal. 4 Medium Docking ports, 3 internal, one external. 1 small external docking port. (This should allow you to dock crew containers, equipment, extra fuel tanks etc to allow multi role operations) 4x Aerospikes should allow STOL landings, or VTOL from most moons and solar bodies. To achieve orbit, reach 12,500m altitude, put the nose 20 degrees down and accelerate past 450m/sec, and slowly pull up. You should aim to be accelerating and level no lower than 6,500m. Climb out to orbit. Engines are manual toggle, so throttle completely back when airbreathing mode stops, and apply throttle in stages, so the craft does not flip end over end. Extend out to orbit, and have fun. Action groups are. Toggle Rapiers between open and closed cycle. Toggle Aerospike Engines for landing mode. Toggle Rapiers on and off. Hosted on KerbalX here. https://kerbalx.com/atassiedevil/Cylon-Heavy-Raider
  11. This is Heinkels thread for 1.2 lifters! I will be posting all of my he- series lifting vehicles for the 1.2 update in this thread, so if anyone needs a good, heavy, and powerful lifting vehicle, they can stop right by! Heavy Lifters: Name | Stages | Lifting capacity He966 | One | 100 tons He967 | One | 200 tons He968 | Two | 500 tons He969 | Three | 1000 tons He1200 | Two | 1200 tons He1500 | Two | 1500 tons The 1000 ton lifter has a 1000 ton fuel payload, and it cannot be changed, it is a very specialized design. The 1200 ton lifter was more or less a "prototype" of the 1500 ton lifter, and was not intended for actual deployment. The 1500 ton lifter offers the best tons to orbit / parts ratio, but not the best efficiency, that goes to the 969. Lifters Links: https://kerbalx.com/He_162/He966 https://kerbalx.com/He_162/He967 https://kerbalx.com/He_162/He968 https://kerbalx.com/He_162/He969-MJ https://kerbalx.com/He_162/He1200-ton-lifter https://kerbalx.com/He_162/He1500-ton-lifter Photos: He966: http://imgur.com/a/cyu6D He967: http://imgur.com/a/DXcOZ He968: http://imgur.com/a/Uec97 He969: http://imgur.com/a/X1ll8 He1200: http://imgur.com/a/Wy6Af He1500: http://imgur.com/a/Vg6WU So far this is my complete collection of usable lifters, I do not like my "lower end" lifters, i.e. anything that takes less than the He969 to orbit, but I do plan on doing remake on all of these, as well as a 2000 ton lifter eventually.
  12. Rocket Witch

    Big Boxy Rover Parts

    Is there any awesome mod I'm missing that adds large high-speed wheels? Something slightly smaller than the huge stock wheels, ideally. I have a kinda-newfound love for making big manned rovers with lots of features and self-sustainability, but I can see them reaching a point where they start to resemble train carriages rather than offroad vehicles due to the finite size of the ruggedised wheel. I could just use TweakScale, but that won't change the wheel's limited suspension travel. I wanna bounce around like the Mako from Mass Effect (most everyone hated it but I'm a fan). I'm also after a boxy cabin like the Orca Transport below. Doesn't have to be from a rover mod. The only cockpits I've thus far found that offer good ground visibility are rounded and I just don't like that look when I build big angular monstrosities that can survive kilometre drops (under Mun gravity, anyway; I wouldn't trust anything with wheels on Kerbin or Eve).
  13. Leslie110501

    How to launch really heavy stuff?

    Are there any general tips or methods on how to launch REALLY HEAVY STUFF into orbit. I'm talking about 1 Million kg.(It's going to go to EVE and then to Gilly and land there. Then back home, but it has tons of science equipment from mods and it has a science lab and 2 command pods so thats why its so heavy.)
  14. Blasty McBlastblast

    Heavy Metal Aircraft Challenge

    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.
  15. I have an average skill on general ksp matters, and an improved, after so much failures, skill in flying, stalling and landing. Also, a decent knowledge of CoM, CoL, etc. Besides all that, I can't build a heavy space plane that gets into orbit with two extra fuel tanks, use them, dump them, refuel a space station and come back to Kerbin, Space-Shuttle-style. This is the only way in career to refuel a space station with minimal cost, I think (apart from the SSTOs, but don't get me started on building heavy SSTO) And when I say heavy, I don't mean the mass in tons, but I'm referring to the 3.75m diameter, the largest fuselages there are for space planes. I've been trying for a quite long time now, and making them survive both basic orbital manuevers and a landing is simply impossible. Yes, the CoL is behind the CoM, yes, I saw where the CoM and CoL are after the fuel gets reduced to the amount it has on reentry. I did the painful calibrations just right, tested the plane, most of the times it's fine. Yet still, after orbit, the thing seems to break upon the slightest bump on the ground or spin around (I have tested the very same plane, with depleted fuel, at Kerbin and works fine). I have tried different control surfaces, larger, smaller. I have landed a spaceplane on Eve, I have managed numerous missions with ordinal "flat" space planes, but heavy space planes just don't work for some reason. I just think the game doesn't like heavy space planes. Has any of you tried persistently and failed to build a heavy orbiter? Is anyone avoiding the heavy, 3.75m diameter design because of its impossibility to cooperate, or am I doing something incredibly wrong? If you have any working designs or images of a 3.75 orbiter or, better, SSTO, please help me, this matter is anything I am trying to do with ksp these days.