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Found 15 results

  1. Hello everyone! I'm Nuno Seletti and I am new in this forum! I use KSP for many years. Now with this new version I want to present to you the result of some hours of experimentations and work to built a very efficient and powerful lifter to launch any size of playload in medium Kerbin orbit or more further than the Mun: I present to you the OLS! (Orbital Launch System) made by myself (NASA flag company) A perfect regular lifter that can carry as I said before any playload (in size not on every type like a space shuttle) on medium or more high orbit, with a big torque and fuel reserve, so you cannot be out of fuel OLS specification: Hight: 32 meters without coiffe (that protect the playload) Diameter: 9.3 meters Weight: 337.100 Tons Bye everyone! What do you thinks about it? I may post a link to download it if you you want it to fly! Regard Nuno
  2. -IMPORTANT: PLEASE READ The first stage seperation destroys some of the Rhinos in the second stage, the rocket still reaches orbit however, so don’t freak out. -Basic Description This is a stock ultra heavy lifting two stage launch vehicle which can carry 10000 tons into LKO, all of this is accomplished with absolutely no autostrutting. This rocket was largely inspired by He_162’s own heavy lifting exploits, a prime example of which you can check out here . This rocket is by far the largest and most complex craft I have ever made. Made more so for looks than efficiency. Download Link: Craft Mass: 51299.88 tonnes Part Count: 2088 -How to Fly -This craft just barely has enough Delta-V to make orbit, so maximizing the efficiency of the launch profile is key to a successful mission. -The craft should point prograde throughout most of the early flight, as such a gravity turn must be used, an optimum gravity turn will have the craft reach 45 degrees at 500-550 m/s. -After the the first stage separation the craft will need to be pointed above prograde to prevent it from falling back to Kerbin. -the craft should run out of fuel after reaching very low orbit, orbits above 71 kilometers are not recommended.
  3. Friends, I have just published the long-awaited v2 upgrade to the venerable Minotaur Super Tanker at KerbalX [link]. The Minotaur v2: it chops, it dices, it slices, it mulches, it mows the lawn, it walks the dog -- and it boosts 39 kilo-kallons of LF to LKO. [It does not play the piano.] And now with nosecones!! (Ja, Werner was right all along...) It has the grunt and an ample top deck for heavy-lifting of additional payload. It can go inter-planetary. You can even build a super-ugly orbital gas station unpainted in a dull, orange, anti-knock safety color (thoroughly tested by Kerbals) from the first two you send up [subject of next video]. It has a power train for Massive Ion Drive. Get yours now as there are only a virtual number remaining...
  4. The Chausiku Kibowen class of heavy lifter spaceplane is an attempt at squaring the circle: combining the simplicity of a rocket with the efficiency and recoverability of a spaceplane. While that may be impossible, the Chausiku Kibowen comes close. It takes off easily, flies to orbit easily, re-enters easily, and lands easily. Craft file: The payload fits in a wide 3.75 metre fairing between twin fuselages. There's room to flare out the fairing a fair bit. Because it's in the centre, it minimises CoM shift issues, and the fairing keeps it aerodynamically efficient. Most of the body is structural: it is not intended to fly with full fuel load. The supplied craft file has plenty to get into orbit with the payload. To fly up, lift off at about 100 m/s, and once you’re at about 200 m/s, point the nose up at just under 20 degrees. Then do nothing at all until the jets start to flare out: at this point you should be still climbing healthily at about 25 km altitude, going at around 1400 m/s. Then hit 2 to toggle mode and start the tail engine, and fly yourself to orbit. To return, hold attitude between 45 and 60 degrees until transition to normal flight. If you have any fuel left, it helps to pump it towards the nose, as in very balanced regimes it may want to get into a flat spin when you hit thick air. To get out of it, apply thrust. Approach and landing are extremely easy. It touches down below 40 m/s at a reasonable angle.
  5. The Gyrfalcon is a heavy lifter designed to move Kerbals and cargo into LKO. Some experience is recommended when flying these rockets.
  6. The largest lifter I have made to date (in terms of payload) but the smallest lifter I have made to take more than 1000 tons to orbit (in terms of part count) <700 parts (with dummy cargo) (648 parts) >17% weight to orbit <7 kerbucks per ton (cheapest $/ton of any rocket on KerbalX that doesn't use asparagus staging) If anyone designs a "engine" stage for the fuel tank that serves as a dummy payload, you can do a grand tour with this. ~Payload and first stage were modified (original had 3 stages, this version has two stages, this is due to a corruption of my craft files, that caused me to have to rebuild the entire rocket from scratch, hence the delay in the release of my 1,500 ton, and 3000 ton lifters.) I apologize for this delay, it has taken me half a year to learn the proper game mechanics to develop this rocket, and I am proud to show it to you guys! Just keep in mind what you see in the pictures is only very slightly different from the actual rocket (taller dummy cargo, and only two stages vs 3 (some outer engine clusters are detachable in the previous version, but I didn't see more than a 1% increase in efficiency, so I just got rid of it to lower part count), so it's not noticeably different.)
  7. Ignore this post, wasn't finished when clicked post by accident. If a mod sees this, feel free to delete, or leave up awaiting lifters to be posted to kerbalX and imgur. KSP players are now capable, and in the recent past as well, of building lifters that can efficiently take over 1000 tons of cargo to orbit, although the initial pruchase prices of those rockets is massive, it would cost just as much to launch them in smaller packages. There are more efficient ways of putting masses this large into orbit, like slowly bit by bit via a reusable lifter instead of a disposable one, but it has a flaw. It just isn't as Kerbal. I present to you, the He700 series of lifters, from 100 tons, to 2000 tons, and plans for more in the future. KerbalX page, and album below each craft's name. (album in kerbalX page) LKO Lifters: Lifter | Cargo to orbit (70km) | stages He700: 100 tons (1 stage) He710: 200 tons (1 stage) He720: 300 tons (3 stage) He730: 400 tons (2 stage) He740: 500 tons (2 stage) He750: 1000 tons (TBD) Under long term development to increase efficiency, part count, and total performance. He760: 2000 tons (TBD) Under long term development to increase efficiency, part count, and total performance. --------- He770: 3000 tons (TBD) (may complete, may not, it's rather hard to make.) Munar Orbit Lifters: That's right, these next lifters will take their respective cargo loads to the orbit of the mun for large scale colonization tasks. I am not going to promise that I will do a Duna mission of such scale, but if I do, be sure to catch it when it comes! --------- (There is no guarantee I will finish these, I am limited by the single core processing power I have, as it is very laggy trying to build lifters of this caliber.) Lifter | Cargo to orbit (25km Munar) | stages He780: 350 tons (TBD) Under long term development to increase efficiency, part count, and total performance. He790: 750 tons (TBD) Under long term development to increase efficiency, part count, and total performance. He800: 1500 tons (TBD) Under long term development to increase efficiency, part count, and total performance.
  8. 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: Photos: He966: He967: He968: He969: He1200: He1500: 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.
  9. I have this space station structural component I'm trying to launch. It's a ton of girders, girder-to-small adapters, and clamp-o-trons. Eventually it will hold the fuel tanks and any large craft that dock at Minmus for fuel. But first I need to get it into the sky. The vessel is very stable at launch and at low speeds. As it exceeds 300m/sec, however, I run into problems. It begins to gravity turn too steeply and any deviation from prograde results in a loss of control and tumble. The payload is only 6 tons, IIRC. I suspect the fuel needed to lift it to orbit is simply too far back but I can't figure out how to generate anything like enough drag in the back. I'm already running 8 AV-R8 winglets. When I ran with full-on wings as stabilizers, the elevons didn't have any control authority. Image included, happy to clarify.
  10. Heinkel's Heavy Lifters -------------------------------- He963 Lifter Proof of Concept (success!) He964 Main Lifter (V1) 8000 deltaV with orbital vessel, can SSTO on light or empty loads Lifter Payloads: Mun / Minmus Lander:
  11. One thing I have noticed recently is that everyone seems to use standardized lifters and I do not. I use standardized payloads (like lil' science and mapping satellites) and build a booster for wherever I want to send them. So my questions: Do you use standardized lifters or do you build them custom for every mission? Why or why not? Is there any real reason for using standardized boosters? I understand that in Real Life standardization of rockets makes sense for economics and all, but in a game like KSP that does not model assembly or supply it really seems pointless.
  12. Ok, if you've followed my Kerbal career at all, you know that though I may not say it often, I clearly have a preference for building ships to satisfy the mantra "Go Big or Go Home". SexyLifter36k follows this pattern while retaining all of the grace, sophistication, and good looks of my previous SexyLifter launchers. Unlike previous SexyLifters, this one has everything you need for a successful launch. No more worrying about adding your own aerodynamic surfaces, rcs, or reaction wheels, 36k even comes with the latest and greatest in probe core technology, the Probodobodyne HECS2. You can launch her empty and use her as a tanker (be sure to throttle back a little), or stick a payload on top and watch your concerns about how to get it on orbit vanish as she flies effortlessly to space. With no additional boosters, 36k can lift 2.5 big Kerbos full of fuel up to an 80km orbit and still have 100+ delta-V when she is done. 36kN of [vacuum] thrust will move most anything being built. Thank you for choosing SexyLifters for your next project! This fine launch vehicle can be downloaded from KerbalX! As always, thanks for looking at my craft! Danny. Go Big. Just Go Big!
  13. A few days ago I came across some of @Rune's new designs and @PointySideUp's stuff and was inspired by their pure awesomeness. I thought, how could I get just a little of their awesomeness into all of the ships that I launch? That's how the SexyLifter series was born. But then I was trying to loft up this behemoth fuel ring that the God's own firecrackers would just run and run from. The mammoth engine wouldn't even get me a TWR of 1 with the smallest S3 tank and I've been playing mostly without part mods lately, so I needed a new solution for a heavy lifter. Well, not really a new solution, clearly people have plastered lots of engines on the bottom of a tank before, but still I think there's a certain grace and elegance in these particular designs, heavily inspired by the aforementioned and my good friend @Cupcake... Anyhow, to cut this short, here is a pack of lifters and accessories stored as subassemblies for your building pleasure! From left to right, we have: 1 - MainSail+ Two Big Reds on top of a MainSail with struts, fuel hose, raidal decoupler, and two separatrons. Add tanks to the top to adjust per-stage TWR and add dV. 2 - Mammoth+ Two Big Kerbos on top of a Mammoth with struts, fuel hose, raidal decoupler, and six separatrons. Add tanks to the top to adjust per-stage TWR and add dV. 3 - SexyLifter9k Powered by a Mammoth 9 (another subassembly in this pack - not pictured separately), lots of fuel, stack attach. 4 - SexyLifter9kL More fuel... 5 - SexyLifter9kXL Still more fuel... 6 - SexyLifter18k I'm really proud of this... Building on the success of the 9k line, our engineers (ok, it was just me), decided that if we turned around the internal fuel hoses, we could split the side stacks of the SexyLifter and add a second Mammoth 9, providing a whopping 18kN of pure awesome THRUST! Stick that under a huge payload (I lifted about 400t to orbit today) and add radial asparagus stages and you're good to go! Well, KerbalX doesn't take anything but craft files and this is multiple craft files, so I put the SL18k on KerbalX, but the whole pack can be downloaded from my dropbox: Click here to download the archive! As always, thanks for looking! Danny. Ad Astra per Potentia!
  14. Hello! I have shared this craft on the Heavy Lifters thread, but without the download. Now I want to share it with you! I present: the SpaceY Super Lifter! A slightly modded craft that can easily do 200t to orbit with the Emu engines on the last stage. Surprisingly, even in large payload changes of 100+t the bottoms stage TWR does not change that much. Most of these tests were using an excellent mod called GravityTurn, which I suggest you get to lift larger payloads over 250t. It is an efficient autopilot that can use less then 3000 m/s dv to orbit. To change payloads, first find the Emu engines. Easily done, they are the bottommost engines. Find the separator for that page and save the stage as a subassembly. In the default configuration the Emu engines can do orbit and reach the Mun and Minmus. I tested the dv capability of the ship, which was enough to do a Mun-Minmus-Mun-Reentry round trip. Just watch though, all stages have a high TWR. The ship was originally designed to lift the Taurus HCV with VSR docking ports but other payloads seem to work. The craft is stable in ascent but needs a lot of tilting for the turn due to the wings. Mods used: SpaceY Lifters and expanded Vens stock part revamp Taurus HCV pod Mods highly recommended: GravityTurn KerbalJointReinforcement Download:
  15. I have Two liter familys for your enjoyment! All stock and ready to fly. Hope you like them. All of these Dv readouts are at empty. Jupiter 1 This has 28 parts, costs $170,501 and has 8,188 Dv. craft file here Jupiter 2 This has 162 parts, costs $243,051 and has 9,011 Dv. craft file here Jupiter 3 This has 347 parts, costs $897,552 and has 16,084 Dv. craft file here Jupiter 4 This has 273 parts, costs $277,981 and has 20,505 Dv. craft file here Saturn 1 This has 77 parts, costs $147,222 and has 10,440 Dv. craft file here Saturn 2 This has 80 parts, costs $155,022 and has 10,984 Dv. craft file here Saturn 3 This has 189 parts, costs $208,586 and has 16,971 Dv. craft file here