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Found 170 results

  1. OPT Reconfig Supplies highly needed config files to keep OPT Spaceplane Parts useful and alive in the absence of the original modder, @K.Yeon and in the changing KSP gameplay landscape. This modlet affects both OPT Main pack and OPT Legacy so be sure to always have this. Do not use this with my modlets OPT_USI, OPT_WBI, or OPT Legacy v1.0.9 or lower Do not use this if you have an OPT FAR config already. Or if you have one, delete it. This mod also contains an OPT FAR config. Both will run and will cause serious problems Required by OPT Legacy 1.1.0 or higher Requires B9 Part Switch or WBI Pathfinder for tank options Requires Community Resource Pack for the resources in the tank options if you don't play in WBI Classic Stock mode Adds a higher tech tree node than Experimental Aircraft Engines for the most OP of engines. Makes all main pack engines less OP or more challenging to use. Makes the weaker engines stronger at reasonable cost. Makes these exact changes to OPT Main's engines: Buffs the Isp and doubles the thrust of J Aerospike, and gives it decent gimbal. Makes the ARI-75 engine require EC to justify its higher vacuum Isp and gives it an instant-response second mode for vacuum lander-friendly use. Makes the J-92 Shcramjet into dual-mode with the second mode as a proper EC-guzzling future scramjet that starts at Mach 4 and is useful in upscaled systems. Makes the Dark Drive regenerate and require Dark Goo (as implied in its part description) and also serve as an RTG with half-life, and gives it 1 deg of gimbal. Related: equips the J science lab with a facility to produce Dark Science required to regenerate Dark Goo, and gives the stock Experiment Storage Unit some Dark Science tankage to avoid all Dark Drive equipped craft needing to have a J science lab. The point of this is make it challenging to use so people stop crying "OMG OP" at it. Makes the HAE-02 Mk2 engine less thrusty. Replaces dirty old Firespitter configs with B9 Part Switch and Wild Blue Tools (WBI) (much easier to add the tank types you want to all parts in OPT Main and Legacy). Integrates USI Life Support, TAC and Snacks! through B9 Part Switch or Wild Blue Industries (absorbs the OPT_USI and OPT_WBI mods). Integrates Kerbalism through its own mechanisms for crewed parts and B9 Part Switch for all other parts. Delivers the fabled OPT FAR patch at last. DOWNLOAD OPT Reconfig! DOWNLOAD OPT Legacy!
  2. Hi All! I've been trying a little more with SSTO spaceplanes recently. I've done some in the past, mostly small ones with stock parts, but in this heavily modded career game I wanted to try big, so I built this one using moslty OPT parts, which I wanted to use for a space camp mission (bring 15 tourists to orbit). It actually has a pretty decent TWR, not a lot of DeltaV probably, but I haven't tuned it yet...mostly because I can't get it past 370 m/s or so. In the picture attached you can even see that I'm pitching down, but even pitching down, my speed was DECREASING... So. I'm showing the aero overlay, by doing some googling, I saw people seem to suggest drag from clipping parts might be a thing. I can't honestly think of anything else, given the large wingspan and high TWR. Is drag what I'm looking at? If so, how do I fix it? Thanks in advance!
  3. I present to you fine spaceplane enthusiasts... the Kerbal Wind Tunnel mod! We all build spaceplanes to fly faster and higher, but how do you know how fast or how high your current design can go? In the real world of aircraft design, engineers calculate the flight envelope for their aircraft before the first test flight rolls out. This mod runs your spaceplane through a virtual wind tunnel while still in the SPH and predicts its engine and flight performance at every speed and altitude. It also gives you a readout of various performance curves, plotting against angle of attack: ... and velocity: Try it out and start building even better spaceplanes today! You can even output the data to a CSV file to incorporate knowledge of the performance data into a KOS script or the like! Check out this Imgur album for more details on these images and more: https://imgur.com/a/D2i4Fge Download it from GitHub: https://github.com/DBooots/KerbalWindTunnel/releases Or SpaceDock: https://spacedock.info/mod/1927/Kerbal Wind Tunnel Source: https://github.com/DBooots/KerbalWindTunnel Released under the MIT License (with sub-components under their own license). P.S. This mod incorporates a pretty sweet graph-drawing library I made. If anyone's interested in super-simple graphing of data, hit me up.
  4. Welcome to Spaceplane Innovations, the online leader in executive Spaceplane sales. Dropping tanks is so yesterday, earn back some self-respect by going fully-reusable today! We have Interplanetary leviathans and nimble Mun Hoppers, Single-stage-to-anywheres and Cargo-carrying brutes. All capable of high crew capacity and total galactic dominance. Shop now, the SSTO of your dreams is just a click away. We also make rockets. View the full catalogue! Click to view the full catalogue! Artemis Class These spaceplanes are the biggest of the bunch (so far), consisting of 3 Mk3 fuselages side-by-side, with the ability to carry an enormous amount of cargo/crew to many different interplanetary destinations. The Archangel is the first of the Artemis line, and has the ability to easily go to Duna or Mun with 60 Kerbals, and pilots who have a good grasp of gravity assists will find further destinations, such as Eeloo, very possible as well! Video - Mun mission Video - Eeloo mission The Artemis is a monstrous spaceplane capable of carrying 124 kerbals to LKO with just over 4,000 m/s of DeltaV to spare. It can't fly quite as far as the Archangel, but it is quite capable of going to Laythe and back without refuelling. Video - Laythe mission Archangel Download Archangel Download Archangel v2 Download Artemis Download Argus Class These spaceplanes are big, brutal, and capable of interplanetary missions without breaking a sweat, independent of mining or refuelling. WARNING: You will need to replace the landing gear on the Argus II and Engadine with larger ones if you're playing in 1.1 or later. The Odyssey will work fine though. The Argus was built as a Bop SSTO, but in the end was mainly used for Duna cargo missions and Eeloo voyages. It doesn't work so great in 1.05, and so is no longer sold by Spaceplane Innovations. Video - Eeloo mission Video - Duna mission The Engadine was the hugely popular successor to the Argus, packing more DeltaV and a massive 20 Kerbal capacity. So far it has only been used for Mun landings, but we at Spaceplane Innovations believe it could easily be used for Duna returns too. Video The Argus II was built following the success of the Engadine as an ultra-long-range SSTO. It has more m/s of DeltaV in LKO than any other SSTO produced by Spaceplane Innovations. Video The Odyssey was built to replace the legendary Engadine. doubling its crew capacity while retaining its high range. Duna and Gilly missions are well within its capabilities, as well as Eeloo and Jool for those who have mastered the fine art of gravity assists. Video - Mun mission Make no mistake: these planes are unruly, bulky, unbalanced and difficult to tame. They are therefore best suited to more adept pilots who understand gravity assists and how to efficiently ascend from Kerbin. They're hard to master, but for those with the patience to learn their functions the pay-off is huge. Argus II Download Engadine Download Odyssey Download Acacius Class Acacius ships have an IRSU on board and are capable of refuelling themselves using mining equipment. These are at the forefront of exploration, and are the best "single-stage-to-anywhere" planes we offer! Only one model is currently available for consumers: The Acacius 2 is the first SSTO produced by Spaceplane Innovations to feature the "Single Stage to Everywhere" guarantee. Doesn't do Tylo. Or Eve. Or Jool. These craft are ideal for beginners who want to get to grips with gravity assists or the Jool system, without having to worry about fuel. WARNING: You may need to replace the landing gear with larger ones if you're playing in 1.1 or later. Video Acacius 2 Download Dune Class Before the Argus class, there was the Dune class. The second oldest class of spaceplane made by Spaceplane innovations (after the discontinued Revenge class), these are lightweight, agile, and pack enough DeltaV for Duna, Minmus, Mun and Gilly. Flybys of planets further out are also possible. Dune 3 is the latest and greatest in this class, sporting 3 seats and a cosy interior. These are moderately difficult to use, but experienced pilots shouldn't have too much trouble. WARNING: You may need to replace the landing gear with larger ones if you're playing in 1.1 or later. Video Dune 3 Download Phantom Class These SSTOs are the little-brothers of the Argus Class, and are slightly larger than the Dune class. WARNING: You may need to replace the landing gear with larger ones if you're playing in 1.1 or later. With room for 6 kerbals, the Phantom class is currently offers 3 models: The Minmus Trainer is the easiest-to-use SSTO sold by Spaceplane Innovations, and was specifically designed to train budding kerbalnauts in the fine art of Minmus SSTO-ing. Only the instructions are available for purchase, so that pilots can also learn how to build an SSTO too! Video (SSTO Tutorial) The Mun Phantom was the first Phantom Class SSTO packing enough DeltaV for Mun and Gilly landings, in addition to being able to do Duna flybys. Video The Mun Phantom 2 is a modified version of the Duna Phantom, packing a spacious cargo bay for all your rover carrying needs! Video The Duna Phantom is able to carry 6 kerbals to Duna and back, all in a sleek Mk2 fuselage! Video Video (SSTO Tutorial) The Laythe Phantom is capable of taking 2 kerbals to Laythe and back without refuelling! Craft file has been altered so that it won't enter a flat spin when the fuel tanks are empty now Video Mun Phantom Download Mun Phantom 2 Download Duna Phantom Download Laythe Phantom Download Vulture Class These SSTOs are designed purely for LKO missions. Vulture 1 is the first publicly available model in the Vulture class, capable of carrying 6 Kerbals comfortably to either a polar or equatorial orbit. Vulture 1 download Matlon Laboratories Matlon Laboratories is a new company, designing cutting-edge rockets, shuttles, stations, bases, rovers, and much more! SSTOs are still very-much exclusive to Spaceplane Innovations, but for anything else, Matlon has you covered! Brutus is a high-capacity Space Shuttle, and uses Solid Fuel boosters and 3 Vectoring engines to lift the orbiter into space. Played a key-role in the construction of the SkyBase Space Station, which was commissioned following the destruction of SpaceLab during the Duna Attacks strikes Video Sparrow is a seaplane packing every science experiment unit in the game, in addition to communications tech and a deployable mini-sub! Video Monolith Station aims to bring stations to the masses, being a space station capable of being fully assembled in 1 Launch Brutus Download Sparrow Download Monolith Station Download
  5. Mk3 Expansion pack This is a parts pack intended to flesh out the stock mk3 parts lineup with new engines, cockpits, fuselage parts and more, to give players more options when building spaceplanes. parts almost exclusively use MODEL nodes and stock textures, so RAM footprint should be almost non-existent. -Command Mk3 Cupola Mk3 Hypersonic cockpit Mk3 Drone Core Mk3 Inline Cockpit -Propulsion C.L.E.A.V.E.R. Mk3 dual-mode engine 'Cyclone' Concentric Toroidial Aerospike 'Fulcrum' gimballed Linear Aerospike 'Firestorm' Air-Augmented Rocket 'Buffalo' 2.5m Thrust-Reverser equipped Turbofan 'Hurricane' 2.5m prop engine 'Nyx' Ion Engine 'Wellington' Mk3 basic jet 'Wyvern' TurboRamjet 'Coxswain' Orbital Maneuvering System 'Hades' Nuclear rocket 'Sievert' Nuclear Jet Taurus Solid Booster Minotaur Solid Booster 'Atlas' Mk3 SRB -FuelTank Mk3-1.25m adapter Mk3-mk2 tricoupler Mk3-1.25m tricoupler Mk3-1.25m quadcoupler Mk3-Inverted Mk2 Mk3 Service Tank Mk3 Hypersonic nosecone Mk3 rounded nose cap OMS shoulder tank -Control Chine Cap w/ RCS Chine Segment RCS Fuselage Extension RCS cap Fuselage Extension RCS segment Heavy RCS thruster Mk3 SAS -Structural Mk3 Decoupler Mk3 T-Hub Mk3 X-Hub Mk3 L-Hub Mk3 Structural Tube Radial Fuselage Extension/saddle tanks, 5 variants(endcap, 2m, 4m, intake, 1.25m adapter) Radial Fuselage Extension crew cabin Truncated Fuselage Extension for Mk3 cargo bays Mk3 Endcap Mk3 Radial Mount -Aero: Chines in three flavors; short, long, endcap Big-S class wing boards - square, rectangular, and triangular Mk3 circular intake Mk3 Shock cone Mk3 Precooler Big-S Airbrakes -Utility Mk3 Service Bay Mk3 Inline docking port Mk3 shielded docking port Mk3 Aligned Docking port Mk3 Nuclear Reactor Mk3 Nose Cargo ramp Mk3-Mk2 Adapter Cargo Ramp Mk3 flat Cargo hatch Download from Spacedock or GitHub Changelog: Licensing The contents of this mod are distributed a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License http://creativecommons.org/licenses/...legalcode' This mod uses the B9 Part Switch plugin Feel free to post comments/critiques/feedback, and if any of you have ideas for parts that you simply have to have to flesh out your mk2/mk3 experience, speak up! Ideas for new parts are welcome.
  6. About This is the new thread for B9 Aerospace. The old thread is available here This pack adds a vast selection of new parts, introducing new spaceplane components such as new engines, cockpits, wings and fuselage systems, new structural components for orbital installations and colonies, and so on B9 was originally developed by @bac9, @Taverius, and @K3-Chris, now maintained by @blowfish and @Flashblade with help from many others Requirements The latest version is compatible with KSP 1.5.x. The bundled dependencies are for KSP 1.5.1 and may not work on other versions. All other KSP versions should be considered incompatible. If you are on an earlier version of KSP, however, you may be able to find a compatible version of B9 here B9 depends on several other mods to make it work. They are included in the download, and listed below in the "Dependencies" section. Installation Instructions You can install with CKAN and have the dependencies installed automatically. If you are doing a manual install, open the zip you downloaded, find the GameData folder and copy all of its contents into your existing GameData folder in KSP. If you already have any of the bundled mods, check which one is the latest version. Note that the core and HX packs come with the same version of some dependencies. B9 will not work unless installed correctly. If you're having issues, please verify that you have installed it correctly. Download Three packs are available for download: B9 Aerospace Core Pack - All of the main spaceplane parts B9 Aerospace Legacy Pack - Older Mk1 and Mk2 parts, modular wings. Requires the core pack and all of its dependencies B9 Aerospace HX Pack - Large blocky futuristic parts. Does not require the core pack, comes with its own dependencies Download mirror: S3 Also available on CKAN Changelog Latest Version Release 6.5.2 Release for KSP 1.4.2+ Fix RCS effects being backward and too big Update CryoTanks patch to be consistent with current CryoTanks Previous Versions FAQ Q: The mod crashes the game for some reason, what can I do? Make sure that everything is installed correctly, your dependencies are up-to-date, and you are on the correct version of KSP. If you can't find the issue read this helpful topic and post the issue in this thread. Be sure to include your logs! If you are quite certain that you have found a bug, you can create the issue on our Github page. Try to provide as much detail as possible - logs, example craft, reproduction steps. Also be sure that the issue is reproducable with only B9 installed. Posts along the lines of "Its not working" or "Everything is broken" won't really help us much. Q: I don't understand a thing in those IVA displays, there are too many buttons and screens Here is a very helpful manual. Q: Why aren't you respecting stock balance? Mods should reference stock for the configs of the new parts, otherwise balance of modded game would be all over the place! While we try to respect stock balance as much as possible, there are a number of inconsistencies in the balance of stock parts that make it impossible to keep balance against every stock part. If something seem very far off of what it should be, feel free to ask in this thread. Q: I can't find those huge blocky parts from the opening image in my part catalog. Why are those missing? They were recently separated into another download as they mostly don't share dependencies with the main part of the mod and as many people prefer not to use them. Q: I can't find the modular wing pieces that are depicted on many screenshots of this mod. Why are those missing? They were removed and will no longer be developed. They are available as an optional download in the Bitbucket repository linked on top of this post, but we do not recommend using them. A far better option is using procedural wings, since you'll have just one part with just one material and just one texture covering any possible wing shape then. Good for performance, good for design freedom, good for looks. Grab the procedural wings here. Q: Why aren't procedural wings integrated into the main B9 package? Because they have entirely separate dependencies and are maintained by different folks. Merging them will only needlessly complicate updates. Pictures New Mk1/Mk2 Parts HX Parts Old Screenshots Dependencies Core Pack B9AnimationModules plugin by blowfish B9PartSwitch plugin by blowfish Firespitter plugin by Snjo and RoverDude ModuleManager plugin by ialdabaoth and sarbian RasterPropMonitor by Mihara and MOARdV SmokeScreen plugin by Sarbian Legacy Pack Depends on the core pack and all of its dependencies (not included in the legacy pack download) HX Pack B9AnimationModules plugin by blowfish B9PartSwitch plugin by blowfish ModuleManager plugin by ialdabaoth and sarbian SmokeScreen plugin by Sarbian Credits Old core team: bac9 - 3D modeling, texturing, editor tools Taverius - balance, 3D modeling, craft design, maintenance K3|Chris - 3D modeling, texturing, IVA New updates: blowfish - plugin code, maintenance, balance, coordination of new updates flashblade - various contributions V8jester and M4ck - stack node adjustments danfarnsy and JaredTheDragon - RPM fixes joshwoo70 - RT compatibility sparkybear - Part tags taniwha - Fix for planet-illuminating lights Contributors: Nazari - HotRockets Engine FX: forums jadebenn, Hyomoto, Helldiver - RPM MFD configuration. alexustas - RPM MFD configuration FPSlacker - HR exhaust pressure compensation Special thanks: DYJ C7 r4m0n Sarbian NathanKell egg snjo ferram4 Mu mrBlaQ License This work is shared under CC BY-NC-SA 3.0 license. Dependencies may come under their own licenses. Please check dependency documentation for details.
  7. Hello guys I didn't found any topics on Spaceplane in RSS mode, so I create this one I am playing RSS (Real solar system) on KSP 1.7.3, but not R . It is yet a big challenge to send a rocket or a spaceplane in orbit as you have to reach Mach 25 or more than 7500m/s to be free from gravity. Stock engines stock are not an option to send a rocket or a spaceplane in orbit and I use Real Scale booster engines and OPT mod engines. SSTO is impossible. What I decided is to create a Stratolauncher, then have a spaceplane on the top to launch it at the Stratolauncher ceiling at the quickest speed to achieve orbit. For planes OPT engines are very powerful and we can reach 48kms as ceiling. Then launching speed depends on the StratolauncherTWR and 5000m/s are reachable . To achieve orbit climb you can't rely on gravity turn, and you must use the PrimerVector method that Mechjeb is using in RSS/RO which is to adapt your speed vector to be as near as possible from your apogee (less than 15s is great) to achieve your orbit in only one burn......That allows to save a lot of DV. Atmospheric autopilot mod is a good mod to fine tune your speed vector while piloting your spaceplane to orbit. My first spaceplane is designed to reach the moon orbit. I built a ascent and a descent stage behind the cockpit to make this stuff detachable from the spaceplane core. So, the cockpit will land on the moon, then leaving the descent stage on the moon, it will climb back to orbit and dock to the spaceplane core. The shorter spaceplane will fly back to earth Meanwhile, using FMRS, the Stratolauncher will land to base. The base is Kourou. Here is my trip to Moon in RSS with The Stratolauncher, renamed StratoRaptor and the Spaceplane Raptor whose cockpit will undock and descent on the moon. We need to reach 25, around 7500m/s to leave Earth, which is impossible with an SSTO, even with OPT engines That's why I create the Startoraptor launching the Raptor Spaceplane. Weight of the raptor in charge is around 153T The 4 hybrid engines of the Raptor leaves 13000DV range in vacuum provided you give them 50 electric units/s during engines run The cockpit with its descent and climbing stages decoupling from the Raptor core are the Moon lander. Here is the service bay with 20 NearFututreElectrical RTGs to help the Hybrid engines in close cycle mod Here is the Stratoraptor 995T bicockpit plane with 80% fuel. 12 OPT J61 engines giving a TWR >3 at the engine ceiling around 48500m. That allows More than Mach 15 at launch Take off and heading 117° to be on lunar plan Climbing 70°, acceleration around 15000m and mach 2.5 Leaving 37000m under acceleration, we try to stay a near as possible from apogee: see the MechJeb PrimerVector concept in RSS/RO in the RSS RO wiki (very interesting) 43500m; Mach 13.5 less than 5s from apogee, great acceleration, we should launch at more than M 15 Launch at more than mach 15 StratoRaptor being in sub orbital flight with engines shut that 's an awesome optimal climb for the Raptor reaching 5000m/s a 52000m Approaching orbit with more than 10000DV Lunar transfert calculation Meanwhile with FMRS,we come back to the StratoRaptor which is 1200kms far from base. The best return flight to spare fuel is the following: vertical dive engines shut, then engines relight under 30000m, inverse Immelmann to climb to orbit we begin climb on the back around 13000m Then half barrel roll and climb to suborbital A second suborbital climb is necessary to avoid fuel shortage the shortest possible approach we try the runway which is very hard with such a big aircraft. Use of Atmospheric autopilot is a great help On the ground Here in lunar orbit, undocking the lander Lander retrobreaking Gear down fine landing Crew goes out to plan a flag Climbing back to cockpit for departure The descent stage stays on the Moon climbing to a 45kms orbit Back view from tanks and climb engines Calculation of docking point approach and angular alignment on the fuselage Cockpit docked and well aligned, Raptor is now shorter as we left the descent stage on the moon 7000 DV left for earth return 2mn HD vid for cockpit separation and landing https://youtu.be/Oub2VP7PagM 2mn HD vid Cockpit docking after moon climb https://youtu.be/K45A36cMzak 815 DV for earth injection Then 1800 Dv to get 8000kms apogee with 160 perigee Then still 1500Dv to circularize at 160kms break enough for re entry South burn aligng with the launch base, it's 1300 DV more due to overheat speed brakes are destroyed lighting engines in air breathing mode long final on Kourou runway Kourou which is an island like all other bases in RSS (I think it's a bug from the mod which is not updated for KSP 1.7) Landing fascing East, too long, pull up and landing facing west long landing and stop at the very end of the runway Conclusion I am happy with Stratolauncher to launch spaceplane. It works very well with OPT engines. Maybe it could be a good idea to gat a back inflatable shield on the spaceplane to spare aerobraking fuel I am planing a bigger Stratolauncher to launch a bigger spaceplane including cargo hold for a rover and more DV
  8. TL;DR: is this generally considered a "don't do this" type of thing for spaceplanes, or just a tradeoff? Hi, I've been refining a Mk3 "do-everything" spaceplane for a while now (all science, ISRU, amphibious, etc.) and I'm wondering if I'm making a mistake with the balance. The default CoM is very stable and just a tiny tiny bit forward of the CoL, but I understand that although these being very close makes the plane more maneuverable, it also makes it more vulnerable to loss of control. My question is: is this generally considered a "don't do this" type of thing for spaceplanes, or just a tradeoff? —Liftoff/landing: CoM and CoL being on top of each other is good here, right? —Ascent: CoM being somewhat ahead of CoL makes the plane more stable. But if it seems pretty controllable then is there a reason to worry? —Reentry: CoM being somewhat ahead of CoL makes the plane recover from aggressive reentry profiles. Is it reasonable to say "I expect to have some fuel left to create this condition for reentry" or is that considered a bad design? (It needs 10% fuel to ensure recovery from radial out position) Basically, I like the idea of maximum agility (for a Mk3 spaceplane) but I don't want to overlook a fatal flaw.
  9. The K-Prize Party Thread. K-Prize badge by WafflesToo (sig badges). The K Prize challenge is to make the obvious craft, a spaceplane, and make it work. All those who succeed will be included on the roll of honour and get a free back stage pass to hang with Kay Kool and the Kerbettes after their next live performance at the Dog and Booster (where free beer will be available). To enter report relevant accomplishments on a mission which actually flew, your word is good enough but images and videos are welcome. Rules 1. The craft must launch and land intact using only the amount of fuel on board at launch, may not lose stages or parts in flight, no refuelling for thrust, see provisos below. 2. The craft must launch horizontally, reach orbit (PE > 70,000m) and land intact (on Kerbin) ready for 'refuelling'. 3. All fuel tanks, wings (ie lift generators & aerodynamic environments) and engine parts must be stock, for fairness. Provisos to rule 1. A. Payloads may decouple from the craft providing all payload tanks are as full on decoupling as at launch and any thrust (or lift) generators on the payload were not used prior to decoupling. Excursion vehicles may decouple and redock but only achievements of the entire craft count towards K-Prize kudos. B. Docking is permitted providing no fuel is transferred (net per fuel type) into the K-Prize craft and then used for propulsion (it can be transferred out or in as payload). Likewise no propulsion assist is permitted from the target craft fuel or engines. Crew transfers are permitted. C. Mining and refining are permitted providing none of the resulting fuel product is used to drive the craft i.e. mined fuel is treated as payload only. D. Pilots wishing to try the challenge with mod equipment may do so in the sister challenge thread "The K Prize - 100% reusable spaceplane to orbit and back (Modded Version)". +Kudos 1. Smallest ship (by weight, weight info required). Minimalist record. 2. Largest ship (by weight, weight info required). Maximalist record. 3. Highest orbit beyond Eeloo. Altitudinalist record. 4. Landing on KSC terrain. Pilot proficiency medal. 5. Landing on any KSC runway or docking in orbit. Advanced pilot precision award (1stClass for both). 6. Visiting other SOIs. Kosmokerbal Commendation. 7. Planetoid landings. Astrokerbal Distinction. 8. Payload to orbit, including fuel transfer out also mined product or fuel store to Kerbin from asteroid. Utilitarial Commendation. 9. Payload to distant planet surface including fuel transfer out also mined product or fuel store to Kerbin from planet. Utilitarial Distinction. Prefixes: Exploratory applies to planetoid missions and Expeditionary applies to planetary lander missions outside Kerbin's sphere of influence. (Planets are defined as the central body in their own SOI with a boundary adjacent to Kerbol's SOI or gravity exceeding 0.75 of Kerbins.) Guest List (Roll of Honour.) Version 1.2 + Kertech Advanced Pilot Precision Award with with Laythe Dragon 3. - Utilitarial Commendation, Advanced Pilot Precision Award with Sickle mk 2. Workable Goblin Advanced Pilot Precision Award with QS-1 Needletail light SSTO. ChaoticPhoenix Utilitarial Commendation, Advanced Pilot Precision Award with Tanto. n.b.z. Advanced Pilot Precision Award with Bonkers Bonsai. cikho Utilitarial Commendation, Advanced Pilot Precision Award 1st Class with SSTO_Perrier. RCgothic Advanced Pilot Precision Award with SSTO. - Utilitarial Commendation, Advanced Pilot Precision Award 1st Class with SSTO. NoobTool Utilitarial Commendation (236.8t), Advanced Pilot Precision Award with Czar Galactica MK 3 EX. - Utilitarial Commendation (301.8t), Advanced Pilot Precision Award with Czar Galactica MK 4. - (1325t), Utilitarial Commendation (476.8t), Advanced Pilot Precision Award with Czar Galactica MK 5. EliteGuy3 Utilitarial Commendation, Pilot Proficiency Medal with Jeremiah (5.996t). - with Binoree I (1.910t). - with Corinthians I. something Advanced Pilot Precision Award 1st Class with Heimdal. - Advanced Pilot Precision Award with Erwin. boolybooly Advanced Pilot Precision Award with Whiplash PT. - Utilitarial Commendation, Advanced Pilot Precision Award with Hefty. - Advanced Pilot Precision Award with Gogitem. Kergarin Utilitarial Commendation (Duna Train : video), Advanced Pilot Precision Award with Crossbow SSTO. RAINCRAFTER with Billy-Bobdock. W. Kerman Advanced Pilot Precision Award with \(*)/Bird, (cyclopean bird). rkarmark Advanced Pilot Precision Award with SSTO. Eidahlil Advanced Pilot Precision Award with Reed. Cherubiel Advanced Pilot Precision Award with Spaceplane Alpha One. tseitsei89 with Kolibri (5.200t). - with Kolibri II (4.277t). - with Kärbä III (1.295t). - with SpecialSpeckofDust (minimalist record holder 0.836t) Eidahlil Advanced Pilot Precision Award with Bulbous (0.920t). Hodari Advanced Pilot Precision Award 1st Class with X-1. Major Tom Advanced Pilot Precision Award with Full-of-Stars Mk1. Harry Seaward Advanced Pilot Precision Award x2 (east and west) with SSTO. Speeding Mullet Advanced Pilot Precision Award 1st Class, Utilitarial Commendation (Mün), Kosmokerbal Commendation (Mün & Minmus) with Mullet Dyne Crosswing (Variant 5). tosha Advanced Pilot Precision Award with Pheonix 1.4. Samniss Arandeen Advanced Pilot Precision Award 1st Class with Project Crossbow. qzgy Pilot Proficiency Medal, Utilitarial Commendation with Swedish Fish. Suicidal Insanity Advanced Pilot Precision Award, Utilitarial Commendation with Atlas. - Advanced Pilot Precision Award 1st Class with Flamespear Mk2. Thor Wotansen Utilitarial Commendation with craft with no name. - Advanced Pilot Precision Award, Utilitarial Commendation (36t) with Róta. Space Yorkie with X-13 Greyhound II Spaceplane. Numerlor Utilitarial Commendation with SSTO2. Ozelui Advanced Pilot Precision Award 1st Class, Utilitarial Commendation with Beluga mk5. Luizopiloto Advanced Pilot Precision Award, Utilitarial Commendation (Mün) with X-98L BlueJay (video). Special homemade IVA dashboard award. Mjp1050 Utilitarial Commendation with Excelsior. overkill13 Advanced Pilot Precision Award 1st Class, Utilitarial Commendation with Panther II cargo SSTO. voicey99 Expeditionary Utilitarial Distinction (Duna) with Yate Haugan. Mr. Me Advanced Pilot Precision Award with Freebird SSTO. ForScience6686 Pilot proficiency meda with Convertible. Scarecrow Advanced Pilot Precision Award 1st Class with Jeb's Limo. - Utilitarial Commendation, Advanced Pilot Precision Award with Blackbird SSTO. - Advanced Pilot Precision Award with X-Wing (video). JoeNapalm Advanced Pilot Precision Award with Vampire Mk1 SSTO. JYNg Advanced Pilot Precision Award 1st Class with Kaiser 4. Skylon Advanced Pilot Precision Award with STP-2 'Javelin' Trainer Spaceplane. Fulgora with Minimalist SSTO 5. JacobJHC Advanced Pilot Precision Award, Expeditionary Astrokerbal Distinction with Dres SSTO. - Advanced Pilot Precision Award, Expeditionary Kosmokerbal Commendation (Duna++) with the I don't know if this SSTO has enough fuel. - Exploratory Astrokerbal Distinction with Gilly SSTO (12.203t). - Expeditionary Astrokerbal Distinction, Advanced Pilot Precision Award with Christmas Laythe SSTO. (discretionary festive cheer award) - Expeditionary Astrokerbal Distinction (Eeloo) with Rei III SSTO. - Utilitarial Commendation (324t), Advanced Pilot Precision Award with Heavy Cargo SSTO. Invisifly2 Utilitarial Commendation with Sparrow. 53miner53 Kosmokerbal Commendation (Mün) with SSTO 1. Joseph Kerman Advanced Pilot Precision Award with SF-01 Falcon. zanie420 Exploratory Astrokerbal Distinction, Utilitarial Distinction (Gilly) with Klementine. Spaceception Advanced Pilot Precision Award with SSTO. herbal space program Advanced Pilot Precision Award, Expeditionary Astrokerbal Distinction (Duna) with Duna Moth. Skystorm Advanced Pilot Precision Award, Utilitarial Commendation with the spaceplane with no name. paneledberry with Dove. Laie Advanced Pilot Precision Award 1st Class with Clipper. - Expeditionary Astrokerbal Distinction (Duna), Advanced Pilot Precision Award with Flying Wing Kind of Thing. g00bd0g Advanced Pilot Precision Award with Mk2 SSTO. - Utilitarial Commendation (72t), Advanced Pilot Precision Award with Mk3 Cargo. Yatsykon with YCC Dimetrus. panelledberry Kosmokerbal Commendation (Mün & Minus) with Fang V4. - Expeditionary Astrokerbal Distinction (Duna) with Farscape V2. - Advanced Pilot Precision Award with Aegis V6. panzerkneof Pilot Proficiency Medal with Adrenal-S. Secuas Utilitarial Commendation (36t), Advanced Pilot Precision Award with Magical Trailblazer. HamnavoePer Advanced Pilot Precision Award with My First SSTO. Edax Advanced Pilot Precision Award with Thunderbolt II. TheFlyingKerman Advanced Pilot Precision Award with the HKA-3A. - Utilitarial Commendation, Advanced Pilot Precision Award with HKA-4B. - Utilitarial Commendation, Advanced Pilot Precision Award 1st Class with HKA-6B. - Utilitarial Commendation (Minmus), Advanced Pilot Precision Award with HKA-6B. Geonovast Advanced Pilot Precision Award 1st Class with Astrid SSTO. (Discretionary right stuff award.) danielboro with LR-PMK6. sh1pman Utilitarial Commendation (144t), Advanced Pilot Precision Award with Atlas XXL-144 K-Prize. McBalsam Expeditionary Astrokerbal Distinction (Eeloo & Minmus), Advanced Pilot Precision Award with, 136 seat space liner Ahti II. DunnoAnyThing with CrapToOrbit 1.0. Steel Starling Utilitarial Commendation, Advanced Pilot Precision Award with SI-SSTO-4 "The Sky's the Limit Cargo Edition". Magzimum Advanced Pilot Precision Award with Spacebus. XB-70A Advanced Pilot Precision Award 1st Class with Pallas. Dark Lion Advanced Pilot Precision Award with Storm. HamnavoePer Advanced Pilot Precision Award with Kerbero V. dvader Altitudinalist Record Holder 4753 Gm, Advanced Pilot Precision Award with SSTO Nuclear. (Discretionary Slingshot Supremo award.) The Moose In Your House with Sepia Siren. Freshmeat Utilitarial Commendation, Advanced Pilot Precision Award 1st Class with Grey Goose. Andetch Pilot Proficiency Medal with Cave SSTO. - Kosmokerbal Commendation (Mün), Advanced Pilot Precision Award with Skydart (video). alex50caliber Advanced Pilot Precision Award with Ampsk-1S. XLjedi Advanced Pilot Precision Award with SR-13 Venom. Box of Stardust Advanced Pilot Precision Award with AS-3A Skystreak. Bitrefresh Utilitarial Commendation, Advanced Pilot Precision Award with Griffon Mark II. - Utilitarial Commendation, Advanced Pilot Precision Award 1st Class with Condor Mark VII. - Advanced Pilot Precision Award with Merlin Mark VII. hoioh Utilitarial Commendation, Advanced Pilot Precision Award with By_The_Book. beomagi Advanced Pilot Precision Award with SP-4800. - Astrokerbal Distinction (Minmus), Advanced Pilot Precision Award 1st Class with SP-6000. doggonemess Advanced Pilot Precision Award with Mk2 SSTO Quad. Kerbal Design Bureau Advanced Pilot Precision Award with KDB-SSTO-I. Loompar Advanced Pilot Precision Award with The Challenger (video). Kerbolitto Utilitarial Distinction (Mün), Advanced Pilot Precision Award with Cheval mk4-3. SpaceAdmiral Advanced Pilot Precision Award with SSTO Prototype 2. sturmhauke Advanced Pilot Precision Award 1st Class with the Flying Vee. BigFatStupidHead Advanced Pilot Precision Award with The Bump and Grind. ValCab33 Utilitarial Commendation, Advanced Pilot Precision Award 1st Class with Pegasus VI. PrvDancer85 Exploratory Astrokerbal Distinction (Ike), Advanced Pilot Precision Award with LfoOnly3. Hydrothermalventclam Advanced Pilot Precision Award 1st Class with the OV-01 Kestrel. Mjp1050 Advanced Pilot Precision Award with Moustache. AVeryNiceSpacePenguin Advanced Pilot Precision Award with X-20 Dynasoar SSTO. JacobTheFoxx Pilot Proficiency Medal with SpeedyBoi V1. Aquaticfantastic Advanced Pilot Precision Award 1st Class with the R8-ZR. - Utilitarial Commendation, Advanced Pilot Precision Award 1st Class with the R8-ZR. Tallinu Utilitarial Commendation, Advanced Pilot Precision Award 1st Class with Prometheus Low Tech SSTO (video). purpleivan Utilitarial Commendation, Advanced Pilot Precision Award 1st Class with Space Plane K. GRS Advanced Pilot Precision Award with Proto Taxis 2. KerbalRocket with Untitled Space Craft. Aeroboi maximalist record holder (2,797.278 t), Utilitarial Commendation (1,485.8 t), Advanced Pilot Precision Award with Hearts Chevron 96 Cargo Lifter. HyperDraco with Draconic Infernal II. Dman Revolution discretionary HyperCycle award for extraordinary services to reusability with logs. - Advanced Pilot Precision Award x12, 1st Class x6, Utilitarial Commendation x12 with Explorer. - Advanced Pilot Precision Award, Kosmokerbal Commendation (Mün) with Explorer EHM. - Advanced Pilot Precision Award with Skylon-KerbalArm. Dale Christopher Advanced Pilot Precision Award with Ascent from Chaos. Reinhart Mk.1 Expeditionary Astrokerbal Distinction (Duna), Advanced Pilot Precision Award with Javelin Mk.1 Lokachop with SSOrbiter MK1. arctangent Utilitarial Commendation, Advanced Pilot Precision Award with Aleph III. Robdjee Utilitarial Commendation, Advanced Pilot Precision Award with Syrvania (video). banjaminlamont with Liquidescent. Version 1.1 + Version 1.0.5 Guest Lists from previous versions. Gate Crashers (Dodged the bouncers.) K-Prize Gatecrasher's badge by WafflesToo (sig badges). Hall of infamy. Previous gatecrashers. Temstar insisted that upstaging Elon Musk was not against the K-Prize rules. Kokanee declared the runway to be disruptive technology. ihtoit quoted in kerbin Gazette "trial and error isn't so expensive if you leave insurance claims until after the next launch". Gojira1000 didn't mention the drilling equipment and fuel converter to the K-Prize adjudication panel since it was a minor detail. manni01 was adamant that refueling was essential for returning to Kerbin, supplied video evidence. Didnt read proviso C because it was "just the small print". micr0wave forgot which side the wheels were on, may have lost a wing... or two. JebsDead said whatever exploded wasn't very important... probably. (Presented a couple of mining videos to show how rarely explosions matter.) n.b.z. wasnt sure how to get Mirgy and her flying saucer back from Duna but was OK with that. Spartwo beat the odds but lost quite a lot of spaceship. cy4n argued that a spaceplane was a rocket with wings, suggested the K-Prize panel should try not to worry about the "drop tanks". luizopiloto considered the mission a democratic success, since a majority of parts didnt explode on touchdown. Jebediah Klerman brought a rocket to a spaceplane challenge. Felt rules were biased against vertical take off, which they are. Spaceception came back down to Kerbin with a bit of a bump... and an explosion... or two... Marschig glossed over refining-refuelling at Laythe, denied being a rulebreaker saying, "the rules were like that when I found them". hoioh suggested there was no such thing as bad publicity. HyperDraco confirmed that extensive research had shown its best to put wheels on the outside. ... can you do better
  10. After much trial and error, I've finally managed to make my second ever functional SSTO, and the first SSTO I've ever created with a useful payload other then it's pilot! It's built to enter orbit, land on Minmus, spend about 2 and half months processing ore, then lift off to interplanetary space with 6,000 delta V to spare! Kerbal X Download Page Notes/Trivia: The crafts' front-most two fuel tanks are intentionally under-fueled! This was done to help achieve liftoff on the run way; when full, the craft was too unstable for me to fly properly X3 You might want to take this into account if you decide to refuel and take off on Kerbin. Alternatively, you can try to fly it fully fueled if you think your up to the task; I doubt I'm the best at flying :Y There's only one pilot seat and no probe control (making flying with an engineer not very ideal), and the ISRU module and drills are the smaller variants. Refueling takes awhile, even with stock speed up set to max! It does hit 4,000 delta V around halfway through refueling, so you can lift off partially empty if you know where you want to go, or need more TWR. Lift off from Minmus can be kind of tricky, as the craft doesn't have the reaction wheel strength to pitch up at full fuel, and the craft likes to curve after a while and slam one of it's wings into the ice! Simply retracting and rextending the landing gear quickly can help you ascend if you don't have a convenient ramp to use. Feel free to add your thoughts and/or suggest improvements, this is my first serious SSTO, and I'd love to keep building upon what I've learned while constructing it!
  11. Syrvannia SSTO Dear Kerbonauts, This post is meant as a standalone showcase of this craft. This will be updated as this gains experience and revisions. For the K-Prize post; see bottom of this entry. I would like to submit the following for your consideration. Today i present: Syrvania SSTO Main view: The Syrvanna SSTO is named after a faction in my favourite Ravenfield Mod. It can haul 5T of payload into LKO. This vehicle is also capable of mining and processing resources. Self sufficient SSTO. Includes Space Cab. Specifications (without Spacecab): Crew capacity: 4+2 Cargo capacity: 5T Weight fueled: 87.455T Dry weight: 43.765T Part count: 118 Cost: 223.307 Length: 26.3m Width: 23.7 Height: 9.3 Launch: Hold a pitch of 20dgrs until 20km. Switch engine mode and reduce thrust 30% until 70km<Ap<100km and circulize @ Ap. Re-entry: Set Pe=50km (or below 20km), Toggle brakes and maintain pitch of 20 dgrs. Fueling: Fill Mk3 LF tank to 1500. Fill all other tanks. 1:Toggle engines 2:Ladders, ramp and cargo bay 3:Toggle scanners and antenna 4:Deploy drill 5:Mine 0:Decouple Youtube footage: Side view: Front view: Interior: Docked at LKOSS: A stripped-down cargo version, named Syrvania SSTO-C, is also available at the Steam Workshop and KerbalX. That version lacks the self sufficiency but can haul a payload of 10T to LKO. KerbalX entry: https://kerbalx.com/Robdjee/Syrvania-SSTO Cargo Version: https://kerbalx.com/Robdjee/Syrvania-SSTO-C Workshop page: https://steamcommunity.com/sharedfiles/filedetails/?id=1660186863 Cargo Version: https://steamcommunity.com/sharedfiles/filedetails/?id=1871125619 K-Prize post: Kind regards, Robdjee
  12. This is my first craft thread, so advice would be welcome if I am in conflict with any conventions. LKO stats have been adjusted for 1.8 aero changes (improved performance for this craft). Big Plane to Anywhere (figuratively) https://steamcommunity.com/sharedfiles/filedetails/?id=1875714661 (Nice try, Bill, but I don't think this is what they meant by "long range ISRU craft"...) Well, it's been a long time coming. I'm mainly a rocket guy, but when I do find myself in the Spaceplane Hangar I very easily get obsessed with fiddling with my designs, more so than with the rockets. Anyway, I think I've finally gotten this to the point where I no longer have to be ashamed to put it in view of the public. Let me know if I'm wrong! If I'm being honest, the series of planes that this is a culmination of probably began life as the concept, "like my first spaceplane, only bigger". But eventually an actual mission materialized: to carry a scientific exploration team to Laythe and (almost) anywhere else with a complete science package and ISRU that wouldn't take months to refuel with. One development I'm a bit proud of was the realization that I could attach radiator panels to the reaction wheel that was adjacent to both of the drills and the refiner, elegantly taking care of all my core heat xfer needs. This development allowed me to finally have a truly streamlined airplane, since I had formerly had medium TCSes attached to the exterior. Two panels and two small TCSes have less than the mass of one of the two medium TCSes, let alone the aerodynamic improvement! The small TCSes (middle of picture) are for actual part cooling, and aren't necessary, but having at least a little active cooling capability is handy from time to time, e.g. cooling off during a multi-orbit aerocapture. (The panels are terrible at non-ISRU cooling in general, and the ones on this vessel in particular are nearly useless at it.) The construction of this spaceplane does not use offsets at all, nor any part clipping aside from the wings tilting into the nacelles. This was a design choice. Table of Contents: Statistics: immediately below the table of contents Atmospheric flight characteristcs: Balance; Lift; Takeoff; Ascent; Reentry; Landing: approach, normal, water, parachute Vacuum flight characteristics: Takeoff; Landing Miscellaneous: Docking; Adjusting balance; Water landing; Water movement; Design choices Edit history Postscript (action groups) Statistics: —Parts: 100 —Mass: 111.35 tons (57.15 dry) —Cost: 401.29 kilocredits —Vacuum Delta-V: 4.6k to 4.7k depending on if you have oxidizer or nothing but liquid fuel. (counting ore tank, since you can refine it into fuel) —Engines: 4xRAPIER, 4xNERV (0.25 TWR on NERVs if the LF/Ox tanks are empty) —Landing gear: 2xLY-60 in rear; LY-60 and LY-35 in front. (35 for better taxiing and runway takeoff; 60 for rougher terrain and lower takeoff speed) —Mining: 2x large drills, large converter, 2x smallest ore tank, M4435 Narrow Band scanner, Surface scanner (Surface scanner can refine M4435's results) —Science: all experiments; 4 places to put science in addition to the lab (Cockpit, probe core, 2x storage unit) —Communications/Control: Communotron 88-88 (normal direct antenna); RA-2 + RC-001S (with one pilot, can control a probe that lacks direct CommNet connection) —Docking: 1.25m only; no RCS. See Miscellaneous for tips. —Airbrakes?: Yes, 4. Retract before landing. —Parachutes?: Yes, 6 plus 2 drogues; positioned to be moderately rear-heavy, but this is adjustable via fuel movement. Enables safe landing in any terrain or water. —RTGs?: Yes, 8; can permanently run lab and SAS at full strength —Fuel cells?: Yes, 3; can permanently run drills and refiner at full capacity —RCS?: Sort of; 6x Vernors under the nose to assist takeoff/landing in airless environments —How much delta-V is left after making LKO?: Even a pilot worse than me should reliably get to LKO with 24-2500m/s remaining before the +203 from refining the ore tanks. My best so far is 2667 (2870) and I seriously doubt this cannot be bested by an actually talented pilot. Test flight landed on Minmus with 1213 dV remaining. Also goes direct to Mun. —Amphibious?: Yes: can land in water on parachutes or aeronautically, and can take off from water (but only below 25% fuel). See Miscellaneous for details. Atmospheric flight characteristics: —Balance: The center of mass is almost exactly on top of the center of lift both full and empty, in the back half of the rear cargo bay. (About 16.3m from the front of the 26.8m craft, or about 61% of the way to the back.) If you want the CoM to move forward after takeoff, you can lock the tank behind the cockpit (this LF should not be needed to make orbit). This also can help counteract the already mild tendency to nose up at high speed (see below). See Miscellaneous for a tip about rebalancing the craft. —Lift: Tendency to nose up or down while SAS is off is not violent at any speed; very slight down at low speed (<200), a bit up at high speed (300-1000), and very slight up up during final speedrun. —Takeoff: Fully loaded, it can be lifted off the runway at 83m/s (lower on rough terrain due to upslopes) on main wheel (100 for smaller wheel). Consider using the small wheel on runways or flats to gain more speed before liftoff (due to lower angle of attack while on the ground). Left to its own devices it lifts off at the end of the runway at about 99m/s (112 for smaller wheel). —Ascent: After the 1.8 update, it no longer has to stop ascending to break the transonic speed hump. My flight plan, which may or may not be optimal, is: Set at 5° above horizon; it will gradually dip a bit to 2-3° but recover by itself. After going supersonic it will tend to slowly climb in attitude; stay at 5-7° until about 15km altitude, then begin dropping to 2-3° in order to extend final speed run in the 18-22km altitude range. (If you're feeling lazy, you can just let SAS do its thing all the way to 1000 m/s or so.) Activate NERVs when RAPIER thrust falls below 200kN. By the time thrust falls below 60kN you should be around 1500m/s +/-50; switch to rocket mode when jet+NERV acceleration is unacceptably low and aim for the top of the prograde circle (or a little higher or lower, to taste). When oxidizer runs out, drop to prograde lock; the NERVs should be able to maintain or increase your time to apoapsis. —Reentry: It's recommended that fuel be moved foward to the tank behind the cockpit for reentry for extra stability. For example, in testing, given a 100kmX15km LKO reentry orbit and only 500 units of fuel remaining, a neutrally balanced craft struggled to maintain a 40-45° pitch without using airbrakes, while a craft that moved that same small amount of fuel forward had no trouble. It should be noted that the balanced craft had no trouble with a 30-35° reentry profile. 1000 units of fuel (~10%) balanced forward is enough for a radial out pitch to stabilize forward instead of flipping out. Use caution if returning from other celestial bodies; it's not recommended to dig deep into the atmosphere on the first pass without decelerating first. —Landing approach: If airbrakes were used, retract prior to landing as the bottom ones may be destroyed otherwise. Perfect balance and generous control surfaces make it relatively maneuverable for a Mk3 spaceplane. Since it takes off near empty at 53-60 m/s (on big/small front wheels) the stall speed on low fuel should be similarly low unless I'm mistaken. —Landing normally: Try not to touch down at more than 5m/s vertical speed. The fairly wide rear footprint means it should be pretty stable and modest testing has borne this out. —Landing in water: This plane is capable of a safe aeronautic landing in water, which was successfully tested at 25% fuel, but parachutes are recommended for landing in water or very rough terrain. —Landing on parachutes: Even heavily loaded with fuel, this vessel can land safely on its complement of parachutes, but use of engines to help soften the landing is encouraged. The Abort action group opens doors for the parachutes and triggers them. Vacuum flight characteristics: —Takeoff: Fully loaded and on a flat surface, the Vernors are not quite strong enough to lift the nose for vertical takeoff in Munlike gravity. Instead, get forward motion and it should be able to lift off shortly with the help of the thrust attitude, especially if the vehicle runs off the top of a hill. Use of RAPIERs is recommended unless terrain is very flat. —Landing in vacuum: dV can best be conserved by a "reverse takeoff" posture, where final approach retains some horizontal motion while vertical motion is very low, but this is not easy. It is probably more practical to descend on the engines rocket-style, and then transition to horizontal when near/on the ground (fall on the wheels). This has been tested on the Mun. Be careful to keep the plane level (don't let it roll on its side or you may lose a wing). The Vernors can slow the fall of the front end, but this should not be necessary in Munlike gravity. Miscellaneous: —Recommended docking procedure with this vessel is as follows: 1. Rendezvous; 2. Make a close approach (50 meters dock-to-dock* or less), then cancel relative motion; 3. Align to the desired docking port, and accelerate a little for final approach. This technique has been highly successful on larger versions of this vessel docking with still larger vessels. *(Bear in mind that when approaching tail-first the engines are almost 27m closer to the target than the docking port, and flipping tail-to-nose will bring the docking port of this craft when normally balanced 32 or 33 meters closer to the target due to where the vessel's pivot point is. A dock-to-dock separation of 50m would mean a real distance facing away of 23m and 17m after flipping). —When altering the balance of the craft (e.g. to put the CoM more ahead of the CoL), keep in mind that adding fuel to the rear and front LF tanks in a 2:1 ratio will be approximately neutrally balanced, i.e. will keep or return the ship to close to its starting balance. —Water landing (via parachute) was tested on Kerbin at 75% fuel. If your splashdown attitude is close to vertical, your docking port may be at risk of destruction as you rotate down, but this can be prevented by using the Vernors to slow your fall. (Presumably similar precautions should be taken if landing on Tylo.) —The top speed in water is 38.7 m/s when full. The top speed on low fuel is uncertain because during testing the plane unintentionally took off. In subsequent testing, the vessel was able to intentionally lift off when top speed in water was about 70 m/s, when fuel fell to between 20 and 25%. (Highest speeds were obtained when fuel was moved forward and SAS set to prograde.) —Why the precoolers? Although the shock cones more than meet the needs of normal flight, I like the idea of having strong static airflow for those, ahem, "off prograde" situations. They are also handsome. —Why the everything? This design was not arrived at minimalistically; I'm sure there is a lot you could cut, starting with the rear parachutes and airbrakes. But I wanted a feature-rich craft, and those are features, and it is Minmus capable, so there. Having said that, I do still welcome criticism if you think anything is too blatantly unnecessary. —Why no offset? I just didn't want to use offset; a little bit to neaten up the often messy intersections of aerodynamic parts is okay but I often see it used in a way I think of as exploitative. So in a way the only minimalistic thing about this design is the offset and part clipping, which was a design choice. —After the 1.8 atmospheric changes, this plane can actually fly on a 3R+3N configuration, but taking away two nacelles worth of LF completely negates the benefit. It's slightly less dV, significantly less TWR, and a more annoying ascent path; why bother? Well, I could probably just yank one jet off the regular design (keeping 4 NERVs) and limp to orbit, but the dV gain (112 I think) is, while noticeable, quite modest and I would be nervous about sending it to Laythe untested with that much less atmospheric performance. So, how do you like the plane? How do you like the post? Comments and questions welcome. Edit history: 1.1—9/28/19: Added vacuum landing notes. Added "Miscellaneous" section. Made major changes to vehicle (reduced RAPIERs from 6 to 4, replacing two Mk3 side pods with four Mk1 side pods). Edited text accordingly. 9/29/19: Added Minmus picture. Edits to vacuum landing notes and other things. 9/30/19: Swapped location of RAPIERs and NERVs (reducing tailstrike risk); minor text edits. 1.2—10/4/19: Minor adjustment to front wing AOI and location; small but critical adjustment to rear wheels to eliminate drift on takeoff. Added location of CoM to "Balance". Added "Takeoff"; edits to "Ascent" and "Landing Characteristics".) Finally changed top picture to reflect new version of craft. 1.3—10/5/19: Added "Communications"; added more detail to CoM location, "Lift", and "Takeoff"; added RA-2 to vehicle and replaced bottom pair of shock cones with NCS tanks. (Reduced cost by 3300, increased wet mass by 0.91, dry mass by 0.11, part count by 3) 1.4—10/10/19: Updated "Landing in vacuum" to reflect finally testing Mun capability; added "Takeoff in vacuum". Removed 1 fuel cell (3 remain) in the belief that this was enough for even maximum ore concentrations, subject to review; please let me know if this is found to be wrong. 10/11/19: Added water landing/movement/takeoff details. 10/13/19: Added postscript. 10/15/19: Added table of contents. Reorganized flight/landing characteristics. Added detail to docking. Updated photos (10/5 changes), minor text changes. 10/16/19: Added "Reentry", minor edit to "Ascent". 10/22/19: Altered commentary on small TCSes. 10/23/19: Removed Z-4K battery after finding a way to mount the drills on the reaction wheel and still fit them through the cargo doors. Added small ore tank for symmetry in new location. (Cost reduced by 4.2k, mass increased by 0.675t wet but reduced by 0.075 dry. Battery capacity reduced from 5710 to 1710.) Updated cargo hold picture. 10/26/19: updated "Ascent" to reflect 1.8 aerodynamic changes. Redid Minmus test—new photo. Postscript: the action groups: 1: RAPIER toggle (on/off) 2: NERV toggle (on/off) 3: RAPIER mode swap & air intake toggle (open/shut) 4: All cargo bay doors toggle (open/shut) & small thermal control system* toggle (deploy/retract) 5: --- (nothing) 6: Drill toggle (deploy/retract) 7: Surface harvester toggle (on/off) 8: Fuel cell toggle (on/off) 9: Obtain all possible science, including crew report 0: AIRBRAKES toggle (deploy/retract) Lights: default (all lights turn on or off) Landing gear: default (all landing gear extends or retracts—note that this is NOT a toggle) Brakes: default Abort: The top cargo doors open and all parachutes deploy. It's possible that some parachutes won't deploy if the doors aren't already open; just press the button again. *(Note: the interior thermal panels are always on by default)
  13. Please rate my GT SSTO Craft file: https://steamcommunity.com/sharedfiles/filedetails/?id=1717638434
  14. Of course, I immediately thought of KSP after seeing this article because that is how my brain has been wired ever since I launched my 1st career rocket circa 2016. Ultrafast, air-breathing rocket engine moves a step closer to reality... Cool image btw...I think I know what I'll be designing in the SPH tonight. Link to Article: https://www.cnn.com/travel/article/air-breathing-rocket-scli-intl-gbr-scn/index.html Cheers, RS
  15. Welcome, ladies, gentlemen, and anyone else who happened to stumble upon this forum topic, to... Here, you will find a blooming aerospace program, just starting to get a foothold in the market that consists of vehicles able to transport you to space! Shop now, and a round-trip ticket to Kerbin Orbit and beyond is just around the corner! Come take a look at our inventory... NOTE: Some craft flags and names might be inaccurate if the screenshots were taken before the mass class reorganization. SEE THE GALLERY HERE SPACEPLANES Note: Only spaceplane classes Angel through Power are available at this time. Higher-class spaceplanes will be added as they're created.) DOWNLOADS AND ACTION GROUPS Third Triad (Eleven spaceplanes) (Class 9: Angel) FS-A Gardia The result of when an team of engineers decided to strap RAPIERs onto a fighter jet and partially fill it with rocket fuel. Gardia is surprisingly orbit-capable, fit to be a trainer vehicle for young spaceplane pilots. Note: Ejector seats were swapped out for normal seats in the name of weight savings; pilots have to bail out manually in case of an spin-out they can't recover from. FS-A Angel The next step up from Gardia, Angel is a Mk2 spaceplane that has roughly the same range as her elder, smaller sister. Additionally, she has a cargo bay with space for a small space probe, so possibilities are prone to increasing exponentially. FS-A Tyrfing When plans to make a sword-shaped SSTO were first revealed, people thought AAAE's engineers were crazy. "Are you nuts? A giant sword could never make it into orbit, let alone in a single stage!" they said. Oh, they were so wrong. Not only that, FS-A Tyrfing, with its aggressive ascent profile and docking capability, quickly became the go to luxury SSTO for most daring of pilots in transit to kerbin space stations. NOTE: Like with Apollo, take special care when reentering Kerbin's atmosphere. (Class 8: Archangel) FS-A Mystletainn An SSTO spaceplane capable of carrying an orbital missile to low orbit and then deorbiting once the missile has hit its target. She has attained her rank due to her stylish looks and rapid response time. FS-AA Archangel The first Mk3 spaceplane, designed straight after FS-A Angel, and later on redesigned following numerous failures with returning subsequent prototype MK3 SSTOs from orbit. Like with all MK3 SSTOs listed after her, land with care. FS-AA Ferrybot Jr The younger sister of Archangel-Class Spaceplane FS-AA Ferrybot. Ferrybot Jr comes equipped with a docking port, RCS, twin nuclear engines, and capacity for 8 kerbals. She requires speeding up to 440+m/s at sea level due to heavy weight at takeoff, but is incredibly maneuverable, capable of even recovering from a spinout when almost dry. FS-AA Ferrybot Ferrybot Jr's aforementioned elder sister. She is capable of sending 32 kerbals to space stations in Low Kerbin Orbit. Check regularly for signs of sentience. (Class 7: Principality) The first class of spaceplanes to presently lack a spaceplane named after the class itself, instead having a reusable rocket having the class and name. (listed after spaceplanes). FS-PR Spectre When Spectre was first built, she was not granted a classification or a name because the head engineer thought he was building a Minmus Trainer. Luckily, this error was corrected when a plucky intern informed him of its landing legs, rover cargo bay, and "twin tail fins". The intern would later correct a head scientist when he first discovered Laythe, but mistook it for Kerbin. FS-PR Journeystar An ambitious SSTO built with a mining and ISRU rig pre-installed. She is capable of munar landings, but consumers may want to have engineers install extra batteries depending on their electricity needs. After first successful test runs, she received additional tuning from an SSTO manufacturer called Arctic Aerospace (headed by Arctica Frostbite, forum account link unknown.) FS-PR Wyvern A magnificent beast with an interesting wing design, Wyvern is tested and confirmed for the ability to send a small rover to the Mun and return safely to Kerbin. Wyvern might also potentially be capable of Minmus returns, though she wasn't designed and built with Minmus in mind. FS-PR Apollo Returning to the MK1 cross-section, Apollo is the first of AAAE's spaceplanes able to take a round trip to the mun. Dissatisfied consumers suggested renaming her "Icarus", but our engineers insist on not being afraid to use Apollo's on-board RCS and/or focus intensely on not letting her blow up on final reentry. Second Triad (Seven Spaceplanes) (Class 6: Power) FS-PO Ancile Vaguely shield-shaped (but not really), Ancile has sufficient delta-v for Minmus landings and interplanetary flybys and returns. With an additional front docking port, she also is capable of docking to Tyrfing, the sword-shaped SSTO, because why not? FS-PO Phoenix Following the revamp of a previous iteration of this craft by AA, AAAE was still determined to make a version not heavily modified by AA. And thus a couple iterations later, under the codename of Mystletainn, Phoenix finally rose from the ashes of AAAE's failed attempts. Their engineers insist it should be able to get to Duna and back if flown correctly. PS-PO Perseus A cargo SSTO designed to carry ten tons of cargo to either the Mun or Minmus, drop the off, and return safely to Kerbin. With her surplus fuel, her range can potentially extend to other bodies, given that she's refueled somewhere along the way. FS-PO Heracles The prototypes of Heracles, first of the three successful Power-Class SSTOs, were met with crash after crash when test pilots found themselves unable to regain flight control. With contractors and investors furious, AAAE turned to Arctic Aerospace - who would later offer slight tweaks to the Journeystar - for help, and so with major redesigning and tuning, the first successful version of Heracles was engineered, tested, and ultimately landed successfully by even AAAE's remaining pilots following the previous disasters. Heracles is capable of sending a full orange tank to Low Kerbin Orbit, and comes equipped with a single NERV for extended range. FS-PO Aegis Weeks after the failed landing of the yet-unreleased FS-PO Phoenix's first prototype, and during extensive testing and reiterating of further prototypes thereof, AAAE's backup engineers thought it would be a good idea to create a heavier cargo SSTO so FS-PO Heracles wouldn't be so alone in the Power SSTO class. After one prototype failed to get off the ground and another's wings fell off on the runway, the Aegis was born. Currently the heaviest cargo SSTO, and bearing a similar nose design to her little sister, Aegis is able to carry 78.8 tons' worth of payload into LKO and return to Kerbin safely following the release of said payload into space. She even has a built-in docking port in her cargo bay so she can rendezvous and dock with space stations. You know, so she doesn't drift off while her cargo is being re-positioned and docked. (Class 7: Virtue) FS-V Phoenix Anger The Phoenix Anger is the superior successor craft to Phoenix. With over 5,200 m/s of Delta V in Low Kerbin Orbit, our engineers have projected round trips to Laythe to easily be within reach of skilled pilots! Comes complete with capacity for 6 kerbals and the .95 ton "Virtue" rover. FS-V Iris After the success of Ferrybots Sr. and Jr. and the failures of various Duna SSTOs, AAAE felt like they needed more practice, and, furthermore, an additional means of staying afloat. And so Iris, codename Minmus Rex, was built with one mission in mind: Ferry a substantial amount of kerbals to Minmus and back. Luckily, she can easily do just that, though a round trip to the Mun might require slight refueling, if not only excessive aerobraking on the trip home. REUSABLE ROCKET "Rocket" instead of "rockets" because we only have one vehicle at the moment. DOWNLOADS FSR-PR Principality Principality is the sole reusable rocket sold by AAAE. Capable of reaching and returning from LKO like all of AAAE's current spaceplanes, she has been projected to be able to lift up to 30 tons worth of payload to low orbit, and potentially serve as an ascent stage for heavier payloads with their own propulsion. Note: Factor the payload's fairing into the payload's total weight. FLAGS: The classification flags currently in use, along with two versions of AAAE's company flag, can be found HERE. UPCOMING SPACECRAFT: Short-Range VTOL SSTO (LKO) Long-Range VTOL SSTO (Mun/Gilly(?)) ...Duna Cargo SSTO? REQUESTS: CLOSED, BUT SUGGESTIONS ARE OPEN  Mystic Labs A new subdivision of AAAE that focuses on less conventional forms of transport in general, from Jet Rovers to Weird Shuttles, and to more conventional forms of space transport such as tried and true rockets! While SSTO Spaceplanes are still mostly found in AAAE, Mystic Labs will cover anything else... just as long as you don't mind the inherent flaws in wackier craft. GALLERY CRAFT FOLDER Ursa Major - An SSTO spaceplane with an experimental two-stage design - the first stage is designed to carry you into orbit, while the second stage undocks from the main ship and is able to go anywhere in Kerbin's satellite system and return to the main ship afterwards. It tends to torque upwards in RAPIER mode in a vacuum, and in both modes in high time warp, so, watch for that. Be sure to shift all remaining fuel to the front of the spaceplane when returning to Kerbin! SSTO-11 Twintails - A private SSTO with capacity for 3 crew, but with two rather pointless plane tails in the back, hence the name. She was designed when two drunken engineers moved to Mystic Labs decided to poke fun at Fox Kerman's seeming obsession with vulpines. Launch Vehicles Colt and Pony - An super-ultralight reusable and a light semi-reusable launch vehicle, respectively. While Colt is only really useful for sending small probes into orbit, Pony can send payloads of up to around four-and-a-half to eight tons to low orbit and still be able to land its center stage. Mustang - A medium reusable launch vehicle that was built with sending orange tanks to orbit in mind. SSTO and landing capable like the Colt! Note: Fire up the engines to point retrograde during late re-descent due to on-board vernors and airbrakes giving insufficient control. Integrity - A Minmus rover previously only available by purchasing/downloading FS-PR Spectre. Virtue - A prototype Laythe rover previously only available by purchasing/downloading FS-V Phoenix Anger. Expeditioner Duna - Not just a titan of a rover, but a fully-functional base on wheels at 98 parts. Launch and transfer vehicles sold separately. As always, thank you for browsing through and potentially even ordering some of our craft for replication and delivery. We hope to see you again soon, as the number of available craft is bound to increase further overtime.
  16. This is a parts pack of 2.5m spaceplane parts with a flat bottom, possessing a bit of aerodynamic lift. I am going to be updating this mod sporadically, and I would appreciate any comments, critiques, etc. I would especially like to know people's thoughts on the balance of the mass and lift. As of 5/12/17, I have changed the license for this mod to MIT Download: Note: updating to 1.3 renames/replaces many of the parts. Spacedock: http://spacedock.info/mod/194/Mk2.5%20Spaceplane%20Parts Curse: http://kerbal.curseforge.com/projects/mk-2-5-spaceplane-parts-flat-bottom-spaceplanes Part List: Check out this video from Kottabos! If you're interested in using the Mk2.5 Specification, you can use this drawing: Changelog:
  17. I was building a very large scale spaceplane, with custom internals inside MK3 cargo bays. The plane was more than 170 parts, probably around 200. When I first experienced the plane falling apart, it was just some clipped parts falling out of the main plane. I fixed this with a few structural connectors. I launched again and when I tried to pull up off the runway, my wings just went crazy and blew the plane up. I thought I might try again but not pull up so hard. So I reverted to launch, and my plane immediately.. well it’s kind of hard to describe. The parts were all separated from each other, but still seemed connected via invisible joints, and then separated and fell apart, some parts were sent away at extremely high velocity. After falling apart, the remains violently exploded along with the runway. I am on my phone so I do not have a screenshot. I will try and get some screenshots next time I’m on my PC.
  18. Hello everyone, It's Trekkie148 here, I'm just wondering on how to make my space shuttle stable, get to orbit, rendezvous, docking with an object, maybe mun orbit, and mostly mk2 and mainly mk3. I am using the mod Kerbal Engineer Redux and for visual Planet Shine to see the ship from the dark side of a celestial body. When ever I make a orbiter that looks like and supposed to act like the NASA space shuttle and I also empty out the tanks of the orbiter and put on the CoM and CoL indicators and sometimes CoT all standing for Center of Mass, Center of Lift, Center of Thrust, and I try to make the CoL closer to the CoM, I seriously do not know about what is happening what is happening with my design because it keeps on flipping my spacecraft either while landing or Reentry. This thread will be updated tomorrow on Thursday November 22 2018. Stay tuned, But do tend to give me help and reply. This helps out a lot. Thank you everyone. Also Happy Thanks Giving!
  19. This is a generic, low-tech (mk 2) stock spaceplane. The problem I'm having with it is that while I can get to suborbital with it, and -almost- manage the last little bit to orbit, I can't quite seem to get it all the way there. Is it because I'm using Panthers, which are just not quite up to the task of going high enough and fast enough before I kick my rocket motors on? Should I just be patient and scrape a bit more tech together? Or is there a way to make this sad little plane's dreams come true? On a side note, is there a good way to get this thing off the runway other than belly flopping off the end? I feel like maybe I put the wheels too far back
  20. All I wanted was to figure out how much excess thrust I had for my spaceplane along its ascent profile. And then I wanted to know the lift curve slope and level flight AoA so I could program my kOS spaceplane autopilot better. Next thing you know, I'm writing a mod to work in the Spaceplane hangar to calculate flight envelopes, alpha curves, and so much more. And it works, sort of totally! Check out the release thread here: https://forum.kerbalspaceprogram.com/index.php?/topic/177302-ksp-142-kerbal-wind-tunnel/ This shows that the Aeris 4A has a ceiling of about 22km and a max speed at sea level of about 790m/s and a max overall speed of about 1360m/s at around 14km using its air-breathing engines. Then, at 15km and at 964m/s its level-flight AoA is 2.8 degrees and it has 365kN of excess thrust. Great! But now I want to freshen up the GUI (thanks @TriggerAu, but this was clearly designed for Transfer Window Planner ) and add in Lift, Drag, and L/D curves for a given altitude and mach number. I also want to move to using background threads for calculating (right now, I either hang the program for 20 seconds while it calculates that graph or put up with artifacts from my non-thread-safe implementation on the BackgroundWorker, as you can see). First, some credits: Thanks to @linuxgurugamer and @Boris-Barboris. I learned a ton about the aerodynamics model from your Correct COL mod. Also your method of drawing line graphs is coming in handy for the lift curves I'm working on drawing. Thanks to @TriggerAu. I learned a ton about making the graph from your Transfer Window Planner. And thanks to the MechJeb team. I'm using a lot of your tricks to make things more thread-safe.
  21. So I built this giant spaceplane with huge wing system, about 19 Rapier engines, and 1 NERV nuclear engine. It keeps on flipping out after it lifts from the runway, and it takes the full runway. can anyone help me?
  22. I am attempting to build a SSTO spaceplane. However, at high speeds (about 1.3 km/s), if I turn (even slightly to change pitch a few degrees), it is easy to turn too violently and have my plane break apart from the extreme g-forces. I have already strutted my wings and engines together. Also, I have tried reducing the authority on the control surfaces, but reducing it too far has made it hard to take off. The center of lift is always behind the center of mass during flight. Here are screenshots of my spaceplane: Thanks for any help!
  23. Inspired by the dreamchaser spacecraft developed by the sierra nevada corporation, I give you the dreamflyer. A small wing, orbit capable, jet powered, spacecraft. It is capable of long distance jet flight, of close to the speed of sound at low altitudes <10 kilometers. It is incredibly maneuverable, incredibly stable, and easy to fly. It can transport 3 kerbals into orbit aboard its lifting rocket, and can dock to an orbiting spacecraft with its small docking port mounted atop. (RCS systems not included.) Images included are after its first test flight, with accurate enough orbital mechanics, landing at any location without the use of the jet engines is possible. The vehicle flew to an altitude of 150 kilometers, reentered the atmosphere, an under low power, flew itself to the island runaway. Flying instructions for launch, start your gravity turn as soon as possible, the flight profile would allow for the vehicle to get into orbit even if the gravity turn is not perfect. There is excess delta v in the orbital insert stage, and the OM stage just for this scenario, but it is advised that you avoid such a situation as possible. Once on orbit, it is advised, though not required, that the jet engines be deactivated, as to avoid a burnout within the engine. But it has no effect on the flight profile. By default, the jet engine fuel tanks are disabled, to ensure that there is excess liquid fuel for the return journey, and can easily fly great distances if needed. https://imgur.com/gallery/FiSR3 https://www.mediafire.com/file/hx5cqimoko0qfdv/DreamFlyer.craft
  24. post SSTO's here post modded SSTOs can use stock parts, just no 100% stock