Search the Community

Showing results for tags 'ssto'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • General
    • Announcements
    • The Daily Kerbal
  • General KSP
    • KSP Discussion
    • Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Gameplay and Technical Support
    • Gameplay Questions and Tutorials
    • Technical Support (PC, unmodded installs)
    • Technical Support (PC, modded installs)
    • Technical Support (PlayStation 4, XBox One)
  • Add-ons
    • Add-on Discussions
    • Add-on Releases
    • Add-on Development
  • Community
    • Welcome Aboard
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website


  • Developer Articles

Found 242 results

  1. Loki SSTO from GPP

    Some things to mention - SSTO can barely land without fuel - Aerodynamically unstable without fuel - Is a noodle without Kerbal Joint Reinforcement
  2. 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.
  3. I created an SSTO which works fine in Kerbin atmosphere, has plenty of fuel to get into orbit, however, when trying to circularise the orbit and using the nuclear engines in orbit, the SSTO keeps on pitching up, even when all control surfaces are turned off. Any help please? The SSTO has a mass of 56.3k kg, 4900 units of liquid fuel and 880 units of oxidiser, with 4 rapier engines and 2 nuclear.
  4. Hello, and this is my first post here! I hope this is not too much of a noob question, but is there anything like a VOR to help landing an aircraft, SSTO, or shuttle? If there is then I missed it, if there isn't then what else can I use to help make landing a bit easier? Is that too many questions? Any and all advice will be gratefully accepted. It is needed. Thanks you in advance, but I must attend to my clockwork band.
  5. My First (Sandbox ) SSTO

    Hey guys, Bit of advice needed. I've been following Matt Lowne's video on making a basic SSTO So I made the craft he builds ( pretty accurately, same fuel tanks engines and a good COM / COL position ) but I'm having real trouble getting it into orbit. Now I'm very aware this video was made in 1.05 and I'm playing 1.3.1 - Are there big differences between the two versions that render the craft non viable or do I just need a lot more practice? Matt doesn't seem overly precise in his wander into LKO and onwards. I've yet to hit LKO. Here's my craft file: On the runway I set the winglets on the end of the wings to have authority of 10% or it gets a little roll happy.
  6. Laythe Kosmodrome

    Presenting the Laythe Kosmodrome -- a full-featured space centre producing fuel and supporting exploration of the entire Jolian system, especially Laythe itself, naturally. All craft are also available on KerbalX, at - * - Pelican: ro-ro medium cargo/utility SSTO (with Ostrich ISRU unit) The Pelican with the Ostrich ISRU and JUNO MIDGE scout form the core of the Laythe Kosmodrome. It is a roll-on/roll-off cargo/utility craft for medium-weight wide-load cargo. It is capable of lofting the Kosmodrome Kore to Kerbin orbit under its own power, although needs refueling and additional drop tanks to get all the way there. Its main mission is to deliver Kosmodrome modules down to the Laythian surface from orbit. It can deliver all of the Kosmodrome modules to the Laythian surface and loft significant quantities of fuel to orbital modules. It relies on a RTG for electrical power and has a probe core for autonomous operation, primarily to make loading/unloading operations easier if operated by a single crew member. Cargo is loaded and unloaded by rolling on and off with the landing gear retracted, the plane resting on its belly. Cargo modules attach to a docking port at the back of the forward fuselage; all the Kosmodrome modules (except the Laythabout) have one at the standard position. The Pelican is so easy to fly even an engineer can do it, but has the aerodynamic efficiency of a feather pillow -- it will not fly far with minimal fuel, so you do need to know how to make accurate re-entries to make use of it off-Kerbin. The Ostrich ISRU unit has two drills for better effectiveness in ore-poor areas. It has sufficient internal power and cooling to work autonomously indefinitely, and two Rockomax X200-8s for storage of fuel output. Notes: The version in the images and the craft files is the one that has been extensively tested and serves in the field on Laythe. A newer version, Pelican-B, is in development, which includes a number of refinements -- design improvements as well as more advanced technology. These improvements include: Wingtip ailerons are a combination of Elevon 2 and Elevon 3. These are better at taking the high thermal load of the wingtips, and allow for finer tuning of the craft's handling. Engine pods redesigned with TVR-400L stack quad-adapter for slightly better aerodynamics and lower part count. The Mk2 rocket fuel fuselages have been replaced with liquid fuel versions for a more sensible propellant mix. When operated by a skilled engineer, the Ostrich's internal power supply cannot keep up with the increased current draw: in this situation, it requires assistance from the Massive-Kerguson space tractor (see below). Fuelling operations are also much more convenient if the tractor and Surface Tanker 64 are available. - * - JUNO MIDGE: unicycle ultra-light short-range scout/prospector The majestic JUNO MIDGE is a surveyor built for Laythe, but it is excellent at any short-range scouting/recon missions which require rough bush landings in difficult terrain. It is equipped with a surface scanner for ore scouting, and was crucial to the success of the Kosmodrome by finding an ideal location for it in a shallow valley by a lake. Its unique feature is the Brikoleur-patented unicycle landing gear. It relies on reaction wheels for stabilisation and control. For landing and take-off, use action group 1 to set control to the upward-pointing node, and set SAS to Surface/Radial Out. This forces the craft upright on its single landing gear; however, the roll and yaw controls are reversed and of course the nabvall poitns up. When flying normally switch control to the command seat with action 2, and retract the flaps with action 3. For landing, reverse the sequence. Recommended touchdown velocity on Kerbin is around 35 m/s fully fueled. Note the steep glide angle and apply throttle to compensate if necessary. The JUNO MIDGE docks to the port on the flatbed of the Pelican for longer-range transport and storage. Roll up to it, brake, retract landing gear, and wiggle. Easy! Operating range is about 100 km or so. More efficient variants are possible by eliminating the control seat and snapping the fuselage together, as this eliminates most of the drag in the design. The JUNO MIDGE is capable of surviving Kerbin re-entry from orbit. Just in case you wanted to do that, for some reason. - * - Massive-Kerguson: heavy space tractor and power generator The Massive-Kerguson space tractor serves three roles on the Kosmodrome. The first is simple traction power: it is needed to manoeuvre the fully loaded surface tanker onto and off the Pelican and around the Kosmodrome generally. The second is supplementary power for the ISRU unit. While the ISRU is capable of running indefinitely with its internal fuel cell array when under autonomous operation, a skilled engineer raises its efficiency to the point that the array's power output is insufficient. The three arrays on the Massive-Kerguson fill this deficit. Finally, since the Laythabout does not have a Kosmodrome-standard docking port, the Massive-Kerguson's Klaw is able to refuel it from the Surface Tanker. The Massive-Kerguson is designed for traction power over all. Steering is all differential, which means it handles... like a tractor. A smaller variant with one pair of ruggedised rover wheels has been tested and is much easier to handle, but it lacks the pulling power required to handle the fully-fuelled Surface Tanker 64 over inclined surfaces, so ultimately that design was not selected for deployment to Laythe. The Kosmodrome reports that production quotas have been exceeded by over 300% since the Massive-Kerguson was delivered. Great job Massive-Kerguson and the Kosmodrome Kerbals! - * - Surface Tanker 64: fuel drum on wheels The Surface Tanker 64 is an extremely basic tanker, with a wheel in each corner, Kosmodrome-spec docking ports at standard height at each and, and minimal autonomous control. It is not capable of rolling onto the Pelican under its own power when fully loaded; this requires assistance from the Massive-Kerguson space tractor. When operating autonomously, it is not recommended to fill it over half its structural capacity. - * - Lakeside Mansions with Kitty Kitty Bang Bang: Command post, habitat, and utility/science rover Lakeside Mansions is the command and control post of the Laythe Kosmodrome. It stands on landing gear, which should be retracted when placing it, and is moved by towing with the handy supplied rover seating four: the Kitty Kitty Bang Bang. Both are RTG-powered. The relay antenna is sufficient to reach high-power relays in the Jolian system to provide a link home, and in case of black-outs, two pilots are able to use the command pod's remote-control feature to manage the entire Kosmodrome from the comfort of their command seats. When towing, the landing gear nearest the Kitty Kitty Bang Bang should be retracted, and it is safest to do so also when decoupling from the Pelican for long-range transport. Since it is currently the only Kosmodrome module with significant crew capacity, it is also rolled onto the Pelican for hauling to orbit and back when performing crew rotations. Kitty Kitty Bang Bang is a fast utility/exploration rover. It is used to tow the command post to place it where required and roll it on and off the Pelican, as well as for short-distance surface exploration of Laythe, to provide illumination at night, and to conveniently transport Kosmodrome staff around the base. - * - Laythabout: long-distance explorer jet If the rest of the Kosmodrome is strictly business, the Laythabout is a grand tourer. It is fast, efficient, and elegant, capable of long-range cruises exploring the Jolian moon, performing science experiments and scouting for points of interest. Its sole docking port is a shielded in-line Mk 2, which means it is intended primarily for in-orbit refueling. However, the Massive-Kerguson tractor is able to fuel it from the Surface Tanker at the Kosmodrome. Other than that, it's a fairly standard light spaceplane really.
  7. Greetings, kerbonauts! I've accumulated a sufficient amount of designs that I believe it is prudent to put them all in one place. Henceforth, I present to you Brightsong Development, where I shall consolidate information on my current craft and also post future developments. Before I start, I would like to give a very special thanks to @Rune, whose SSTO and Surface Base designs were in large part the inspiration for my own craft. If I mention that something is designed to fit into a cargo bay, chances are it was made with his SSTO fleet as the first consideration. And without further delay... Modular Mobility The initial offering for the modular mobility section is the Kentipede, a rugged mobile base. I have personally driven it off the edge of the Dres canyon and ridden it out completely intact. No word on the Mohole yet; It seems that my launch vehicle can no longer survive physics initialization, interrupting plans to test it there. Nonetheless, should you be able to haul it to orbit, each module possesses provision for landing, with aerospike engines, parachutes, and a fuel reserve. Kentipede modules are built out of Mark3 cargo bays, so they will not fit into them for obvious reasons. KerbalX Next up is the Katerpillar. While just as capable in terms of onboard facilities as the Kentipede, the Katerpillar is designed to fit into a Mk3 cargo bay, so it lacks the sheer ruggedness and the ability to self-deploy. It resembles earlier prototypes of the Kentipede, but boasts a much lower part count, as well as regular module length. so extant deployment solutions are much more feasible to use. The wheels were, of course, an issue, but I discovered that they still work even if attached at an angle. If you have an open-ended cargo bay, say, one with a ramp at the end, it can even drive itself out after decoupling. Quite satisfying to pull off. KerbalX After designing a base to fit in a Mk3 bay, the obvious next step was to design one for Mk2. Thus was born the Krawler. No driving out for this one, I fear, but it is rocket-powered, due to the necessity of using landing gear instead of motorized wheels. Thus, if your Mk2 spaceplane has to deploy it before landing, it is theoretically possible to land under its own power on, say, Gilly, though it is recommended that you just flip the cargo bay in the SPH. It lacks the power, of course, of its older siblings, but is still capable of research and ISRU operations. KerbalX And of course, the logical extreme of the preceding process is to make something that fits into a Mk1 cargo bay. Enter the Kreeper. There is not actually a Mk1 cargo bay in stock KSP, however, and the 1.25 Service Bay is too small and fragile to be much use in this scenario, so instead I used the Structural Fuselage as my design guide. There are very few 0.625m modules in stock KSP, therefore making an actual *base* was out of the question, but if you staff it with an Engineer kerbonaut it should be capable of gathering science indefinitely in any rocky environment, provided it doesn't explode on the way there. KerbalX That concludes the initial offering for Modular Mobility, but I have several concepts I wish to explore. Modular seabases? Modular aircraft? I'd look into modular orbital bases but I think that's already kind of standard. Landers, however... Miscellaneous Inspired by the "experimental aerospike" from the comic book series Atomic Robo, from which it draws its name, the Tesladyne is a "light chemical SSTO", that, while not of much utility, has proven quite fun to fly. It's design is not, in fact, based off its inspiration, but was instead an attempt to see how tiny and tidy I could make a Mk2 SSTO. I deemed it a success after making it to orbit and back intact, but I am not a very good SSTO pilot so chances are the veterans around here can do better. Any similarity to designs by a certain dropship dealership is purely coincidental KerbalX And that's it, for now, but I do expect that I shall continue to experiment, and at least some of those experiments will likely end up here. Brightsong Development: Did somebody order a bright idea?
  8. Low tier SSTO Challenge

    I want YOU (yes you, reading this post right now) to create an SSTO only using stock parts up to tier 5, which is capable of: Easy : get into Low Kerbin Orbit Challenging : get into High Kerbin Orbit (>500km) Even More Challenging : Fly by the Mün (or land for extra credits) Hard: Fly by Minmus (or land for extra credits) Extreme : Impress me ... and of course, come back alive. Wait. This sounds too easy. Lets limit the part count to around 45-ish parts. Yes. Sounds much better. Good Luck! ----Alex From WolfCo. Aerospace
  9. Ok, guys, I did something especial for you. After the years of hard work - ummm, ok, months of hard work - I presented the "Fidget". It doesn't a spaceplane which broken dV barriers, which can fly to the Eeloo, or did something similar. No, it's a workhorse. Cabotage ship, to orbit and back. But - with style, comfort, and without any recovery. Just refuel it, and fly to orbit again. Characteristics Ship class Spaceplane Wet mass 31 494 kg Dry mass 19 994 kg Part count 73 Cost 79 807 ker$ Engines 2 JX-4 Whiplash 3 J-404 Panther 1 T-1 Aerospike Dart 1 LV-N Nerv Fuel mass fraction: 36.5% Crew 1 pilot, 2 passengers Max atmo speed on ramjets 1450 m/s For vertical takeoff and landing used a group of Panther's, no LFOx engines. Transfer of center of mass close to zero for all flight time. Powerful RCS, reaction wheel, and good classic aerodinamic scheme did it stable on reentry, stable on vertical takeoff and landing and highly maneuverable (for spaceplane, I mean). dV reserves on orbit - 150-200 m/s for Aerospike, plus 500-700 m/s for LV-N, so it more than enough to reach space station on low orbit, docks with it, and returns to Kerbin with good Lf (and Ox) reserve to vertical landing. Runway doesn't needed more. Of course, its pure stock. Some more pictures: Full album: Download craft from KerbalX: Flight profile and some notifications on the page of craft on KerbalX.
  10. My first SSTO

    How do I fly this thing? it "should" work. I built it myself. Sorry its so small
  11. (I've posted this before, but that was a long time ago, and I want to get back into the community, so here goes). The Grus III is a long-range SSTO capable of Mun landings, though according to my Delta V calculations it can easily go well beyond that. It can get into orbit very easily due to its high TWR while using its Rapier engines. Its (roughly) estimated Delta V in LKO is about 4,270 m/s (usually a little less). Specifications: Part Count: 97 Mass: 80.545t Height: 5.8m Width: 22.8m Length: 25.6m Here it is on The Mun. It can make the trip easily as it was designed for bigger missions. It is also equipped with four science experiments, located on the belly of the craft. Here it is in the SPH. Some (kinda) strange features are its extra pair of engines. While very helpful during the initial ascent, extra reaction wheels are needed in space to prevent the Grus III from flipping all over the place due to the weird Center of Thrust. (At least this isn't the case with the nukes, though. That would be bad.) The Grus III completed the Mun trip with quite a bit of fuel left over. I've also taken it to Minmus, and Duna orbit (landing it was to hard to bother). Download here:
  12. The invention of Debug Drive (pioneered by one Cheiter "Alt-F12" Kerman) has rendered the complexities of orbital mechanics virtually obsolete. Now, spaceships can simply turn on their Debug Drive and zip almost instantly from any orbit to any other celestial orbit, without consuming a single drop of propellant. Some have decried the use of this technology as "too easy", but most have embraced it with enthusiasm. The new tech has only one limitation: it can only be used once a stable orbit has been established, as the Tunnelizer Particles used by the drive will rip the ship apart if exposed to too much gravitational imbalance. So while orbital mechanics is no longer a concern, rocket science remains alive and well. THE CHALLENGE: Build a ship capable of deorbiting and orbiting at many worlds as possible, without refueling, staging, or docking. Your ship is only responsible for the deorbit and orbit; it does NOT have to perform transfer or capture burns. You may use the Debug Menu to "jump" from any stable orbit to any other stable orbit, but you cannot jump from the surface (or from a suborbital trajectory) to orbit. Your vehicle must be manned. At no point can any parts explode, break off, or otherwise leave your ship. Absolutely no part mods. This challenge is about design, so you do not have to fly your ship into orbit; you start the challenge in LKO, fully-fueled. You decide what order to visit worlds in. SCORING: You gain points each time you land and reorbit from a given world. Each world is worth a certain number of points as shown below. Gilly: 6 Pol: 26 Minmus: 36 Bop: 46 Ike: 78 Dres: 86 Mun: 116 Eeloo: 124 Duna: 145 Vall: 172 Moho: 174 Laythe: 290 Tylo: 454 Eve: 800 (if anyone can pull it off) Good so far? Don't get started just yet. You can earn bonuses based on vehicle design and mission parameters. Each bonus is a 10% increase to your final score, and they multiply, so two bonuses means a 21% increase, three bonuses means a 33.1% increase, and so forth. OP reserves the right to add new bonuses in the future. Homeward Bound: Return to the surface of Kerbin from LKO at the end of your mission. Infinity and Beyond: Your vessel consumes neither xenon nor ablator, meaning it could conceivably refuel at any ISRU station and continue its mission indefinitely. In the Neighborhood: Visit each planetary system only once. In other words, you complete all landings within a given system before moving on to the next one. Baby Grand: Visit every world but Eve. Kerbin's Sweet Caress: Land within visual range of the KSC at the end of your mission. No Surly Bonds: Your vessel is capable of SSTO from Kerbin, independent of your main mission. Rocket Scientist: Be the first person to post, in this thread, an accurate explanation for how I arrived at the scoring for each world. Hera, Wife of Zeus: Land on all the moons of Jool. Powerhouse: Your vessel carries no solar panels. Disembark: Your Kerbals can leave the vessel and plant flags on every world without needing their jetpacks. Regular Ace: Fly the entire mission without relying on informational or piloting mods. Pickup Artist: Your vessel is capable of EDL at Eve and re-ascent to orbit if Infinite Fuel is enabled after landing, independent of your main mission. One Stop Shop: Your vessel consumes only a single type of propellant (e.g., xenon only, LF only, monoprop only, or LFO only). Killing Me Smalls: Your vessel has the lowest dry mass of any submission. To qualify, you must land on either Laythe or Tylo. Rule of Cool: You have a dual-thrust-axis lander, capable of vertical takeoff and landing perpendicular to your main engine thrust vector using dedicated engines. Good luck, everyone! LEADERBOARD: @Wanderfound Touches down on Laythe and the Mun before coming home to Kerbin for a pinpoint KSC landing. For now, the smallest submission capable of Laythe, so 791 points!
  13. HELP I am building a stock replica of the USS ENTERPRISE, I don't know how to show a picture of it. My problem is that my engines are not powerful enough/ don't burn long enough. I want it to have fair twr (from 1.00 to 0.50) and a long burn time (from 1h to 30m) I can't get this but I see giant stock sstos online and on youtube... I only need it to burn for 1 hour and I can refuel at my station. But it keeps running out of fuel. For instance I went to Duna once and I had enough fuel to go from low-kerbin-orbit (LKO) to intercept of duna but no closer. I tried many engine configurations and many different fuel and thrust values but I always go the same distance The fuel makes the engines last longer but makes the thrust less due to its weight. I need a solution to this problem and I can even give the craft file if you want. No memes or unrelated content plz, and no useless content either... Thanks in advance - A FAT KERBAL
  14. Back to KSP after a hiatus. I set myself a challenge to build the heaviest (stock) spaceplane I can manage. I'm currently up to lifting well over 70 tons to LKO in a beast with three large Mk3 cargo bays. It'll loft two of the orange fuel tanks easily with the third cargo bay carrying some extra fuel, or just about an entire space station using all three bays. It re-enters cleanly and flies well, but landings are kinda hairy because it's not altogether familiar with the concept of gliding; deadstick and dry it's more like falling really -- I drop down at a scary steep angle, flare up at just above the ground and then sort of plop there and a lot of the time some pieces fall off. My next objective is to refine the design to address that problem. My self-imposed goal is a 100 ton payload. I've gotten close -- I had one design that could loft that much, but it was a one-way trip only as the dry CoM went too far back and it re-entered in reverse. Anyone else building these things? Any tips, designs, or pointers to share?
  15. Okay, I just joined KSP today. I've been tinkering around for quite a few hours now, and I just made my first SSTO mission. I got into orbit around 45,000 Meters, flew for 15 minutes, then landed in a hilly place in the middle of nowhere. Surprisingly, the SSTO was really easy to fly. However, this SSTO does not have enough fuel to get out of gravity's pull. I'm gonna call it the JebWorks Leviathan I. I'm probably going to add a few more fuel tanks, though. It's a real gas guzzler. Here's the things I might add to it. -Mining Drills -Extra Fuel tanks -Convert-O-Tron -A.I.R.B.R.A.K.E.S.
  16. hey guys I present my mission in mun with two ssto's being one of them v-tol and another, in fact it's strange the cockpit is a Lander just watching ... sorry for the long video of 7 minutes and many docking I've been a long time without playing. .. need opinions for new ships and missions
  17. Turn on subtitles for annotation. Mid tech crew trainer. Got fully developed rocketry but only just into airplanes ? This panther - nerv SSTO is quite forgiving but capable of more than you think. I kept everything as low tech as possible - nose cones, wing parts, landing gear, electrical stuff are all the lowest tech possible. It's a fairly simple airplane i put together when i discovered RCS build aid. See how i arranged engines in line with CoM so no torque. Engines, cockpit are amidships near CoM, cockpit is well back from hot nose cone, fuel is in a separate stack extending in front of and behind CoM so no CoM shifts as fuel is used. But it's still a simple airplane. Wings don't have incidence, one fuel type, one jet engine.
  18. Javelin SSTO

    A simple to fly single seat SSTO. For those days when you want to go to orbit just to enjoy views rather than because you have to.
  19. I wanted to design a heavy SSTO that carries a large amount of crew and has an ISRU with drills in the back for refueling. Without any fuel or engines, it weighs around 70 tons. I recently watched a video by Mark Thrimm that gave multipliers that you could use to determine how much liquid fuel, rocket fuel, and RAPIERS you need based on your dry mass. I would use those multipliers for this purpose, but they only give enough fuel to get to LKO and then be able to de-orbit. I want this SSTO to be able to, at the very least, be able to get anywhere in Kerbin's SOI, and potentially to Duna, which requires significantly more delta-v than LKO and de-orbiting. Does anyone have different multipliers to use, or at the very least equations that I can plug stuff into in order to find how much fuel and engines I need? On the other hand, does anyone have any better methods or comprehensive tutorials they could point me to? Just getting started into SSTOs and am still trying to figure it out. Any help is appreciated! Note: I have KER if there is anything there that can help with calculations, just point me to the right submenus and clicky things. Thanks!
  20. Crew changeover SSTO

    If you require a simple to fly spaceplane for performing crew changeovers in your Kerbin spacestations, this could be the craft for you. Capable of reaching a tested 250km orbit, possibly higher (no guarantee offered above 250km) it has the ability to carry up to 10 Kerbals to relieve those hardworking Kerbonauts whizzing along above the planet's surface. Action group keys and basic pilot notes can be found on the Kerbal X page, from where you can download the craft.
  21. Andetch Pilot Test (SSTO) Hi, and thanks for looking at this challenge. This will be the most frustrating challenge you have tried! In order to be certified as an Andetch X Rated Test Pilot, Kerbals must prove they are made from the right stuff, or die trying.... This is your chance to qualify as either Gold, Silver or Bronze standard Andetch pilot. Only when qualified will Andecth Kerman allow you to join the elite. The Challenge It's simple. In order to pass you must take the ADX-WMP SSTO for a flight. (WMP stands for Widow Maker Project) Download from Kerbal X here, and simply place the craft file into (KSP FOLDER) --> SAVES --> (SAVE NAME) --> Ships --> SPH. No modifying the craft in anyway, it does fly. Feel free to mess with the fuel flow priorities though, it wont help..... No revert allowed. If you need to abort the attempt, your Kerbal must have the reflexes and skill to save their own green skin. If your Kerbal is killed in the attempt, then they obviously were not what Andetch X Labs needed as a pilot. If they survive, then they get to try again. You can attempt a bail-out to save your pilot, by just jumping from the stricken craft and hoping for the best, WWI style! If you can "safely" get your Kerbal to orbit, then you earn Bronze. If you de-orbit, and land anywhere, you earn Silver - note, only the pilot need survive so a perfect landing is not needed. (No bail-out allowed) If you de-orbit and land on the runway (or thereabouts) you earn Gold - note, the craft must survive the landing, however landing anywhere on the flat grasslands near the KSC still counts. Perfect landing on the runway gets you Gold, plus high praise from the directors of Andetch. See the below video for my proof of flight, and to get an idea of some of the quirky handling characteristics. Submissions Either a video showing the flight (preferred) or, Screen-shots of Runway If you're not too busy flying, some pictures of ascent is always nice, like when you fire up the main engine. This is not needed for the submission to remain valid. Orbit from map view, with PP, AP, and craft highlighted. De-Orbit from map view, with PP, AP, and craft highlighted. Landed, with KSC in view if close enough. Also, please say how many Kerbal failed to make the grade, maybe a screen-shot of the KIA wall? Just for fun.... Gain ADX Certification for YOUR craft. If you have got bored of sacrificing Kerbals in the ADX-WMP SSTO, but you still wanna be a part of the Andetch X-Labs, why not try and gain an ADX certificate for one of your creations? To qualify, the main criteria are that it works and the secondary criteria is that I can make it work without too much hassle.It is also about design qualities.
  22. Okay folks, ive built a ship based off of Matt Lowne’s Duna SSTO design and all I’ve done is replace the extra passenger space with science equipment in a cargo bay and a MKII docking port, which in total weighs less than the MkII passenger pay used by Matt. i can’t get the blasted thing into orbit. My current flight path is: fly 10 degrees on takeoff till I get to 300 ms^1. pitch up gradually to about 35 degrees (I start to lose speed very quickly if I pitch up any more as my thrust isn’t very large) once I get above 10000m I flatten out my trajectory. this is where my problems start, even in a power dive I cannot accelerate beyond 350ms^-1 with 4 RAPIERS I have to activate my 2 NERV engines to get myself past 400. once past 400 I have no problem getting up to 1200ms^-1 but my engines soon overheat so I have to switch to closed cycle. My closed cycle uses all my oxidiser so fast I can’t get my aopsis past 35000m and then I’m left with just NERV which can’t accelerate fast enough to get my aopsis high enough. i really don’t know what I’m doing wrong
  23. Not sure if this is the right place in Forums to pose this question (moderator - please feel free to move this!) I recently downloaded the X-51 Hyperion III from Kerbal-X. Its truly a beautiful craft and I (barely) managed to fly her into LKO under manual control. Used up quite a bit of fuel along the way mind you. And in the words of Mattingley from Apollo 13 "Sorry Guys, my burn rate was too high...I'd like to run the sim again". Seriously, though, I have oddles of questions on how best to use the X-51, especially the Eve Lander which comes pre-loaded in the cargo bay. Is there a Users Manual somewhere, or at least a set of good advice? Cheers and thank you, Jon (and Fly Safe!)
  24. Nova 7 - SSTO

    Nova 7 I have to say I do admire others that build SSTO craft because of the challenge an SSTO can be. They can be tedious, ridiculously precise with it's TWR's but yet very satisfying at the same time. The wide body of Nova7 is allowing really nice Aerobraking, landing is a little delicate but fun. It's a crew only craft build, I may add a small cargo bay in a future rebuild. Operations to achieve Orbit: At Takeoff apply RCS, SAS, full throttle and tap space bar. After craft lifts from the runway, lift gear, climb to 20 degrees, inactivate RCS to reserve fuel. Start gravity turn near 18,000m, switch to Orbital Map and hold 15 degrees until rapiers kick in wet mode, when Apoapsis reaches 100m kill engines and drift until -1.30s Level the craft then hit only atomic motors at full throttle to complete Orbit. More Photos Here Craft File: Nova 7 Parts: 79 Mass: 43.597t Height: 4.2m Width: 16.3m Length: 15.0m