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  1. The Arrow Queen, an Interplanetary VTOL SSTO (Breaking Ground required) The Arrow Queen is a Mk2 style spaceplane, designed for VTOL and delivers 6 kerbals and up to 2020m/s delta-V in orbit. This is enough to land on Mun (with a suicide burn, but margins are maximum 100m/s), Duna (no parachutes necessary, just aerobrake and use retrograde nuclear thrust, margins around 500m/s) or Minmus before continuing into the rest of the universe. It also includes an ISRU unit for some (slow) refuelling. For VTOL, it features 6 rotating hover engines that are stowed away into mk2 cargobays for horizontal flight. It was a lot of work balancing CoM, CoL, CoT together into a functional spaceplane. But I think the result is quite well balanced. Download The craft was the result of an experiment with a VTOL SSTO, and through many iterations it reached the current status. Feel free to improve its design anytime! Its deltawing shape means it's highly aerodynamic: As nuclear engines provide all of the delta-V from 30km+, reaching orbit is not easy. Here's a screenshot during a 3 minute burn to Mun (acceleration of around 4m/s, so patience is required): As delta-V for Mun is marginal, I recommend flying straight into Mun and doing a suicide burn (THANK YOU, MECHJEB). Don't start the landing burn too late: Once you have landed, it's ISRU time! (Take enough food for 60 days at least) Landing on Duna seen from the cockpit (after some serious aerobraking, retrograde nuclear thrust is the easiest, like on the Mun): Also check out it's lighter, and easier (non-nuclear) sister for LKO operation, The Arrowmaker: Download Arrowmaker
  2. Já lançado! Para baixar o pre release siga para Thread de lançamento: Fala ai pessoal. Apresento a vocês meu projeto de partes em desenvolvimento. O Omicron, carro espacial voador. Meu sonho de consumo desde que eu assistia seriados de ficção quando era criança e continua até hoje. Juro que achava que quando chegasse-mos aos anos 2000, já teríamos desses na rua (no céu e pelo menos um na minha garagem) e os jet packs nas costas. Bom, já que ele ainda não chegou, aqui vai como eu o imagino, e com partes montáveis para montar como cada um achar melhor. Com muitas possibilidades, para o gosto de cada um. Lista de coisas a fazer: Funções extras no cockpit panel; Plate with 6 rockets and included legs; Ejection system for seats and windows; Parachutes; Wings; Rocket command pod with big windows; Bons voos comandantes! Omicron by Climberfx is licensed under a Attribution 4.0 International
  3. This is the Development Thread. Bugs report here too. Already Released! Download Pre Release on Release Thread: Hello, Everyone. So, this is my idea, from child, I dream to fly one of these. A flying car. The name is OMICRON! Will be a flying space car with a foot on reality and other in near future. The engine will be in the same principle of Saber Vtol, and will accept stock rocket engines in the back, totally customizable. My attempt is to have the EVA and the IVA all together, i mean, the Kerbals will be visible inside the craft, and all windows/doors will be openable, more likely the stock seat, but inside the craft. The configurations you'll be able to do it, reach VTOL, SSTO. I'm not creating new engines to put on back, only the Vtol SSTO ones that show in the pics, on the side of the craft. Will update the new model pics when they starting get ready, it may be a little different from this ones from the old one. Evolved. List of things i still need to do (for full release): Extra functions on cockpit panel; Plate with 6 rockets and included legs; Ejection system for seats and windows; Parachutes; Wings; Rocket command pod with big windows; My intention, as it is a hobby, is to do with pleasure, no pressure. Cheers commanders. Omicron by Climberfx is licensed under a Attribution 4.0 International p.s.: Here is the link to the original thread on Forum, but in Portuguese. You still can see the pictures, is more than self explanatory. WIP OMICRON Carro Espacial Criação das Partes
  4. 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: Download it from GitHub: Or SpaceDock: Wind Tunnel Source: 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.
  5. 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
  6. select plane size
  7. What is/are the best intakes for a SSTO?
  8. Design a SSTO that uses props or rotors instead of jets during atmospheric ascent. I like useful challenges, and I hope this one may be considered as such. The goal, besides challenging oneself, is to create a new type of SSTO that can explore atmospheres with props or rotors, thereby saving fuel and enabling the exploration of oxygen-free bodies, like Duna. This would enable a craft to biome-hop for science or transport resources much more effectively than slow rovers and fuel-guzzling rocket planes/landers can in said atmospheres. While these kinds of biome-hopping and transport crafts do exist, they don't seem to exist in reusable SSTO form, it seems. Props and rotors, unlike jets and intakes, also have the benefit of not being dead weight on Duna. So while props may offer worse performance on Kerbin, they'll pay you back during Duna ascent. Or at least, that's the theory. Requirements: No airbreathing engines. The craft must be capable of flight using rotor/prop power alone in the destination planet’s atmosphere, but you can obviously use rockets to get to and fly in space. Self-sufficient SSTOs only. So, ISRU mining is allowed, but no assistance from external ships (asteroids are OK). You may not jettison any parts other than payloads that don’t help the main vessel in any way. Normal difficulty or harder, but for convenience, you may ignore commnet—pretend a network is already in place. The SSTO must be useful in career mode. There’s no point in a spacecraft if you can’t bring any Science, Kerbals, or payloads along. Carry at least one kerbal (chairs allowed), OR if you wish not to carry kerbals, carry at least 0.2 tons of parts from the “science” category, OR deliver a payload weighing at least 0.5 tons. You may drop payloads once you are landed at your destination. If your destination is Jool, you may drop it low Jool orbit or into the depths of Jool. Payloads must be attached/detached using docking ports, not decouplers. No mods or part tweaks other than official DLCs, FAR, aesthetic mods, and piloting or planning assists. Challenge Tiers: Tier 0: "Proof of Concept" (Normal): Build a prop/rotor SSTO that makes it to Kerbin orbit. Must be capable of takeoff/landing in Kerbin’s atmosphere on rotor/prop power alone. Example: Reddit user u/chargan’s Orbital Chopper Tier 1: "Practical Problems, Sober Solutions" (Hard): Fly your prop/rotor SSTO to Duna's surface and back. Must be capable of takeoff/landing in Duna’s atmosphere on rotor/prop power alone. The challenge is simple in concept, but hard in practice. But, if you manage to accomplish Duna, there are other destinations to try, where almost no SSTO crafts have ever gone before... Bonus Badges: Within each tier, entries can receive the following awards. Ordered roughly by importance in career mode. (ISRU comes last as you are strongly encouraged to use it.) V: Heaviest payload delivered IV: Greatest tourist capacity (No chairs - tourists can’t go on EVA) III: Cheapest craft II: Lightest craft (Wet mass, excluding payload mass) I: No ISRU (Multiple entries can earn this.) Leaderboard: Good luck! If you have any trouble completing the challenge, browse this thread—there are some posts here with tips and links and instructions.
  9. Hello once again! Today I bring you, My latest attempt at an interplanetary VTOL SSTO. When launched fully fueled, it can reach LKO with ~2,200 m/s of delta-V remaining. From there, it can be flown non-stop to Laythe and back, using ISRU to refuel on Laythe's surface. The design is oxidizer-free, and the fuel tank layout preserves the C.O.M. position regardless of fuel levels. The engine layout includes two forward-fixed Nervas, four R.A.P.I.E.R. engines (two forward-fixed and two pivotable), and two pivotable Panther engines. When flying in VTOL mode, it's easiest to set the throttle to allow for a TWR<1 while the Panthers are running dry, and a TWR>1 while running wet. This will allow some fine throttle control by switching the afterburners on and off during landing. When flying to orbit: 1) Once off the ground (via either VTOL or STOL to save some fuel), set the pivotable engines forward (AG1) with the Panther afterburners off (AG2). 2) Activate the fixed R.A.P.I.E.R. engines (AG4). 3) Cruise up to ~10 km before turning on the Nervas (AG5). While this is normally a tad too low to be using Nervas, the ISP should already be 700+ and we'll need as much thrust as we can manage. 4) Once all jet engines flame out, shut them down (AG3 + AG4) and continue to push to orbit on the Nervas. The TWR will be fairly low once you're running on the Nervas alone, so pitch up slightly to keep your time to AP around a minute. Eventually, when your orbital velocity reaches ~2,300 m/s you'll be safe to cruise to AP and circularize. Action Groups: AG1: Toggle VTOL engine pivots AG2: Toggle Panther afterburners AG3: Toggle VTOL engines AG4: Toggle fixed R.A.P.I.E.R.engines AG5: Toggle Nervas Gallery: I really hope y'all liked it, and if you want to try your hand at flying it, you can download the craft here: Also, check out my last build!
  10. Hey guys , I know there are already a lots of tweets but i watched already a lots of tutorials etc... Well i tried to built a big cargo-SSTO. On ground it is good to turn left right but i have the problem that it cant take off I have built also another one but it has exactly the same problem. I can built planes i constructed the SR1-Blackbird and it worked well but SSTOS ... are not working ^^. One Problem i could imagine, is that the center of lift is not at line with the center of mass but I am still a noob in planes. I started 4 days ago to build planes xD. kind regards PS: i hope the pictures are there
  11. Mephisto Metalworks and Aeronautics. The Future is now. Link to Kerbalx-Hangars: XR-Series: Go everywhere - Kerbol Exploratory Latest Version is the XR-06 Ranger Mk III SSTA with attached Javelin Eve Landerfor four Kerbals Older Version is the XR-02 Ranger Mk I Four different crafts in one package: Ranger is a powerful SSTA, Agamemnon is a lightweight Eve lander and ascent vehicle, Tycho is the final stage of the Eve lander and can be docked into Ranger's service bay. Brahe is a moon truck addon for Tycho. Both can fit into Ranger's Service bay. The XR project was built upon results the older X-84 Akkadian / Ishtar project: Fly to every moon and planet in the stock solar system as well as in the outer planets mod and collect science with three Kerbals. The take-off-weight of Ranger SSTA / Agamemnon Eve Lander Combo is 30 t lower than the Akkadian / Ishtar at 120t. XR-01a Tycho Space Sledge XR-01b Brahe Moon Truck XR-02 Ranger XR-03 Ninsianna Eve Lander and Ascent Vehicle (32t, for Beginners) XR-04 Agamemnon Eve Lander and Ascent Vehicle (26t, for advanced Players) XR-01 a/b Tycho / Brahe combo XR-02 Ranger SSTA XR-03 Ninsianna Eve lander with 32t Ascent Vehicle XR-04 Agamemnon Eve Lander with 26t Ascent Vehicle XR-02 /04 Ranger SSTA with Agamemnon Eve Lander - 120t take off weight. Enough oooomph for every planet and moon. XR-08 Behemoth Multi Mission SSTA 30t to Minmus, 10t to Tylo surface and back (with ISRU...) XR-08 Behemoth with Space Station Dolphin Mk V Mini SSTO XS-Series Extra Small to orbit: Small is the new big, thought the marketing guys. Here's to space on a budget. XS-01 Viper - upload pending- Viper is a lightweight, single use crew transfer system with a rapier and an ion stage. At 30 parts and 5.5t take off weight, it brings one Kerbal into orbit with 7.600 m/s dv left. This should suffice for most destinations in the Kerbol system. Fancy stuff like landing gears or parachutes is omitted. Just power up the engine and fly. TWR in orbit for the ion stage is 0.3, which is fairly reasonable. In order to not only bring pilots into space, it has drone core equipped. XS-02 Sparrow - upload pending - Sparrow is a light weight single stage to orbit concept with one rapier and one ion engine. At 6.3t take off weight, it brings one Kerbal to orbit regardless of profession. As the ion engine only has an TWR of 0.07 in low Kerbin orbit, getting somewhere is a game of patience. XS-03 Sparrowhawk An improved version of the Sparrow, the XS-03 Sparrowhawk has significantly greater ranger and twice the thrust in low orbit. Now even with landing gear.The larger battery pack as well as the quad ion engines allow for sustained ion burns of app. 250 m/s. The TWR of 0.12 in LKO is fairly reasonable for ion engines. XS-04 All-Seeing Eye The latest excrements in ore surveillance technology. Also knows your bad habbits and browser history. Comes equipped with ressource scanners, regular and relay antennas as well as repeateable science experiments. Powered by "a excrementsload of batteries and some spare ion engines", as the designers at the Kerbal Space Center put so eloquently. Comes with solar panels. Has roughly 15.000 m/s dV with ion engines, so evading it by moving to Dres or Eeloo seems kind of futile. Better use that incognito mode in your browser more often.... XS-05 Mighty Flea 3t to orbit in a single stage. Kerbal included. No science experiments, no shenanigans. Mephisto. (To infinity and beyond.)
  12. KK-Prize signature badge here The KK-Prize challenge takes upon inspiration from the K-Prize challenge, and takes it up a notch. Your job is to make a spaceplane that can get to orbit, land, then achieve orbit again, and then land again. Basically, the K-Prize times 2. Please provide some kind of proof, preferably images or a video. All who succeed will be listed below, and extra kudos if you manage to complete one of the extra awards. Rules 1. No stages can be lost or detached, all parts must remain intact from the launch to the second landing. 2. All parts must be stock. This helps keep it simple. 3. May only use the fuel aboard the craft at launch, ie, no refueling via docking or ISRU. 4. Craft must come to a complete wheel stop before attempting second orbit. Extra Awards 1. Land on KSC grounds (picture required). Rangefinder Award 2. Land on the KSC runway (picture required). Sniper Award 3. Fastest time (before time and landed time required, MET). Speedster Award 4. Lightest craft (weight info required, weight must be craft fully loaded with fuel). Feather Award 5. Heaviest craft (weight info required, weight must be craft fully loaded with fuel). Brick Award 6. Half tanks (fuel capacity info required). Half Award 7. Cheapest craft (cost fully loaded with fuel). Cheapskate Award 8. Doesn't use NERVAs or RAPIERs (picture required). Purist Award 9. Exits Kerbin SOI at least once (picture required). Stargazer Award 10. Completes at least 7 other extra awards in one entry. Perfectionist Award Honor Roll @sevenperforce - first entry, kudos! Feather Award, Brick Award @ralanboyle - Feather Award, Sniper Award, Rangefinder Award @Pro100kerbonaut - Feather Award, Sniper Award, Rangefinder Award, Cheapskate Award Rangefinder Award @ralanboyle @Pro100kerbonaut Sniper Award @ralanboyle @Pro100kerbonaut Speedster Award @Pro100kerbonaut 1:18:01 @ralanboyle 1:18:47 Feather Award @Pro100kerbonaut 11.869 tonnes @ralanboyle 27.2 tonnes @sevenperforce 68.78 tonnes Brick Award @sevenperforce 68.78 tonnes Half Award Nobody yet Cheapskate Award @Pro100kerbonaut 17,970 funds @ralanboyle 46,290 funds Purist Award Nobody yet Stargazer Award Nobody yet Perfectionist Award Nobody yet Gatecrashers Dodged the Bouncers @Dman Revolution didn't read the title correctly.
  13. 2020 SSTO Fleet + Ground Support Vehicles! Hey Everyone! I haven't posted here in quite a few years, but now that I've gotten back into KSP, I wanted to share what I've been working on for the past few weeks. We all love Single-Stage-To-Orbit (SSTO) spacecraft for their potential for re-usability, so I wanted to create a system that allowed me to legitimately process and relaunch them without recovering the spacecraft and relaunching from the SPH between missions. To that end, I developed a fleet of three SSTOs with a compliment of ground support and processing vehicles that can be used to fully refuel and prepare an SSTO for return to LKO with newly fitted payloads. The fleet consists of three SSTOs, two mobile gantries, three trucks, two trailers, and a crew transport buggy. SSTOs All three ships can reach LKO with between ~500 and ~1,500 m/s of on-orbit delta-V remaining depending on payload mass. All have forward-mounted docking ports and RCS thrusters for rendezvous, docking, payload deployment, etc. All are designed with a center of mass (COM) that remains stationary regardless of fuel levels or payload mass (to the extent that the payload's COM is in the geometric center of the cargo bay). The payload-carrying variants (Mk2 & Mk3) have been tested with maximum-mass payloads (I.E. a fuel tank that takes up the entire cargo bay). All can be de-orbited and landed fully "Dead stick". All have action groups to allow for engine/mode toggle, steering toggle, payload bay toggle, etc. Retract the forward landing gear on Mk1 and both the forward and aft landing gear on Mk2 when towing to allow for steering. Table 1: SSTO Spec. Summary SSTO Mk1 Mk2 Mk3 Max. crew 3 2* 0* Wet mass (t) (minus payload) 16.2 32.0 162.4 Dry mass (t) 12.2 24.0 73.3 Height (m) 3.8 4.4 6.0 Width (m) 6.4 10.1 13.4 Length (m) 13.2 23.0 37.4 Max. payload mass (t) - ~7 ~50 Max. payload length (m) - 4.9 10.0 Max. payload diameter (m) - 1.25 2.5 * Can be exceeded by housing crew in payload. SSTO Mk1 The smallest of the three, the Mk1 is the primary LKO crew shuttle. It has room for three, and can comfortably get from the KSC to LKO with sufficient fuel to rendezvous with an LKO target and de-orbit, but its payload is limited to crews only. The design is Liquid fuel only, so the RAPIERS are set to run on open cycle exclusively. The single Nerva is used to make the final push to orbit, circularize, and perform on-orbit maneuvers. The choice to go "no oxidizer" is partly for simplicity, and partly because the minimal-drag + high TWR RAPIER configuration makes the final delta-V needed to reach orbit low enough that it can be done with the Nerva. It also means that when fully re-fueled in LKO, the single Nerva will yield enough delta-V to go pretty much anywhere, without any pesky oxidizer/tanks to slow you down. When launching, set prograde hold with a ~20 deg elevation due east once you pass 300 m/s. The RAPIERS will take you up to around 1000 m/s at 10,000 km, at which point you activate the Nerva. Even though you're still deep in the atmosphere, the Nerva reaches about 700 ISP and nearly vac thrust at this altitude, plus we need to start our apogee kick early since the Nerva alone will yield a fairly low TWR once the RAPIERS flame out completely around 20 km. The time to apogee may start to drop back down once you're on Nerva alone, so nose up to keep it around ~60 sec until your orbital velocity reaches ~2,300 m/s, at which point you'll be safe to reach orbit after a coast to apogee and circularization. It has 4 linear RCS ports housed in the forward and aft mini cargo bays, which are set to toggle open/closed along with the RCS hotkey. SSTO Mk2 The midsize variant, the Mk2 can take a small payload to LKO along with a crew of two. Its fuel tank, engine, and launch trajectory configuration is virtually identical to that of SSTO Mk1, except with twice the RAPIERS and Nervas. Its RCS ports are contained within the payload bay, so it must be open for any RCS-based maneuvering. The furthest forward and aft tanks are empty; they are for structural/aerodynamic purposes. SSTO Mk3 The largest of the fleet, the Mk3 is a heavy-payload LKO shuttle. The design is RAPIER-only, and the vessel is unmanned. It can deliver an orange tank to LKO without much fuss. Launching is fairly straightforward; set prograde hold with a ~20 deg elevation due east once you pass 300 m/s. You should bottom-out on open cycle mode around 20 km and ~1750 m/s orbital velocity, at which point you switch to closed cycle to push your apogee up out of the atmosphere and reach orbit. Like the Mk2, Its RCS ports are contained within the payload bay, so it must be open for any RCS-based maneuvering. Mobile Gantries The piston array on Gantry Mk3 can be operated using the robotics controller on the side of the claw to ensure that all 10 pistons are operating in unison. Be careful when docking the claw to a payload on a trailer connected to a Truck. Back off the piston right after docking to ensure that the weight of the gantry doesn't force the truck + trailer into the ground and break their wheels. Mobile Gantry Mk2 This ground support vehicle can be used to transfer payloads to and from SSTO Mk2's cargo bay. It has a single XL piston and a claw to use for payload manipulation. Mobile Gantry Mk3 This ground support vehicle can be used to transfer payloads to and from SSTO Mk3's cargo bay. It has a compound array with 10 XL pistons and a claw to use for payload manipulation. It also serves as the primary refueling vehicle for SSTO Mk3. Trucks Trucks A and C have servos which allow for trailer pivoting. Simply unlock the servo and set the torque to zero after coupling. Use the piston before coupling to align the claw. Truck A This ground support vehicle can be used to tow trailers and SSTO Mk1. It has a piston-mounted claw for easy coupling, and the piston is mounted on a servo to allow for trailer pivoting when steering. The spring strength in the tire suspensions sometimes need to be lowered during payload loading/unloading using a gantry, as having Truck A connected to a trailer, a payload, and a gantry can cause the wheels to get a little... jumpy, especially if the gantry piston hasn't been relaxed after connecting. It can be used to tow SSTO Mk2, but this is best done when MK2 is empty after having returned from orbit. A fully fueled Mk2 + payload is best towed using Truck C. Truck B This ground support vehicle can be used to refuel SSTOs Mk1 & Mk2 (Mk3 is refueled using Mobile Gantry Mk3). Truck C This ground support vehicle can be used to tow trailers and SSTOs Mk1 & Mk2. It has a piston-mounted claw for easy coupling, and the piston is mounted on a servo to allow for trailer pivoting when steering. It can be used to tow SSTO Mk3, but this is best done when MK3 is empty after having returned from orbit. Best practice with SSTO Mk3 is to tow it to the runway while empty using Truck C, and refuel and add payload right before launch. A fully fueled Mk3 + payload can only easily be moved using its own RAPIERS and landing gear steering. Trailers Trailer Mk2 This ground support vehicle can be used to carry Mk2 payloads, when towed by Truck A or C. The distance between the two docking ports is slightly larger than that of SSTO Mk2's cargo bay. Trailer Mk3 This ground support vehicle can be used to carry Mk3 payloads, when towed by Truck A or C. The distance between the two docking ports is slightly larger than that of SSTO Mk3's cargo bay. Crew Crew Transport Buggy This ground support vehicle can be used to carry 4 Kerbals around the spaceport. Gallery SSTO Mk1 & Mk2 refueling SSTO Mk1 crew preparing for flight SSTO Mk2 Payload processing and flight SSTO Mk3 Payload processing and flight KerbalX Hangar:
  14. Here's the story. I decided to build an SSTO that can carry a three-person spaceplane into LKO and leave it before landing at the KSC. That way, the spaceplane itself will be ready for its interplanetary burn with all its liquid fuel tanks full and I won't have to drop any debris on the surface. For an aerodynamic design concept, I viewed Matt Lowne's air-launched spaceplane video. Though I followed the video while building my plane, I made sure to add my own parts in my version (e.g. rapiers instead of airliner engines, reaction wheels, NERVs, more oxidizer for the rapiers, etc). I plan to get BOTH craft in orbit instead of sacrificing one for the other. Below is the image of my prototype (spaceplane included). I do not plan to change the spaceplane, so it's the carrier I need help on. STAGING SEQUENCE: 5: Carrier rapiers 4: Carrier NERVs 3: Detach spaceplane from carrier Attached via docking port 2: Spaceplane NERVs Should be separate from carrier by then. 1: Spaceplane rapiers 0: Spaceplane rear parachutes Spaceplane has ~4,952 m/s of delta-V with its oxidizer tanks (99%) depleted, so there's the reason why I want this to work so badly. Craft file:!iSglSAKT!iyaMk3pM_rt1HMWtCXu4ROxektOhf-tsHE4Y5OqtBig While the appeal of this design seems awesome, the test results are anything but. For instance: My aircraft keeps sliding on the runway, even at maximum friction control. I can't achieve LKO. I did once, but I could not repeat it. More details on what happened later. Honestly, I forgot if it was this prototype or another one. Either way, I was lucky. The other times, I failed to achieve an apoapsis above 70 km before I got below 39 km (or whatever altitude you can't bounce back up from). When I did reach Ap=70 km, I couldn't get my periapsis up in time to avoid getting recaptured in the atmosphere. (IN THE ONE TEST RUN THAT I ACHIEVED LKO IN) My carrier plane lost control after re-entry, and I spun uncontrollably in the air. In fact, my tailfins snapped right off. I had a bit of trouble keeping this plane straight when the carrier's rapiers activated. More specifically, it wanted to pitch way up for a bit until its oxidizer supply was depleted. I then tried Matt's Stratolauncher design concept, but that prototype turned out even worse. When the rapiers switched to rocket mode, I rapidly pitched downward. The picture below shows the prototype in question. If I had to guess why, it's because of the three rapiers on the top being so close together What should I do for my carrier to work? What kind of design is necessary to function both with and without the spaceplane? Any and all help is greatly appreciated. If you want to try it out for yourself, feel free to ask for the craft file (aside from the one I posted here) One more time: the spaceplane shall not do anything until it is released from the carrier in stable LKO.
  15. The history of Eve SSTOs and reusables For a long time it was said, Eve SSTOs are impossible. Even going there and back reusable was unthinkable. But then a hand full of brave Kerbonauts put all their efforts in proving this wrong. This is their story. 03.09.2015 - V1.0.4 - First SSTO plane from Eve's surface to Orbit @astrobond was the first to do the impossible. He created this SSTO which was capable of getting from surface to orbit using stock parts and physics. To stay in the narrow margin, the control was given to KOS. 05.07.2016 - V1.1.3(?) - First reusable trip from Kerbin to Eve's surface and back @Stratzenblitz75 was the first who managed to do the entire trip from Kerbin to Eve's surface and back completely reusable. He is using a spectacular and never seen before suborbital catch of the lander, as well as massive SSTO launch systems. 19.08.2016 - V1.1.3 - SSTO rocket from Eve's surface to Orbit @Kergarin (I) was inspired and motivated by @astrobond's SSTO to start playing around with different SSTO designs. Coming to the conclusion, that SSTO rockets actually seem to work better than planes, giving a larger margin and payload. 23.08.2016 - V1.1.3 - First SSTO Lander from Eve's orbit to surface and back @Kergarin (I) was then able to scale it up to a bigger version, with enough payload to equip it with isru and seats for all our 4 brave Kerbals. Resulting in the first ever SSTO wich can not only launch from Eve but also land on its own in one piece. By being refuelled in low Eve orbit, this craft could have done the entire trip Kerbin to Eve and back reusable. My plan was, to do a reusable trip to all landable bodys in the Kerbol system based on this lander plus an orbiter, but this plan should be crossed soon... 11.10.2016 - KSP 1.2 release - an increase in Eve's atmospheric pressure changes the rules The pressure of Eve's atmosphere was increased, resulting in even higher drag and giving all engines lower thrust and Isp, making Eve SSTOs even harder... it seemed. The change in the Mammoth engine thrust for example: For reference Eve's atmospheric pressure in 1.2.2: After this change my SSTO lander stopped working, at least with the needed payload for ISRU. While the change in pressure made SSTO rockets harder, it will soon turn out that SSTO planes now work better again. 29.10.2016 - V1.2.2 - the first asteroid refuelling assisted SSTO plane from Kerbin to Eve's surface and back @EvermoreAlpaca built this craft initially in 1.1.3., and when 1.2 came out, this plane worked even better, opposed to SSTO rockets. This craft can get from Kerbin to Eve's surface and back to Eve's orbit independent. It then needs orbital refuelling, to get back to kerbin, which is realized by the craft itself moving an asteroid to low Eve orbit in before, which is then used for ISRU refuelling. 28.01.2017 - V1.2.2 - SSTO rocket from Eve's surface to orbit achieved again @Kergarin (I) managed to make my small SSTO rocket work again in 1.2.2. But scaling it up did not work as good as back in previous versions. The ISRU lander would have become unhandleable large. So I cancelled this concept. 20.05.2017 - V1.2.2 - infinitely reusable trip to Eve (and first ever to everywhere else) and back Since my Eve SSTO lander doesn't work in 1.2.2 anymore (and I didn't want to do this in an old version), I adoptet @Stratzenblitz75's concept of suborbital docking and developed it to a single ISRU ship wich splits in two for the Eve landing with his friendly permission (thanks again!). (Creating the first ever ship which can independently and forever travel between all 14 landable bodys. But that's on another page.) Skip to 3:40 for Eve landing (caution: flickering scenes in fast forward) 07.03.2018 - V1.3.1 - smallest ever SSTO plane from Eve's surface to orbit @astrobond the creator of the first ever Eve SSTO comes back to the game. Presenting us the smallest ever seen Eve SSTO. Also it's the first not to use the Mammoth engine, but the Vector with a slightly lower twr. 11.06.2018 - V1.3.1 - reusable two stage plane from Eve's surface to orbit and back to surface @OHara created this reusable two stage plane, which can be used for crew rotations of 4 Kerbals per flight. It launches horizontal and then transitions to vertical ascend pushing the ap far above Eve's atmosphere. The second stage then undocks and accelerates to orbital speed before the first stage reenters and glides back to its starting position. The second stage can also be landed and then redocked to the first stage. The craft then needs some external refueling to be reused. 29.10.2018 - V1.5 - First completely independent SSTO plane from Kerbin to Eve and back SSTOs to Eve's surface and back to orbit were now proven to be possible, and they seemed to be the limit of possibilities. All of them need some kind of orbital refuelling or catch to escape from low Eve orbit. But then @EvermoreAlpaca did the unthinkable. A massive independent SSTO from Kerbin to Eve's surface and back to Kerbin. He managed to raise the payload on Eve ascend that much, that there was enough margin to fit an ion drive with enough dV to escape Eve's gravity and then send the ship back to Kerbin using some gravity assists, without any dependencys. 04.12.2018 - V1.5 - First stock electric prop SSTO plane from Eve's orbit to sea level and back to orbit (plus from and to Kerbin by external refuelling) @EvermoreAlpaca continues doing the impossible by presenting us this stock electric propeller assisted Eve sea level SSTO. It ascends from sea level to above 19km sole on electric props, then continues its way to orbit on conventional rocket engines. It can also launch and land at Kerbin, but needs external refueling to do so. 28.01.2020 - V1.8.1 (+ Making History + Breaking Ground) - First Breaking Ground electric prop multi engine SSTO plane from Eve's orbit to sea level and back to orbit @realseek was the first to show us a working sea level SSTO using electric rotors and blades from Breaking Ground, packed into cargo-bays to reduce their drag, after switching to rocket engines. It reaches 16km on electric props (two EM-64S rotos with 16x R25 blades on each. The rotors run at 60% power and a max RPM of 400). To escape Eve's still dense atmosphere, it uses a combination of 3 Vector engines and 2 Nervs to circularize. As if an Eve sea level SSTO would not be enough, this craft can land fully fuelled from orbit , also carries the extra weight of ISRU quipment without even needing it, because it can launch from Eve below 100% fuel and stiff make it to orbit with hundreds of m/s dV left to spare, while the craft even looks good. This is just insane! More pictures and details: 15.02.2020 - - V1.8.1 (+ Making History + Breaking Ground) - minimalistic Breaking Ground electric prop single engine SSTO plane from Eve's orbit to sea level and back to orbit (+ to and from Kerbin with a separate tug) @Kergarin i was a little to slow on this, and humbly take the second place. Props alone work great, and rockets alone work great. But in combination the drag of props after igniting the rockets is horrible. The way to deal with this, is placing them inside cargo bays, to shield their drag when they are not used. It would be beautiful to use hydraulic cylinders to make them stick out, and while this would be possible in term of weight and drag, they sadly the flex way to much to even lift off. I've tried a lot of designs for this since BG came out, and while @realseek found the mixed engine design work best for him, I found a single enige design work best for me. This craft uses two EM-32 Rotors with 6 R25 blades on each which run at 100% torque and max RPM to climb to 17km. To escape the dense atmosphere, this craft uses a single vector Engine on full thrust, and then carefully throttle adjustment to not overheat and circularize. This was done as grand finale in my reusable career playthrough: This far Kerbalkind conquered the purple monster as of the beginning of 2020. Can they go even further? Disclaimer:
  16. Hi everyone, I have been playing KSP for quite a long time now, let's say that for my first Mun landing there was only one capsule available, no landing legs and trajectory was planned "start your de-orbiting burn when you see sun just touching the horizon" times. I was quite passionate about the game back then. Recently I had a relapse, and begun playing with SSTOs. And to be frank I'm clueless on the cargo placement in the cargo-bay / cargo-hold (using the larges fuselage). Some times it works, some times it does not: I want to place a satellite with a rocket propelled stage, consisting of probe body, some equipment, clamp-o-tron jr, TR-18D stack separator, one FL-T800 fuel tank and LV-909. I have made it all into one nit assembly part, and the problem begun. It just will not connect to the interior: to the clamp-o-trons, to the separators, when the part snaps in place, its rooted deep inside a fuel filled fuselage part - not even its bulkhead. I have tried re-rooting, moving (it unfortunately stayed rooted and it just was "floating" in the mid air, still being connected. As a last resort, I have tried to rebuild the entire stack in the cargo bay, but it ended up in with similar problems, the funniest one being the engine separating within the separator and leaving a gap in the satellite's placement vehicle. I have searched for some time on info pertaining to this exact problem, but unfortunately couldn't find it on forum / on Scott Manley's channel etc. I would be most grateful for any help on that matter.
  17. Since the first planes evolved, kerbals always wanted to ride them without flying them. Then, they were able too with the airliner. But ever since the founding of the Kerbal Space Center, kerbals have wanted to go to space without all the training. Well, let’s see if they can! CHALLENGE- Build 1 (or many) passenger SSTO’s that fit with the rules, categories, and qualifications. RULES- The craft must be an SSTO that takes off from the runway and lands on a runway (doesn’t need to be KSC, modded runways allowed). The craft must have pilot(s) and flight attendants unless stated. The craft must be able to land on and return from the destination. No mods or DLC’s involved in the craft. MechJeb autopilot not allowed, though orbital information and planners are allowed. Visual and informational mods allowed. No cheating with hyperedit, debug menu, etc. Craft must be of your own design. Please post the craft launch cost (cost displayed in SPH minus amount gained in recovery). When posting, please put your: company name, type of category, launch cost, passenger/crew/pilot count, and Delta V amount. Also include at least 3 pictures proving the functionality of the craft. CATEGORIES- Private SpaceLiner: 2-6 passenger capacity, 1 crew, 1-2 pilots. Destinations- Mun, Minmus, Gilly, Ike. Small SpaceLiner- 12-36 passenger capacity, 2 crew, 2-3 pilots. Destinations- Mun, Minmus, Gilly, Ike, Duna, Dres. Medium SpaceLiner- 37-55 passenger capacity, 3-4 crew, 2-3 pilots. Destinations- Mun, Minmus, Gilly, Ike, Duna, Dres, Eeloo. Large SpaceLiner- 56-125 passenger capacity, 5-7 crew, 3-4 pilots. Destinations- Mun, Minmus, Gilly, Ike, Duna, Dres, Eeloo, Pol, Bop, Val. Huge SpaceLiner- 125-250 passengers, 6-10 crew, 4 pilots. Destinations- Mun, Minmus, Gilly, Ike, Duna, Dres, Eeloo, Pol, Bop, Val, Laythe, Tylo, Moho. Super SpaceLiner- 250+ passenger capacity, 12-30 crew, 4-7 pilots. Destinations- Mun, Minmus, Gilly, Ike, Duna, Dres, Eeloo, Pol, Bop, Val, Laythe, Tylo, Moho, and Eve (if you dare). ADDED NOTES: The stated destinations does not mean you can only visit those places. As an example, you can take a private SpaceLiner to Ike, refuel, go to Duna, back to Ike, refuel, and go home as if they are connection flights. When I see a craft that catches my eye, I will ask for further details and/or craft file. If it is up the the highest standards, then it will go onto the Best SpaceLiners Leaderboard. Have fun designing and flying! Best SpaceLiners Leaderboard
  18. 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!
  19. A good video guide on how to build a small mk 2 Sato using parts that can be accessed either late game or in sandbox it can hold little or no cargo, and only a few passengers but functions rather well.
  20. Craft download : Volans II is stock SSTM. It is capable of VTOL on Mun / Minmus. Parts count : 66 Mass : 51.2 tons Dimensions : 4.3 x 12.6 x 16.8 meters (HxWxL) Keybindings : 1 - Switching RAPIER mode 2 - Toggle RAPIER 3 - Toggle Nerv 4 - Toggle Hinges Flight instructions 1) Ascending with 20~25 degrees angle 2) Flaming out, switching RAPIER mode, Activate Nerv 3) Make it onto orbit, going to Mun or Minmus 4) Toggle hinges and Land (Control from top docking port to control easier) 5) Control from cockpit, take off and toggle hinge 6) Leave Mun/Minmus, few times of aerobrake on kerbin, re-entry, and land.
  21. Make a tiniest SSTO. No cheat No mod Kudos: Add some paload (2-10 ton) (10+point) Add some bigger paload (10-20 ton) (30+point)
  22. Download: Mass: 692 tons Part count: 828 DLC Breaking ground
  23. 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!
  24. 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: Cargo Version: Workshop page: Cargo Version: K-Prize post: Kind regards, Robdjee