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Eloquent Spacecraft Systems


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As someone who loves to design spacecraft, I feel like sharing my creations is important. Most spacecraft in this thread will be designed for use in my Extended Kerbol System Exploration thread, because the needs posed by the missions in that thread should cover most things that a space program would need (this doesn't count low-tech vessels because I don't play a normal difficulty career). I use a variety of mods, and I will list any that are required for a particular vehicle in the post on this thread that covers that vehicle.

All of my spacecraft are designed with four things in mind: aesthetics, ease of use, effectiveness, and efficiency. Usually in that order of priority. Everything I construct is highly modular, and if it doesn't look good I won't let it leave the VAB. My designs aren't always the most efficient, but I try to make them nice-looking and highly functional. Most of the spacecraft modules are designed for a particular type of vehicle, but can just as easily be interchanged if necessary. Additionally, some vehicles are designed to be assembled by worker bees (my orbital utility vehicles) and so may not have integrated RCS by default (this will be noted if relevant).

Below are categories of vessel, and the links will take you to a post in this thread which showcases the vehicle's capabilities, provides a brief summary of the design, and includes a download link for the vessel file. Keep in mind that there may be several parts mods installed; I will list which ones are required in the post for each vessel.

Launch systems:

  1. Cinnabar Launch Vehicles
  2. Tano Launch Vehicles
  3. Jool Launch Vehicles
  4. Sarnus Launch Vehicles
  5. Gaia Launch Vehicles

Complete Vessels:

  1. Mercury Crew Transports
  2. Medusa Munar Exploration Vehicles; Artemis Minmus Exploration Vehicles
Edited by eloquentJane
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  • 2 months later...

Mercury Crew Transports

This is a mid-game series of vehicles for transporting kerbals into Kerbin orbit.

Mercury 1

Statistics

Cost: 41474.8
Mass: 74.891t
Height: 27.8m
Length: 4m
Width: 4m

Mods:

  1. Kerbal Joint Reinforcement
  2. MechJeb
  3. Near Future Spacecraft
  4. VX Series II Engine Pack

Download

The abort action group should jettison the heat shield, separate the capsule from the rest of the craft, and activate the launch escape tower. I have updated the link to include the correct abort settings, but I am not certain that it is functional so I would appreciate if anyone who downloads it would let me know whether or not it works.

Edited by eloquentJane
Added vessel statistics for Mercury 1.
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Medusa Munar Exploration Vehicles; Artemis Minmus Exploration Vehicles

The Medusa spacecraft are all designed for exploring the Mun, whilst the Artemis spacecraft serve the same purpose for Minmus.

Medusa 1

Statistics:

Cost: 141686.7
Mass: 223.513t
Height: 37.3m
Length: 3.9m
Width: 7.8m

Mods:

  1. DMagic Orbital Science
  2. Kerbal Joint Reinforcement
  3. MechJeb
  4. Near Future Spacecraft
  5. VX Series II Engine Pack

Download

Staging works a bit better in the download than it did when I conducted the mission. The abort action group will jettison the heat shield, separate the capsule from the rest of the craft, and activate the launch escape tower.

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Artemis 1

Statistics:

Cost: 110072.2
Mass: 154.11t
Height: 34.4m
Length: 4m
Width: 5.5m

Mods:

  1. DMagic Orbital Science
  2. Kerbal Joint Reinforcement
  3. MechJeb
  4. Near Future Spacecraft
  5. VX Series II Engine Pack

Download

Fuel lines have been fixed in the download so that fuel now flows properly in the lander. The abort action group will jettison the heat shield, separate the capsule from the rest of the craft, and activate the launch escape tower.

Edited by eloquentJane
Added vessel statistics.
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3 minutes ago, Majorjim said:

the rockets look great man, nice work. Why do you feel the need to use Kerbal Joint Reinforcement though?

Thanks, I'm glad you like them.

As for why I use KJR:

  1. My rockets tend to have quite high part counts, and with KJR I can minimise struts.
  2. Many of my larger spacecraft (interplanetary transports and freighters usually) are composed of a lot of modules docked together, and KJR helps to stabilise them when under thrust
  3. I build for aesthetics over structural integrity

I recommend KJR for use with any of my rockets because my design choices mean that it is generally required, but if anyone wanted to download them and use them without it then they could probably get away with just adding a bunch of struts in places.

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I have updated the current information to include cost, mass, and dimensions of each rocket (width and length are the other way round in the VAB, but it seems more logical to measure width from the side booster edges; they also don't account for launch clamps). I am aware that these vehicles are somewhat excessive in size and cost for a normal career save, but they are - as the first post alludes to - designed more for appearances. The Mun and Minmus rockets also have elevated costs because of the large amounts of expensive science equipment on board.

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Cinnabar Launch Vehicles

This is a series of 1.25m launch vehicles for payloads between 5t and 10t. Each upper stage has two solar panels, a MechJeb core, and a battery, and is capable of autonomous de-orbit. The launch vehicles do not have reaction wheels or RCS. There is usually not much delta-v remaining once a stable orbit is reached. Ideal payloads tend to be either probes with their own propulsion, or early crew vehicles which can use the Cinnabar upper stage as a propulsion module. Payload fairings must be included as part of the payload mass, and should not be jettisoned whilst any engine is firing in order to avoid damaging the payload.

Cinnabar 1

Statistics:

Payload: 5t to 80km
Cost: 16385
Mass: 33t
Height: 13.5m
Length: 2.3m
Width: 4.1m

Mods:

  1. Kerbal Joint Reinforcement
  2. MechJeb
  3. Fuel Tanks Plus
  4. Color Coded Cannisters
  5. Vx Series II Engine Pack

Download

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Cinnabar 2

Statistics:

Payload: 7.5t to 80km
Cost: 22.885
Mass: 51.465t
Height: 14.2m
Length: 3.8m
Width: 3.8m

Mods:

  1. Kerbal Joint Reinforcement
  2. MechJeb
  3. Fuel Tanks Plus
  4. Color Coded Cannisters
  5. Vx Series II Engine Pack

Download

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Cinnabar 3

Statistics

Payload: 10t to 80km
Cost: 33043
Mass: 63.985t
Height: 16.7m
Length: 3.8m
Width: 3.8m

Mods:

  1. Kerbal Joint Reinforcement
  2. MechJeb
  3. Fuel Tanks Plus
  4. Color Coded Cannisters
  5. Vx Series II Engine Pack

Download

Edited by eloquentJane
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Tano Launch Vehicles

This is a series of 2.5m launch vehicles for payloads between 10t and 30t. Each upper stage has two solar panels, a MechJeb core, and a battery, and is capable of autonomous de-orbit. The launch vehicles do not have reaction wheels or RCS. There is usually several hundred m/s of delta-v remaining once the intended parking orbit is reached. Ideal payloads are things which do not have their own propulsion modules and need to reach up to a 1000km orbit (such as station modules). If the rated payload is halved, it can also be propelled to Mun or Minmus orbit, or sent on a trajectory to Duna or Eve (in this instance, the payload would have to aerobrake to reach orbit). Payload fairings must be included as part of the payload mass, and should not be jettisoned whilst any engine is firing in order to avoid damaging the payload.

Tano AC

Statistics:

Payload: 10t to 80km
Cost: 30210
Mass: 61.403t
Height: 16.3m
Length: 4m
Width: 4m

Mods:

  1. Kerbal Joint Reinforcement
  2. MechJeb
  3. Fuel Tanks Plus
  4. Color Coded Cannisters
  5. Vx Series II Engine Pack

Download

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Tano AB

Statistics:

Payload: 12.5t to 80km
Cost: 36201
Mass: 69.903t
Height: 18.5m
Length: 4m
Width: 4m

Mods:

  1. Kerbal Joint Reinforcement
  2. MechJeb
  3. Fuel Tanks Plus
  4. Color Coded Cannisters
  5. Vx Series II Engine Pack

Download

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Tano X1

Statistics:

Payload: 17.5t to 80km
Cost: 44415
Mass: 119.298t
Height: 20.9m
Length: 9.7m
Width: 4m

Mods:

  1. Kerbal Joint Reinforcement
  2. MechJeb
  3. Fuel Tanks Plus
  4. Color Coded Cannisters
  5. Vx Series II Engine Pack

Download

 

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Tano X2

Statistics:

Payload: 20t to 80km
Cost: 48166
Mass: 132.888t
Height: 21.4m
Length: 4m
Width: 5.5m

Mods:

  1. Kerbal Joint Reinforcement
  2. MechJeb
  3. Fuel Tanks Plus
  4. Color Coded Cannisters
  5. Vx Series II Engine Pack

Download

 

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Tano X4

Statistics:

Payload: 25t to 80km
Cost: 55980
Mass: 182.083t
Height: 21.7m
Length: 5.5m
Width: 5.5m

Mods:

  1. Kerbal Joint Reinforcement
  2. MechJeb
  3. Fuel Tanks Plus
  4. Color Coded Cannisters
  5. Vx Series II Engine Pack

Download

 

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Tano Heavy

Statistics:

Payload: 30t to 80km
Cost: 80600
Mass: 198.089t
Height: 19.5m
Length: 7.8m
Width: 3.9m

Mods:

  1. Kerbal Joint Reinforcement
  2. MechJeb
  3. Fuel Tanks Plus
  4. Color Coded Cannisters
  5. Vx Series II Engine Pack

Download

Edited by eloquentJane
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Jool Launch Vehicles

A series of 3.75m launch vehicles for payloads between 25t and 80t. Each upper stage has four solar panels, a MechJeb core, and a battery, and is capable of autonomous de-orbit. The launch vehicles do not have reaction wheels or RCS. There is usually several hundred m/s of delta-v remaining once the intended parking orbit is reached. Ideal payloads include propulsion modules, fuel tanks, large station modules, and anything else within the stated mass range. Payload fairings must be included as part of the payload mass, and should not be jettisoned whilst any engine is firing in order to avoid damaging the payload.

Jool 1A

Statistics:

Payload: 25t to 80km
Cost: 66829
Mass: 123.458t
Height: 16m
Length: 7.4m
Width: 7.4m

Mods:

  1. Kerbal Joint Reinforcement
  2. MechJeb
  3. Fuel Tanks Plus
  4. Color Coded Cannisters
  5. Vx Series II Engine Pack

Download

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Jool 1B

Statistics:

Payload: 30t to 80km
Cost: 74309
Mass: 162.058t
Height: 16m
Length: 7.4m
Width: 7.4m

Mods:

  1. Kerbal Joint Reinforcement
  2. MechJeb
  3. Fuel Tanks Plus
  4. Color Coded Cannisters
  5. Vx Series II Engine Pack

Download

 

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Jool 2

Statistics:

Payload: 35t to 80km
Cost: 93560
Mass: 190.580t
Height: 24.4m
Length: 4m
Width: 4.2m

Mods:

  1. Kerbal Joint Reinforcement
  2. MechJeb
  3. Fuel Tanks Plus
  4. Color Coded Cannisters
  5. Vx Series II Engine Pack
  6. SpaceY Heavy Lifters

Download

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Jool 3

Statistics:

Payload: 40t to 80km
Cost: 99389
Mass: 206.463t
Height: 22.9m
Length: 6.6m
Width: 6.6m

Mods:

  1. Kerbal Joint Reinforcement
  2. MechJeb
  3. Fuel Tanks Plus
  4. Color Coded Cannisters
  5. Vx Series II Engine Pack

Download

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Jool 3B

Statistics:

Payload: 45t to 80km
Cost: 107529
Mass: 255.583t
Height: 23.6m
Length: 6.6m
Width: 6.8m

Mods:

  1. Kerbal Joint Reinforcement
  2. MechJeb
  3. Fuel Tanks Plus
  4. Color Coded Cannisters
  5. Vx Series II Engine Pack
  6. SpaceY Heavy Lifters

Download

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Jool 3C

Statistics:

Payload: 50t to 80km
Cost: 115669
Mass: 304.703t
Height: 23.7m
Length: 6.8m
Width: 6.8m

Mods:

  1. Kerbal Joint Reinforcement
  2. MechJeb
  3. Fuel Tanks Plus
  4. Color Coded Cannisters
  5. Vx Series II Engine Pack
  6. SpaceY Heavy Lifters

Download

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Jool 4

Statistics:

Payload: 60t to 80km
Cost: 179253
Mass: 406513t
Height: 22m
Length: 4m
Width: 11.7m

Mods:

  1. Kerbal Joint Reinforcement
  2. MechJeb
  3. Fuel Tanks Plus
  4. Color Coded Cannisters
  5. Vx Series II Engine Pack
  6. SpaceY Heavy Lifters

Download

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Jool 5

Statistics:

Payload: 70t to 80km
Cost: 154128
Mass: 353.905t
Height: 37.6m
Length: 5.4m
Width: 5.4m

Mods:

  1. Kerbal Joint Reinforcement
  2. MechJeb
  3. Fuel Tanks Plus
  4. Color Coded Cannisters
  5. Vx Series II Engine Pack
  6. SpaceY Heavy Lifters

Download

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Jool 5B

Statistics:

Payload: 80t to 80km
Cost: 173568
Mass: 506.005t
Height: 38.1
Length: 5.4
Width: 9.5

Mods:

  1. Kerbal Joint Reinforcement
  2. MechJeb
  3. Fuel Tanks Plus
  4. Color Coded Cannisters
  5. Vx Series II Engine Pack
  6. SpaceY Heavy Lifters

Download

Edited by eloquentJane
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Update: I have now added my Cinnabar, Tano, and Jool launch vehicles to this post. None of them have images yet but I will be remedying that shortly. The Jool series is also incomplete; there are still 70t and 80t launch vehicles that I have yet to update, but they will be coming within a few hours hopefully.

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Images are now available for all Cinnabar, Tano, and Jool launch vehicles. The Jool 5 and Jool 5B launch vehicles have been added, including download links.

I would also like to point out that the Jool 4 is more expensive than both the Jool 5 and the Jool 5B, and more massive than the Jool 5. This is because it was an earlier design and is technically obsolete, but I still want to keep it as an option in order to keep the series complete.

Edited by eloquentJane
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  • 1 month later...

Eloquent Spacecraft Systems is now back in business. After a short break (during which I didn't have a computer that could handle modded KSP) I am now once again able to produce spacecraft. The Extended Kerbol Exploration may take a little longer to get back on track, but hopefully it should not be too long a wait.

Next updates should include all Organa-class modules, and possibly a new series of recoverable launch vehicles.

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