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[1.8x - 1.10.x] Stockish Project Orion v1.8.1 [update 7/7/2020]


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I won't be providing a full 10m conventional rocket parts lineup, no, since that's out of scope; but I could provide parts for the Project Orion-adjacent launch vehicle developed to get Orions into orbit
While most of the USAF designs involved strapping a bunch of Clydesdale-sized SRBs to the sides, a few used a truly Kerbal 'Moar Boosters!' approach - meet the NEXUS Booster:
wgQUzWu.png
Bottom is 20m. For a sense of scale - the 8 small thrusters on the bottom? Each of those is the size of a LV-T30 Reliant. But if it's 10m rockets you're after, the small tank in the upper right and the toridial plug aerospike are both 10m sized.


 

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4 minutes ago, gabo04 said:

I can't open the two crafts that have (MH) in its name. What mods do I need?

It's not a mod, but you probably need the Making History DLC.

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Typical. I can't be bothered to get around to UV mapping ~2k poly structural fairings for the 10m Orion, but I can be bothered to unwrap a pair of  ~12k poly engines? Anyway, here's Project Orion's Nexus booster in all its cyclopean glory:

MM9WZZV.png
Ignore the placeholder textures, and have a Banana Bob for scale.
y3i0qn2.png
This thing is ruining my ability to make parts - I'm losing all sense of scale when modeling, it's so stupidly huge. I love it.
Now, back to actual Orion bits...

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  • 4 weeks later...
On 8/23/2020 at 6:27 AM, SuicidalInsanity said:

Typical. I can't be bothered to get around to UV mapping ~2k poly structural fairings for the 10m Orion, but I can be bothered to unwrap a pair of  ~12k poly engines? Anyway, here's Project Orion's Nexus booster in all its cyclopean glory:

MM9WZZV.png
Ignore the placeholder textures, and have a Banana Bob for scale.
y3i0qn2.png
This thing is ruining my ability to make parts - I'm losing all sense of scale when modeling, it's so stupidly huge. I love it.
Now, back to actual Orion bits...

thats the whole sense of both KSP and Orion, right?
BTW, does it work with tweak scale?

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behemoth-iii.png

After a series of seaplane launches (well, most of the debris landed in the sea) and general failures to go anywhere, I've essentially finished the Behemoth III, a (hopefully) go-anywhere SSTO. The engine pods can detach and redock to a landing module for airless worlds; the nose cone is also a docking port so Behemoth can shove a large habitat and the airless landing module around the Kerbol system.

It is largely dependent on PWB Fuel Balancer to keep the vertical centre of mass directly ahead of the engine pods. It does fly with FAR!

Who says one Orion unit should be enough for anyone?

Edited by damerell
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18 minutes ago, damerell said:

behemoth-iii.png

After a series of seaplane launches (well, most of the debris landed in the sea) and general failures to go anywhere, I've essentially finished the Behemoth III, a (hopefully) go-anywhere SSTO. The engine pods can detach and redock to a landing module for airless worlds; the nose cone is also a docking port so Behemoth can shove a large habitat and the airless landing module around the Kerbol system.

It is largely dependent on PWB Fuel Balancer to keep the vertical centre of mass directly ahead of the engine pods. It does fly with FAR!

Who says one Orion unit should be enough for anyone?

You are why we can't have nice things.

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On 9/14/2020 at 6:17 PM, damerell said:

behemoth-iii.png

After a series of seaplane launches (well, most of the debris landed in the sea) and general failures to go anywhere, I've essentially finished the Behemoth III, a (hopefully) go-anywhere SSTO. The engine pods can detach and redock to a landing module for airless worlds; the nose cone is also a docking port so Behemoth can shove a large habitat and the airless landing module around the Kerbol system.

It is largely dependent on PWB Fuel Balancer to keep the vertical centre of mass directly ahead of the engine pods. It does fly with FAR!

Who says one Orion unit should be enough for anyone?

Can I question the viability and (less importantly) safety of this thing?

Also, how can you control it?

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Well, it takes off without disintegrating into pieces (although you do have to taxi it off the runway using the aerospikes, because the runway immediately explodes if you use it), so I guess it's viable and safe enough, although its stall speed is about Mach 0.7 at ground level. I fly it with Atmosphere Autopilot. It doesn't have much yaw authority, but it doesn't really need any because it flies in a straight line all the way into space. Once it's in space, it's covered in RCS (particularly, eight double-scale Space-Y LF/O ports) to make it point in the right direction. Executing manuevers precisely is a bit tricky because one pair of 5 kilotonne pulse units applies about 15m/s delta-v, so the bomb size for the last pulse of a maneuver has to be carefully judged.

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  • 4 weeks later...

Awesome mod, just put a multi- megaton Medusa colony ship through the simulator. I really like that the ISRU is all CRP based, it will blend into my MKS save seamlessly.

Now to start strip mining the Mun for resources and beginning global construction of this monstrosity... :cool:

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8 minutes ago, Clamp-o-Tron said:

Works fine for me with restock.

Could @squeaker0704 give us more details? We need to know what KSP version, which other mods you’re using, and where the texture error is.

It may depend on the mod combination you have as I had noticed that the capsule was using Mk2 command pod textures and they weren't in the Orion restockwhitelist so the capsule was a bit too white.  But if they don't have ReStock, guessing the issue may be something else.

Edited by hemeac
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6 hours ago, damerell said:

I don't wish to be the voice of cynicism (actually, I do) but if you examine their post history you will find the answer to that is almost certainly "no".

Well, optimism is a virtue, especially when it's just instructions to get support that I'm asking for. Anyway, I always kind of expect this too, so whatever.

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