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The New Stock Repository Version 0.21


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Ok the Inflexible is good for 0.21Inflexible is a Torpedo launcher, needs refuling in LKO but then can get to Duna easily. It has a fully enclosed launch deck, with a removable (and controllable) cover. 6 torpetoes (you have to manually decouple them) but then they are pilotable and deadly, with RCS and ASAS.

http://www./download/6zxb5jvdcrt71oy/Inflexible_Class.craft

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This is what id does to a Capital Ship...

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And the Zumwalt Stealth Destroyer

ZUMWALT

Based on the modern Stealth Destroyer, the Zumwalt.

ABILITIES:

The ship is very stable and is a joy to drive. It has Roll and Yaw stabilizers. It can take hundreds of small arms hits and dozens of larger caliber missiles without suffering massive systems failure.

Comes without armament but i'm working on that. Planned armament:

-2 Forward guns

-1 Rear Missile launcher

OPERATION:

Just stay under 90% throttle it overheats. Roll and Yaw control. Jettison Stabilizing pylons after you reach the water.

DOWNLOAD

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Name: Trefoil Mk 2

Class: SSTO Orbiter

KSP Version:0.21

Screenshot and .craft file: https://app.sugarsync.com/iris/wf/D472002_72419280_12895

A minor refinement of an earlier proof-of-concept SSTO (.craft file and screenshot also available at the above link), the (imaginatively named) Trefoil Mk 2 has been designed for ease of use combined with reasonable orbital DeltaV. Vehicle comes complete with remote guidance unit and shielded docking port for use as a crew transfer vehicle.

This craft has not been tested without SAS. For the safety of the hapless Kerbal pilot/passenger, please keep SAS on at all times.

Action Groups:

1) Toggle turbojet and air intakes

2) Toggle LV-909 rockets

9) Toggle shielded docking port and illuminator

0) Extend ladders

Flight instructions:

1) Turn on SAS; press Space to start jet engine; pull up at end of runway at about 90m/s to a 50+ degree angle of attack

2) 0-10km: 30-45 degree rate of climb, 150m/s by 10km

3) 10-20km: 10-20 degree rate of climb, 500m/s by 20km

4) 20-25km: 0-10 degree rate of climb, 1.1km/s by 25km

5) 27km or jet flameout: Rockets on, 2/3 throttle, 45 degree angle of attack

6) 31km or jet flameout: Jet off, full throttle until Ap reaches 70km

7) Maintain Ap at 70km with periodical throttle bursts if necessary

It should be possible to reach LKO (70-71km) without about 150 fuel and 150 LOx for orbital manoeuvring. (I have previously managed 200 fuel and 200 LOx, but not reproducibly.)

Update: Craft updated to include two PB-NUK generators after a drone flight gone wrong left an unpowered hulk in orbit. Oops.

Update 2: Minor landing gear changes to craft; changes to flight instructions.

Edited by ayhc
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The Triple Threat: A SSTO space carrier that lifts 3 shuttles. Less than 100 parts.

I would consider it an interplanetary craft or a space station. It reaches a 100km orbit about empty, but once refueled it can travel to Jool, especially if nuclear engines are attached later.

Craft Here: http://d.pr/f/sGEL

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Also, The Proton RTL "Ready To Lift"

Craft Here: http://d.pr/f/mwKc

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A replica of the Russian Proton. A versatile lifter rated for 10 tons to a 100km orbit.

Everything is stock, just used mechjeb to show people the numbers.

Edited by Apatheticjester
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The Salene I, capable of ascent to LKO, Orbit Rendezvous with either the Mun or Minmus, and safe return transfer (v 0.21.1):

FrP6AeR.jpg

Using clusters of 9 engines, there's no need for this asparagus staging that's all the age these days. Raw power gets you into orbit!

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In orbit around Kerbin.

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Lander Module on Minmus. Caution: has only been tested on Kerbin's moons (the Mun and Minmus). Land at other celestial objects at your own peril! Has not been tested with direct vertical dive landings. All landings have been done by "skimming" near the surface to minimize gravity losses and fuel consumption.

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Docking is a nescassary skill set, as the Salene I requires its use to redock with the command module. Once redocked, one can choose to ditch the landing module if required as it has a probe that can deorbit it into the nearest celestial object available. :wink:

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Craft file link via Drop box: Salene I

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Experimental TRAVELLER craft, with experimental drive modules testing new designs for .21.

Left: MK. 2-X "PATHFINDER", Right: Mk. 3-X "EXPLORER"

When .21 came out I started over completely, building new craft from scratch. I left my SSTO fleet alone though, rebuilding those would be impossible without several weeks of testing.

This is my entire space program, minus SSTO Spaceplanes Mk. 44 and Mk. 68 that use mods, and satellites/probes/rovers which are custom built to each mission because building is most of the fun in this game! Nearly all of my probes, satellites, and crew launches/transfers use the SSTOs due to higher safety margin and 100% reuseability.

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Mk. 2 Transfer Module,

Temporary use vehicle while computer files updated,

*Transfer light cargo and crew to low orbit

*Transfers crew between stations, craft, acts as emergency life pod

*4 crew

*Operates unmanned

* Flights are numbered

VIWlmVN.jpg

Mk. 2-C Traveller Spacecraft,

Interplanetary crew and cargo vehicle

* 9 Crew

* Nearly 7000 delta-V

* Numerous ports for rendezvous and resupply

* Uses standard drive sections (WITH SOLAR MAST)

* Named for famous sailing vessels of exploration (Excepting space shuttles)

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Mk. 3-B Traveller Spacecraft,

Interplanetary crew and cargo vehicle

* 25 Crew

* Over 6000 delta-V

* Numerous ports for rendezvous and resupply

* Uses standard drive sections

* Named for famous sailing vessels of exploration (Excepting space shuttles)

LHilcmW.jpg

Mk. 4-A Traveller Spacecraft,

Interplanetary crew and cargo vehicle

* 17 Crew

* Over 6500 delta-V

* Numerous ports for rendezvous and resupply

* Uses standard drive section

* Named for famous sailing vessels of exploration (Excepting space shuttles)

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Mk. 5 Traveller Resupply vehicle,

Interplanetary resupply vessel

* Uncrewed

* Over 9000 delta-V

* Many ports for docking and resupply

* Uses standard drive section

* Numbered but unofficially named by crews after notable sea ports

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Mk.1, Mk. 2, Mk. 3 and Mk. 4 Wanderer Orbiter/Landing Module,

Crew landing and orbital transfer vehicle

* 3 crew

* Outside Kerbin SOI vehicles are sent into orbit unmanned until Traveller module arrives

* Over 3000 delta-V on lander stage

* Capable of parachute and rocket assisten landings

* Capable of using standard drive sections for planetary transfer, or orbital boost section inside Kerbin SOI

* Current Mark of Wanderer (Mk. 4) has much improved part count and reliability.

* Given female first names as designation in similar fasion to hurricanes

-ALICE (Mk 1 Mun mission)

-BEATRICE (Mk 2 Mun Mission)

-CATHERINE (Mk 3 Duna mission)

-DIANA (Mk 4 shakedown, then onto Duna)

o5RRrRZ.jpg

EXPERIMENTAL LANDER,

Possible replacement for cockpit of TRAVELLER craft as integrated 100% reusable Duna capable lander.

Edited by Turd
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After the KSA(Kerbal Space Agency) decided not to waste money on designing Duna and other planet capable ships,

it decided to build Eeloo-1, a ship that could go farther than even Jeb has gone before, this simple, easy to use ship, with a gravity deck, comm arrays, 3 docking ports for regular craft and 6 ports for space probes, 2 solar panels and a lander.

I present you, Eeloo-1:

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The ship has lighting systems everywhere.

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View from ShipCam-5

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View from behind.

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As you can see the ship is powered by 4 nuclear fusion engines, the next step in space travel.

An optimal escape burn requires more than 5 orbits of burn-and-wait-for-periapsis burns.

The ship, after wasting a ton of fuel due to an inexperienced Jeb(me) has around 1500 units of fuel left. Probably enough

for achieving orbit around Eeloo(MET: 1056 days so far, currently en-route for Eeloo encounter.

I am not greedy so here ae the parts with my lander included:

Propulsion with fuel tanks

https://www.dropbox.com/s/1viv458siumtdgb/Eeloo-1%20Prop.craft

Core

https://www.dropbox.com/s/uwlktjzr3yflioo/Eeloo-1%20core.craft

Lander

https://www.dropbox.com/s/o8httchudqk766y/Eeloo-1%20Lander.craft

The ship is assembled through 3 launches. The lander acts as a cockpit too(it docks in front) but the ship in case of loosing the lander has all the equipment for control by itself, even unmanned.

The lander hauls 5 crew member. Maximum capacity of ship in pics is 18 kerbals.

More pics might be available later.

Note that not all the parts include a working lifter(was too lazy).

If you dont want to go through the hassle, here is my save folder:

https://www.dropbox.com/sh/9z5v53ddegjdm7m/JLWCUGn4t_

The ship is on an Eeloo encounter in about 10 minutes of 10000x time wrp.

Good luck and enjoy!

-Dan

Note: i was inspired by Europa-1 from Europa Report

Edited by iDan122
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1st post.

I'm afraid to share...

1 ship and no lander module, just need about 5 jambo tank to take it to the Kerbin orbit.

Then it can go to Mun, land on Mun (the ship itself), put a flag, then return to Kerbin, and land on Kerbin (the entire ship), no refuel needed.

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TinyBuilder presents

in cooperation with Munaheim Electronics and KEELE

The first(?) in humanoid defense machinery and technology:

The K9SNIPER

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Download

Abusing the brand new, powerful reaction wheels, the K9SNIPER is capable of floating lazily through the air with its twin aerospikes. Actually maneuvering with it, however, is a totally different beast. Landing it successfully? Forget about it unless you're highly experienced with severely imbalanced VTOLs. What it does, however, is look like something out of a sci-fi movie or something. Which means it's badass. I mean, VTOL jump jets are good and all, but chicks dig giant robots. That means, the K9SNIPER, despite its terrible handling, inexplicably short range, and incapacity to actually hit anything with what little armament it carries is STILL superior to your immaculately built harrier jump jet replica that somehow got to orbit under its own power. Warranty void if used for hunting the space kraken. Warranty void if you thought this was the Scopedog. Warranty void if you equip it with a beam rifle.

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Back after a little vacation, sorry for the delay.

1st post.

I'm afraid to share...

1 ship and no lander module, just need about 5 jambo tank to take it to the Kerbin orbit.

Then it can go to Mun, land on Mun (the ship itself), put a flag, then return to Kerbin, and land on Kerbin (the entire ship), no refuel needed.

It's OK, we don't bite :). But, to put it up on the list I will need a .craft file (can be uploaded to a site like www.) and a name for the craft. A picture is not required, but most people appreciate it.

Honda Jet

Not sure what you want here, are you requesting a design, or promoting one? If you have one you would like to share, feel free to add a post with a name and .craft file (preferably a picture). If it's a request, please be a bit more clear. Thanks!

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SSTO-Phoenix

Features:

-2 Command Modules, Mk1 and a Mk 2. Therefore crew capacity of 2

-Inverted Docking Port

-Easy flight characterisitics throughout all sequences

General Ascent Profile:

-Get as much airspeed to somewhere around 900+m/s at the ceiling for air breathing engines

-Cut them and close air intakes with action groups

-Active Rocket Motor

-Angle up to around 50 degrees and burn full throttle until around 38km altitude

-Start leveling out and easing off throttle slowly to fine tune apoapsis as desired.

<a  href=%7Boption%7Dhttp://i.imgur.com/HnEkBxJ.jpg' alt='HnEkBxJ.jpg'>[\img]

Download link : http://kerbalspaceprogram.com/ssto-phoenix-stock/

Edited by Rysq
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SSTO-KX1

Features:

-X-Wing Design

-4x Jet Engines

-Carries only 1 Crew

-Inverted Docking Port

Ascent Profile:

-Get surface velocity to around 900+ m/s at air breathing engine ceiling

-Kill jet engines, close all air intakes, and activate liquid fuel engine (action groups)

-Bank nose up as steep as you can without pitching over (generally i aim for around 55-60 degrees)

-Once you pass next layer of atmo (around 32+km) can start leveling out and easing off throttle gradually to fine tune apoapsis as desired.

RVrm2PV.jpg

Download link: http://kerbalspaceprogram.com/stock-ssto-kx1/

Edited by Rysq
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A Multi-Stage version of my SSTO-Phoenix.

Meant to give it some more range, tested to munar orbit and back with fuel overhead to spare (not much though)

Features:

6x Jet Engines

2x Aerospikes

1x Rocket Engine

MkI and Mk2 Command Modules = 2 crew

Inverted Docking Port

Tri-plane Design in early stages

Ascent Profile:

-First Stage = 6x Jet Engines

-Second Stage = 2x Aerospike

-Third Stage = 1x Rocket Motor

-Take off should be easy, just pitch the nose up as you go along the runway.

-Aim for 45 Degress, and just stay there

-10 km activate 2nd stage Aerospikes (trust me, you want them to overlap)

-Once air intake approaches 0.1, kill jet engines, close air intakes with action groups

-Just remain at the original angle you had after take off , roughly 45 degrees.

-Burn out the aerospikes completely (this will take patience, dont fiddle with your pitch, if you retained your original angle, you should be near 60 degrees pitch by the time your 50km in altitude) and activate third stage rocket motor

-You will hear "bangs" when seperating outer stages, thier just struts and fuel lines, no damage.

-fine tune your apoapsis as desired.

O4ewm6E.jpg

Download Link: http://kerbalspaceprogram.com/stock-multi-stage-phoenix/

Edited by Rysq
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borYlS7.png

Experimental TRAVELLER craft, with experimental drive modules testing new designs for .21.

Left: MK. 2-X "PATHFINDER", Right: Mk. 3-X "EXPLORER"

When .21 came out I started over completely, building new craft from scratch. I left my SSTO fleet alone though, rebuilding those would be impossible without several weeks of testing.

This is my entire space program, minus SSTO Spaceplanes Mk. 44 and Mk. 68 that use mods, and satellites/probes/rovers which are custom built to each mission because building is most of the fun in this game! Nearly all of my probes, satellites, and crew launches/transfers use the SSTOs due to higher safety margin and 100% reuseability.

1quipot.jpg

Mk. 2 Transfer Module,

Temporary use vehicle while computer files updated,

*Transfer light cargo and crew to low orbit

*Transfers crew between stations, craft, acts as emergency life pod

*4 crew

*Operates unmanned

* Flights are numbered

VIWlmVN.jpg

Mk. 2-C Traveller Spacecraft,

Interplanetary crew and cargo vehicle

* 9 Crew

* Nearly 7000 delta-V

* Numerous ports for rendezvous and resupply

* Uses standard drive sections (WITH SOLAR MAST)

* Named for famous sailing vessels of exploration (Excepting space shuttles)

3vxK0TX.jpg

Mk. 3-B Traveller Spacecraft,

Interplanetary crew and cargo vehicle

* 25 Crew

* Over 6000 delta-V

* Numerous ports for rendezvous and resupply

* Uses standard drive sections

* Named for famous sailing vessels of exploration (Excepting space shuttles)

LHilcmW.jpg

Mk. 4-A Traveller Spacecraft,

Interplanetary crew and cargo vehicle

* 17 Crew

* Over 6500 delta-V

* Numerous ports for rendezvous and resupply

* Uses standard drive section

* Named for famous sailing vessels of exploration (Excepting space shuttles)

YSn3MIe.jpg

Mk. 5 Traveller Resupply vehicle,

Interplanetary resupply vessel

* Uncrewed

* Over 9000 delta-V

* Many ports for docking and resupply

* Uses standard drive section

* Numbered but unofficially named by crews after notable sea ports

t8KCyRO.jpg

fOJ9gmi.jpg

Mk.1, Mk. 2, Mk. 3 and Mk. 4 Wanderer Orbiter/Landing Module,

Crew landing and orbital transfer vehicle

* 3 crew

* Outside Kerbin SOI vehicles are sent into orbit unmanned until Traveller module arrives

* Over 3000 delta-V on lander stage

* Capable of parachute and rocket assisten landings

* Capable of using standard drive sections for planetary transfer, or orbital boost section inside Kerbin SOI

* Current Mark of Wanderer (Mk. 4) has much improved part count and reliability.

* Given female first names as designation in similar fasion to hurricanes

-ALICE (Mk 1 Mun mission)

-BEATRICE (Mk 2 Mun Mission)

-CATHERINE (Mk 3 Duna mission)

-DIANA (Mk 4 shakedown, then onto Duna)

o5RRrRZ.jpg

EXPERIMENTAL LANDER,

Possible replacement for cockpit of TRAVELLER craft as integrated 100% reusable Duna capable lander.

I would like to see this crafts craft files when you release them!

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