Jump to content

The New Stock Repository Version 0.21


Recommended Posts

Name: MarsOne

Type: Base

Thread: Here

1V8GYjI.jpg

2013: a replica of the settlement will be built for training purposes.

2014: The first communication satellite will be produced.

July 2015: The astronaut selection process will be completed; six teams of four.

2016: A supply mission will be launched during January (arriving October) with 2,500 kilograms (5,500 lb) of food in a 5-metre (16 ft) diameter variant of the SpaceX Dragon. The fallback if this is not ready in time is either to use a 3.8-metre (12 ft) Dragon or to delay by two years.

2018: An exploration vehicle will launch to pick the location of the settlement.

2021: Six additional Dragon capsules and another rover will launch with two living units, two life support units and two supply units.

2022: A SpaceX Falcon Heavy will launch with the first group of four colonists.

2023: The first colonists will arrive on Mars in a modified Dragon capsule.

2025: A second group of four colonists will arrive. Every 2 years an additional group of four colonists will arrive.

2033: The colony will reach 20 settlers.

This is the next big project of civil aerospace: building up a settlement on mars for 4 people to stay there as long as they live. With SpaceX Falcon Heavy. It's a modular Duna base out of 8 parts, 2 crew units, 2 living units and 4 supply units. At first, you should bring the 2 central crew units to duna. Land the first (best on top of a small hill), go down with the second right next to it and dock it together while hoovering just a few pixels above the surface. With this method, you should dock all 8 parts togetherand then bring it to a plane place at one piece.

Download Crew Unit

Download Supply Unit

Download Living Unit

Puxk6Pp.jpg

JhZqeC0.png

EKsatGV.png

FvUyupK.png

A Supply Unit when hoovering:

AEX6oMx.png

Link to comment
Share on other sites

Name: MarsOne

Type: Base

Thread: Here

1V8GYjI.jpg

2013: a replica of the settlement will be built for training purposes.

2014: The first communication satellite will be produced.

July 2015: The astronaut selection process will be completed; six teams of four.

2016: A supply mission will be launched during January (arriving October) with 2,500 kilograms (5,500 lb) of food in a 5-metre (16 ft) diameter variant of the SpaceX Dragon. The fallback if this is not ready in time is either to use a 3.8-metre (12 ft) Dragon or to delay by two years.

2018: An exploration vehicle will launch to pick the location of the settlement.

2021: Six additional Dragon capsules and another rover will launch with two living units, two life support units and two supply units.

2022: A SpaceX Falcon Heavy will launch with the first group of four colonists.

2023: The first colonists will arrive on Mars in a modified Dragon capsule.

2025: A second group of four colonists will arrive. Every 2 years an additional group of four colonists will arrive.

2033: The colony will reach 20 settlers.

This is the next big project of civil aerospace: building up a settlement on mars for 4 people to stay there as long as they live. With SpaceX Falcon Heavy. It's a modular Duna base out of 8 parts, 2 crew units, 2 living units and 4 supply units. At first, you should bring the 2 central crew units to duna. Land the first (best on top of a small hill), go down with the second right next to it and dock it together while hoovering just a few pixels above the surface. With this method, you should dock all 8 parts togetherand then bring it to a plane place at one piece.

Download Crew Unit

Download Supply Unit

Download Living Unit

Puxk6Pp.jpg

JhZqeC0.png

EKsatGV.png

FvUyupK.png

A Supply Unit when hoovering:

AEX6oMx.png

Wow, amazing replica, never thought this is possible withstock parts.

Btw OP it is already 0.22, do please change the title.

Link to comment
Share on other sites

The first for 0.22:

So, I might as well put this up, since it's as perfected as it's going to be, and it's a nice file to have if you are in career mode and don't have yet access to the higher tiers but want to start fooling around with SSTO's. It's limited to tier 5 (the first time you get airbreather parts), so no docking ports, but it has RCS to approach other ships (so it can do crew transfer at LKO). Add a docking port as soon as you get them below the materials bay to refuel it for flights beyond LKO. Oh, and full science compliment for that tier, of course :)

3LjXiUp.png

It's quite heavy for a single jet with all that rocket fuel, so it'll take forever to climb to 10k (where the jet engine starts to become crap and you have to light the rocket engine and start behaving like a rocket), but you could always speed things up by doing some short bursts with the rocket (you waste fuel, though, and carry more excess jet fuel to orbit).

However, the glide characteristics when empty, or the flying characteristics at all times, are awesome. And the fuel load allows you to buzz the tower a few times before going to orbit, so be sure to check it out, and don't worry too much about reentry precision. Well, perhaps a little because those jets won't allow you to correct trajectory when you are going real fast and a little fuel goes a long way. But you have the endurance to cross oceans, albeit slowly.

K2JC8jP.png

Yup, that's what I do when I'm overshooting KSC: an inverted loop at reentry speeds and low altitudes. With full control of the craft even without cabin torque. And the plus side of having a SSTO that transitions to rocket power at 10kms and ~150m/s: if you refuel it on LKO, you have a craft with stupendous T/W and delta-v (on the order of 3km/s I believe, no kerbal engineer yet). That flight ended smoothly without engine use during the glide to the runway:

YbXFDMf.png

IMGUR ALBUM:

Javascript is disabled. View full album

DOWNLOAD:

http://www./download/p0wveqfgfp4lgly/SSTO+MkII+Sabre.craft

Rune. Plus, it looks very stylish and classical.

Link to comment
Share on other sites

  • 2 weeks later...
Guest LTrotsky

Hello all.

Here are a few shots of the Kraken 11, based on the Kraken Launch Transit System 3b. Some Kerbalnauts may enjoy seeing what gets built at the lower tech levels while not knowing from sandbox play what techs and tech progression is best. It took some testing and some mistakes to get to the KLTS3b, but it is now a reliable total system for Munshots and (possibly) beyond. ;)

http://i.imgur.com/O7hgUk1.png"]O7hgUk1.png

http://i.imgur.com/BS7tOob.png"]BS7tOob.png

Featuring :

Stability : optimized wing positions on lower and middle stage, with a total of 5 reaction wheels distributed to maximize trajectory stabilization.

Payload Capacity : 3 stages for Launch, Orbit, and Transfer can deliver up to 14 tons of payload to the target body, with a payload configuration allowing for Kerbin Return.

Pre-Launch stage - 12 towers for launch stability, including 6 towers on upper stage attached with tower gantrys.

Launch Boost stage - Launch booster has 15 rocket motors, 12 LT-T45 LFE with gimbal vectoring on the outer ring, and 3 central LT-V30 motors, with a total thrust of 3045. (Note: it took some experimentation and calculation to get the fuel usage rates about equal between the inner core and outer ring).

Sub-Orbit to Orbit phase - the middle stage engages at MT 00:01:08, and moves the system into sub-orbit, then to a circular orbit, using 6 LT-V30 motors attached to the central transit stage with TT-70 radial de-couplers.

Orbit to Transit - the central transit stage usually has nearly full tanks, and can transfer the payload to Mun/Minmus SOI (movement to further planetary SOI has not been tested).

Target De-Orbit and Landing Interface stage - The KLTS-3b has a dedicated target de-orbit and landing interface stage, including fuel and a small motor to eliminate orbital velocity and position the lander for precise and targeted descent. This stage is jettisoned once the lander is in position over the landing site with most orbital and vertical velocity nominal.

Payload and Landing - the Kraken Lander has gone through many iterations, costing the life of 1 Kerbal. It is now reliable and stable, featuring 12 lander legs, a low center of gravity, unobstructed crew ingress and egress for EVA, and now includes every available science module, batteries and solar panels. The Lander has two stages with sufficient fuel for de-orbit, landing, eject and Kerbin return.

Safety - The capsule contains a special decouple and separation ejection, with 4 Separatron motors to move the vehicle away from any 'sub-optimal interface' which presents in the lower stages. This has save the life of at least 1 Kerbal so far. The system can also be used for deceleration during the re-entry phase.

Action groups

AG2 - ejects the upper tower gantrys, usually just after clearing the tower.

AG4 - Capsule safety separation/ejection

AG5 - Landing lights and lower gear process bundle

AG6 - Ladder extension.

Here's a shot of the Kraken Lander with ladders extended for reference. Not quite visible is the Materials Lab, which is attached to the RCS tank at the rear of the vehicle.

http://i.imgur.com/SEL64IN.png"]SEL64IN.png

Here's Jebdiah after the pad egress test :

http://i.imgur.com/Zo0pym1.png"]Zo0pym1.png

http://i.imgur.com/PyUpzaM.png"]PyUpzaM.png

Edited by LTrotsky
Link to comment
Share on other sites

I posted this for a challenge in this thread: http://forum.kerbalspaceprogram.com/threads/55829-BSC-Albatross-3-Primary%21-Vote-now%21

Albatross 18

The Albatross 18 is a low altitude, basic jet powered plane modeled after a commercial airliner. The Albatross 18 has a wide wingspan and an abundance of fuel for long distance flights. The Albatross 18 cruises most efficiently between 8-10km altitude. No intake spam, no turbo jets, just style and comfort for 3 Kerbals.

Features:

- Unique passenger-plane aesthetics: Only 100 parts.

- Unique airbrake system: when in flight, lowering the landing gear also opens the engine nacelles, creating drag and slowing the plane to aid in safe landing

- Inline center-mounted engine: replicates the similar arrangement from the Lockheed L-1011 TriStar and provides added control through thrust vectoring

- Landing lights: for night landings

- Easy to control: but not twitchy

- Customizeable: easily switch out the basic jets for turbojets and the circular intakes for ram intakes, and turn this into a high altitude jet.

Action Groups

1: Lowers ladder from cockpit

Gallery

Javascript is disabled. View full album

Craft File

http://www./download/q0eamibiqd4nn5m/Albatross_18_v2.craft

Special thanks to Giggleplex for design advice!

Link to comment
Share on other sites

In 2006, the NASA's Deep Space Probe "New Horizons" Launched wit Atlas V (551) for its journey to Pluto, via Jupiter, where it took some fantastic pics of the moon Io. It's heading for outer space now. So I replicate the Probe, and opened a chest in the corner of the Vehicel Assembly Building, where I found an Atlas V. And I turned on my journey to Eeloo, via Jool, where I took pics of Tylo.

The Craft File!

Javascript is disabled. View full album
Link to comment
Share on other sites

Being new-ish to the game, and brand new to the forums (Hi by the way!),

I found myself quickly outclassed by many of the people here.

"Just finished my trip from Moho to Eeloo with my SSTO VTOL heavy lifter and landed right back on to the runway, I think I'm starting to get better at this game!"

...

I have a slightly more modest goal, I wanted to land a Kerb on Duna.

The rocket I built for that rose a little more up to the challenge than I thought it would.

Last flight, I went to Laythe.

"So you built a 700 ton 300 part monstrosity that looks like an angry mob of struts and rocket fuel?"

Not exactly, I admire those ships mind you, takes a lot of time, effort, and planning to heat your CPU to fusion levels.

This is a ship for the modest. This ship is for those of you trying to run this game on a Pentium 3 (please no), this ship is

economical. This ship, if you let it, could save your soul. (no.)

Coming in at a meager 33 parts and under 90t,

MATRYOSHKA 2.2 -Light Lander-

1425598_10151962439441251_843651365_n.jpg

It's minimal to say the least, and launches on a single mainsail.

Does it have;

RCS? No.

ASAS? Good old fashioned SASsy-pants.

A docking port? Nope.

Extra batteries? 50 should be plenty.

Landing lights? Try to land it "sunny side up"

Solars? I am a reasonable man.

Landing Legs?!? Little ones. The lander portion weighs under 1.5t

A Parachute? Just for you.

Flight Notes:

Don't even try to steer the 1st stage. It's not worth it. Just SAS and throttle to taste.

Try to get it in a low orbit, (70-80km) You will end up with some fuel on your third stage to burn in the right direction if you do.

Because it is so light and mostly made of fuel, the cruise stage is forgiving in the delta V, I don't have a number for you but,

Cruise Stage: 8.6675t - 60kN Thrust

So that's something.

In any case, I would personally trust this thing to land on anything but Tylo. You could try though.

On smaller bodies re-orbit is possible after landing if done efficiently. The jury is still out on Moho, Eeloo and Vall but hey, maybe.

I hope you enjoy this ship in all of it's skimpyness,

KingBean

12984_10151962439981251_1103531733_n.jpg

Download:

http://www./download/3hp5ns3usqhqv35/MATRYOSHKA+-LL-+2_2.craft

Edited by KingBean
incorrect download link
Link to comment
Share on other sites

Copied straight from its thread, Project Phoebus is perfected enough so it can go here for posterity. Is this still maintained, BTW?

YSk0ljx.png

The new lander jumped the part number a bit from the previous 200 parts. (I'm that OCD), but it is still very manageable for slow computers. The thing is, I've always liked Apollo replicas. But since I saw Munbug for the first time, I thought I had nothing better to offer people. Since then however, not only has Munbug become wildly popular (first ship that gets stickied and all that), it has also become a lag monster with about 1000 parts. What happens to people with potato computers, they can't get nice toys to play with? Well here I am to change that! But I also wanted the high fidelity and attention to detail that the Munbug family had, of course. And the building tricks! So a few weeks back, in a fit of inspiration, I put all the ideas together, and set about to create an Apollo replica with a tight budget in every way. I think I succeeded! And believe me, I was the first surprised when I noticed this thing actually worked as intended. :)

We warned, this ship is for players that know their stuff, and has tight margins all around. Just like the real thing! If you find yourself failing with a maneuver, you have probably already have and will have to abort the mission and start thinking up ways to save your kerbals. But now that that's out of the way, the nerdy details. First off, I knew this would be a mass-limited thing. I just couldn't afford more than 10 first stage tanks if I had to keep part count low. So, I had my first inspired idea of the day, and used the skippers as F-1 equivalents. That meant poodles for J-2's, and they actually fit the part quite well. With that, I just had 11 tanks with 11 engines for the whole booster, and I could even afford some fairing eye-candiness. However, a small rocket means a light payload. Then again, NASA also struggled to fit a lunar mission inside the Saturn's V fairing :sticktongue:. But by keeping things light and simple (and very tight margins on the lander), we made do, and not one bit of realism suffered for it: as an example, the CM hangs from the fairing, and is not connected to the lander in any way, just like the real thing.

Then of course I came up with a very stupid-looking lander, but some time off the project, a look at the various other apollo replicas out there, and a fit of inspiration about how to put things together, and a newer and much more sexy lander came about:

NwXdWzN.png

Now, I must confess to a slight inaccuracy. Turns out the fuel doesn't fit 100% perfect with an Apollo flight profile: The S-IVb should have about half/one third of the CM's fuel. I know, tiny detail, but make sure you do two things: first off, the coast to apoapsis is a very nice time to perform the lander retrieval. You will ditch the upper part of the fairing, keeping space clean, which is always nice, and also you will save precious delta-v for TMI. Mind you, you could also dispose of the fairings after TMI along with the S-IVb, to keep it even more accurate and have time to do the fancy docking maneuvers, but then the decouplers may push the fairings away from a free return trajectory and into the garbage category. Second, before TMI, make sure to top off the S-IVb tank with fuel from the CM. You won't need all of that, but it's always nice to not have the maneuver interrupted because you miscalculated. If it happens anyway don't worry, you have a lot of emergency fuel on the SM, just transfer some more. Call that the checkout Apollo crews had to perform before TMI. :rolleyes:

Of course, to comply with the clean space act, the S-IVb is left on a crash course with the Mun, and the mission continues with a stack that would run on a wristwatch:

ZL8fQtV.png

Other than that, the missions keeps on following (obviously) and Apollo-like profile. I performed the Munar sortie from a 10kmx50km parking orbit, but then again, I managed to land on dry tanks. That actually happened, running out of fuel less than five meters from the surface, and on both test missions, with the new and the old lander. Because of math, and science! :D It was an effficient-ish landing with low T/W, so you might want to go slightly lower and never higher, and know your stuff to do good suicide burns.

I hit some snags during development, like landing legs that got lost to the kraken, and a parachute that continued to get ripped apart no matter what. But in the end, thanks to F9 and a bit of ingenuity, all kerbals managed to complete all test missions, and the bugs were ironed out without loss of green. A hugely succesful (and funny!) development program! :)

The full two test missions are commented somewhat in the album, so you can see the whole development program if you want (the version in the download with the sexy LEM and the thinner fairing is first), and a bonus download: the S-V replica as a two stage perfect subassembly. You know, for the Phoebus Applications Program (soon!). :)

IMGUR ALBUM:

Javascript is disabled. View full album

DOWNLOAD:

Project Phoebus - Apollo-like Munar Mission

V rocket - Perfect subassembly

Rune. We choose to go to Mun, not the easy way, but the hard way!

Link to comment
Share on other sites

The Drekevak Fifteen-II.

New 51 ton light cruiser Drekevak Fifteen-II. 2 ASMs, 2AFMs, with room for more and the abillity to carry 2 drop tanks. Ideal for the small navy; this ship can operate by itself against fighters or cruisers. And only 224 parts.

Since it's so light, both craft files lack a launcher. Feel free to put your favorite radially mounted launcher on it, or Hyper edit it to orbit.

DOWNLOAD

45B0z5M.png

4VgqnUq.png

With drop tanks:

1tyTYZa.png

Link to comment
Share on other sites

  • 2 weeks later...

Introducing the Mark 5, version 3, or, as I call her, the Mk5 v3 - an all-stock interplanetary cruiser with a seven kerbstronaut crew, light suite of scientific equipment, and a Delta V of an astounding 11,363 m/s

Javascript is disabled. View full album

Driven by four NERVA engines, her 98.25 ton mass is placed into orbit fully fueled in a single launch by my stock proprietary universal Monster-Lifter 9. Once in orbit, framerates are kept low by a minimalist design of only 95 parts. Round trip flights to anywhere in the Kerbol system are now possible for a large crew from a single launch of this multipurpose vehicle, no mods required.

More stats:

Launch mass: 670.34 tons

Orbital mass (weight without lifter): 98.25 tons ------ Payload fraction = 14.6%

Dry mass: 23.095 tons

Delta V: 11,363 m/s

Crew: 7

Mods: none

Edited by Johnno
Fixed gallery linking
Link to comment
Share on other sites

It's time to get silly.

Introducing my largest interplanetary vessel - the Pioneer class mothership.

Javascript is disabled. View full album

Powered by eight NERVA engines with a Mainsail afterburner, This 180+ ton monstrosity must be lifted into LKO in two sections, then assembled and refueled in orbit.

The Pioneer comes in many different variants, including a lander-carrier, probe-carrier, orbit shuttle-carrier, and NERVA powered mini-ship carrier.

Specs: (for the production variant)

Crew complement: 9

Mass: 173.16 tons

Delta V: 10,741 m/s

Docking ports: 6

Parts: 232

Mods: none

Awesomeness quotient: Extreme

Edited by Johnno
Gallery fix'd
Link to comment
Share on other sites

Hey! Shuttle Time!

Tetrarch Space Shuttle

By Zokesia Skunkworks

Meet the Tetrarch Space Shuttle! A reliable ship based off NASA's STS program, able to carry 5 tons of Payload to LKO. It will work every time ,but I highly suggest reading my manual HERE. It is important as the ship is very quirky and difficult to fly if you have no idea how it works. So read it, then enjoy this beautiful ship.

Download!

https://www./?gdrfvkybk3dtj8a

Gallery:

6KiNE3j.png

krClKGa.png

5hRTjsX.png

Z7Fw2NK.png

lvZQyS0.png

WwHTCvJ.png

Edited by zekes
Link to comment
Share on other sites

  • 4 weeks later...

NEW MISSILE.

The new concealed archer pod and enhanced sensor suite equipped prowler has been released. Fuel flow still needs to be fixed but is improved.

This missile is seriously effective when used like a concealed mine against enemy combat ships. A test against the prowler with guidance systems active:

Javascript is disabled. View full album

Download the prototype 3: https://www.dropbox.com/s/8l8vrypn3uuwtn6/ONI%20Black%20Cat%20Prowler%20Prototype%203.craft

Link to comment
Share on other sites

Does this still work? It would be a shame if it didn't. Anyhow, if it does, here goes my first 0.23 submission, a SSTO cargo shuttle:

cSj7GmX.png

So, 0.23 came, and with it the awesome RAPIER engine. Time to get some SSTOs going! I went for elegance and utilitarianism on this one: It is not only beautiful, but it actually does something useful! It carries with it up to 10mT of payload in a bay that is very accessible and spacious. In fact, to show this usefulness while I was testing the hell out of it, I went ahead and designed a bundle of subassemblies (included) to assemble a deep-space vessel (about 5km/s delta-v in my version!) with independent science lander, and went through all the 7 missions (there was a faulty nuclear engine that had to be replaced and returned to the ground due to a clipping probe core messing with fuel flow ^^') from runway takeoff to runway takeoff. I even documented it quite extensively, check out the imgur album for a somewhat chronological graphical account. Plenty of MMU action in there, since I designed the payloads without any kind of control to save on parts, and just a couple of docking ports to grab it with MMU's for assebly: I think I get points for "NASA style"!

rLNYnM0.png

Now some juicy details, because I'm proud at how well this all worked out: it's simple, it's elegant, and it perform brilliantly.

The traditional wing+tail arrangement gives it very good handling characteristics, and a low wing loading means it is an excellent glider, maintaining the agility of much smaller crafts. Combined with the clearance the raised tail gives you, it's very easy to take off and land, and flying it is a dream. The new ASAS doesn't always stick, but after a few tries I can usually lock >45º pitch headings with ease at all altitudes.

bJXYY9G.png

The fuel is a bit on the tight side, though, with the maximum payload: make sure you airhog below 30kms as much as you can before letting the RAPIERS transition to rocket power! That happens a bit after 30kms always, and by then you should aim to have >1600m/s speed, with a healthy vertical component (but RAPIERS give it such an awesome T/W on rocket power, you don't have to worry too much about that last one). Also, the part count is 150 without payload, so pretty good on that front for potato computers.

oYqsRrA.png

Some more interesting details on the payloads... the fuel on all payloads starts forbidden, just so you don't use it before you want to, and so it doesn't falsify your fuel readings, but you could of course use a drop tank to increase range, the fuel flow would work nicely. The payloads are also really part-limited, with the highest part count on the lander at 30 (and that's because of all the science instruments), so the resulting space station/deep space vessel is also quite light, at something like 100 parts in my configuration, which is enough for a roundtrip to Jool or Duna. The lander should be enough for Duna, too, and it is designed so you can do multiple landings, return the science to the ship, and then process and transmit it back home.

H6MqFBm.png

IMGUR ALBUM:

Javascript is disabled. View full album

DOWNLOADS:

Broadsword SSTO shuttle

Subassembly Pack

Rune. Like to LEGO in spaaace?

Link to comment
Share on other sites

  • 2 weeks later...

Craft file: Aeris 3H Training SSTO

This heavily modified version of the stock Aeris 3a plane is turbojet powered and carries a pair of 48-7S engines for spaceplane operations.

Like the Aeris 3a it is very easy (and forgiving! - plus it has an emergency chute) to fly and to land only much faster and more versatile.

obpBJl8.png

Link to comment
Share on other sites

So I've been playing Kerbal a while and I've still got a lot to learn about orbital mechanics, changing orbits, and gravity assists. Because I've been playing around with those concepts, I've found what I need is LOTS OF FUEL in my interplanetary probes to account for noob mistakes, non-optimal orbital shifts, etc.

I've found a number of "heavy lifters" on this site that can lift between 40-80T into LKO, and that's great... but I wanted more. Because bigger is better! And everyone needs a 200T fuel depot orbiting Eeloo!

This craft launched my Eeloo lander (attached) with 250T of fuel into LKO. I then traveled to Eeloo and landed on the surface with 150T of fuel total (most still in orbit).

This craft also works for launching huge space stations or fuel depots into LKO.

Design considerations:

1) "Low" partcount--457 parts! (plus lander). This ensures as minimal lag as I could with a design this large.

2) Stable construction. While occasionally I do find a part break (<10% of launches), it appears to be pretty rare. This is due to extensive strutting.

3) No part clipping or cheating during construction of the ship

4) Easy to fly--ASAS should work without ripping the ship apart

5) Every other tweak I could find to ensure maximum payload delivery (asparagus staging)

6) My main hope is that this lifter helps some new people to the game to be able to launch ships that can travel to wherever they want, and have plenty of fuel and parts to spare. Hopefully this ship can be featured in the first post as a super heavy lifter platform.

Remaining Bugs:

1) Rarely I will have an attachment break. I'd be interested if anyone can improve the strutting to eliminate that without drastic increase in partcount.

2) The ship begins to rotate, especially in upper atmosphere. I'm not sure, but I think this might be related to the fuel transferring between stages, and I've added a number of RCS thrusters to stop the rolling. You may have to switch off ASAS and manually maneuver to stop the rolling. I'd love if someone could eliminate this problem.

Lothsahn%20Heavy%20Lifter.png

Instructions for Modification:

1) If you change the probe or lander on top, be sure to strut appropriately to reduce wobble

2) If you change the fuel middle stage (above the decoupler), be sure to strut at least 2 struts per orange Rockomax tank to replace the ones there. These are vital to structrual integrity.

3) If you change the fuel middle stage, you may need to change the root module with the SelectRoot mod.

4) I strongly recommend at least 4 nuclear engines on the lander (if not more). If you have less engines, you'll find orbital maneuvers take a very very long time.

Instructions for Use:

Unlike most massive ships, you can safely use ASAS with mine! This makes it a breeze to fly (mostly).

1) Enable ASAS and disable RCS

2) Throttle to 75%

3) Hit the first stage to release the docking clamps. Once the clamps release, immediately go to 100% throttle

4) Remain at 100% throttle throughout the entire ascent

5) Go to a 45 degree attitude at 25k altitude and finally nearly level at 50-55k to finish the ascent and attain orbital velocity

6) After you drop all of the outer tanks and the lower two sets of orange tanks, enable RCS to control the rolling of the ship. The ship will start to roll agressively above 25k-30k without RCS.

7) You may have to disable ASAS at 40-60k altitude and manually correct the rolling. You can then re-enable ASAS.

8) All upper-stage tanks are connected by docking clamps. Transfer fuel and jettison them as they become empty.

9) Switch to the control module on the lander and use nuclear engines from your lander or probe for orbital maneuvering for optimal fuel-efficiency. I recommend at least 4 to avoid boredom, as the entire craft is quite sluggish when the 3 orange rockomax tanks are still connected.

Craft File:

http://illatia.yhbt.com/Lothsahn%20Heavy%20Lifter.craft

(Right click and save as)

Link to comment
Share on other sites

  • 2 weeks later...

My own personal crew transfer ship perfect for going on LKO missions or docking with space stations. The CTV.

Use Action key one toggle solar panels and comms dish.

In LKO

m6oZCxY.png

Two regular CTV on top of my space station and an unmanned CTV on the right.

pljWKAx.png

Downloads

Manned CTV--> http://www./view/par13o0o4lo0s3y/CTV.craft

Unmanned CTV --> http://www./view/ugxdl7h9odpuhqh/CTV-Unmanned.craft

Also my launch series Xiedai. (Chinese for carry) Good to use for the CTV or space stations.

jwTGQEb.png

http://www./download/f5wj1b7yv5zul6a/Xiedai%20Launchers.zip

All subassemblies. :)

Edited by _jack
Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
×
×
  • Create New...