Xeldrak

What did you do in KSP today?

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Immashift    52

VJeF2ix.jpg

Operation Eeloo Karborundum is finally ready to burn for Eeloo :) 

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TheDARKOMETER    229
Posted (edited)

Made my first ever VTOL. Weaponization of it will be my next step. :D

 

Vertical take off from the VAB helipad. En route to the carrier for VTOL Landing test. 

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Vertical Landing to the carrier

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Touchdown

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Satisfying af :cool:

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Edit: Weaponization was easier than expected, and some minor polishing was done.

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VTOL's are easier to make than I previously thought, amazing to see I made it in less than an hour without much difficulty.

Declassified Specs:

4x VTOL Jump Jet equalling to 160kN vertical thrust

2x J-404 93 kN thrust class engine

Combat Range: 1,730,387.5 meters

Maximum VTOL weight: 15,900 kg

Internal Fuel: approx 14,000 kg.

Edited by TheDARKOMETER

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JadeOfMaar    3197

I was hungry last night so I went out for Buffalo Wings. (Started exploring the Wild Blue Industries mods and the USI support in them.) The 'wings' are actually Heat Control for an onboard reactor.

Lh1SDLA.jpg

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I was quite satisfied so I upsized the order (more buffalo body...less wings). I made this rover longer as it's going to fit into a nice extra-long OPT cargo bay.

 

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LaytheDragon    358
Posted (edited)

I haven't been on this thread in awhile, so I might as well post some stuffs, some from today, some from a today in the past.

I launched another set of Minmus base modules. The three-stage asparagus malfunctioned somehow, and the tanks had to be dumped off-center manually, one-at-a-time, but everything survived it (on the second still-messed-up-staging launch attempt). 

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The payload: some sleek 1.25 m to 0.625 m pipe adapter base parts with mini-drills, and a landing pad section.

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With the new 1.25 m to 0.625 m adapter and mining tubes, the EC-stocked mini-tubes can be and are docked to the ISRU module and the communications/2.5 m to 1.25 m adapter tubes (the inline port on the side of one of the new tubes is docked to an open shielded port on one of the large adapter tubes). The base can produce fuel now as a result, though I need a claw refueling truck, or an adapter module, to connect with the VTOL ships' ports, so those ones can leave and bring in more parts.

4bC2vlW.pnghBy8RXW.pngAq2InsT.png

The new pad at the moment is basically a cosmetic base part and a fun ramp, until I both expand it and add an adapter between it and the base parts. It does have a multi-port in the center for any landing ships with bottom ports. I may also expand it to have a docking tower for side ports, or maybe if I want to get fancy, a hanger for standard nose-mounted ports.

The base isn't complete yet, but it was complete enough to launch one of the Z. desjardinii SSTOs off to Duna, along with the Aieaoa Relay that was orbiting Minmus.

KxHotPE.pngwbrmuMg.png

The Z. desjardinii took a refueling stop at Infinity Minmus (by docking without RCS, which it doesn't have. It required the failure VTOL design already docked there (which also docked without RCS) to be ejected forever, with its kerbal pilot put in the station).

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After refueling (the first time I ever used the station for its purpose), both the SSTO and the relay took a dive to Kerbin, where they each did the burn to Duna.

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(this post is long enough, so no burn pics) After awhile, each arrived at Duna, with the SSTO having gotten there purposely-first. The spaceplane unfortunately barely had enough fuel to slow down for aerobraking and landing, and it took multiple quickloads before the aerobrake maneuver was successful.

HiW4e7u.pngNLvJrmr.png

The SSTO went straight for Duna's canyon, which was entirely a coincidence, and landed vertically (there wasn't enough lift to land as an aircraft normally would) on the slope, where it started mining with its drill.

LFcMVFN.pngZK5lD6R.pngso5TENU.png

(Just before dawn on Duna. The blue terminator can be seen on the horizon partially occluded by dust.)

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The relay arrived at Minmus using its two ion engines and settled into a polar orbit. The relay can only reach Kerbin when the two planets are near each other in their orbits (I fixed Duna's color, too).

Lastly, Kopernicus Expansion is finally updated, meaning I had to toy around with footprints and (it appears buggy) comet tails.

BwVfvnU.png

Edited by LaytheDragon
Wrong Fish Name for the SSTO

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Azimech    5952

Uploaded four cars and busy with number 5. They're all powered by four Juno's and have boost flaps.

Lowell GT60 1967. Finished half a year ago but just gathering dust on the harddrive.

 

Porsche 917K 1970.

 

Porsche 935/78 "Moby Dick" 1978. Also finished half a year ago.

 

Modified a car by SpaceTrashCan with his permission, a Le Mans prototype, the Porsche 919. This one has two Juno's.

 

Someone asked me to build a 1969 Camaro SS. Work in progress. Need to tune the suspension and finish the bodywork. The other one is my 1968 Ford Mustang, I simply used the chassis and engine to build the Camaro. What, a Ford chassis underneath a Chevy?! Blasphemy! Yep, that's me.

 

 

 

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StupidAndy    1193

I did it...I finally did a successful Mun mission! but I was so in the moment I forgot to take ANY pictures :(

I have quite a few things I did today besides that, satanic boosters, rescue missions...that's it though...

oh and a funny contract!

mNAgmID.png

I canceled it because he was in an inclined orbit the same as the Mun, so kind of hard :/

oh yeah, awesome feature, the heat shields blacken now :D

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and now the satanic boosters

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RISE MY BREATHEREN!!!

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ABORT ABORT!!

sorry no pictures for the Mun landing :(

 

 

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Kosmonaut    255

Did an interstellar mission for some RP I'm doing on NationStates

 

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Nothing screenshot-worthy, but the tugs I used for my Ike and Gilly missions are finally on their way home. Looking forward to launching some heavy hardware with the next few transfer windows (although they won't be back in time for the next Duna and Jool windows, so I'll have to make other arrangements.) The Explorer-1 is also on its way to Eve, but I've already posted screenshots of that.

I also did some F5F9 simulations on some future missions, but I'll wait until they're launched for real before I post details about them.

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Starman4308    701
Posted (edited)

Not all that much. Ran my second Icarus flyby (the third will probably be the terminal flyby on account of it being a pain to set up, and not much more science to be gained).

This one was once again at 14 km/sec relative velocity, with a periapsis of 9 km, skimming probably ~1-2 km from terrain at the lowest point. I should've F5-F9'd to check; I was too busy grabbing this screenshot:

mPJHtPF.png

Such a close flyby was risky, but necessary for screenshots bragging rights science.

I also finished design of my Iota/Ceti ground station. With TAC LS installed, I equipped it with:

Over a ton of food, water, and oxygen, enough for almost 180 days

EDIT: 180 days with the planned crew of 4.

A Sabatier reactor and water purifier to further extend life support (will probably bring a hydrate-mining module to make food the only necessary input)

All sorts of KIS/KAS goodies

4 Gigantor panels

2.4 tons of capacitors

22.1 tons of batteries

gfLX4Zb.png

The enormous battery capacity is there because of the 15-day Ceti night. I'm not sure how realistic nuclear reactors would be, less because of the power output, and more on account of the radiation shielding that would be necessary. if anybody has some real-world info on what it would take to shield a ground base from the radiation produced by a small nuclear reactor, I'd appreciate it, as I'm striving for some realism in that regard.

Edited by Starman4308

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56 minutes ago, Starman4308 said:

The enormous battery capacity is there because of the 15-day Ceti night. I'm not sure how realistic nuclear reactors would be, less because of the power output, and more on account of the radiation shielding that would be necessary. if anybody has some real-world info on what it would take to shield a ground base from the radiation produced by a small nuclear reactor, I'd appreciate it, as I'm striving for some realism in that regard.

Well, just pulling an answer out of my-- er, thin air here, IRL you've got all the shielding you could possibly want just laying all over the ground like dirt. Because it is dirt. Just bury the reactor and/or the habitats, which would probably be a good idea anyway. If you're just roleplaying the challenge (no Kerbalism), then instead of tones of shielding just send along a space bulldozer & call it good. :kiss:

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qzgy    1754
17 minutes ago, CatastrophicFailure said:

Well, just pulling an answer out of my-- er, thin air here, IRL you've got all the shielding you could possibly want just laying all over the ground like dirt. Because it is dirt. Just bury the reactor and/or the habitats, which would probably be a good idea anyway. If you're just roleplaying the challenge (no Kerbalism), then instead of tones of shielding just send along a space bulldozer & call it good. :kiss:

Dirt, would probably need a cap ontop (unless you completely bury it.) Alternatively, land the reactor far far away and connect a line across the ground. (KIS/KAS). Also pulling answer/suggestion from thin air.

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21 minutes ago, qzgy said:

Dirt, would probably need a cap ontop (unless you completely bury it.) Alternatively, land the reactor far far away and connect a line across the ground. (KIS/KAS). Also pulling answer/suggestion from thin air.

But... space bulldozer... ;.;

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qzgy    1754
5 minutes ago, CatastrophicFailure said:

But... space bulldozer... ;.;

What if we use space bulldozer to bury the colony?

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Bornholio    806
Posted (edited)
12 hours ago, Starman4308 said:

The enormous battery capacity is there because of the 15-day Ceti night. I'm not sure how realistic nuclear reactors would be, less because of the power output, and more on account of the radiation shielding that would be necessary. if anybody has some real-world info on what it would take to shield a ground base from the radiation produced by a small nuclear reactor, I'd appreciate it, as I'm striving for some realism in that regard.

A small reactor (<10MW, several NASA examples) would have a Tungsten Boron Lithium composite shield and a space of 3-6m from some mass of propellant or water tankage. This is called a radiation shadow. Its only needed when the reactor is powered up.  Nuclear Thremal Rockets are much higher power density and need more spacing along with use of the crafts propellant as a shadow. Current Nasa Studies place 1.8t of shield at 6m from three 500MW BNTR engines , plus 9 to 12 meters of hydrogen tankage that is used.  Once the BNTR's are operating as small power reactors the spacing alone is enough.  Cosmic radiation in space is more dangerous than the reactors at a few meters. a quick example is the SNAP-10A. 

Swimming in a nuclear reactor/spent fuel pool https://what-if.xkcd.com/29/

Obviously more complex topic than just the radiation, heavy metal solubility etc are other concerns. But they are not issues in a sealed space reactor.

Comprehensive overview of nuclear in space by NASA https://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/20150002600.pdf

Scared of nuclear, nuclear workers maximum yearly dose allowed is about the same as a 20 hour plane flight, like the one I took to Kobe japan.  About the same amount from an NTR (not running) for a year standing next to it ~2-3m.

On to what i did in KSP today, and over the last few days

Comsats for Low Earth orbit

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Lunar Launches
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Spoiler

Lotsa Deltav V spamming drop tanks between here and the moon.

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Firing my torpedo, err lunar impactor for science.

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kersplat, for science

Spoiler

Putting the lander back up into polar orbit, Now its a lunar Comsat!

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Radar Mapping the Earth in 1959

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First rendezvous mission and then docking.

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This one had eggcellent seperation.

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Docking sideways requires good RcS balance

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Lunar Mapper and lander heads to orbit, Loosing some RCS propellant tanks along the way.

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Made it. Thust imbalance is ok, ready for TLI, more torpedos to launch at the moon. Lander and radar Mapping all crammed in the same boat. Sample return next launch.

8HMhmlR.png

 

Edited by Bornholio

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Test flew my F-117 today, after just building her yesterday. Yes, I know its messy, but at least it can fly...and use almost half her fuel in just flying around the space center...(at least it has a bomb bay..!)

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KerikBalm    1524

Not just today, but:

3x resizes gameplay. Tweaked the atmosphere to only be 1.25x stock based on the wiki saying "The atmosphere of Kerbin is patterned after Earth's U.S. Standard Atmosphere (USSA), though with the vertical height scale reduced by 20%"

Anyway, I finally got around to "completeing" the KSS I had started construction of a long time ago by adding a faux centrifuge module:

0WUX3Ah.png

But as with most space stations around kerbin orbit, I lost interest in it as I can just launch on demand if I need fuel or life support for kerbals. I instead decided to use it as a ship, and had it depart for minmus (whose orbit is swapped with Mun in my game) for refueling.

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The surface-orbit shuttles for Duna and Rald are fully fueled and in orbit of minmus awaiting departure windows, as is the interplanetary vessel that will serve as a fuel depot and orbital hab (with its engine section detachable as a heavy duty tug/ejector stage). I had already launched the interplanetary LV-N tug... all that was needed was the modules for a modular surface base, so I launched those, connected them to the IP tug, and sent it all to minmus for refeuling (just so that I'd have oodles of dV to spare upon arrival). 4 modules (+1 fuel depot module already in the shuttles/dropships) instead of the 3 I sued for the minmus and Mun base. Also the modules were longer/bigger than the Mun/Minmus modules (the shuttle bays are longer) because the destination is so much farther away, I can't add something on a whim/on demand, so I'm bringing more than for my Mun/minmus base.

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Speaking of the Mun base. Its construction was halted for a long time due to insufficient fuel for the dropship to return to orbit, load the ISRU module, and then bring the module back down to the surface to support further flights. I had to send extra fuel for it, which took a long time to arrive (remember, 3x resize, and orbit swapped with Minmus). Well, it arrived while I was doing all the other stuff preparing for a Duna-Rald mission, and I found that only the poles of Mun had water. This then came with the challenge of finding a spot that was in perpetual light rather than perpetual darkness, but I think I found it. I had tested the dropship with a ~40 ton payload to the surface and back previously, but I found these much lighter payloads on one way trips gave me much lower margins than I wanted - I had tested equatorial deliveries when it was in a closer orbit (tidally locked = faster rotation the closer it is). The polar orbits used more dV, and then I needed even more to rdvz with the module carrier. Ah well.

unloading the ISRU:

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Spoiler

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Due to forgetting to quicksave, and some aggressive driving when returning the small rovers, I had to repeat this landing

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Unloading the main habitat and command module (with 1 small container greenhouse and 1 algae farm)

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initial connection of the module:

Spoiler

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The Munbase is online, but the dropship needs to be refueled one more time to go up and retrieve the greenhouse that will allow the base to indefinitely support 8 kerbals instead of the way it is now where it can only provide enough food to sustain one kerbal (even though I've got 2 kerbals in there). I already have 2 additional crew for the base waiting in orbit of Mun

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The mun surface base as it is now, with the rover parts flanking the fuel tank, because I still need to fill that tank and transfer the fuel into the nearby dropship 2 more times before its ready to get the greenhouse module. I doubt I'll bother to add a science module and to expand the hab and greenhouse space - no need to increase part count any more when it already has all the functionality that I desire.

My minmus base again, for comparison, with fuel tanker:

Spoiler

jNCY8La.png

 

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regex    8867

Launched a few Thor-Ables today. I unlocked the required engines and guidance last night, and built the rocket, then had to unlock some new probe cores so I wasn't just launching Explorer I over and over. Of the three launches one was a failure due to communication malfunction, it broke up over the Amazon. The other two managed 150x12000km and 433x19606km orbits. Here's some highlights of the "electric toothbrush":

OwDbH9J.png

2oCqC5Q.png

VDH5PBi.png

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Jouni    951

I launched another copy of my Vall ship, with reduced oxidizer for the VTOL engines this time, and headed for Eeloo.

Or, actually, because I hate waiting for launch windows, I took advantage of the Jool window opening in 14 days.

Spoiler

eeloo_trip_1.jpeg

 

A few years later...

eeloo_trip_2.jpeg

 

The drop tanks lasted almost all the way to the surface. Because I dropped them at a low altitude, large parts of them survived.

eeloo_trip_3.jpeg

 

There was another piece of debris a few kilometres away, so Jeb went to investigate. Meanwhile back at the ship...

Spoiler

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Wait, where did that other fuel tank go?

Spoiler

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Now it's also falling from the sky!

Spoiler

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It's raining death over here!

Spoiler

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Finally things had calmed down enough that the crew could come out and investigate. I still don't know what happened to the drop tanks.

eeloo_trip_8.jpeg

 

And then it was time to go home.

Spoiler

eeloo_trip_9.jpeg

 

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XB-70A    1445
Posted (edited)

Just get some minutes free today to build a small and new rover destined to Eve. The last time I went to the purple ball with a rover was in 1.0.5 and it was a partial failure...

So here enter Triviality :

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Hopefully the Eve Express com-sat already arrived some days ago and was placed on a polar orbit. This will give an interesting area to explore with this little 8x8 bug.

 

 

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Three braking chutes coupled to a main parachute plus 4 Twitch engines for a soft landing. 2 Sepratron will throw away the whole section just at the time the wheels touched the surface.

 

 

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The choice of the launcher was difficult... so many possibilities were available. Elektron-K was costing less and Short Step 7 would have been more performing for more money, so Dawn-3SLB finally was selected. 

 

 

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Tomorrow morning will be the "moment of truth" with a simple test flight consisting of a jump to 500 km with a return at high speed in Kerbin atmosphere. Another occasion to test the whole system. 

Edited by XB-70A
$#@% aurtografhe

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Brownhair2    641

Didn't take any pictures because I forgot/didn't feel like it

I did several things:

  • I brought the Songbird back from Eve. It's currently sitting in HKO because I ran out of delta-v, so I'll have to go and rescue it.
  • I rescued another ship in orbit around Dres. It barely didn't have enough delta-v to get back to Kerbin, so I refueled it via Klaw.
  • I cycled out the crew aboard the Zodiac Station. Bob and Val are now up there, among others.
  • Did an orbital scan of Minmus. my evil plan begins...

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So I was rendezvousing with my Mun station when I ran into a problem. A few seconds after turning off timewarp the station would begin rotating and moving erratically despite not receiving any input. Needless to say, this made docking pretty much impossible. I was able to get around the problem by reloading my save, putting my ship on its rendezvous trajectory but then switching to the station and controlling it while the ship approached rather than the other way around. When I switched back to the ship I was able to dock normally, however I then found that all the docking ports on my station that had already been linked up before my arrival had locked themselves, requiring that I edit my save file with a text editor to allow the docked craft to be released. Still I'd done that before so I just chalked it up to a random act of Kraken and went on with my game.

Then it happened again.

The very next time I sent a craft to the station it once again started spinning out of control, and when I managed to dock with it I once again found that all the ports had locked up. This was becoming a serious problem and I was starting to think that I'd have to replace the entire station. Before taking any rash action, though, I gave the station a thorough examination and found this:

2D2eQSZ.png

That's one of my Klaw adaptors (a module with an AGU at one end and a docking port on the other) halfway embedded in the side of my science and command module. I normally leave these attached to a bare spot on my stations with the docking port facing outward so that if I need to grapple something I can use one of my standard tugs to do the job (by linking the tug's docking port with the adaptor's) rather than building a dedicated craft. Occasionally I'd experience and issue where one of these modules left unattended would shift its attachment angle over time, but it had never got this bad before. Still, it seemed pretty likely that this was my problem.

Unfortunately, that locked docking port problem had also affected the AGU, and I couldn't get it to release. Luckily, I didn't have much data in the lab, so I evacuated its scientists to my habitation section, separated the entire module (first unlocking the docking ports by editing my save file,) and hauled it away.

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I'd left a pilot in the cupola pod in case I needed to be able to control the module during docking, then had him EVA to the tug's command seat before burning retrograde and setting the module onto a collision course with the Mun.

X6Ocq4y.png

I'll have to replace it later. Meanwhile I've learned a valuable lesson: The AGU is the spawn of the Kraken.

Of course, I already knew that.

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NSEP    2898

No pics, but yesterday i made a Progress and R-7 Replica. Will show it later.

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JadeOfMaar    3197

The GPGT rover went back to space today. :) 

"Look mom, no hands! ....No wings either!"

CZlmMiB.jpg

It used its RCS down to 1 unit each of LFO because its pilot forgot, after camping down there and enjoying herself, that the reaction wheel was disabled due to action group. The station had to move in order to complete the docking. :mad: 

PpC4Hxh.jpg

 

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Kosmonaut    255

I've created a new sandbox save- just launched my first Kerbals into space after establishing a relay network around the Mun. In this save, I want to do detailed and thorough exploration of the Kerbin system before branching out, maybe later.

This is the odyssey of Lucifer 1-1..

But before I get to that, I would just like to explain how I named it. Lucifer is the actual payload, a two person capsule strapped to a pre-made columbia (as there is a tradition of naming spacecraft that) service module. The first 1 means that it is the first mission profile- just flying around the Kerbin system. 2 might be bringing payloads and experiments, and 3 will be a direct-ascent landing on the Mun, with 3b being a direct-ascent landing on Minmus. It has the Delta-V if I just add landing legs. The Core Stage and boosters are enough to get it into an orbit of about 250kmx790km (the one time I tested it), and I ditched the second stage early, almost full, so that I could test the actual Lucifer spacecraft. The second 1 means that it is the first mission of its type. I will probably go to Lucifer 1-3, than Lucifer 2-3, than Luficer 3-3 and 3b-3, before I make a more advanced Lucifer spacecraft.

Here it is, just after ditching the second stage, in a highly elliptical orbit around Kerbin

Jeb stays inside to keep it steady while Val steps outside to become, as well as the first kerbal in space (as her seat was higher up than Jeb's seat during launch, so she technically go there before him), the first Kerbal to perform an EVA

I set up a Minmus Flyby with just over half my fuel left, just skimming the surface. My goal is to get close enough that the lights will illuminate the surface (but that never happened)

I used way too much fuel avoiding mountains and the ground, and by the time I escaped Minmus I was out of fuel. My solution? I got Val out to push.

I was too lazy to take more than four screenshots, but there you go

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Azimech    5952
Posted (edited)

Two cars. One for Kerbin, the other for somewhere out there. Stock parts.

Citroën 2CV, 1948 - 1990.

 

The famous car that helped rebuild the French economy.

Citroën 2CV - deux chevaux-vapeur - literally two steam horses, the CV was a way of defining road tax based on engine power.

  • Design started before the war with various prototypes completed. The car had to be light, economical and easy to produce. One special requirement set by the President of Michelin was that a farmer should be able to drive across a freshly ploughed field with a basket full of eggs, without breaking a single one.

  • Between 1948 and 1990 9 million cars of all variants were produced at various factories. Most were produced in Europa (including Slovenia) but multiple factories produced them in South America.

  • The cars became famous for their fantastic smooth ride and infamous for their incredible rolling tendency. Contrary to popular belief the cars also had very impressive roadholding, being understeered at default but able to corner at high speeds without losing most of its grip. The chief designer, André Lefèbvre, was a suspensions specialist for racing cars.

  • The level of technology was high for 1948. The car used front wheel drive while rear wheel drive was still the norm for 95% of the production cars that year. It was powered by an aircooled two-cylinder flat (boxer) engine with only 375cc, which grew over the years to eventually 602cc.

  • The chassis was a rolling one, meaning the entire bodywork could be removed with less than 20 bolts, leaving the engine, gearbox, brakes, fuel tank, exhaust and suspension/wheels mounted on the chassis. You can literally bolt a chair on the chassis and drive away.

  • A fantastic feature was the canvas roof that could be rolled back, on every version. Also the rear bench could be unlocked, removed and carried out by one person in seconds. Great for picnics!

 

My car has most of the design principles of the original. It’s based on a chassis though simplified. Like the original, the entire bodywork can be removed and replaced with something else. A single cubic strut just above the jet engine is what keeps the complete body in place, together with four struts in the rear. See the album for a few pictures.

Propulsion: it has the jet engine in front and only the front electric motors are enabled. Having driven a real 2CV I know the handling and as such I’ve tuned the friction, spring and damper settings to as close as real as possible. The jet engine is set at 30% power, if you want to have some fun, just set it to full. A boost flap is present. And I’ve left the canvas roof open.

A car with solar panels all around and you give it a jet engine … very logical, Azimech!
Yeah … you know me … don’t like electric cars in KSP - way too slow. Until piston engines are a thing, I’ll use jets in every car I build or get my hands on.

The wheels stick through the fenders at high speed! Lousy!
Don’t blame me, we need smaller stock wheels.

.

 

Aaaand ... the other one. the 2CV Space.

Features:

  • 3 reaction wheels,
  • 3 fuel tanks,
  • 2 xenon tanks,
  • 2 fuel cells,
  • 1 ion engine,
  • 1 science container,
  • complete science package,
  • lots of vernors you can configure (standard: roll, brake, accelerate).

 

You can find them on KerbalX.

Edited by Azimech

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