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SSTOs! Post your pictures here~


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I managed to complete the Mountain Lake landing challenge with this SSTO - it's agile enough to get in and out of that tiny lake,   while loaded with enough fuel to reach Minmus - though it wasn't easy.

If you're not operating from such a stupidly small body of water,  it's a bit of a cakewalk.   

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https://kerbalx.com/AeroGav/Puffin

Part 2 of the video, showing the rest of the climbout and flight to Minmus, is on the KerbalX page

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  • 2 weeks later...
  • 2 weeks later...

I;ve been busy the past two weeks https://kerbalx.com/AeroGav/Monstrosity-225L

Spoiler

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https://kerbalx.com/AeroGav/vagabond-ssto

 

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https://kerbalx.com/AeroGav/Sparrow

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Anyone need a 43 seater shuttle ? Probably not..https://kerbalx.com/AeroGav/Hammerhead5

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https://kerbalx.com/AeroGav/SX-60L

Of them all, the one that earned the most downloads and likes by far is the one below, a mod of someone else's bird.    This is despite the fact it's probably the hardest craft to fly that i've posted on KerbalX in years.

It seems looks really are everything,  not handling, not capability,  and even niche seem to affect that much. 

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Finally , I'd like to showcase this Panther NERV Tier 7 career plane.  Only needs the Tier 2 Research building. every component other than the nuke engines are the lowest tech items available

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https://kerbalx.com/AeroGav/Foxbat

Kind of reminds me of a Flanker, except for the canards and lack of tailplane.   The base version will reach 4million km ap and is easy to fly.  Here's an example outfitted with drop tanks,  which can explore cis-munar space

https://kerbalx.com/AeroGav/Foxbat-with-drop-tanks

https://i.imgur.com/qiq9vgr.jpg

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I've finally almost got past the bugs in my 1000 tons to orbit. It's been like 3 years or something and it was almost done then. I just need to get it to pitch up after hitting a certain speed and not rip the wings off and blow up. Then I have to put on some electric control for rotation in space and reduce the parts count as much as possible.

But looking at that long plane, I've been meaning to make an aircraft as long as the runway or as close as possible and see how to get it off the runway and into space. That will be my next personal challenge. It will literally be just a straight pipe of fuselage and then wings on the side and maybe a huge engine bay on the back. That or a few on each win section. It will be tabular SSTO designing.

Can you still make them that long? I want to find out how long an SSTO space plane can be before you can't get it any longer do tobending and flexing from wings. I actually know how to logically divvy it up to keep very long planes straightened with wings along the length. But I want to see how far it can go.

Edited by Arugela
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7 minutes ago, Arugela said:

I've finally almost got past the bugs in my 1000 tons to orbit. It's been like 3 years or something and it was almost done then. I just need to get it to pitch up after hitting a certain speed and not rip the wings off and blow up. Then I have to put on some electric control for rotation in space and reduce the parts count as much as possible.

But looking at that long plane, I've been meaning to make an aircraft as long as the runway or as close as possible and see how to get it off the runway and into space. That will be my next personal challenge. It will literally be just a straight pipe of fuselage and then wings on the side and maybe a huge engine bay on the back. That or a few on each win section. It will be tabular SSTO designing.

Can you still make them that long? I want to find out how long an SSTO space plane can be before you can't get it any longer do tobending and flexing from wings. I actually know how to logically divvy it up to keep very long planes straightened with wings along the length. But I want to see how far it can go.

Mk3 cabins seem quite rigid.   I think if you attach one pair of big S to every mk3 fuselage you'll be ok, but as you say there is a limit to how much force you can put through each wing/fuselage joint before it snaps.  I have a non-nuke version of that long plane that is 30% heavier and has half as many wings,  the force per wing is higher and when you pitch up to take off, it is very easy to snap the wing.

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The trick to long planes is either no front wings to pull. Or you take the fusalage and count the lines. then you take your rear value of 100 or 150 and you divide by the number of sections. Figure out the position of each wing and then multiply the Lengh value/x and then change the value of the control surface to an that value. This will create support and even control of the aircraft for the control surfaces along the length. It's a matter of how long you can make it before it stops supporting correctly. Probably from mild inaccuracies over lengths.

Example:

An MK3 part has those lines on the top. If you plane is made of 20 of those lines you take your rear most desired value. I usually do 150 although it is sometimes too much at high speeds.

150/20=7.5

So for every line it is on you multiply by 7.5

The rear most position is 150. Line 19= 142.5(143), Line 10=75, etc.

 

Edited by Arugela
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  • 1 month later...

My first functional SSTO! R8-ZR.

Designed for crew transfer at my 150x150km kerbin station (K.I.P Kerbin interplanetary portal) Flies really well, just set to 10 degrees and switch the crapiers at 20km or when you start bleeding speed.

Can glide to the KSP pretty well although there's enough Lf to fly it back if your not great at hitting the runway from orbit (which i'm not, came down above the dessert on my first try, had to go into a dead stall to hit it on my second)

I forgot to put rcs thrusters for left/right translation so docking was a pain! Will be sorting that for my K prize entry. @boolybooly Expect my entry in the coming days :D.

PS4 Enhanced edition

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Edited by Aquaticfantastic
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5 hours ago, Aquaticfantastic said:

Thanks! The canards are overkill but I like the look and flies pretty well, requires a fair bit of input on re-entry to prevent flipping but that could just be down to my piloting. I've been exclusively rockets up to this point.

Try to balance the craft for both full and empty fuel tanks.  If you can get the wet and dry CoM to be in the same place you can get the CoL where you want it and not have to worry about things flipping out on reentry.

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On 12/9/2018 at 6:10 AM, TAL said:

Я просто это здесь оставлю :)

 

 

Translation via Google Translate for us non-Russian speakers...

"I'll just leave it here."

Please write your posts in English as a majority of us here are English speakers.

Пожалуйста, пишите свои посты на английском языке, так как большинство из нас являются носителями английского языка

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Made a powerful little pizza delivery SSTO designed to deliver Snacks to my LKO station. Can probably fill other missions with a little work, but it's mostly intended to just get up, drop the food off and get down with a minimum of effort. This is a piloted craft; the payload has a probe core but the ship does not (easy to fix, and kinda dumb, but I like having a pilot in my craft because I play with plasma blackout and that makes drone reentry a little problematic sometimes).

https://kerbalx.com/direstorm/Pizza-Express

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