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[WIP] [0.23.5] AKSP - Suborbital Space Transport


stoland

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Looks perfect for a lifeboat!

EDIT: All it needs is a booster-rocket pack to achieve space!

According to the stats the 4 x LOX/Kero rockets each have 2500-2900 lbf of thrust. So thats 10,000 lbf PLUS. Therefore power to weight ratio plus fuel capacity would mean no booster rockets needed. Easily achieve 100km orbit in space. (conversion of thrust would be needed for Kerbin and differant scale so the actual in game thrust would be far lower)

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There's not an obvious place for a docking port, how will we dock it?

Original design was not intended to dock but I have 3 obvious options.

1) Underbelly docking port that retracts/extends to be hidden. (Will see if I can finalise the animation so everyone can see)

2) Top just behind canopy (retracts/extends to be hidden) (Will see if I can finalise the animation so everyone can see)

3) Nose cone similar to KOS.(Didn't really want to do this)

Other suggestions welcome. (others have just mentioned the use of KAS)

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Top-behind-canopy docking port.

Thanks Mekan1k as that was my actual preferred option.

Just trying to work out entry point as XCOR Lynx site shows no information as to how entry to the pressurised cabin is achieved. So instead of having entry near cockit where docking port will be I am thinking of the cockpit animating open to show visible the pressurised cabin. (Could always move hidden docking port further back???)

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Retractable docking port behind canopy sounds good, this is becoming very interesting.

Sirkut says he's set the Dynosoar aside for now to deal with IRL issues.

Thanks. Pushing through to get an Pre test version for some people to test as soon as possible.

Issues at present are:

- centre of mass and thrust and finalising rocket engine design.

- landing gear

- IVA

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Update:

Engine Clusters Design Complete.

Engine UV layouts exported for texturing.

Finalising control surfaces.

Finalising Internals so I can then work on IVA in unity.

3tfXgC2.png

Edited by stoland
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Did you work out how to do the thrust transforms for the engine?

Hey.

Eventually did. Will go with the 4 engine cluster for now with grouped 4 X transform.

Later I will redesign the engines in more detail so they are individual so they can be fired separately.

Have exported the UV maps so now need to look at textures for the LOX/Kero engines.

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Can anyone help with control surfaces. Cant seem to get the orientation right.

Looks correct in VAB and attaches correct but seems to be incorrect on launch.

The control surfaces will be attached as one part and I am able to get the pivot but the orientation is wrong when imported to KSP

If I change things then the control surfaces then respond with the wrong keys (e.g. Left right / up down)

Some one to rotate one part in unity so it imports correctly to KSP would be appreciated so I can see where I am going wrong.

Edited by stoland
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Parts

CK55Rmy.png

The small controls surfaces named obj_ctrlSrf will be attached the main parts obj_base. Pivot works when orientated in Blender and imported to Unity and then KSP.

Edited by stoland
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Update:

Worked out the control surfaces for the wings with the combined flaps.

Pivot point now works as does correct direction pivot.

Just need to now import all control surfaces into KSP and test

So close now for a testing release.

Now final hurdle will be:

1) Texturing all parts (Will need stock textures possibly, default textures, custom textures - e.g. Carbon look)

2) IVA

Looking for any assistance as I am not really that good at texturing.

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