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Signo

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Posts posted by Signo

  1. If you want efficiency you should follow slashy advice - a clean aero with proper wings AoA will allow for less wings and engines, therefore less overall drag and reducing your placement issue.

    On the other hand KSP does not care so much about "IRL aero", so you can fly bricks if you wish so and you give them enough power overhead.

    So you can have Batman

    aHl1WZW.png

     

     

    Or Aliens

    Fu54BLu.png

     

    Or an "IRL wannabe"

    qw0JqPg.png

     

    If are you looking for ideas on how to build "huge wing nacelles" housing clusters of 6/8 engines there are a few building tricks - I would suggest to avoid Mk2 decouplers due to their drag, but offsetted Mk1 parts built around an Mk3 nacelle can do the trick.

  2. 1 hour ago, juvilado said:

    You mean now i can decouple the 1st stage at 23Km, activate the parachutes and trust in its safely landing for further recovering while im ascending with the upper stages? that couldn't be done before, as the 1st stage just used to vanish...

    Actually, to be safe, the "second stage" must be outside the atmosphere while landing the "first stage" - i.e. give you first stage an ascending path and an attitude that could keep it above 23000m while you manage orbit with your "spaceship two".

    However I am pretty sure there are several different ways to complete the mission. 

  3. Empress, that depends on your flying path (and AoA of intakes too). It is not a matter of drag but a matter of pure lift - 8 rapiers can lift 280t (90t payload), if you waste that on engines you lose payload and you use a lot more fuel. Horizontal speed rules and you can attain orbit with a 0° pitch. The craft in the pic can lift stuff to orbit for a mere 150V$ per t of cargo.

  4. Stick the bigger ones on side nacelles and then offset them to the correct (wanted) height. 

    sSgAHLf.png

    x8amKUi.png

    Struts are "the devil" for planes but you need a few to avoid bending, that might be why your craft turns slightly when you pull up. 

    (this craft can lift to LKO 40t)

     

    KSP loves "leverage", you do not need so many control surfaces if you give them enough distance from the CoM to act - a "crowbar" works too, like in the pic above.

    Careful with engines at the back - they may end offsetting your dry CoM.

    KSP hates open nodes in terms of generated drag - try to close'em all if possible (notice the nosecones at the back of my rapiers)

    You can deactivate the staging for structural pylons, I had a few crafts with that solution but I then scrapped it due to part and drag reduction. 

  5. Hi all, the silly craft of this week is a classical Batwing 1992 style. It has been a while since I've seen one around here.

    It is not exactly a proper replica, but Mr. Wayne had so many he might just say it is a brand new one. This one can reach orbit too, so I think this could be an improvement for Wayne enterprises.

    aHl1WZW.png

     

    It maneuvers like a rusty gate, but hey mr. Wayne, it is a Batwing. 

    It is a little bit short on range, you can barely reach LKO and dock somewhere (full docking capabilities of a common craft) or just get back home. 

    Room for Robin too.

    RaCSPyA.png

     

    It takes off at 50 m/s, going faster than 75m/s on the runway can result in an unplanned stunt.

    Climb above 7000m ASAP and build your speed at least to 1300m/s before 24000m (pitch between 1° and 5°). Then switch your rapiers to closed cycle and reach your favorite Ap.

    ACTION BUTTONS:

    1) toggle rapiers

    2) switch mode/toggle intakes

    IMGUR album

    Get your Batwing >>>HERE<<< (official craft name is "Bcoz Im Batman")

     

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