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Wanderfound

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Posts posted by Wanderfound

  1. Just a quick hop to Moho and back; 400 points.

     

    No nukes, all conventional rocketry:

    Szgyja7.png

     

    All liquid fuelled, no SRB nastiness:

    n7znFvN.png

     

    Normal asparagus design:

    JaAT2Us.png

     

    Plenty of gimbal, plenty of TWR, minimal drag:

    tmVPyZE.png

     

    Transfer burn on the Rhino:

    I5yupUZ.png

     

    Run through the drop tanks during the capture burn:

    PvXdVLM.png

     

    Easy down.

    Dv0ZC5j.png

     

    Forgot the ladders, but fortunately they weren't necessary:

    HiXpZgf.png

     

    Dump the lateral tanks at the start of the return transfer:

    Cb0ZaEv.png

     

    12G worth of aerobraking deceleration:

    wYEPHRB.png

     

    Safely home:

    NuL1Kmb.png

  2. 10 hours ago, Vllama87 said:

    I guess my followup question is: what are the basic guidelines for a large cargo-bearing SSTO?

    Large SSTOs are much easier with RAPIERs. It's possible to do them at lower tech, but Whiplash based designs are better suited to medium sized craft.

    Given that, the basics:

    Streamline, use wing incidence, no more engines or intakes than necessary. Put all of the clutter inside the cargo bay. Angle the wings so that the nose stays on prograde while flying, to minimise fuselage drag.

    If you can get into the air before the end of the runway and crack through transonic without trouble, you have enough engine. Any more is a waste of payload mass.

    https://kerbalx.com/Wanderfound/Kerbotruck-Compact-Lander

    gkskMv8.jpg

     

    That design will easily handle 40 ton payloads. Add another pair of engines and it'll take 60.

  3. On 9/11/2017 at 6:17 AM, Mjp1050 said:

    How to Submit. Your post must include the following:

    1. The name of your aircraft company and model names for the designs you're submitting. Please clarify what category you're entering the plane in.
    2. At least one screenshot of your designs.
    3. A link to your craft files in your submission post. No PMing me.
    4. The price of your aircraft times 1,000. (If $23,555 in-game, submit as $23,555,000. This is just for fun to make prices more realistic.)
    5. The recommended cruising speed and altitude for your aircraft. This is the speed and altitude you've fine-tuned your designs for, ensuring the best balance of speed, range, and fuel efficiency. It's also what the test pilots will be testing your aircraft at for judging.
    6. (Optional, but will help in review) Pitch your aircraft to the Kerbal Express Airlines executives, selling them on why it should be purchased for their fleet. Include any notable features (even if fictional).

    1. Kerbodyne Kerbski, Seaplane category

    2. Album at https://imgur.com/a/j94XK

    XrIHxRb.png

     

    3. https://www.dropbox.com/s/pi15e556w8son89/Kerbski.craft?dl=0

    4. 26,912,000

    5. On dry thrust, 308m/s and 3,200m. On afterburner, 523m/s and 7,500m.

    6. A refined but uncomplicated amphibian flying boat. Equally capable of high efficiency ocean cruising and supersonic aerobatics.

    Action groups:

    1: Toggle engine.

    2: Engine mode.

    3: Toggle hydrofoils.

    Brakes: spoilers.

    Range:

    Fuel capacity 530 / burn rate 0.14 * 308.8m/s / 1000 = 1169 on dry thrust

    Fuel capacity 530 / burn rate 0.47 * 522.9m/s / 1000 = 589 on afterburner

     

     

  4. 1 hour ago, HeliosPh0enix said:

    If you wanted to lift a large cargo load (taking up the whole cargo bay) into LKO, then you could just take away the refinery gear and lab, correct?  It wouldn't have the ability to land and refuel itself, but orbital refueling stations work too.

    Yup.

    https://kerbalx.com/Wanderfound/Kerbotruck-Compact-Lander

    gkskMv8.jpg

    That design can easily handle 40 ton payloads. Add a couple more engines and it'll do 60+.

     

    1 hour ago, HeliosPh0enix said:

    If those little stubby wings provide enough lift for that to fly, then I have been seriously overestimating the amount of lift that functioning spaceplanes need.  My wings are always massive compared to those.  Is there a (relatively) simple way to find out how big your wings need to be with stock KSP atmosphere?

    Note that the canards, tailplane and strakes add substantial lift as well. And the wing incidence is important to avoid fuselage drag.

    LolV4Az.jpg

    My designs tend towards minimalist wings, but that isn't the only way to go. See this thread:

     

  5. See here for an interplanetary Mk3 demonstrator:

    https://kerbalx.com/Wanderfound/Kerbotruck-Interplanetary

    tPpnUBt.jpg

    AUu8ZWq.jpg

     

    fCi9Jfg.jpg

     

    It'll easily do KSC to Minmus direct, and can hop from there to almost anywhere.

    If you wanted more passengers on that, you'd just dump the lab, shorten the cargo bay and add a passenger cabin. The seaplane floats and hydrofoils are optional, but useful on Laythe.

     

    Basic Mk3 interplanetary tricks:

    * Streamline. Wing incidence to keep the nose on prograde, and put all of the clutter into the cargo bay.

    * Engine balance. Enough RAPIERs to get in the air and up to speed, but no more. Enough nukes to get the transfers done, but no more.

    * Fuel balance. Enough oxidiser to lift your apoapsis; everything else devoted to LF apart from a minimal ore capacity. Circularise on your nukes.

  6. On 14/08/2017 at 1:52 AM, AeroGav said:

    too many rapiers

    I'll say.

    To reinforce that point, this:

    TCz25km.png

    https://kerbalx.com/Wanderfound/Kerbotruck-Compact-Lander

    ...is capable of easily lifting sixty tons of payload to LKO. With six RAPIERs.

    You need enough engine to reach takeoff speed before the end of the runway. That's all.

    Minimise drag, minimise excess weight, build in a bit of wing incidence so you can keep the fuselage pointed prograde while you climb.

    Level off if necessary to break transonic, climb to about 15,000m for the speed run, crank it up to 1,500m/s then climb to 29,000m before switching the RAPIERs to rocket mode. Do it right and you'll still be at 1,400m/s or better when you switch over and carrying a fair bit of vertical velocity as well.

  7. 52 minutes ago, TheNoobHunter24 said:

    It doesn't get off the ground at all. Front wheel stays firmly put on the runway.

    In that case, the problem is some combination of poorly placed landing gear and insufficient pitch authority.

    The rearmost landing gear should be just behind CoM. Judging by the picture, that seems to be already okay or close to it.

    The elevators require sufficient power to control pitch. Are you certain that pitch is activated on your horizontal tail surfaces? And is it deactivated on the ailerons and flaps on the wings?

    If you try to lift the nose while the plane is stationary, what do the control surfaces do?

  8. 5 hours ago, TheNoobHunter24 said:

    I've started doing replica planes and I decided to do a Ilyushin Il-78, however it's my first big plane like that. It gets going to around 150 m/s on the runway so speed isn't a problem, but it won't get off the ground even a tiny bit. Picture of it: 

    Does it fail to rotate (front wheel stays on the ground) or does it rotate (lift the front wheel) but fail to lift off despite that?

  9. You need to build so that the only point of contact between the cargo and the cargo bay is via the docking port. If there isn't enough clearance, the parts won't separate cleanly, as you've found.

    A side effect of this is that you need to place the docking port in a position that isn't easy to reattach to. But this can be overcome:

    Apart from the landing gear trick shown there, you could also use RCS or Vernors to boost a rover up to a high-mounted docking port.

    Just make sure that you test all of your docking/undocking proecedures before you fly off anywhere, and have a peek into the cargo bay during flight to check for sagging. Time acceleration will aggravate that issue if it is present.

  10. Alternately:

    1) Launch an SSTO to LKO. Build that SSTO with a docking port inline with the centre of thrust. Refuel it in LKO.

    2) Launch a drop tank assembly. Dock it to the SSTO.

    3) Use the fuel in the drop tanks to get to Laythe, discarding them as they empty.

    4) Arrive at Laythe fully fuelled.

     

    Like so:

     

  11. General tips: it's very Kerbin-ish, but a bit smaller. So the gravity is less and the atmosphere is thinner. This means that you need to set your aerobraking altitudes a fair bit lower than you would on Kerbin, and the thin air raises aircraft stall speeds and lowers parachute effectiveness. A sea-level landing on Laythe is like a high-altitude landing on Kerbin.

    If you're going to Laythe, it really is worth it to take a seaplane. It's the best way to get around out there.

    OJLvJUY.jpg

    To do that, you've got two options. Either a short range seaplane with a rocket to push it to Laythe (as shown above) or a big self-sufficient Nuke/ISRU-equipped  jobbie that can do it all in one (as seen below).

    mIEreDR.jpg

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