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Everything posted by XB-70A
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Tire/Gear Popping? Exploding?!
XB-70A replied to Whirligig Girl's topic in KSP1 Suggestions & Development Discussion
I would like to be able to adjust the tires pressure, low to land on unpaved terrain or higher for the traditional KSC runway. Using the same tool as to configurate the engines thrust vectoring or the thrust limiter. -
WiiSports Resort ?! How DARE you ?! This is the Isle Delfino from (Damn... I haven't played this games since I was 15/16 years old but still remember it like it was yesterday... should be ashamed...)
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Hard to explain, but I am some kind of sunshine adict... And Mun too. I keep these last two for their faces.
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Finally got an occasion to finish it, my first medium size SSTO, the X-144SAC Nike-Beta : The four packed R.A.P.I.E.R. are hard to sate but they can kick it to more than 1610 m/s at 21 km before you have to switch on closed-cycle mode. She is able to reach a 200x200 km orbit and have 75 unit of monopropellant available for docking. But like the precedent Arethuse, it has to be done backward. As usual two links are available : - The craft - An album of this flight A light projector is placed in the docking port to help you in case of maneuvering in dark condition.
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Stock Contra-rotating Turboprop
XB-70A replied to NightshineRecorralis's topic in KSP1 The Spacecraft Exchange
I think the best at this time will be to describe them directly : - Infinite Propellant - Infinite Electricity - Unbreakable Joints -
Arrg you did it! It was my next project. Such a beautiful peace of engineering. I remember having read that a Russian feminin magazine got a short article about it in the early 90s where they wrote it was hard to imagine that a aircraft with lines so pures was a vector of death.
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The X-144 is ready, in its SAC variant this time. More fuel, more power, MORE SPEED! I will try to share it in some hours.
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Spike Harvey Rotten It makes me think about some punk hairstyle and this Judge Dredd bad boy :
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Banned for never having scored a single air-to-air victory.
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Have a good position, influent relationship and a large wallet. No more tickets problem.
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Crawl, just crawl
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- Building : 85% - Piloting : 14% comprising : - Launch/Runway acceleration failures : 0.1% - Ascent and fail to reach the target orbit due to, misconception, fuel shortage, in-flight-ka-booms : 8.9% - Perfect flight : 5% - And nerves crisis : 1% (usually after more than 15 concepts and/ or inflight failures) But finally pure pleasure : 100%
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Not a problem
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Got another idea but it will be considered NSFW...
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Finally built my first own medium sized SSTO, with one constraint I imposed to myself, all engines has to be packed under the fuselage in the same block... Super inefficient she's called the X-144SAB Nike-Beta, S cause it was the 18th concept, A for a confirmed flight model and the B for an updated variant with more fuel. As I was only able to reach a 80x80 km orbit I still need to work a lot to give her enough Dv to reach 150x150 km, at least. The model I try in flight is the first one and got less fuel onboard. Any similarities with the Tu-144 prototypes, even in the name, will be pure coincidence. Rest of the story here :
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Still stuck on this medium SSTO project, my nerves require a bit of relaxation with other craft much more simple... and fun. Here comes the "Swift", a project born from a personnal envy to build a simple one-seat and full-stock craft, capable to reach a 100x100 km circular orbit with less than 40 parts and weighting less than 10 tons. The result was surprising as it was able to circularize at 150 km. A flight to 200 km or even more could be possible. For a parts number and mass reasons the first stage is made around a "Whiplash" turbo-ramjet capable to swing the second and last stage to a sufficient speed and altitude so that the three "Spark" can take over the duty without any effort. But like with some SSTO speed building will be the key to success : be sure to get at least 1100 m/s of velocity before the ramjet becames breathless. Craft is available on KerbalX : https://kerbalx.com/XB-70A/Sleg-X-33-Swift And as usual an album is too : http://imgur.com/a/3JVhx P.S : This original flight was made with the first version, equipped with just one radial parachute it was supposed to land in the water, something like a wind gust happen and threw the craft back to the beach where it land at around 7 m/s... the version put online get two parachutes, more than enough to get a soft landing of the water as on the ground. The Swift also appears to not be gluttonous and a lot of fuel remains onboard, enabling you to make a propulsed landing.
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I finally found the solution after many attempts. By "tandem" I mean to place one Nerv inside a Whiplash, aligned on the same axis, some kind of hybrid engine, running only on LF. I placed the Nerv too much inside the Whiplash and its exhaust was making it to explode, the trick is the total opposite. You have to put the Nerv's nozzle outside the Whiplash (whose exhaust will strangely not make explode the Nuke..). I don't have any picture of the craft as it's, again, a failure. What is working on the paper will not always works in practice... But I've find two others craft on KerbalX which are using this concept too. The KSA PlasmaBird LNTS by KSpaceAcademy : And the Crew Trasporter by quitessa :
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Hi all, I've conceived a medium SSTO this morning based on an aircraft I really like, it is absolutely inefficient but should be able to reach a 200x200 km orbit. It's only about the look. My main problem is due to personnal choice, appearance and aerodynamic reasons I tried to place 4 Whiplash and 4 Nerv in tandem but the Whiplash explode due to overheating each time. When I'm making ground test on the runway I can run the Nerv at full power with just the ramjets overheating just a bit, but when I'm reaching 15-16 km of altitude and ignitiate the Nerv all ramjets explode istantly due to overheating. I've tried to shut down the Whiplash first, back the throttle to idle then ignitiate the Nerv and spool them up slowly but the result is still the same. I have place two large radiator on the engines section to see if it would make a difference, same result : Ka-boom! I remember seeing some SSTO concepts here and on KerbalX where peoples succeed to built those tandem Nerv-Whiplash engines, even calling them something like "Next Generation Propulsion" or "Nuclear Turbo-ramjet" but I can't find them in the database. Could you help me by explaining how you build them ?
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An Ariane 44LP wanna-be full stock launcher
XB-70A replied to XB-70A's topic in KSP1 The Spacecraft Exchange
Thanks Rath, Aesthetic is my main goal, based on the fact that if it's looks good it will run well, this also makes me being disguted by most of the asparagus and "more than 200 parts" bigga boostas or cubic space battle-cruiser concepts (but we all know what we say about this, colors and tastes are personnals). For this launcher there was a lot of problems and you diagnose two of them, first being the size (and so their appearance) of the parts, second the total mass of each stages and the third but really important for me... the number of them. I am running with Lenovo T530... a laptop made for working and, at most, conceive animated graphics. No really, this horrible thing and its pitiful graphic card were not even able to run Il-2 Sturmovik 1946 properly, when the class-working Vista laptop I got before was perfectly capable. To summarize its story : CTD, CTD and more CTD. Result was to use FL-T800 for 2nd and 3rd stages. One day I'll be able to do it. -
Hi everyone, I past some hours of the last night attempting to create a medium SSTO but after a countless number of failures and crash-to-desk my nerves cracked and so I went back to old-school rocket with this attempt to make an Ariane 44LP inspirated launcher, so here comes Ariadne 4. Why such an unpronouceable ancient Greek name ? Well, it is the original way of writing Ariane, even if it is admitted by a large number of people inside the E.S.A. that the launcher name never was based on this famous character from the Greek mythology but much more on the daughter's name of one high ranked member from the agency... The LP version was chosen to gives anybody the possibility to reconfigurate her in a full-liquid or full-solid assisted rocket. The main stage and liquid boosters are powered by six "Reliant", trying to simulate the "Viking 5C" but their lack of gimballing made that I had to place moving Standard Canards at the engines bases, unlike the Ariane 4 version with boosters... P.A.P. (Propulseur d'Appoint a Poudre or Solid Rocket Booster) are simulated by a pair of "Thumper" and provide enough thrust to help the launcher to pass the cloud level, at this time they will run out of propellant and the six "Reliant" can take care of the climbing. Same thing for the two "Reliant" booster, at the time of their separation the launcher is light enough to keep on limbing with the four remaining engines. The third stage used a "Swivel" to simulate the "Viking 4B" and the fourth a "Terrier" in place of the "HM-7B". The cost of the launcher is no more than 50 000 without the payload, and each boosters are recoverable with the Stage Recovery mod. The craft is available on KerbalX : https://kerbalx.com/XB-70A/Ariadne-4-Test-Vehicle And an album of the inaugural flight too : http://imgur.com/a/MEnJL Hope you'll enjoy.
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Pretty interesting as when the peoples from Sukhoi OKB start the trials of the T-10s they quickly discovered that if the aircraft got a fly-by-wire failure it was nearly impossible to recover it, its instability (and so maneuverability) being so important.
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[1.6.1] Reentry Particle Effect 1.4 (2019-02-12)
XB-70A replied to pizzaoverhead's topic in KSP1 Mod Releases
Ahhh, now I feel much more dumber... at first I was thinking about some aerodynamics changes in the KSP 1.1.x family still unknown to me. No problems with the 1.1 under 1.0.5, in facts I just made one flight under 1.0 before installing the upload. As most of my re-entries are around 2200 m/s at 45 km the effects always activated. It also happen during some fast ascents as it has been reported before... -
[1.6.1] Reentry Particle Effect 1.4 (2019-02-12)
XB-70A replied to pizzaoverhead's topic in KSP1 Mod Releases
Which scaled back effects ? Sorry to sound ignorant but I still haven't find the will to switch to 1.1.X and restart everything.