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pinolallo

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Everything posted by pinolallo

  1. This is probably the best SSTO I ever made from 2012: is cheap, can boost your game (if you are playing a career game) becoming the lifter for anything before the 1k science wall. I know is not beautiful but is very, very effective. 27 tons on 100 km orbit with wide load cargo (is not a joke) Perfect flying capabilities and reentry (no rolling flapping) Hyper tested. Craft Link
  2. Thanks you, I did updated the craft file.
  3. Four years ago on reddit :
  4. Thanks for the advice, Il will immediately change that part and update the file. Thanks you.
  5. If you are playing a career game there are things that matters: cost, research, safety, effectiveness. In my game I imposed myself to make crew rotations on long term station, to minimize cost you need ssto but effective SSTO will come with R.A.P.I.E.R. engines that are very expensive engine. This SSTO is my answer. It flies almost 20/30 times and this is the perfected version. Is cheap and does need high research elements such as R.A.P.I.E.R. engine but still perfect in its role mission task: safely bring a 3 member crew to/from any Orbital Kerbin station without refuelling. It reach 100/100 LKO with remaining 1300 ms of DV enough to reach also any Mün or Minmus station. Safe. the orbiting ascend is made in only four manoeuvres: a) take off rotation to 10° ascend angle, b) switch to aereospike at 1380 ms c) shutdown engine when reached your goal apoapsis d) circularise . Safe on reentry: once you made your preferred deorbit burn just set your VSO to orbit RAD+ with 0 rotation and wait unti il speed slow down, once you regain a correct flying asset you will bless it's almost perfect balanced flying performance: that will allow you to safe land your crew on runaway. Commands: 1 toggle ramjet 2 toggle aereospike 5 toggle cargo doors, antenna and docking Imgur image album Craft File Project
  6. Is cheap and does need high research elements such as R.A.P.I.E.R. engine but still perfect in its role mission task: safely bring a 3 member crew to/from any Orbital Kerbin station without refuelling. It reach 100/100 LKO with remaining 1300 ms of DV enough to reach also any Mün or Minmus station. Safe. the orbiting ascend is made in only four manoeuvres: a) take off rotation to 10° ascend angle, b) switch to aereospike at 1380 ms c) shutdown engine when reached your goal apoapsis d) circularise . Safe on reentry: once you made your preferred deorbit burn just set your VSO to orbit RAD+ with 0 rotation and wait unti il speed slow down, once you regain a correct flying asset you will bless it's almost perfect balanced flying performance: that will allow you to safe land your crew on runaway. Commands: 1 toggle ramjet 2 toggle aereospike 5 toggle cargo doors, antenna and docking Imgur image album Craft File Project
  7. Specs: 2 crew, 4 passengers 2.400ms Dv after reach 100km Kerbin orbit Docking and Solar panels Docking RCS displacement (easy docking manoeuvres) Round Trip Kerbin Base -> MÜN/Minmus orbit -> moon to planet tranfer orbit, Kerbin orbit and reentry burn / engine landing assist to Kerbin Base TakeOff advices fly 10° pitch until reached 8000mt altitude change pitch to 15° at 8000mt altitude change pitch to 20° after at 3000 (when the R.A.P.I.E.R. toggle) finalise circularisation using Nerva Engine (key1) Keys Toggle Nerva Toggle R.A.P.I.E.R. Toggle R.A.P.I.E.R. Mode Open docking and extend Solar Panels Landing advices if you are using MechJeb (not included on ship file) select KSP and change the target longitude to 73° On atmosphere set SAS to RAD+ and keep turn angle to 0° at 30.000 set to prograde and start landing manoeuvres (or activate SpacePlane autolanding) Download here https://kerbal.curseforge.com/projects/translunar-crew-transport
  8. See Album on Imgur TakeOff advices Be carefull pulling up because the lower gear and the Nerva displacement fly with 10° pitch until reached 8000mt altitude then change pitch to 15° change pitch to 20° after at 30000 (when the R.A.P.I.E.R. engines toggle) finalise orbit circularisation using Nerva Engine (key1) Keys Toggle Nerva Toggle R.A.P.I.E.R. Toggle R.A.P.I.E.R. Mode Open docking and extend Solar Panels Landing advices if you are using MechJeb (not included on ship file) select KSP and change the target longitude to 73° Enter atmosphere with SAS to RAD+ and keep turn angle to 0° at 30.000 set to prograde and start landing manoeuvres (or activate SpacePlane autolanding) Link to the Ship File
  9. Dear Sam, I wish to thank you for you amazing little 3 seat cabin. Is an very fast 6 metric tons single engine little bird (2255 m/s overland) with full ISS capability. Reliability, speed, weight and aerodynamic was the main goal fully accomplished by this little spaceplane. Designed as fullwing has very good flying capabilities and is Death Reenter safe. It goes in a 130 km circular orbit with 450 m/s of DV to spare (that mean 200 + deorbiting) enough to make the required orbiting and rendezvous manoeuvres. His scope is to ferry crew from KSC to the orbiting space station. I just reported the mission to bring back home Jeb, Bob and Bill from the Kerbin Main Space station.
  10. Lite SSTO space station Crew shuttle. This is an very fast 6 metric tons single engine little bird (2255 m/s overland) with full ISS capability. Reliability, speed, weight and aerodynamic was the main goal fully accomplished by this little spaceplane. Designed as fullwing has very good flying capabilities and is Death Reenter safe. It goes in a 130 km circular orbit with 450 m/s of DV to spare (that mean 200 + deorbiting) enough to make the required orbiting and rendezvous manoeuvres. His scope is to ferry crew from KSC to the orbiting space station. I just reported the mission to bring back home Jeb, Bob and Bill from the Kerbin Main Space station.
  11. I VERY APPRECIATE this lander cabin. I make a moon lander around this Capsule. Ty
  12. Ecco infatti. cosi' possiamo aprire dei threads
  13. Np xtremespino , Sparrow It was a temp name, the ship is not pubblished yet, I'm going to use italian names, and I'm thinking to call it "Gabbiano"(seagul). The cargo is working hard shuttling the component for my new Kerbin SpaceStation and is almost perfect. Right now Steve Kerman is returning from the STS-04 (linking the fuel tank module). Are planned 12 STS missions to complete the spacestation project. I'm currently using the death Reenter mod (g force and temperature) and il Gabbiano is working fine.
  14. Effettivamente di SSTO (se escludiamo il lem) non ne sono mai stati fatti. Il problema risiede principalmente nella equazione di Tsiolkovsky che spiega come il peso dei contenitori del carburante sia un fattore che rende critico ogni progetto SSTO. Ovvio che l'unica soluzione per avere serbatoi piu' leggeri e' quella di utilizzare l'ossigeno atmosferico, cosa che renderebbe fattibile un lancio orbitale SSTO: il problemi ancora da risolvere riguardano principalmente come alimentare un motore a reazione a velocita' ipersoniche (mach7). Ma qui su kerbal space program si puo' almeno sognare.. ecco il mio ultimo lavoro, sintesi di quello che ho imparato sino ad ora. Sto progettando tutta una serie di moduli da caricargli dentro: landers lunari, basi spaziali orbitanti componibili di grandi dimensioni. Sono MOLTO soddisfatto avra' gia' fatto una 20 di viaggi andata e ritorno (tutti con Steve Kerman che ne e' il pilota ufficiale) e torna sempre alla base per benino (deathly reenter) atterra e decolla letteralmente in una mattonella (e' un STOL con velocita' di stallo di 20m/s) con o senza il carico e va su con la precisione di un bisturi. Notate il canard avanzato, il disegno delle ali con le winglets dinamiche e gli aereobrakes ma soprattutto la pulizia di progetto, il peso (che e' di 40 tons senza payload, con 10 tons di fuel, e quindi di 30 tons a secco) e la struttura dei motori/intakes.
  15. The hard part of the job is not only create a new craft, but follow project goals. I just need to replace the "fatbob" SSTO cargo for many reasons: was too much heavy (more thant 112 tons), too many engines means too many ram intakes and to too much fuel. My latest experimental SSTOs drove me producing K-prized tools like "SpaceJar", and the "rondine". What I discovered (and what I'm going to share with you) are the correct ratio to build an efficient SSTO (that is not law, but is what I discovered to be the better configuration): You will need 1 turbojet with 8 intakes to lift 11 tons of weight (including the turbojet and airintakes of course). You will need to reach at least 2150 m/s before 36.000 m to have a <100m/s DV for 100km apoapsis circularization maneuver, To reach such a speed your will need at least 75 lt of jet fuel. The best launching strategy is to reach as soon as possible 350m/s of ascensional speed (eg. with a step slope ascent curve), then level and speed up until the needed speed is reached in less than 5 mins. If you don't need to transfer your ship around the Kerbol system, but just to reach orbit you can doit using small rocket and so less rocket fuel. Smart strategy is to divide the jet fuel flows from the rocket fuel flow: an perfect SSTO will burnout all it's jet fuel just before reach space and before engage rockets. SSTO need to be tested in any fuel condition, because also the reenter and/or re approach the runaway can be hard without a balanced plane: so the wing design and the weight displacement is one of the main goal. When you are designing a SSTO find a balance center without fuel tanks an then place them without moving that center. Using that advices I produced a brand new SSTO cargo: the Sparrow. weights less than 40 tons without the 20ton payload is a STOL plane that will fly at 20m/s: landing almost anywhere was never so easy just 6 engines for 60tons fast (2200 m/s at 34.000 m(with payload) Very good flight maneuvers performance Full SS (docking and balanced RCS) Special made wings *yes another gate crasher* using the procedural wings by DJY is probably one of my best spaceplanes. I'm extensively using it to build a new (large) SpaceStation around kerbin.
  16. SSTO and STOL 20 tons of very large Payloads. Can bring up and down, undock and redock of EAVs ( Extra Atmospherical Vehicles) Cheap tool to build and supply space station. Very good flying in any load condition. Short Landing and Takeoff. Light: just less than 40tons empy and 60tons full loaded. Very robust and rational overall setup.
  17. Dear Alexustas, I do enjoyed your mod part. This is the way I used that parts using that to lightup the bases that I dropped on mün and mimnus. 1) I liked that I can store globe lights on Kas containers. 2) I liked that I can attach a link to them and this was very useful for the landing places near the base I published the ships. Thanks, Pino.
  18. Per quanto riguarda il piccolo ssto, anche senza provarlo devi sistemare queste cose: Secondo me hai almeno 3 motori a razzo di troppo (i due nerva e LT): un nerva e' buono per un mezzo da 30 tons. Gli air intake radial non ti aiutano in quota, meglio usare i Ram Intakes. 4 turbogetti servono per un mezzo che complessivamente deve pesare circa 35 tonnellate, se il tuo mezzo pesa di meno puoi tagliare anche li', Una volta che sai quale e' il baricentro del mezzo, metti i serbatoi RCS nel mezzo (usa un paio di radiali, a me solitamente ne basta uno (40lt) e non due da 80 avanti il baricentro. Troppi impennaggi verticali, semmai mettine uno grande nel mezzo (fatto magari con una ala a delta ed un aileron grande). troppe structs: evidentemente le ali ballano: fai convergere due ali (una sopra ed una sotto) e fissale con una struct: e' una architettura autostabile. I motori.... be' due dei turbo jets e serbatoi sono sotto l'aereo... questo significa che l'aereo pesa di piu' di sotto che di sopra e quindi quando dai motore abbassa il muso" i motori devono stare su di una stessa linea senno' non funziona: La regola e' che tutto cio' che varia di peso (serbatoi, payloads etc) DEVE avere un baricentro coincidente con quello del mezzo, ne' sopra ne' sotto, ne' avanti e ne' dietro. ad occhio non vedo serbatoi JetFuel: con quattro turbojets devi avere a bordo almeno 300 litri per ascendere, senno bruci quello che serve ai razzi e ti mangi il DeltaV inutilmente. complessivamente devi valutare i pesi non al decollo quanto ti aiutano i motori, ma quando non hai piu' carburante.. quindi la soluzione e' quella di mettere i serbatoi in una posizione baricentrica. Nel caso specifico NON utilizzare tanti serbatoi piccoli ma quello che ti serve in un singolo pezzo, se hai bisogno di fare un mezzo lungo usa serbatoi lunghi.
  19. Sorry For the inconvenience... I'm going to fix (removing unnecessary mods from ships) meanwhile you can fix using. http://kerbalspaceprogram.com/quantum-strut/ and http://kerbalspaceprogram.com/18-empty-stock-fuel-tanks-set/
  20. Sure, Zuni: the ship goes up in LKO with 4000/ms dv. So she can do that mission type too. Indeed with 4k m/s dv you can also go to Duna and back, but I did not make such a travel (more tha one year of trip) without a decent life supported ship....
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