

SofusRud
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Everything posted by SofusRud
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Now put a space shuttle on it
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simple question really, how much delta-v does it take to go from the surface of Laythe to low Laythe orbit? I know there are delta-v maps around but i have a hard time reading them for that particular information.
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might as well put these here: the Orchard Class Launcher The Plantation Class Launcher Both use the same core, the Plantation is basically the Orchard with 2 instead of 4 boosters. The Orchard can lift about 42 tons into LKO, and have fuel left for deorbiting. The launcher leaves zero debris, the core rocket has chutes and landing legs so as to be recovered and reused
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non-crumbling munar lander
SofusRud replied to Zephram Kerman's topic in KSP1 The Spacecraft Exchange
Bit hard to make out, but aren't you leaving behind your materials science pod? -
SSTOs! Post your pictures here~
SofusRud replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
Here is this thing i made: Carries about 7.5 tons -
Thunderlane Mk-5: Becausethe old one needed an upgrade
SofusRud replied to SofusRud's topic in KSP1 The Spacecraft Exchange
The cargo bay itself is mainly there for aesthetic reasons, and i do realize that there are size constraints with this particular design, but the intention was not originally to have be my go-to heavy launcher (at least not yet). As for using panels instead of structural wings, it was more an issue of making it fit exactly and not having to deal with an offset COL. -
Designed two new cargo-carrying SSTOs, here's one
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Well, since posting the Thunderlane Mk-3 (http://forum.kerbalspaceprogram.com/threads/65174-Thunderlane-Mk-3-the-cargo-SSTO) I have taken note of the constructive criticism and feedback, and after spending a week locked away with my new pc in a small room, subsisting on vodka and the tasty-looking wall-mold, I have emerged with a new and improved cargo SSTO: Thunderlane Mk-5 Capable of putting around 7.5 tons into orbit, this design has more than double the capacity of its predecessor, both in terms of size and mass. Here it is putting a dummy test payload into orbit: Here its releasing the first part of modular probe expedition that i plan on sending to Eeloo another part of the modular probe Reentry Landed safely Worth noting:this craft is a subassembly Useful stuff Action groups 1- toggle turbojets 2- toggle RAPIERs 3- RAPIER mode switch 4- toggle all intakes 5- toggle most intakes (front ones) fly it like a regular SSTO, hit 5 before takeoff, steep angle until around 15-16km, level off to build up speed but keep rising, hit 5 again when air starts running out. switch to RAPIER rocket mode before air runs out (around 0.1-0.15) to keep the jets powered, then shut them off, and ride the RAPIERS till you get your Ap and circularize there. You should be going 1500-1650 m/s when you go on RAPIERS alone. Be sure to shift fuel around to move your center of mass forward before you descend into the atmosphere for landing. (note where it is in relation the to lines on the structural wings) Like the Thunderlane Mk-3, the jet fuel for each side of the plane is drained from from each end of the middle section. Check out the Thunderlane Mk-3 to see how that works: http://forum.kerbalspaceprogram.com/threads/65174-Thunderlane-Mk-3-the-cargo-SSTO There is an unattached strut at the front of the cargo bay for securing your payload. Part count: 125 Part clipping was not enabled during the construction of this craft download it here: https://www.dropbox.com/sh/g5toine4cjtxh3q/V9ZQad0IjL Feedback appreciated
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They are no more buoyant than anything else in this game. They do however, have a very high impact tolerance
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SSTOs! Post your pictures here~
SofusRud replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
Here is my Thunderlane Mk-3 Why yes it is a subassembly here is the page for it: http://forum.kerbalspaceprogram.com/threads/65174-Thunderlane-Mk-3-the-cargo-SSTO And the DL: https://www.dropbox.com/s/3ytef2acc8...e%20Mk-3.craft -
Thunderlane Mk-3, the cargo SSTO
SofusRud replied to SofusRud's topic in KSP1 The Spacecraft Exchange
Thanks, it did take me a while to figure out how to do it, my biggest problem was the COM shifting around. At the moment I am working on a similar design that I hope will have double the cargo capacity -
Well, I guess couldn't avoid posting my craft forever, and I have now played enough that I am at least partially sure that I now have some craft worth posting This is the first of these craft. Thunderlane Mk-3 The Thunderlane Mk-3 is cargo ssto, capable of carrying up to 3.44 tons (maybe more, that's the highest I've tried) into LKO, as shown here, putting a Minmus mission into orbit. The ship is designed in such a way that the engines on either side feed their fuel from either end of the middle section. Fuel flow is blocked by the panels (as you know they don't crossfeed), and this ensures that COM stays where it is during atmospheric flight I have used it for 5 missions so far, here it is putting an ion probe into orbit How to Fly It Note that the cargo being carried can cause the flight path to vary. Action groups 1- toggles jet engines 2- toggles LV-909s 3- toggles all intakes 4- toggles most intakes Start by pressing 4 and then 1 to turn on the Jets. The craft requires the dropoff at the end of the runway to take off. The craft is stable when taking off, though there might be slight leftward yawing that can easily be countered. Begin a steep ascent immediately, then level off at between 10-15km, depending on the weight of the cargo and whether or not the amount jet fuel has been tweaked. The heavier you are, the sooner you start leveling off, so as to burn as much of that excess jet fuel off (this is what i sometimes do when can't be bothered to be exact about how much jet fuel i need). Remember to press 4 again. Start throttling down when your intake air approaches 0.1 before you switch over. You should be going around 1600-1750 m/s when you switch over to rockets. then its just a matter of putting your Ap where you want it a circularising. The craft has RCS to separate from the cargo once the docking port has decoupled. When coming back down, pump as much liquid fuel from the wing tanks into the middle tanks as possible and the rest + oxidizer into the forward wing tanks. this will balance it out nicely. Craft file The craft is a subassembly, 97 parts, 23.3 tons, part clipping was not enabled during construction. There is an unattached strut at the front of the cargo bay to secure payload https://www.dropbox.com/s/3ytef2acc8h6073/Thunderlane%20Mk-3.craft what do you guys think?
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4 Part SSTO - The Minimalist
SofusRud replied to Chozo Nomad's topic in KSP1 The Spacecraft Exchange
now land it safely -
Just one extra part.
SofusRud replied to Clockwork_werewolf's topic in KSP1 Suggestions & Development Discussion
a tiny-sized reaction wheel -
the RTGs infinite electricity for the win
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Got a request for a spacecraft? Request it here!
SofusRud replied to zombie2u's topic in KSP1 The Spacecraft Exchange
Could you make an SSTO capable of putting a 2-6 ton (more would be appreciated but not necessary) cargo into orbit. Note that it should be stable enough that one doesn't need to mess around with the wings when changing the cargo mass. Preferably unmanned and with as low a part count as possible. Also avoid enabling part clipping through the debug menu, regular part clipping is ok. Stock cargo bay doors not needed. Hope you are up for the challenge -
Simple Part wish list
SofusRud replied to Capt Snuggler's topic in KSP1 Suggestions & Development Discussion
EVA fuel containers! in various sizes and configurations -
Simple Part wish list
SofusRud replied to Capt Snuggler's topic in KSP1 Suggestions & Development Discussion
Radial separtors, in both the regular and extended versions. sick of having radial decouplers stick to the thing being separated -
Simple Part wish list
SofusRud replied to Capt Snuggler's topic in KSP1 Suggestions & Development Discussion
the ability to add oxidizer to fuselage parts -
Basic jet engine vs. R.A.P.I.E.R jet engine
SofusRud replied to Magma's topic in KSP1 Suggestions & Development Discussion
The reason the RAPIER is underpowered compared to the real-world SABRE is the same as why the LV-N has much lower TWR compared to the real-world NERVA, game-play balance. And I for one am ok with it. The advantages RAPIER engine are that can automatically switch, negating the whole "flame-out flat-spin" problem that plagued older SSTOs, and it is not only lighter than having more engines but also means you use fewer parts. A slightly lower thrust and ISP is worth it in my opinion. -
0.23 changed my spaceplane somehow
SofusRud replied to SofusRud's topic in KSP1 Gameplay Questions and Tutorials
how does that explain the whole "bouncing issue? -
before 0.23 i built this SSTO shuttle for my upcoming Laythe mission. It a three person thing with a Mk-3 cockpit, a turbojet and two 48-7s engines. I was quite happy with it and it did all it had to reliably. Since the update however, something weird is happening on takeoff. As it pics up speed, it becomes unstable and crashes. Note that this is not the usual "veer to the side and crash" thing that we've all experienced when our landing gear wasn't parallel. As it hits around 60-70 m/s, it starts bouncing from side to side, each bounce becoming bigger and bigger until it flips. This happens regardless of whether SAS is on and i even tried switching out the tubojet and the rockets for a RAPIER, which didn't work either. I have never experienced this before, neither with this plane or any other. Can anyone help shed some light on this issue? I am quite proud of the plane and would hate to have to can it. here is the craft file: https://www.dropbox.com/home/KSP%20share