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Kurotenshi

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Everything posted by Kurotenshi

  1. I usually put them in a 75 to 80km orbit. I'll add that bit of info to the OP
  2. Oh, I just call that parallel staging, instead of onion staging, thanks for explaining And I didn't really deny it wasn't asparagus, but it was my goal, so yeah, I made a little joke about it to hide my reluctance
  3. The small boosters always feed into the large boosters. Take the IV for example: two small ones feed into one big tank, which then feeds into the core So I guess that's onion staging, hadn't heard that before, only parallel and asparagus
  4. I made the first few of these LVs when I was playing trough career mode, and I decided to expand upon the design and share them. The 2nd stage of the core has solar panels and a probe core for deorbiting, if the seperatrons prove insufficient. All versions share the same 2-stage core, except for the IB, as I designed that earlier, but proved better in almost every aspect that the I version (which was derived from the II, actually). The IB also comes closer to the 15% payload I was trying to achieve. To increase the capacity, I used two kinds of boosters, small and large, in different setups. Also note that I tried avoiding asparagus staging, using it only in the IV and VI, although one could argue that it isn't classic asparagus, as it drops four boosters at once instead of the usual 2 =P The given payloads are guidelines, they are the maximum payload weight to a 75km orbit, tested with mechjeb. All subassemblies have 6 empty stages, to reduce staging conflicts when you slap it under a craft. The Family may be expanded upon later. I also included two versions of a command module that I use often when designing orbiters, one stock, one with a hidden mechjeb case. The pod weighs in at 4.8t with a partcount of 35, and has 3 semi-hidden parachutes and a small probe core for unmanned control. When using the subassembly, action groups will already be bound. I avoided using action group 1, because I always bind solar panels on that. The used action groups are: Abort: detaches the pod and fires 8 seperatrons 2: Jettisons the LES, using 4 seperatrons 0: deploys antenna on LES, just for looks Specs and pics: [table=width: 500, align: center] [tr] [td][/td] [td]Payload (t)[/td] [td]LV (t)[/td] [td]Total (t)[/td] [td]Payload fraction[/td] [td]Parts[/td] [td]Stages[/td] [td]Boosters[/td] [/tr] [tr] [td]I[/td] [td]7.5[/td] [td]72.1[/td] [td]79.6[/td] [td]9.42%[/td] [td]55[/td] [td]2[/td] [td]0[/td] [/tr] [tr] [td]IB[/td] [td]8.3[/td] [td]56.6[/td] [td]64.9[/td] [td]12.79%[/td] [td]35[/td] [td]2[/td] [td]0[/td] [/tr] [tr] [td]II[/td] [td]15.5[/td] [td]113.4[/td] [td]128.9[/td] [td]12.02%[/td] [td]87[/td] [td]2+1[/td] [td]4[/td] [/tr] [tr] [td]III[/td] [td]22.3[/td] [td]152.9[/td] [td]175.2[/td] [td]12.73%[/td] [td]95[/td] [td]2+1[/td] [td]2[/td] [/tr] [tr] [td]IV[/td] [td]30.2[/td] [td]194.4[/td] [td]224.5l[/td] [td]13.45%[/td] [td]121[/td] [td]2+2[/td] [td]2+4[/td] [/tr] [tr] [td]V[/td] [td]36.9[/td] [td]233.8[/td] [td]270,7l[/td] [td]13.63%[/td] [td]127[/td] [td]2+1[/td] [td]4[/td] [/tr] [tr] [td]VI[/td] [td]45.2[/td] [td]275.1[/td] [td]320.3[/td] [td]14.11%[/td] [td]159[/td] [td]2+2[/td] [td]4+4[/td] [/tr] [/table] For those who want to use or test them, here's the whole family in an archive Feedback is always appreciated, happy flying!
  5. Thanks! I always try to find a balance between looks and function for the crafts I design, whether they're replica's or not. I didn't really find it necessary to tinker with the crew capacity, it's still KSP, and it has its limitations even the best of clipping can't overcome And I used fuselage because I often found my crew shuttles horribly overstocked for LKO manoeuvring. It seems wasteful to ditch a service module with a good 1000 or more dV left when re-entering. Somewhere tomorrow my launcher family is going up, and I'll post a new Orion version as well. It has about 1600m/s dV once in orbit and has a launcher resembling the SLS (the scale is a bit off).
  6. It's okay to be nit-picky, I'm quite the perfectionist myself, but I have some questions about your remarks. The craft has four solar panels, press the 1 button to deploy them all at once, you can see it in the picture as well. Or did you mean the real craft only has two (the round ones)? Well, there's been an update to the design, the service module is going to be ATV-based, hence the four solar panels. What do you mean with more round? The bottom of the service module isn't all that rounded by my knowledge. If you mean the command module, the sr. docking port is about as round as it gets for a heat-shield, I also sometimes clip a flat adapter into a decoupler, but that didn't look quite right here. And why would I clip in extra SAS, if you already have the torque of the command pod and large SAS ring?
  7. Thanks, but could still be better though The first stage is liquid fuelled, which should actually be solid fuelled. But that's one of the versions I'm thinking of designing, after my launcher family. Speaking of my launcher family, here's a preview, with this Orion craft on top. Anyone interested in the craft file for this version?
  8. I had thought of that as well, but it seemed a bit overkill, building an accurate SLS for this craft. With only 10t and 40 parts, a quick Ares I replica seemed more sensible, even though it got cancelled. When I start tinkering on a variant with more dV (about 1600m/s, like the real thing), the extra fuel weight might become too much for the launcher, so maybe I'll slap an SLS under that one. But first I'm going to finish my launcher family
  9. Well, for those who want, here's a subassembly with the new engine arrangement. Just pop the first stage off (basically most of the LV), and put this one under it. Unfortunately, it doesn't simplify things like in the real world, it actually adds 4 parts and 1.6t to the craft.
  10. The clipped parts are Mk-16 parachutes, actually. In my opinon is a way nicer solution than the radial parachutes And since the .23 update, tweakables also included some monopropellant in the manned pods. The Mk1-2 pod has 30 units of monopropellant, just al little less than one roundified mono tank. For me that's way more than I've ever used for a docking, at least for a small craft like this. But maybe I've gotten very efficient at it because of all my station building
  11. Most of us are familiar with this well-know real life craft, but instead of waiting until they finally develop, how about flying one in KSP already? We have the Orion Lite, a replica with a rather small delta-V budget for LKO manoeuvring, perfect for those who do not wish to waste lots of fuel on a shuttle to your station with way to much dV. It comes with an Ares I launcher that complies with the clean space act. After the seperatrons fire and push the 2nd stage back, some leftover fuel may be used to re-enter it completely. We can also offer you the Orion, with 4 times the dV of the lite version, while only being half fuelled. Fly it to a station to fill it up, and you will have a craft with about 2700m/s dV. It comes with a launcher resembeling the SLS. Because it was such a small craft, I didn't bother with the tapered portion of the craft, because the partcount would be trough the roof, and the launcher would be completely overdesigned. So I opted for the simpler version, with some notes: The fairings and LES can be jettisoned at all times by pressing 2, and it is advised to stage at about 15km. This will drop the boosters and if not already gone, drop the fairings. Makes for a pretty staging event. The Ares I and SLS launcher are capable of putting the craft in a 75km orbit, although part of the circularisation of the SLS-launcher will have to be done with the Orion itself, but there is dV to spare in that one. I also have both craft strapped to my Prometheus launchers, for those interested in them. The launcher will have fuel to spare when launching these, and the clean space act is respected, without the need for extra retroboosting with leftover fuel. Both craft are equipped with a probe core for unmanned control and have 4 solar panels, 4 quad RCS-ports, 30 units of monopropellant in the CM, a crew capacity of 3 kerbals, 3 parachutes, a light for docking and the following action groups: 1: Toggle solar panels 2: Jettison LES (and fairings too perhaps) 0: Deploy LES antenna Specs and pics: [table=width: 500, align: center] [tr] [td][/td] [td]Orion Lite[/td] [td]Orion[/td] [/tr] [tr] [td]Mass (t)[/td] [td]9.6t[/td] [td]12.4t[/td] [/tr] [tr] [td]dV (m/s)[/td] [td]400[/td] [td]1600[/td] [/tr] [tr] [td]# parts[/td] [td]40[/td] [td]44[/td] [/tr] [/table] Craft files: Orion Lite with Ares I Orion Lite with Prometheus II Orion with SLS Orion with Prometheus II Feedback is always appreciated, happy flying!
  12. I present to you yet another Dragon replica! I decided to make both the manned and unmanned version of this SpaceX craft. So without further ado, some pics and specs: Dragon (unmanned) Part count: 25 Mass: 8.9t Delta-V: 3800m/s (artificially high due to the fuel payload) Crew: unmanned Action group 1: Deploy solar panels Cargo: 540/660 LFO + small probe bay Dragon (manned) Part count: 33 Mass: 10.8t Delta-V: 1550m/s Crew: 3 kerbals Action group 1: Deploy solar panels Launch vehicle: Falcon 9 (101t ; 107 parts) And of course, .craft-files for the manned and unmanned versions Feedback is always appreciated, happy flying!
  13. Thought I'd give some attention to the Indian Space Research Organization, instead of the famed, well-know and popular space programs Source material: http://en.wikipedia.org/wiki/ISRO_Orbital_Vehicle http://en.wikipedia.org/wiki/Geosynchronous_Satellite_Launch_Vehicle_Mk_III Part count: 48 Mass: 14.7t Delta-V: 1600m/s Crew: 3 kerbals Launch vehicle: GSLV Mk III (153t ; 262 parts) Some sidenotes: 1. The 4 engines clipped together under the main core are very delicate. I have found that the fuel lines often break when launching it directly, so you have to go trough the VAB, place them again, and then launch. All engines should fire then. If anybody knows how to permanently fix this, please do tell:) 2. The launch vehicle is designed to get your apoapsis to the desired height, but the circularization burn will be preformed with the orbiter's main engine. After the burn, the main engine is shut down, the reason being realism. The delta-V given in the info sheet is based on this. If you leave the main engine on, you have about 1900m/s of delta-V, and way more TWR, but that sort of kills the realism in my opinion. Action groups 1: Jettison LES 2: Deploy solar panels 0: LES antenna And finally, the .craft file!
  14. I'd love to know, how did you build that frame? I've tried it but couldn't really get a symmetrical/balanced result, the part the framework reconnects to always takes over the double symmetry of said frame, or otherwise it's just lopsided and ugly. Enlighten us!
  15. Tantalus Station Parts:639 Mass: 140t LF/O: 3060/3740 units RCS: 710 units Crew: 5 Station is fully ladder-traversable, and comes with a truckload of solar panels
  16. Thought I'd give the lesser know Indian space program bit of attention Orbital Vehicle with a GSLV Mk III underneath, both are still in development, but the kerbals beat the ISRO to it! Not the most accurate replica, but I did what I could with stock parts and my experience
  17. Thought I'd give the lesser know Indian space program bit of attention, and this thread has too many planes vs rockets anyway Orbital Vehicle with a GSLV Mk III underneath, both are still in development, but the kerbals beat the ISRO to it! Not the most accurate replica, but I did what I could with stock parts and my experience
  18. Thought I'd give the lesser know Indian space program bit of attention Orbital Vehicle with a GSLV Mk III underneath, both are still in development, but the kerbals beat the ISRO to it! Not the most accurate replica, but I did what I could with stock parts and my experience
  19. I'm currently researching those two LVs, I'll let you know when I have built something presentable No mods though, I'm going to try stock versions (with part clipping ofcourse). I already built a quick IRSO Orbital Vehicle, and I'll soon start work on a suitable GSLV to get it into orbit After that, I'll see what I can do with the PSLV
  20. Ah, that. Those have nothing to do with B9. Download the craft file and tear it apart, you'll see. Those are rover bodies with stock structural panels clipped into them, radially attached with cubic struts
  21. @SuperWeegee Why isn't it stock exactly? Could you tell me which part(s) you're missing that causes a stock game to not load the craft? The picture is from .20, so the only thing not stock is the tiny tank on the progress, which isn't included in the craft file for Salyut 6. That craft file is perfectly stock and only contains the Salyut station, the Progress and Soyuz docked to it are separate craft. And besides, my progress has been updated for .21 and is now completely stock a well.
  22. Update-time! I edited the first post so it looks a bit nicer, added a big craft update and it now has up to date pictures as well. I've updated the Salyut thread as well, so the links for the new crafts can be found there. This will be the last update until the start of September, as I have some real-life stuff that need attending right now
  23. Update-time! I edited the first post so it looks a bit nicer, and it now has up to date pictures as well. I'm updating the Soyuz thread right now, so the links for the new crafts in the pictures should be up soon. This will be the last update until the start of September, as I have some real-life stuff that need attending right now
  24. The Almaz program was a Soviet military space station program, launched as Salyut 2, 3 and 5 in the early 1970s. This is my first attempt at recreating it, so it might get updated. The proton launcher is of Darth Lazarus' design, with some minor aesthetic modifications. During launch, press 2 to jettison the fairing. Once in orbit, press 1 to activate the station. It has 1000m/s delta-V, although it can only use about 100m/s each manoeuvre before you have to manually pump the fuel around. Craft file
  25. Found the time to update Salyut 6 The craft now has the Proton launcher from Darth Lazarus, because as he said, it is waaaaaay better than mine was Further I made some small aesthetical changes, and built a new fairing @ Arthur, to keep it more accurate I used a 2-way symmetry, as the Salyut 6 only had two small engines, on opposites sides of the rear docking port. Hope you guys like the update, I'll update the pics sometime soon
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