sauliukas
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Everything posted by sauliukas
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My newest rover and dropship concept
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need a space plane for large crew transfer
sauliukas replied to endl's topic in KSP1 The Spacecraft Exchange
This is my 10man Kerbal Taxi -
Post Your Saucer Shaped Craft
sauliukas replied to Jett_Quasar's topic in KSP1 The Spacecraft Exchange
This is my small flying saucer, compared to others. -
I need a simple lander design!
sauliukas replied to thereaverofdarkness's topic in KSP1 The Spacecraft Exchange
You can try my 3 seater landers, they are for orbit-ground-orbit and work on almost any orbital body. It can land on Kerbin and come back to LKO. -
Here is my newest rover concept KS Husky
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SSTOs! Post your pictures here~
sauliukas replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
This is my crew transport SSTO, can carry up to 10 kerbals into Kerbin orbit. -
Really Big Rescue Mission
sauliukas replied to The Jedi Master's topic in KSP1 Gameplay Questions and Tutorials
Sirrobert plan is good one. For me rescue missions are easy, because then I plan a trip to new celestial I build infrastructure first, then try landing on it. My infrastructure is: Space station in LKO which acts as crew quarters and fuel depot. SSTO for crew transfers between Kerbit and Station in LKO. Rocket for Space Station refueling. Fuel tanker in LKO, docked to space station. Spacecraft for crew transfer in space. Mothership which acts as forward operation base. Has 2 landers and 1 support craft. I have a set of landers which are customized for each celestial body, so then I know where I will send the mothership I just equip it with proper landers. Then I decide to explore new celestial I just send my Mothership there and it acts as orbital base. After I have a mothership in orbit of celestial I want to explore. I send my rovers/landers or base and if there is some problems and I need to rescue the crew which were stranded there I just use my motherships landers to pick them up. Wait till taxi comes from Kerbin and ship them back to space station in LKO. Once they are there I just use my SSTO to pick them up and return to Kerbin. I will release all my basic infrastructure ships later, but some of them are still prototypes and I need to put them in 1 package. So need more testing and etc. Currently I am not focused in that. -
After designing lots of rovers I think I made a rover which can be used in 90% of my operations. Foxhound has 3 front seats and space in back for modifications, it can be used for extra seats, ion drive, some small cargo and etc. It has 2 SAS so it is possible to roll back onto wheels if you flip it. Sometimes it is tricky on Kerbin, but rolling + steering usually is more than enough. Solar panels on roof is rather safe option, just lose some if I flip the rover but not every time. As it is my main rover I decided to make a VTOL dropship - Grasshopper for transporting the rover over great distance. The main problem with transporting the Foxhound was getting it to sit firmly in cargo bay. Brakes are enough for short distance, but you must be extra careful not to lose it then doing turns or pitching. Tried using landing gear it works at some degree but it is not a safe option. Sometimes the rover tries to get out the cargo bay and it might end in losing few engines or it can just tear dropship apart. Docking wasn't working good enough, plus using docking ports you use customization options for the rover. So the last thing left was Grabbing Unit and it worked. To properly connect via Grabbing Unit rover must go at speed into cargo hold. The tactic I use is: Park a rover at about 50m away from dropship, aim the rover, get some speed then switch to dropship and deploy the Grabbing Unit. It doesn't work every time, but sometimes it works flawlessly. Even if it doesn't connect properly, try to close the Grabbing Unit and then deploy it. It gets firm grip and combined with rover brakes it is rather safe to transport the rover, ofc the best and safest way is to properly connect it. Forgot to add. You must lover rear landing gear to load the rover. One more hint if you drive the rover from high cliff and the drop is high it is better to flip the rover, so it lands on the roof. Much safer option than landing on the wheels. It works a treat on low gravity moons. I know Foxhound and Grasshopper have some issues, but the ones I found so far are fixed. Of course there will be more, but as it is my main rover I will upgrade it from time to time to fix the issues. I am not sure if I will release those versions unless there will be some fundamental changes. Here are the pics: And the crafts: Foxhound + Grasshopper
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5-Kerbal High Stability Transport
sauliukas replied to Valdimir's topic in KSP1 The Spacecraft Exchange
Nice one, It looks almost like my Foxhound. Just shorter version and I use SAS to recover if I flip it. -
Thank you, I am rather new at posting.
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Oh crap I made mistake, in my Topic name. This is what happens when I stay too long, just to finish my craft =/
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Jeb was very excited with upgraded Ion Engines, so he decided to build Flying Saucer, which will be used to explore low gravity moons. Looks like not only Jeb was interested in new Ion Engines, Bob decided to upgrade Jeb's creation and built a Flying Frog. Here are the pictures: And craft files: Flying Saucer + Frog
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Range is huge I managed to go around Kerbin and it used only 170-180l, main fuel use was take off and climbing to 30km. It has 6 or 8 air intakes, so it can fly at around 30km altitude and at such height it uses just 0.05l/s at 2.2km/s speed so theoretically it can go 24000+ km. Yes BasicJets are better at lower altitude, but this is long range craft. It flies high, because it is faster and uses less fuel to cover long distances. I have short range version, it's same craft, just it uses BasicJets and carries only 10-20% of fuel. I don't want to carry excess fuel for short trips.
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KerbS 3 are orbit-surface-orbit ships used to transfer up to three Kerbals between stations/craft orbiting planets or moons. Crafts: KerbS 3 - standard craft for crew transfer. KerbS 3 Duna - crew transfer ship for Duna. KerbS 3 Duna Safe - gives bigger margin for error for Duna crew transfer. KerbS 3 Laythe - primary use - crew transfer for Laythe. Can be used for Kerbin too. KerbS 3 RAW - this is the model which was used to create all of previous crafts, just lighter, worse looking and can be used as subassembly. NOTE: neither KerbS 3 Duna, KerbS 3 Duna Safe or KerbS Laythe were used to land on their designated planetary bodies. But almost identical ships to KerbS 3 Duna were tested and accomplished their targets. KerbS 3 Laythe was only tested in Kerbin but managed to land in Kerbin and come back to mothership in LKO without any problems. Pictures of the crafts: Craft files: KerbS 3 set
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This is my first Short range aircraft ready for publishing: Fly Mk2. It still needs little tuning with Kerbal seat placement, but it is not a big problem, w/o any Kerbals onboard it is very agile and fast. It can reach 250+m/s on sea level, if you turn on SAS it will be abusing infinite glide bug so can reach even higher speeds. It fits into HL Cargo bay easily so my Cargo planes will be able to transport it anywhere. Mods used: B9_Aerospace, MechJeb The craft file linked is updated version from that in pictures, I started building from structural panel. Now you can use this craft as subassembly and attach it to any vessel. Here are some pictures. And craft file: Fly Mk2
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New version of rover looks good, should be more stable. For my rovers I use similar design, which is robust enough to withstand abuse, but not invincible.
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There and back again...again
sauliukas replied to Sigma117's topic in KSP1 Challenges & Mission ideas
Yes with SSTO it is not so hard to get to orbit and land twice. And I am not very good with SSTO so think 3 times is possible, maybe even 4. By the way do you have to land on airstrip or you can land anywhere? -
Rover not driving straight
sauliukas replied to zathras's topic in KSP1 Gameplay Questions and Tutorials
Try connecting beams with struts, that way the rover will be more rigid. Might solve the problem. And the other problem might be that you have not enough power for all those wheels, add some solar panels or generators. Plus put some batteries too. -
My rovers can withstand VAB too, but those lights at runway is something different. After hitting them I usually lose some parts, but no structural damage. There is one way to cushion that damage, but the trade off is not worth it.
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You should test it in Mun, but I think it will be pain to drive it because of low gravity.
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Nice little rover. But can't withstand 20 m/s impacts to landing strip lights.
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My two newest rovers. Left one is base version for planets with normal gravity, right one is more adapted to low gravity bodies.