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Turd

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Everything posted by Turd

  1. Huh I was under the impression that no matter how much intake-air you had the engines still produced no thrust. Somebody been lying!
  2. I'm working on the craft files now, in a few hours I'll post a thread in the Rocket builders section and link to it here. A word of warning though, I can't give out "launch ready versions" willy-nilly because to be honest I delete the "launch" version of each file after I make it to orbit. Makes each craft feel special and unique rather than just a bunch of data. You can hyper edit them into space, or build a new launch vehicle for each flight like I do. Trying out new staging and clustering designs is most of the fun for me! Each flight is a like a whole new experience. I will include a few craft with launch vehicles though, some of the rather old ones from my backup flash drive just as an example of how I slap my rockets together. The designs are really simple, other than my SSTOs and the WANDERER I could rebuild them from memory alone. EDIT: OK, thread is up and I'll add to it as I build more junk and get it uploaded. http://forum.kerbalspaceprogram.com/showthread.php/45134-TCS-Ind-%28Turd-Commercial-Spaceflight-Industries%29-Craft-Repository?p=579109#post579109
  3. Wait... Since when did jet engines work on Duna?
  4. I'd really like to the the specs on TWR, mass, Delta-v etc for just the lander. If they really are better I wouldn't mind using them but the higher thrust and lower mass of the small engines it was made me use them. I very often have to make velocity changes in a HURRY with my landers/orbiters. My chutes are staying either way, its almost free delta V!
  5. Nice! Here's an experimental lander I was screwing with last night, looks very similar to what you have. Before I put on the parachutes, legs, solar panels, and RCS ports it actually had a 1.2 TWR on Kerbin and 3200 Delta-V. The clipping on yours looks much better, and I don't have a transfer stage unless I built an adapter for my Mk. 3 or Mk. 4 drive units... The TRAVELLER will have to do for now. I also like the way Kerbals can reach the chutes from the two ladders, I will have to add this to my contraption. Looks like no real Kerbal progress for me tonight though, I just got done cleaning the throttle body and all the sensors on my broke *** Jeep.
  6. I'll work on it tonight, free time priority is getting my SSTO mods working together and finishing a current Duna mission.
  7. I might be asking for too much... That could explain why this project has been nagging at me for two weeks now. But I'll try anyways! ANY DESIGNS you have that meet even a few of these criteria will be greatly appreciated. I can probably slap something together but I need some creative ideas to get me out of the rut I'm stuck in. Thanks for looking! I need help (more accurately INSPIRATION) designing a Duna capable lander/orbiter that fits the aesthetics, and capabilities of my current fleet of interplanetary vessels. I have several ships that can already do the job, but nothing simple, small, and light enough to dock to the front of my TRAVELLER class vessels. I have landed on Duna twice already but that was in my WANDERER class ship that is essentially a self contained over engineered starship. Here's what I'd like: *Complete ships are appreciated, craft files are very welcome but anything submitted will only be used as a template/inspiration for eventual lander. *Must be able to undock from parent craft in Duna orbit, orbit Duna, deorbit, maneuver a little, land, achieve orbit again WITHOUT dropping/staging any parts, rendezvous with mother craft, redock, refuel, and be ready to do it again. *100% reusable, 100% refuel-able. I have one design that works(ish) but is kaput because it uses many toroidal tanks that are a serious pain. *Parachutes able to be reached by Kerbals on Duna surface for repacking. *Dock to standard port at rear of lander, front of TRAVELLER. *Be no more than roughly 2.5 hitchhiker containers in length, with no more than 25% overhang on each side of a standard large rocket part. (so no more than 1.5 hitchhikers in width) *Engines mounted to rear of craft, no massive side nacelles but exceptions may be made. *Minimum of two crew members. A single lander can is idea, but a large capsule would work as well. *Front docking port. Essentially the top and bottom must both have useable ports to transfer crew and supplies while assembled to the main ship. *Ideally the mass should be about 35 tons at the EXTREME upper limit. ------------------------------------------------------------------------------------------------------- First here is the ship in need of a lander, and what the lander need to dock to: The Traveller Mk.6. This is not a finalized design, some features will change before the actual Mk. 6 is put into orbit with the other TRAVELLER craft but the top port will stay the same. For inspiration: Here is the experimental lander I put together in about 20 minutes. The issue is it has low TWR, and might not make it off Duna with enough fuel to rendezvous with the TRAVELLER in orbit. Also the number of toroidal tanks inside the ship is nuts, no way I can sit there and refuel each tank without missing a bunch. The design is solid though, worked great on the Mun where those extra parachutes and ladders were pointless. For more inspiration and "style" reference: This guy is the Mk. 2 Transfer module temporarily used for crew transfers in Kerbin orbit. I also have one around Duna for emergencies. It is a SOLID little ship and I wish I could design a shorter version using a lander can with enough thrust to reach Duna Orbit and have some delta-V left for rendezvous. I really like the way this little cargo pod looks... The reason I want a new lander in the first place: Lastly, this is the WANDERER Mk. 4 Interplanetary lander/orbiter. This is a BAD little ship with over 300 parts, capable of reaching, landing on, and returning from Duna all by itself with the proper launcher/initial orbit. It can do this AND return with the capsule still attached to the lander/orbit section. The Mk. 1 and Mk. 2 were used for all my Mun landings, and the Mk. 3 and Mk.4 have been used on my Duna landings. Problem? THE SHIP IS PART HEAVY! Docking this to the front of the TRAVELLER creates a storm of lag, sometimes pressing F1 is enough to crash the game. The ship also weighs in at 50 some tons when fueled WITHOUT the transfer stage attached. Pushing this to Duna with the TRAVELLER is not an option (mass+part count=bad news). Launching it to Duna separately then sending the Kerbals over to it works (did that once but if I can send it all the way there by itself then why bother with the TRAVELLER at all? This thing is not a lander, its a jack of all trades and a MONSTER. I want a little guy who can replace it and just land, orbit, then rendezvous for refueling. Again thanks for any of your ideas, designs, etc! If you are interested in any of the craft I've posted let me know and I'll put up a file, such as it currently is.
  8. Were it a true binary star system the stars AND the planets would orbit a common center of mass. The only way to avoid this is to space them apart so they do not form a binary pair. The distance does not have to be an actual 4ly however, just scale it with the other shrinkage of sizes in the game.
  9. He may be currently assigned to a mission, I'm pretty sure that is one of the names I entered but I barely used half of the names from the episode. Thought it was "Big McLargehuge" though.
  10. It had to be done with the new crew management system. The SAUCE:
  11. Experimental TRAVELLER craft, with experimental drive modules testing new designs for .21. Left: MK. 2-X "PATHFINDER", Right: Mk. 3-X "EXPLORER" When .21 came out I started over completely, building new craft from scratch. I left my SSTO fleet alone though, rebuilding those would be impossible without several weeks of testing. This is my entire space program, minus SSTO Spaceplanes Mk. 44 and Mk. 68 that use mods, and satellites/probes/rovers which are custom built to each mission because building is most of the fun in this game! Nearly all of my probes, satellites, and crew launches/transfers use the SSTOs due to higher safety margin and 100% reuseability. Mk. 2 Transfer Module, Temporary use vehicle while computer files updated, *Transfer light cargo and crew to low orbit *Transfers crew between stations, craft, acts as emergency life pod *4 crew *Operates unmanned * Flights are numbered Mk. 2-C Traveller Spacecraft, Interplanetary crew and cargo vehicle * 9 Crew * Nearly 7000 delta-V * Numerous ports for rendezvous and resupply * Uses standard drive sections (WITH SOLAR MAST) * Named for famous sailing vessels of exploration (Excepting space shuttles) Mk. 3-B Traveller Spacecraft, Interplanetary crew and cargo vehicle * 25 Crew * Over 6000 delta-V * Numerous ports for rendezvous and resupply * Uses standard drive sections * Named for famous sailing vessels of exploration (Excepting space shuttles) Mk. 4-A Traveller Spacecraft, Interplanetary crew and cargo vehicle * 17 Crew * Over 6500 delta-V * Numerous ports for rendezvous and resupply * Uses standard drive section * Named for famous sailing vessels of exploration (Excepting space shuttles) Mk. 5 Traveller Resupply vehicle, Interplanetary resupply vessel * Uncrewed * Over 9000 delta-V * Many ports for docking and resupply * Uses standard drive section * Numbered but unofficially named by crews after notable sea ports Mk.1, Mk. 2, Mk. 3 and Mk. 4 Wanderer Orbiter/Landing Module, Crew landing and orbital transfer vehicle * 3 crew * Outside Kerbin SOI vehicles are sent into orbit unmanned until Traveller module arrives * Over 3000 delta-V on lander stage * Capable of parachute and rocket assisten landings * Capable of using standard drive sections for planetary transfer, or orbital boost section inside Kerbin SOI * Current Mark of Wanderer (Mk. 4) has much improved part count and reliability. * Given female first names as designation in similar fasion to hurricanes -ALICE (Mk 1 Mun mission) -BEATRICE (Mk 2 Mun Mission) -CATHERINE (Mk 3 Duna mission) -DIANA (Mk 4 shakedown, then onto Duna) EXPERIMENTAL LANDER, Possible replacement for cockpit of TRAVELLER craft as integrated 100% reusable Duna capable lander.
  12. Docking my two experimental interplanetary craft, the Explorer and Pathfinder. (Named for two "unofficial" space shuttles used by NASA for publicity and testing) I over engineer EVERYTHING I build in this game. Both craft are a combination of experimental and previous proven methods and designs from before .21, but I'm starting a totally new save. The Explorer used a new drive system, but old setup and crew modules whereas the Pathfinder used an old drive module but totally new design of crew module. These two ships having been complete successes will allow me to launch and build my next gen craft with 21 Kerbals.
  13. They work better when going side to side between tanks, going inwards only does so much.
  14. I'm gonna mess around further, but so far this is an excellent way to launch planetary probes without using a gigantic rocket to get them into orbit since my regular SSTOs only have at the most 2 1/4 cargo bay lengths for payloads. It could be used for TINY Mun craft, shot from LKO or dropped from Munar orbit but my plain cargo bays can handle 2-3 micro craft at a time... I'll have to mess with it further! I suppose if your launch vehicle is not capable of orbit by itself this would be MUCH more useful but I know I can have fun with it until I find its best application for my needs! Maybe ferrying fuel tanks to my Duna craft I'm assembling in space...
  15. The embedded fuselage is really cool! I'm going to try this out because it could be a really neat way to launch small interplanetary craft from my spaceplanes that won't fit in the cargo bay, or larger probes that need a lot of fuel. Are they hollow, or can they perhaps have bomb-bay doors on the bottom for stuff like solar arrays, RCS, Etc? Likewise top and bottom versions would be sweet. Some things I have been wishing for recently after working on my SSTO planes are a "bloated" Mk3 cargo bay (The B9 is TOO big, but a little more room would be nice), a Mk3 tail section similar to the B9 pack with radial attachments on the rear for engines, perhaps a Mk3 section with bulges or points for landing gear... Thats all I can remember now, having to much fun flying to the Mun. Thanks for the awesome parts! Mk. 44-C with MunSat Mk. 68-B (Maybe A model... Who knows)
  16. I built this craft inspired by the "Lotus" lander in the spacecraft exchange as part of a Duna mission. I've only built spaceplanes before so I took a lot of design hints from other folks builds. I had to rebuild the booster TWICE due to stupid mistakes of not placing the command module properly, and it couldn't let me move it once placed to the other end of the rocket. So six hours and two launches later I finally get it into orbit. This probably took another hour as my laptop is very slow and the rocket was 350 parts. From orbit I escape towards Mun, line up a good capture, begin to circularize... And run out of fuel because I forgot to link all the tanks in the main part of the craft! Now I have literally 12 tanks to transfer back and forth. Once before I can finish circularizing the munar orbit, a second time before landing, again after landing, and possibly a fourth time in order to make it back to Kerbin! I HATE this game...
  17. I had the same issue on my craft. The likely fixes: Install thrust vectoring engines Make sure center of thrust is PERFECTLY aligned with center of mass Make sure center of mass is in a position that wont shift very much due to fuel use Keep center of pressure/lift slightly behind your center of mass to keep it slightly more stable. Position RCS on the far ends of craft to help with any remaining stability issues When you craft reaches extreme altitude it stops behaving like a plane and becomes a rocket, aerodynamics will no longer serve to stabilize your plane, and control surfaces can no longer be used to keep control. Instead the little atmosphere only serves to make your craft more difficult to stabilize after it flips out.
  18. Been playing for nearly a month now, my station is about a quarter finished and my SSTOs are flying better and more efficiently than ever. Here are the two current revision that I consider fully capable at the moment. Mk. 68-A SSTO Spaceplane (Download next week when I finish building some nice looking payloads) *Built to ferry 3 man crews, small amounts of fuel, small probes or satellites to LKO * Future "B" version will carry 15 Kerbals and act as escape vehicle for ISS clone, replacing "Orion" style capsule/module and orbital rescue module *33T loaded, 5T (MAYBE 7T) payload capacity, 4 PDEs, 2 LV-T45s, 2 docking ports, theoretically capable of Munar orbit and return *Basically does everything the Mk. 37 version did all the way through A-G models but faster and more efficient *Completely reusable with KAS refueling/loading Mk. 44-C "Wasp" Class SSTO Spaceplane (Download next week after I finish payloads) *Now fully Munar capable with reusable landers and rovers in cargo bay *Has been tested with 12T payload *57.5T Fully loaded *Need to further tweak fuel levels for larger safety margin *Completely reusable with KAS refueling/loading *Fixed "heavy" landing issues, reinforced and remounted landing gear *Increased lift to improve sluggish liftoff when loaded down *Current "D" model is unmanned, carries 5 full FLT-800 tanks to LKO, can also carry 6 Kerbals in crew module for rescues
  19. Sorry for the bad resolution and low quality images. This craft is starting to pus my laptops limit with nearly 210 parts on some payloads. I need something new but its tough to find anything with a faster CPU for a reasonable price. What happened to Mk. 38 to 43? B9 Aerospace doesn't play well with one of TouhouTorpedo's mods and caused me all sorts of crashes when I used any fuel lines. So much for my SABRE engine powered version... Also tried building a B9 SSTO with a huge payload bay but they just look... Off. The huge B9 fuselages don't look good with a tiny cockpit, and its hard to get a decent wing profile so I will go back to it later, or just use the Mk4 fuselage set. "Wasp" Class Mk. 44-A, EXIMIUS MODS STILL REQUIRED: TouhouTorpedo: Mk3 Expansion, Omni-wheels SasquatchMarmalade: Pulse detonation jet engines Snjo: Firespitter This version won't be uploaded to Spaceport, I had a really tough time getting it to accept the upload last time so I am going to wait until the Mk. 44-C version is ready. That version will include "preloaded" versions with landers, rover, two different small satellites, and a tiny little Skylab style manned station. It will also include the Buran Robotic Arm on all of the craft. If I can get B9 to work with TT's Omniwheels and Mk3 expansion I will release a version that does not require Firespitter or the PDE mods. IMPROVEMENTS *MUCH improved RCS thruster fuel efficiency and control. *Revised fuel capacity. Went back up to previous Mk. 37-G fuel level in order to make Munar orbit and return feasible. *Munar Capable! Can carry 1-2 micro landers or one lander/rover. Rovers are capable of reaching orbit, re-docking, refueling and relaunching! *Triple cargo bay will carry payloads up to 10T and almost twice as long as previous versions. *Slightly improved lift/flight characteristics for easier fully loaded takeoff. *Sturdier landing gear mount for "heavy" landings with fuel. MILESTONES *Launched successful Munar landing and return with two Kerbals. *Docked with, and de-orbited dead satellite using Buran arm. (Will definitely be on the downloadable version) *Delivered small module to my ISS clone. (Previous Mk. 37-H was the first to dock there, besides 2 other rocket delivered modules) *Launched 3 satellites at 250 kilometers with a single Mk.44, refueling at KSC between flights and landings using KAS. (Kerbal Attachment System) **Required heavy application of F5 and F9... Required on ground testing of all action groups, making sure its good to go as restarting a 20 minute flight due to stupid mistake would suck. Jeb, Bob, and Bill are still in orbit at the ISS clone. Belly of the beast. Just past supersonic, waiting to lose aerodynamic stability after 38,000 meters then deploy RCS and main boosters. Ready to deploy with the larger cargo bay. Get a safe distance from the EXIMIUS before something crazy happens with the physics engine. First time success, no quick-loads needed! Previous flight of EXIMIUS to Mun, doors closed, rover on Mun surface. Will get more and better pics next time when I'm not all antsy and worried about getting it right.
  20. Updated version completed, Download "WASP" Class SSTO Spaceplane Mk. 37-H Again feel free to comment and critique, I've only been messing with KSP for a little less than 2 weeks and have a thick skin after 6 years in the Army. I can only get better, and improve my craft(s) from here. I've been messing a lot with the B9 Aerospace pack but have yet to produce anything I'm ready to share. Changes: *Added radial liquid fueled engines to increase maneuverability and acceleration in space as well as during boost phase *More RCS fuel improves docking ability and allows more use of RCS for boost phase stability *Second compressed air tank allows for longer acceleration period at extreme altitude, a proper pilot may be able to hit speeds of >2K m/s on jet engines alone *Relocated rear landing gear to prevent random kersplosions after gear retraction *Better hidden struts and fuel lines *Improved fuel flow so that transfers are no longer required for reentry *Better cool looking lighting *Fixed part clipping through wings *Properly filled out FS3I data for action groups Improvements needed: *Slight stability issue at extreme altitude, requires use of RCS at 35K meters until 55K or so *High level of RCS fuel consumption *RCS imbalance *Better usage of space in cargo hold, old versions had much more room but I never used it anyways. Big satellites get rocket launched... *Anything else the experts can come up with, seriously feel free to help me out and tweak! This new version can BOOK IT. I think I might be able to achieve an apoapsis of 125K and a periapsis of 60K using only the pulse jet engines. Maybe Sasquatchmarmalade should nerf the pulse jets to a maximum speed and have a capped altitude... I'd also like to see his mod work without Snjo's Firespitter needing to be installed. Until then I'm going to enjoy the crap out of this plane and launch all my small satellites with it. MODS STILL REQUIRED: TouhouTorpedo: Mk3 Expansion, Omni-wheels SasquatchMarmalade: Pulse detonation jet engines Snjo: Firespitter
  21. I posted this in a different thread, but at the time I didn't have any images of the H model, as it wasn't done being tweaked yet. I eliminated the clipping of engine parts through the wings and improved the lighting along with fixing "bugs" in the fuel feeding. Also I have had 0 instances of the tail falling off or the craft exploding randomly after the gear is retracted! Still need to get some illumination on the nose, and reposition RCS to be more efficient. Mods are still TouhouTorpedo's omni-wheels, Mk3 expansion set, and mk3 cockpit, SasquatchMarmalades pulse detonation jet engines, and Snjo's Firespitter. Bill, Jeb, and Bob landed their Wasp class reusable SSTO spaceplane Mk. 37-F "Intrepid" today, the Intrepid had been in orbit for almost a week (real time). Unfortunately she will never fly again as the landing was VERY far from KSC, the craft took minor damage, and the F model is very outdated at this point. The good news is that a new model, the Mk. 37-H has been completed. Bill, Jeb and Bob took the "Alacrity" out for its first orbital flight. Its mission is to standby in orbit for two days awaiting the delivery of a new module to the Kerbal Space Station then dock with the station, and upon completion return to KSC for refueling and reassignment to testing of potential reusable Munar landers. Judicious use of F5 and F9 will be employed to ensure completion of all mission parameters. "Alacrity" approaching mach 1, meanwhile Jeb stays true to the name of his ride. The Mk.37-H is becoming difficult to control with just the aerodynamic surfaces due to high altitude, RCS will soon be engaged followed by a main engine shutdown and activation of the rocket engines at 1300 m/s Main burn has been completed, apoapsis of 130K is predicted. This flight with the improved H model has been particularly efficient, normally in order to establish orbit over 900m/s of acceleration is needed. Orbit achieved, time to circularize then wait for module four of the KSS to be delivered. Bill, Jeb, and Bob get to enjoy the view for 2 days.
  22. Just another ISS in progress... On another note, why can I launch rockets all day with LV-T30s and LV-T45s but as soon as I use a Mainsail the stupid rocket weaves side to side while on SAS and responds to "roll"axis commands sluggishly if at all? I had a Zarya clone module in orbit earlier, but as soon as I disconnected the stage I realized it had stolen all my fuel. After fighting the engines all the way up I didn't feel like doing it again.
  23. UPDATED, See last post for newest version. I've only been building craft for 8 days now, and started right off the bat with an SSTO. I've since built a fleet of 5 rockets capable of lifting 1-100T and a second SSTO but still have not really met my personal goals. Any criticism, critique and tips are welcome, I am still very green when it come to KSP. I could really use help with the RCS placement. I had the Mk. 37 stable-ish but then it became a complete HOG for monopropellant. My craft uses TouhouTorpedo's Mk3 expansion, Omniwheels, SasquatchMarmalade's pulse detonation engine pack, and Snjo's Firespitter. The model numbers aren't arbitrary, each craft gained a new "Mk" each time I made a revision I felt may compromise the design, like new engine setup, tweaked wing design, or otherwise a non reversible change. The A,B,C, etc. models are just variants of the craft, like larger fuel capacity, additional maneuvering thrusters, and other small changes I have made to suit certain roles better. Some models have been "retired" as successive changed have made them entirely obsolete. This is my first SSTO, and the very first craft I built in KSP the Mk. 37 "Wasp". It weighs about 50T wet and 32T dry. I have 3 variants of this plane, "Foxtrot" which uses all stock engine components and is a BEAST to wrestle into orbit, usually with barely enough fuel left the return on a survivable trajectory. The "Golf" became the standard craft used for small 6T payloads while attempting to launch satellites and and the first nodes for my space station but is currently being modified for a Munar shot carrying a small rover with attached landing rockets, and return to orbit stage. "Hotel" is just a modified "G" model with radial engines added for better maneuvering in orbit and a steeper thrust curve, it has taken over the typical payload runs. The pulse detonation engines are an absolute lifesaver. Depending on angle of attack they generally get me to 30-38K meters before I have to kick on the RCS and LV-T45 rockets to stabilize. At that point I am moving between 1200-1500 m/s depending on angle of attack and model of the SSTO. The newer models will achieve orbit within 8 minutes of launch, and have over half of the fuel and oxidizer left. With the addition of a second compressed air tank in all models of craft there is usually enough air for 90 or so seconds of 90% throttle on the pulse detonation engines. Once the craft gets back below 25K meters the tanks will begin to replenish though. Since properly aligning the center of thrust with the center of mass all issues with loss of control have been solved, thanks to suggestions on this forum. I still kick on the RCS during the short period of time during the ascent where all engines are burning, that's usually where disaster struck sending my craft into a nearly non-recoverable spin. Sitting on the runway. Showing off the payload bay and solar array. This is an earlier "Echo" model that had extra fuel tanks that intruded into the cargo bay, and used the air hogging exploit. Payload bay post "Foxtrot" refit. Much more room, and I don't feel guilty about using 13 ram air intakes anymore. Climbing the long stair. Just enjoying some rays. One of my better "runs" with much left over fuel. note the missing engines... My bad, those things like to overheat. An artificial eclipse. A satellite launch gone right... A satellite launch gone wrong... Payload ready for release. Starting the long climb at night. Retrograde burn complete, chasing that prograde marker and ready to reenter on the far side of the world.
  24. I absolutely love this mod! It seems well balanced to me, and the engines themselves are cool as hell. They give JUST enough extra oomph and jet powered altitude for my SSTO to be of better cargo use, and save me literally tons of rocket fuel. Did I mention they're cool as hell? One tweak I suggest is to have them actually become inoperable when the intake air falls below .01 units. Real pulse jet tech will work off compressed air but it wouldn't have the same thrust in vacuum as a rocket engine, currently I can use the pulse jets in orbit better than the rocket engines... There are experimental engines in the works that can function as pulse detonation jets and rockets using variable geometry, nozzles and fuel injection though.
  25. It was indeed due to thrust torquing the aircraft, the jet engines were too far below the center of mass causing it to be unstable at high altitude where the air was thinner. I changed the location of the wing root, and just by chance the CoM and CoL line up right on top of each other now. The reason I had them apart at first was due to fuel consumption, it would go unstable after a bit before but now I have the fuel location ironed out. I got up to a very shallow orbit and released a small satellite ate 101K, then returned back and landed on a random continent... I need to work on establishing and breaking orbit so I can land at KSC and move the cargo bay back to the CoM so I can carry larger payloads! Here is the flight path I took, theres probably a more efficient way to do it... Take off at 3 seconds, 80 m/s Fly at 20-30 degrees pitch until 10K or 500 m/s lean back to 45-55 degrees until air intake reaches .20 at around 20K Engage rocket engines and climb to 80 degrees Turn on RCS and SCS as the aircraft still wants to slightly nose over the top Cut jet engines at .03 air intake level, airspeed should be 700-800+ Climb until orbital altitude id reached, then perform orbital burn Cut main engines, stabilize craft at 100K+ Kill RCS There should be a little rocket fuel/oxidizer left in the main tanks and about a third in the jet engines at this point, just enough to fire retrograde, de-orbit and land. The toughest part seems to be the point where I engage RCS on the main climb. I've lost control due to aerodynamic forces a few times there and tumbled to 50K on momentum before falling back to 8K/ 300 m/s and regaining control.
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