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Yalin Hawk

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Everything posted by Yalin Hawk

  1. Download the "Select Root" mod. You can use it to set the docking port to the root part, and hence use the subassembly correctly.
  2. Yeah I'm trying to write a final paper so I'll tinker more with the engines myself later. From a quick 5 minute craft build, they seem to make SSTO's cake. Especially with the tweakable ability to configure fuel tank loads on the ground.
  3. Its a pun off of SABRE? Sabres are blades, so are Rapiers? The new Rapier engine is a stock ksp sabre.
  4. I'm going to take a crack at this. I had some nice shuttle designs with the shuttle engines mod before I uninstalled it, let me see if I can't conjure them back up.
  5. Thanks Gus! I love your Soviet designs and the Saturn IX, so that means a lot coming from you. I've been busy this evening. I finished up my Deep Space Habitat design, combining the ISS-derived concept and the MPLM-derived concept into one awesome mobile space station. This led to a few interesting questions/problems. I needed something to help assemble the DSH, since we don't have robotic arms (and I've had bad experiences with docking and the robotic arm mod) sooo...I had to go to the drawing board and create an MMSEV-type vehicle to service the DSH. I know this looks *nothing* like the actual MMSEV concept, but it serves the same purpose, and like I said at the beginning, I'm more of a functional kind of guy. If it does the same job with the same capabilities, I'm OK with it. The MMSEV's are launched in pairs atop my Kelta-IV rockets. The other issue was supplying/refueling the DSH. To simulate "supplies" I'm using KAS containers mounted either inside of the 6S Service Modules, or outside on the hull of the habitat, kind of like the ISS's modular payload systems. That got me thinking, how will I get more fuel/KAS containers to this thing? Well, I came up with a few solutions to that right out of the "real life" book. The first is an extremely simple MPLM, using the 6S Service Modules: Lacking a shuttle, My MPLM is designed to be launched by a Kelta IV rocket and then docked by an Artemis and pushed out to the habitat during crew rotations. This "ferry" job could also be accomplished by the next new vehicle... The KTV! Based on the ESA's ATV, this puppy can carry 4x KAS containers, monopropellant, and extra bi-propellant to refuel orbiting stations and my Deep Space Habitat, which will be journeying out to the Mun for some extended science-ing. So...Yeah, you could say that this has turned into trying to create the "Next 10 Years" space program. Maybe thats what I should call this project? Haha.
  6. Thank you? Haha. I was wondering if anyone was actually looking at this thread as I've been posting stuff. I'm trying to develop all of the Orion-related equipment, and to that end I've started working on the "500 Day" mission that Nasa has been thinking about, so that means I need to build/design a "Deep Space Habitat" for Orion to dock with and take out beyond the Mun for a while. I'm also reworking the KLS launcher to ditch the RealChutes as a requirement. I like the mod, but I guess I've just grown to expect/understand the stock parachutes and how they behave.
  7. If you want a "Traditional" shuttle, then I'd suggest picking up the Shuttle Engines mod. Really nice for building vertical-launch offset-COM vehicles like a shuttle. Of course you could manually angle the SSME's with cubic struts, but that is 10x more difficult.
  8. Just spent the better part of the day upgrading and updating the Artemis design to be more in line with the real Orion. I present, Artemis Mark II! After noticing several shortfalls in the original's design, I went back to the drawing board and carefully examined the Orion vehicle, which is Artemis's inspiration. I realized that my target crew number of 6 was actually outdated. According to Nasa's Orion Fact Sheet, Orion is currently designed for a crew of 4! This helps Artemis greatly, letting us ditch 4.5 tonnes worth of weight (If KSP's "weight" is tonnes?). I was also dissatisfied with the unpredictability of the RealChutes so they were swapped out for stock drogue and radial main chutes. The LES system proved to be sufficient for an in-flight emergency, but was lacking for an on-pad abort contingency, so it needed a full reworking. The service module's design was also updated, to be more in line with Orion's actual look (The whole step-down from the width of the command pod to the SM). Lastly, the main fairing for protecting Artemis during ascent has been reworked to cover the entire vehicle, as per Orion's actual design. Overall, this version functions perfectly and I couldn't be happier with it. At least for the next few hours.
  9. Correction. Now make a fuel tanker that rolls on landing gear that has little arms on the front with jr docking ports at the bottom so your rover can tow it around tractor-trailer style.
  10. Here are my Orion, Altair, and Copernicus (NASA Constellation/SLS-based vehicles): I've got a thread for them and am currently working on a SLS-Mars type mission. Mods are used, but no specific mod packs like the American pack (which would've given me an Orion ) Here's the thread link for anybody who wants to check them out more: http://forum.kerbalspaceprogram.com/threads/61264-Artemis-MPCV-Aquila-MSAM-Galileo-DTV-%28Orion-Altair-Copernicus-Inspired%29
  11. Okay, just finished up my impression of the Copernicus Mars Transfer Vehicle that was designed for Constellation and is still on the books for future SLS-supported missions to Mars/Deep Space. I present, the Galileo DTV (Duna Transfer Vehicle): Galileo is currently waiting for the rest of my "KLS"-Duna mission to assemble in LKO. The ship is powered by 4x NERVA engines, has the inflatable hab module up front, 2x docking ports for Artemis capsules or an Artemis and a Duna Ascent Vehicle. I'm still tidying up the design, so I'll release it with the whole KLS-Duna "pack". The ship is launched in 3 separate KLS launches and assembled in orbit. The first section is the main section of the ship, including the habitat module and what I like to call the "Birdcage." The second module is the NTR stage that is standard across the KLS-Duna mission, that is the module you see docked with the aft end of the ship. The third, and final, module is the "drop tank" module. It is a single big orange tank with RCS/Solar/Probe Core that enters the "Birdcage" via it's open bottom and docks with the ship. The crew then EVA and use KAS strut end points to secure the drop tank in position. This tank will be used for the transfer/braking burn to Duna and then dumped.
  12. So I'm not huge into the whole "recreate real life space equipment" part of KSP, but lately I've been trying my hand at "Inspired" builds. I'll look at something, like Apollo or the Orion capsule, read about it's capabilities/design specs, and then do my darndest to replicate that in KSP. This has grown into a project for me now, and I'm working towards simulating the current concept Nasa missions. Things like Orion, SLS, the Altair lander, the Deep Space Habitat concept, the proposed mission to Mars (which uses lots of leftover Constellation designs), etc. You'll find all of my .crafts and lots of pictures in this thread. This is my Artemis MPCV (Orion Inspired) with KerbLaunchSystem (SLS Inspired): It was difficult getting the Orion's 6 person crew capacity into a KSP-sized vessel. None of the mods I have support a 3m command pod (which would probably be perfect, btw) so I had to get creative. The pictures in the full album show it best. Aquila MSAM (Munar Surface Access Module): Both of these ships are launched atop my KLS rocket, which will deliver them both to a 100km x 100km orbit with plenty of fuel left in the transfer stages. Launch profile for both of these vessels, since they both use the same launcher, is virtually identical: 1) Throttle to 100% on the pad 2) Spacebar to initiate launch 3) Roughly 10s after launch, throttle back to about 80% to prevent overheat 4) When boosters are drained, stage to jettison them. They are "reusable" and will decouple/land safely. 5) Once boosters are clear, throttle back up to 100%. 6) At 10km initiate gravity turn. Turn to roughly 65* at a 90* heading. 7) As your apoapsis rises, slowly continue turning until you're at about 10* on a 90* heading 8) Core stage should be empty by now, jettison and continue to orbital velocity on upper KOI (Kerbin Orbital Insertion)/MTS (Munar Transfer stage.) 9) Circularize on KOI/MTS stage Standard Operation Procedure for a Munar Artemis mission are as follows: KEEP the transfer stages of BOTH vehicles until after the docking maneuver! 1) Launch Aquila into 100x100km orbit. 2) Launch Artemis into 100x100km orbit. 3) Rendevouz with Aquila and initiate docking. 4) Once docked, transfer all fuel from Aquila's KOI stage to Artemis's MTS. Leave roughly 100 units of fuel so the probe-equipped Aquila KOI stage can deorbit itself. Need to comply with the Clean Space Act! No Kessler syndrome here! 5) Wait for the Mun to "rise" above the horizon and then begin a prograde burn with Artemis's MTS. Keep burning until your Munar Periapsis disappears, then stop. Ditch the MTS stage, leaving it to crash into the Munar surface. 6) Re-start your burn to achieve desired target Munar Periapsis. 7) Circularize at Munar Periapsis. 8) Transfer crew to Aquila and begin deorbit/landing operations. There is an EXCELLENT video online of how to properly land on the Mun. This video applies well to all landers, including my Aquila. It is linked below, if this is unacceptable please let me know and I will remove said link. Aquila has TONS of dV for Munar operations. She could easily carry a rover down, provided you figured out where to stash it. I may work on that later. It is a two stage lander, but could probably function as a single stage too. Due to the tons of dV, she is extremely forgiving if you pick a poor landing zone and need to boost back up to try again. Some Action Groups: Backspace: Activates LES for Artemis. Decouples KLS payload fairing, decouples capsule, and activates LES engines. Smash spacebar until the chutes deploy for a safe launch abort. 1: Deploys Solars/Comms for Artemis. Turns on Wide-Angle lights for Aquila 2: Opens Artemis service module doors. Turns on Aquila's final landing lights. 3: Docking lights for both vehicles. 4: Activates Artemis's "Headlights" to aid in night time operations. Deploys Aquila's comms. 5: I've been having some small issues with the RealChutes and staging. So if you hit the stage button to pop chutes and nothing happens, this will also deploy them. 10: After first stage sep, hit this action group to ditch the LES. May or may not work, not sure what its issue is half the time. Mods Used: Okay, there are a bunch of them, so if I missed one let me know. I may use 1 tiny part from each of these mods, but you still need the whole pack to get that 1 part. Kerbal Engineer RLA Stockalike B9 Aerospace KW Rocketry Procedural Fairings Kerbal Attachment System 6s Service Module System Ferram's Joint Reinforcement ----> STRONGLY ENCOURAGED <---- Download Links: Aquila Artemis MKII Galileo NTR Drive Section Orange Tank Drop Section
  13. I'll upload .crafts for the Soyuz and modules once I check out their launchers again for tweaking. Part count isn't crazy but as you can imagine there are certain aesthetic things that doing with stock KSP parts means lots of structural plates, etc. I tried to balance between looking good, actually functioning, and not nuking my PC. I'll keep going until it gets unbearably slow. I just wish there was a legit stock space shuttle analog in KSP. But no, all the US modules have to be launched on rockets. Darn lack of shuttle parts.
  14. So my buddy and I were playing around on KMP trying to figure out what exactly we should do "together". So we decided to build an ISS, as close as we could in actual looks while at the same time also matching "function". Since KMP no likey mods, this is entirely stock. I analyzed the individual modules and what purposes they served, facilities they offered, and their capabilities. For all intents and purpose, every module that has so far made up this station is "functional" compared to the real things. They have all been launched aboard stock Proton rockets, except for the Unity docking node, which we sent up using a stock Falcon Heavy inspired launcher since we don't have a space shuttle. Part count is already starting to make my PC twitch a little, and we only have "Expedition 1" so far. Each component was launch in it's appropriate order as well. Station is sitting at a 250km 0* orbit. We decided against the ISS's inclination just for the ease of intercept, but 60% of the ISS's orbit gave us 250 so we decided we'd at least do that. She's small, but great things often come from small beginnings The Soyuz is a little big compared to the station, but otherwise she looks good. The Soyuz and it's launcher honestly took longer than the 3 station modules I've assembled so far.
  15. So if it's so easy, Helix, why don't you make some new parts? Liking the new features, keep it up Attosecond!
  16. Thanks. I'm going to experiment with the design now that it works. I want to see if I can replace the LVT30 quad setups with quad NERVAs and take a shallower ascent to build up more speed in-atmo before lighting the rockets. Going to try disabling pairs of jets as I get higher...yeah probably counts as air hogging since all that intake air will go to fewer engines but it would make for a much more efficient craft at 20k+ altitude.
  17. Here are two of my latest SSTO's. I'm new to the whole spaceplane game, but after experimenting with a sort of wing-body aircraft, I'm never looking back. The big one is my heavy lift SSTO test bed. Got to orbit with like...1600 lf/ox left in the rocket tanks (the jets all run off seperate fuel tanks). I'll call that a win for my first one, right? The smaller one is my 2 seater transport. Get VIP's from ground to orbit in 10 minutes or less. That one makes it up with plenty of extra juice too. I really need to try my hand at NERVA SSTOs, that seems to be where the dV is at. But most of my designs need the brute force to get out into space.
  18. This is absolutely, purely amazing. I haven't downloaded it yet, but you sir should be hired by squad...like...yesterday. I know they have said they aren't building a multiplayer KSP...but if this is possible with a mod, imagine what would be possible if you actually built it into the game? My buddy and I can finally build stations and bases together. This is awesome.
  19. I'm not sure if I'm doing something wrong or what. The science labs generate science persistently now, without requiring you to focus on the ship/station with the labs, correct? Does that science just filter down to the R&D building, or do I need to occasionally head up to the station and hit transmit data on the antenna? Edit: I think I figured it out. Love this mod, Fractual_UK. Love the new Kiwi model too, makes my 1.25m ships look a lot more sci-fi, and looks a lot better with B9 parts. Can we expect to maybe see the other reactors with this awesome new model, scaled up of course?
  20. You could probably use KAS to build a floating platform over the deposit and then lower a weighted drill down to the ocean floor for mining purposes. Obviously this wouldn't work in very deep water, but I've seen it done before somewhere on the forums. Not exactly an oil rig, since it floats, but it would do the job. And you could make it mobile. Hm...I'm getting ideas for an ocean-going mining ship for Laythe...
  21. Love you guys, B9 is one of my main mods. You guys deliver quality goods, and you do it for free to. Bravo. Having some memory issues/KSP crashes as others have stated above, but I'm sure you guys will nail them down when you can.
  22. I'm still having issues getting KAS and Kethane to show up in the Interstellar tree. Added the techrequired line to the part.cfg's, double checked the node names to be sure, and no dice. Kerbal Engineer, Proc fairings, B9 aerospace's new release, KSPX...these all work fine. I guess its something with the part/tree relation I'm messing up? Since KAS/Kethane aren't "tech compatible" yet.
  23. r4m0n, or anyone else who might be able to answer... With the latest version of treeloader, my KSP interstellar tech tree now works with KSPX and proc fairings. I'm trying to get Kethane and KAS into this as well. I added the techrequired and entrycost to the part.cfg's, but the parts don't show up. Is this because I'm using a custom tree, or...? If I have to wait for the official tech-friendly releases I will, was just trying to get a jump on things
  24. The second you get access to the skipper engine an easy* Duna mission becomes possible. My Duna ship was very basic. I'm missing a lot of pics due to excitement for science, but here's what the mission looked like. http://imgur.com/a/6jlbK Used 6 asparagus staged boosters to launch the central Skipper Duna transfer section with the ship up top. The last 2 boosters are seen in one of the pics. Got my intercept, used the last of the fuel in the transfer stage to finesse the LZ and slow down, then used parachutes on the ship itself and the drop tanks to slow down. Had to use a little fuel, but not too much. Did science the whole way, taking crew reports, EVA reports, samples, 2x goo cans and 2x labs. Waited for the window home, lifted back off, ditched drop tanks when empty, circularized at 50km then burned back to Kerbin. What can I say. I love me some science. *: I say easy. Some may find this difficult, others may laugh at how easy it is and say how they got to Eeloo on the 2nd level of parts. YMMV.
  25. 1577 science from my trip to Duna! WOOT!
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