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Togs8896

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Everything posted by Togs8896

  1. Apparently the image host I used last year is dead now unfortunately. May get around to updating the links at some point.
  2. The TSC Kerbin Asteroid Research Station Two class C asteroids linked together and equipped with a habitation unit, dual port docking station, fuel farm, heavy power generator, twin solar farms, and long-range communications tower. Started out with me seeing if I could manage to dock two asteroids together and I just had fun with them from there.
  3. Both look very nice! How does the f-35 operate as a vtol though with the only vertical jet (that I can see) begin so far forward of the center of mass?
  4. My original design actually had two clamp-o-tron jrs to tether the lander and body together, but when I would undock the lander, the rest of the body would split in half. I finally gave up on the dual design and went with the single clamp-on-tron.
  5. I didn't. Shipped it there in 4 separate pieces and assembled them in Laythian orbit. Not gonna lie, it was a little bit of a pain, but very rewarding
  6. My two stations: The Mathis, hanging out in low orbit over Kerbin as a refueling point primarily for space planes and other ships leaving the system. And my favorite, The Memphis, used as a go between for ships arriving from the Kerbin system and space planes ferrying people and supplies to my base on the surface of Laythe. It has also served as a pretty crucial base for ships exploring the rest of the Joolian system.
  7. I was thinking the same thing when I was testing it, but surprisingly (and i'm using that word quite literally) I have had zero problems reconnecting the lander. I think it has something to do with either the precise RCS controls or the way it's easy to line up with the canards on the lander with the wings on the orbiter, but it goes back together quite well.
  8. I appreciate it, they're some of my favorite little work horses. That big one you were talking about is my TSC Nomad Class transport. Carries up to 9 Kerbals and can make it to Laythe and back on one tank of fuel.
  9. Thanks guys! Here's the craft file, have fun with it: https://www./?11r0t38co11vt9c Operations Manual: Rated to 200,000 m for Kerbin climb, orbit, and re-entry Vr Rotation Speed: 75 m/s Vref Landing Speed (Min Fuel): 80 m/s Vref Landing Speed (Max Fuel): 120 m/s - Following rotation, Pitch to 65 degrees and monitor air intake. - At air intake <.40, pitch down to ~18-20 degrees and keep prograde vector between 4-5 degrees. Keep air intake above .11 - At 1200 m/s, switch engines to closed cycle (2) and pitch to 50 degrees to climb into orbit. NOTE: At roughly 30-40 km, the ship will attempt to turn left. This is easily solved by banking (not yawing) into the turn. A max of 20 degrees right bank may be required for the orbital ascent while still in atmosphere. (1) Toggle rapier engines (2) Switch rapier mode (6) Un-dock lander pod (7) Toggle forward RCS (Disable for space plane operations; engage for lander pod operations) (8) Toggle solar panels (9) Toggle lander pod engines (0) Toggle lander pod landing struts
  10. Fun little toy I made today. The SP24 operates like any normal SSTO space plane, but has the added function of the forward cockpit area detaching to be used as a lander on orbital bodies without atmosphere. Following its mission to the surface, the lander can return to orbit, couple with the main body and continue normal atmospheric operations, even landing on the runway at the KSC. I was actually quite impressed with how well it handles and preforms for a plane held together by by a single docking port. As with all my ships, this was created and flown entirely without mods or part clipping enabled.
  11. Just landed a new colony in Laythe so I needed an orbital facility to serve as a go between for SSTOs returning from the surface and ships coming and going from the Kerbin system. The result was the TSC Orbital Docking Facility: The first of its kind to go into service, The Memphis is equipped with four docking ports for smaller craft, two for larger interplanetary craft, and multiple more of different sizes for various mechanical and fueling ships. Shown below, the station with the TSC Olive Branch, TSC Lawrence, 3 SP13-Es, a SP21 Sabre. and a TSC Lunar Lander docked. The Memphis comes equipped with ample liquid fuel, oxidizer, mono propellant, zenon gas, and electricity to keep ships stationed at Laythe supplied for months. Additionally, the station is able to house up to 30 kerbals at one time between its labs and crew quarters, making for a great orbital home if need be. As with all my ships, this was created and flown entirely without mods or part clipping.
  12. This really is impressive, my computer is practically lagging just from looking at the pictures haha
  13. Gotta give credit where it's due, that bike is excellent. Video was great too, nice job.
  14. There's something vintage about that design that makes me like it, well done
  15. That sparrow looks like it'd be great fun to do stunts around the KSC with
  16. My best tips that have helped me with my SSTOs are: - Less is more. Ive found more fuel and more engines generally just complicates things and makes it harder to fly. My first space plane munar landing was done with a craft that had 6 jets and 3 rockets. Now I do it with 2 jets and 1 rocket. - You need all the air intake you can get. The secret to SSTOs I've found, is you need to get insanely high up on jet engines to reach high speeds for orbit and you can only do this with more intake air. Also, set only 1 or 2 intakes on one key and the rest on the other. This way, you can cut down drag by keeping the majority of the intakes closed until you need them. - Figure out the best method to climb. Depending how you climb to orbit will affect how much fuel you have to get there. Some planes i fly go at gentle slants, where as others like this one, I fly practically straight up. - Finally, weight shedding helps immensely. I was about to give up on this design because it couldn't even make orbit, but I ended up halving the RCS tanks and deleting a few small parachutes and RCS thrusters, and now It can make that 100,000 m orbit (barely haha). As far as creating the ship goes, there are a few slightly clipped parts but it was all done in the standard SPH without parts clipping enabled. And, as with all my craft, this was created and flown entirely without mods. Link to the craft: http://www./?n7g5deahxc7ctrn OPERATIONS MANUAL: Key Bindings: NOTE: Key bindings are set back to allow for mother ship key bindings in the 1-4 spots 5: Toggle primary jet engines & toggle primary intakes 6: Toggle VTOL jet engines 7: Toggle rocket engine 8: Toggle secondary intakes 9: Toggle RCS thrusters (so not to interfere with mothership RCS) Abort: Shutdown all engines NOTE: Prior to takeoff, close secondary air intakes (8), and monitor air intake for flight. Be sure to initially start main jets with staging (space bar) to link primary intakes with engines. Kerbin Ops: Rated at a 100,000 m orbit for climb, orbit and re-entry. - Climb straight up, maintaining 66-68 m/s, open second intakes at <0.11 air intake - Pitch down to 3 degrees at air intake <.30 and gain speed while adjusting pitch to keep prograde vector between 2 and 5 degrees - At 1350 m/s, shutdown jets, close secondary intakes, engage rockets and climb at 50 degrees into orbit. NOTE: If having trouble gaining airspeed, gain altitude to reduce air resistance. Laythe Ops: Rated to 75,000 m orbit (easily passable) - Climb up at 80 degrees, open second intakes at <0.11 air intake, and pitch down to 50 degrees. - Lead prograde vector down until about 10 degrees and maintain above 0.14 air intake. - At 1350 m/s, shutdown jets, close secondary intakes, engage rockets and climb at 50 degrees into orbit DISCLAIMERS: - This ship has a slight center of gravity problem in orbit, so firing the main rocket will require some manual course corrections. - I never really tried too hard to place the RCS thrusters. They work just fine, but are not perfectly aligned with center of mass. - When using only the VTOL engines, the secondary intakes may need to be opened to compensate for the closed primary intakes. - Also, the ship can make 100 km orbit (that's about it), but slight missteps on the ascent to orbit can drastically reduce fuel efficiency. - Finally, the rear passenger ladder is mostly for show. The Kerbals can't really fit their fat heads between the intakes and the forward horizontal stabilizers lol. Enjoy!
  17. I recently established a colony on Laythe, but needed some way to ferry personnel and supplies from space to the surface and vice versa. Most of my current space plane designs couldn't land on anything short of a flat runway and the ones that could were only able to carry a single pilot. To solve this, I set out to design a plane which would meet the following criteria: - Must be able to carry at least 2 passengers. - Must have some sort of STOL capability. - Must be able to, under it's own power, achieve an orbit of 100,000 m around Kerbin to dock with my flag ship, the TSC Hawthorne. - Must look relatively cool (lets be honest, who cares if it functions if it's an eyesore). The solution to this was found in the form of the TSC SP13-E Albatross (most of my ships top out at -B or -C. The -E on this represents the hours put into making a working prototype...). The Albatross is equipped with two rear-facing turbojet engines, as well as two downward-facing jets to achieve vertical flight. It is 100% capable of VTOL operations, making flight into rough terrain much more manageable. Additionally, it sports a single LV-T30 for flight out of atmosphere. The craft is equipped with two single seat landing cans behind the docking bay allowing for a total capacity of 3 Kerbals, including the pilot. Because of the ship's ability to make it to orbit and dock with The Hawthorne, I was able to strap two down and transport them to Laythe. Once in orbit around Laythe, the Hawthorne proceeded to serve as an orbital base/fuel station for the SP13s as they ferried crew to and from the surface Thankfully, each Albatross is capable of leaving a 75,000 m Laythian orbit, landing at the colony, and returning back to the Hawthorne with ample fuel left over. I am very pleased with these so far and am currently working on ways to refuel them on the ground on Laythe from my surface fuel silo.
  18. May I present: The TSC L1 Amphibious Rover Made entirely from stock parts, the L1 carries a lone Kerbal in the cockpit, but has a can in the back to carry an additional two passengers. On the water, the vehicle is powered by a lone jet engine, reaching a top speed of roughly 8m/s. Shown here, it was sent with my intial colony convoy to Laythe. Later I'll most likely use it to ferry Kerbals from the incoming space planes back to base as well as marine research on Laythe's many oceans.
  19. Rotating the ship to meet the marker isn't always so big of a problem, for me it is knowing where the markers are on the ball if they're not immediately visible. Say you're facing a posistion where the prograde/retrograde/maneuver marker isn't showing, it can be difficult knowing where to aim which can be real bad if you're low on RCS propellant/electricity. It would be hlpful if there was some directional marker at the edge of the ball to give and idea where things are to take the guessing out of it. Just my $0.02
  20. Took me about a week, only because each peice had to be sent up about 20 times before I got them to fit right with proper RCS placement, docking posistions, etc. As fas as destinations, I think my first shot will be at Laythe only because I've always been interested in good Earth analogs. Currently developing an STOL space plane for Laythe since it dawned on me that the ones pictured require about 3/5 of the flat KSC runway to land... something which i'm sure the other planets will lack haha.
  21. Alright everyone, after dumping a ridiculous amount of time into this, I finally present you: The TSC Nebula Class Starship! My first finished prototype, designated the USS Odysseus, is made of 7 separate parts which needed to be launched individually and then assembled in orbit. This ship, as with all of my ships, are made entirely from stock vanilla KSP parts. The standard Nebula Class Starship (NCS) is a long-range, interplanetary ship designed to carry crew and equipment to within range of distant celestial bodies and then proceed to serve as an orbital base/station while shuttle ships perform surface missions. The ship sports four LV-N Atomic, and four LV-909 Liquid Fuel Engines for general maneuvering as well as 2 large Rockomax "Mainsail" Liquid Engines for large changes in delta V. Twin Toroidal Aerospike Rockets are also placed opposite the main engine blocks to provide retrograde burns without requiring the ship to turn around. In addition to the command bridge, the NCS features crew quarters to support up to 11 Kerbals at one time (not including space on docked shuttle ships), allowing for diverse crews on long range missions. Two docking bridges in the center of the ship are available to accommodate and carry up to two space planes as well as an additional two docks in the stern of the ship which are available for either lunar landers or remote-control refuel tankers (not pictured) with which to provide additional range to space plane missions. Finally, at the port just behind the command bridge, each NCS carries a payload of four long-range probes for advance scouting and information gathering on destination planets. Two TSC SP11-A Explorers docked with The Odysseus An SP11 docking A launched probe maneuvering with its ion engine. (Note the three docked probes in the background) All the engines firing. Unfortunately due to the current game build, the rear left docks won't connect yet because it would form a loop The spaceplane docked on top is a TSC SP11-C Pelican, a variant of the SP-11 with two lander cans behind the cockpit which allows it to ferry perssonel from the KSC to the Odysseus and back. I can't wait for the looped docking ports bug to be fixed so I can explore the solar system with this
  22. Hey guys, brand new to this forum so I hope I'm not suggesting too many repeat topics. I apologize in advance if I do though! Being an avid SSTO spaceplane fan, I find it sad when one of my craft returns to the KSC and is stuck there with no fuel, even though the plane itself is entirely capable of reaching orbit again. I've seen some people make creative fuel truck designs with docking ports, but I would love to see a more fleshed out version of this. Perhaps there could be an option to spawn fuel trucks of various sizes and fuel types, preferably costing resources in career mode, which could then be used to refuel and refit the spacecraft. Each fuel truck would have a hose which a Kerbal would have to manually attach to a player-placed fuel port on the ship in order to transfer fuel. This way, the same spaceplanes may be used to shuttle personnel and payloads to orbital stations without requiring a new mission. Even if the whole truck isn't implemented, if at least the hose and fuel port system is, it could be used by players to make their own fuel trucks and provide an easier refueling option than docking ports. As well as the fuel truck, I would also love to see a fuel equalize button. For instance, some of my craft will have fuel imbalances which are difficult to manually transfer and manage. I propose in the fuel transfer screen, there be an "equalize" button in addition to the "in" and "out" buttons. This would automatically split the difference of fuel in the tanks and save everyone a few minor headaches. Hope everyone like the ideas and, again, I really hope they haven't been suggested a hundred times already
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