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  1. SPACEPLANE PASSENGER CHALLENGE! Categories: The Dunatian:Go to Duna and orbit it. Local Tourist:Stay in Kerbin orbit. SpaceX style:Go suborbital. Munar Mission:Go to the Mun. There's more than one?:Go to Minimus. Rules: Mods are ok(pls ask and state)* Do NOT go past Duna(people have deadlines) Do not use Nuclear engines or RTGs(people are afraid of the radiation) No Xenon gas(people don't like the gasses)** Scoring: Price divided by number of kerbals. Bonus points: Lander:Land on the body you are orbiting. 10 points There can only be one:Use an SSTO. 25 points Happy Easter!:Land near an Easter egg. 15 points My own Easter:Land near an Easter egg without looking it up. 20 points Oops:Lose a kerbal. -5 points. Scoreboard: SpaceX style: 1. 2. 3. 4. 5. Local Tourist: 1. 2. 3. 4. 5. Munar Mission: 1. 2. 3. 4. 5. There's another one?: 1. 2. 3. 4. 5. The Dunatian: 1. 2. 3. 4. 5. *:No cheaty mods(hyperedit). **:I know Xenon is an inert gas but most people don't really know. Will post my try soon.
  2. SPACEPLANE PASSENGER CHALLENGE! Categories: The Dunatian:Go to Duna and orbit it. Local Tourist:Stay in Kerbin orbit. SpaceX style:Go suborbital. Munar Mission:Go to the Mun. There's more than one?:Go to Minimus. Rules: Mods are ok(pls ask and state)* Do NOT go past Duna(people have deadlines) Do not use Nuclear engines or RTGs(people are afraid of the radiation) No Xenon gas(people don't like the gasses)** Scoring: Price divided by number of kerbals. Bonus points: Lander:Land on the body you are orbiting. -10 points There can only be one:Use an SSTO. -25 points Happy Easter!:Land near an Easter egg. -15 points My own Easter:Land near an Easter egg without looking it up. -20 points Oops:Lose a kerbal. 5 points. Scoreboard: SpaceX style: 1. 2. 3. 4. 5. Local Tourist: 1. Wanderfound:53.73/kerbal 2. 3. 4. 5. Munar Mission: 1. Wanderfound:158/kerbal 2. 3. 4. 5. There's more than one?: 1. 2. 3. 4. 5. The Dunatian: 1. 2. 3. 4. 5. *:No cheaty mods(hyperedit). **:I know Xenon is an inert gas but most people don't really know. Will post my try soon.
  3. So I'm making a spaceplace in the 50-60 ton range, and I don't know what I did, but some relatively minor change now causes it to no longer go to space. I can't figure out what happened, but I think something is causing massive drag that shouldn't be, as it now feels sluggish and underpowered, and this is compared to another fairly similar spaceplane that's 15 tons heavier, with the same engines, it it goes to space just fine. Even worse, I just now forgot to retract the landing gear, and it still outperformed the lighter plane. So something's very wrong. I've tried to figure out what's causing the drag, but no luck. I'm not even sure if it's really drag, but it seems to be the most likely culprit. So far, I haven't any way to even see drag values. Supposedly MechJeb shows atmospheric drag, but I can't find that feature. And some other mods I tried were out of date. At any rate, this will only confirm if drag is the issue, not what part is causing it. Any ideas? Any suggestions to see the drag of parts?
  4. A question came up recently regarding designs for SSTO landers for atmospheric bodies. Now, atmosphere immediately has me thinking "spaceplane" but the problem is people often want the lander to fit within a cargo bay of the mothership rather than docking it radially, since it keeps the CoM of the mothership centred. Having to fit within a mk3 cargo bay means very small wings and high landing speeds for field landings, unless you resort to cheese like clipping or triplane/venetian blind strake wings. Having to put a docking port on the nose means high drag - low lift and high drag mean generally poor performing spaceplane, though you can still get to orbit with high twr chemical propulsion. My problem is i've never built a mothership before. I normally just go with single stage to anywhere spaceplanes, staged spaceplanes, or use IRSU refuelling facilities. Anyway, I wondered if it was possible to do this a third way. Here is an example of a small SSTO I built, 2 nervs 1 panther. It reaches 150km orbit on Kerbin with about 1200 dv left over. With the Panther in Dry mode it could do a lot of flying around on Laythe and still have plenty left to make orbit. It has a landing speed of about 40m/s fully loaded, and it has two vernier thrusters in the belly to reduce landing speeds on Duna / allow VTOL on low grav airless moons. It has an inline clamp o tron , reaction wheel and some RCS translation thrusters. And here is the mothership i started to make for it. It has two docking ports on the end of the swept wings that my inline clamp o trons should be able to hook on to. It has just shed the launcher hardware. There is a long liquid fuel fuselage in the middle, and a cargo bay at the front , which we can fill up with whatever the mission requires before Kerbin departure. The problem is that i'm totally out of practice docking stuff, and only ever mastered basic nose-to-nose anyway. So I gave up and decided to try pre-docking so i could see if the concept at least flies. It does ! Problem 1 - you cannot pre-dock inline docking adapters in the VAB. I found an old thread that said you can attach the subassembly some other way and line the ports up with the offset tool and the two ports will then automatically "dock" once you launch the vessel. This is no longer the case. I attached the aircraft with a radial decoupler, lined the two ports up so they appear to be touching, but the ports still don't "stick". I had set the radial decoupler force percent to 0, but after firing the decoupler in orbit, the aircraft simply drifts away from the mothership. From what i understand, docking ports that aren't pre-docked , have to spawn at least 10m from each other for the magnetic attraction to kick in when they reach proximity. If they are already close when the vessels spawn, the game assumes you just undocked and don't want these ports pulling back together again. The other problem is that we're really just kicking the can down the road here. To be a functional mothership/lander combo, it needs to be feasible to re-dock after separation. In fact we need to re-dock sufficiently well aligned that the NERVs of the spaceplanes can push the mothership, like in the picture. Build guide slots out of modular wing segments or something? Or i just need to improve my skills? All this re-docking though, is making me realise why i like interplanetary spaceplanes so much.
  5. Hi, I recently started hard career with every parts reused except for heatshields, separators and fairing. I want to do it as cheap as I can, so I want to know if Panther-based spaceplane is cheaper than reusable TSTO. Basically these are what I want to know: 1. Cost per crew 2. Cost per ton of payload (does it beat 400/t easily?)
  6. I decided to do a sort of roleplay on career-hard starting with the idea of what would a space program be like if it started with ideas like the German V1 and Messerschmitt, but never made a V2. That means planes that primarily land in the ocean (since the retractable wheels are mid-tech tree I have reached a weird point in the tech tree where none of the available nodes are very useful. I could unlock Aerodynamics, but it doesn't really help me. Gives me the J-33 engines, but honestly the J-20s are fine for my spaceplanes and boosterplanes. The LF-800 and external fuel duct are very attractive, but it gives me Oscar-sized tanks without any Oscar sized engines. And why would the player want or need a Rockomax decoupler or adapter before they have the 2.5m parts? Even the description of some of the parts is off. For example: The problem is the Rockomax Brand Adapter is offered in a node before any other Rockomax parts, so what are you adapting to your 1.25m parts to, exactly? At least now that I have unlocked the Fuel Systems node I have a use for the Rockmax Adapter. I might actually but access to it now. The tech tree is pretty much made to force players to follow the sort of rocket-development path we saw on Earth. I'm finding it fascinating just how much changes when you focus on planes vs rockets with capsules. Some images of the jet-plane based program I'm running: Oh, and why is fuel pumping something you can start doing once you upgrade the RnD building? Fuel transfers feels like it should be something researched in the tech tree. Playing on hard has given me a _much_ better idea of what feels broken. 900,000 credits to upgrade the R&D building so I can transfer fuel to something I docked with in orbit? That is _a_lot_ of credits on hard, and super difficult to get without grinding through endless tourist transports.
  7. Planes not flying right? I can help turn your Christmas Bullet into a Spitfire. Post a screenshot with all three SPH indicators on (like below) as well as a short description of what it's doing or not doing, and what you want it to do. I'll read it over and do my best to offer some tips and tricks to get it flying purrrrrfect. Some other examples of my planes:
  8. Hi all, I recently tried making a plane with a bunch of rover/probes (Provers?) in the back, to drop at certain locations, parachute down, then activated later to do the contracts for science on kerbin. I thought I had made them too heavy, or not included enough parachutes. But as I've read, space plane "Debris" is destroyed after the main craft is a set distance away. Is there a mod that removes this, and possibly makes terminating debris from the tracker easier?
  9. Hello all. Ive recently been refining my spaceplane building and flying (particularly cargo lifters), and come to a question regarding ascent profile. I normally keep a quite shallow ascent to keep the speed up for the rapiers to keep their 200+ Kn of thrust. When nearing the 10 Km mark, i try to gain as much speed as possible with a shallow climb. Now at what point do you switch the rapiers to close cycle mode? I've found that I can get up to 1520m/s depending on the heat tolerance of the parts used, but the last ~40m/s are gained very slowly. Am I better switching to close cycle at some point before this? And the main question: when switching to close cycle, do you pitch up, if so, how much? I've found that often I loose a lot of speed in the pitch manouvre, and I feel like I might just keep going straight (actually about 5-10 degrees of positive pitch)- the curvature of Kerbin and the speed you'redoing by now will guarantee you leave the atmosphere soon anyways.
  10. So when I came in for a landing My spaceplane keeps rolling out of control once it goes below 27,000 Meters. It basically doest the motion you do when you press A and D. It is uncontrollable my whole place is symmetrical, anyone knows what it could be?
  11. Hello all. I am having a slight issue with a career mode space plane of mine (not really a "space" plane but you know what I mean). When it lands, I can not get it to come to a complete stop. Example; I took off from KSC, and flew to the abandoned airfield off the coast. I landed fine, but despite cutting all throttle, and even unnecessarily manually shutting down the engines and closing the intakes, and even with applying brakes and leaving them turned on, my plane would just roll at about 3 m/s. Constant yawing would bleed it down to under 1 m/s, but no matter what, it will not come to a complete stop. It is early in my career and early in my plane research, so the gear I am using is the starter fixed gear. I have not fiddled with their parameters other than disabling steering for the rear 2 and only have the nose gear steer.
  12. I am not sure if there is anyone out there who is as OCD as myself. I really want to see a texture where the underbelly of a space plane has black tiling for it's heat shield. There are a bunch of mods that exist for space planes like MK2,3 expansions and the MK4 system. However none of them have the option to have a texture like this. Is there anyone out there in the forums who feels the way I do on this or has any desire/plans to implement some sort of a change like this?
  13. Hello everyone! I have not really been interested in spaceplanes/ssto's,but today,i built my first fully functional spaceplane! I present: Mk1 "Arrow" Spaceplane It has airbrakes,it has ladders,it has everything! Here it is in action: I hope you enjoyed it!
  14. Today I made 2 SSTOs with around 20 launches and every time I launch one it slightly steers to the right, when I was first playing with small (Mk0) Jets I got small steer to the right as well. Any real explanation for this? Downloads for 2 SSTOs mentioned: SSTO1 SSTO2
  15. FIRST SPACE PLANE EVER!!!!!!!!!!!!!!!!!!!!!!! X-376 Valkerie This thing is Awsome! With four whiplash turboramjets and four flea srbs for rato she flies.
  16. About This is the new thread for B9 Aerospace. The old thread is available here This pack adds a vast selection of new parts, introducing new spaceplane components such as new engines, cockpits, wings and fuselage systems, new structural components for orbital installations and colonies, and so on B9 was originally developed by @bac9, @Taverius, and @K3-Chris, now maintained by @blowfish and @Flashblade with help from many others Requirements The latest version is compatible with KSP 1.8.x. The bundled dependencies are for KSP 1.8.1 and may not work on other versions. All other KSP versions should be considered incompatible. If you are on an earlier version of KSP, however, you may be able to find a compatible version of B9 here B9 depends on several other mods to make it work. They are included in the download, and listed below in the "Dependencies" section. Installation Instructions You can install with CKAN and have the dependencies installed automatically. If you are doing a manual install, open the zip you downloaded, find the GameData folder and copy all of its contents into your existing GameData folder in KSP. If you already have any of the bundled mods, check which one is the latest version. Note that the core and HX packs come with the same version of some dependencies. B9 will not work unless installed correctly. If you're having issues, please verify that you have installed it correctly. Download Three packs are available for download: B9 Aerospace Core Pack - All of the main spaceplane parts B9 Aerospace Legacy Pack - Older Mk1 and Mk2 parts, modular wings. Requires the core pack and all of its dependencies B9 Aerospace HX Pack - Large blocky futuristic parts. Does not require the core pack, comes with its own dependencies Download mirror: S3 Also available on CKAN Changelog FAQ Q: The mod crashes the game for some reason, what can I do? Make sure that everything is installed correctly, your dependencies are up-to-date, and you are on the correct version of KSP. If you can't find the issue read this helpful topic and post the issue in this thread. Be sure to include your logs! If you are quite certain that you have found a bug, you can create the issue on our Github page. Try to provide as much detail as possible - logs, example craft, reproduction steps. Also be sure that the issue is reproducable with only B9 installed. Posts along the lines of "Its not working" or "Everything is broken" won't really help us much. Q: I don't understand a thing in those IVA displays, there are too many buttons and screens Here is a very helpful manual. Q: Why aren't you respecting stock balance? Mods should reference stock for the configs of the new parts, otherwise balance of modded game would be all over the place! While we try to respect stock balance as much as possible, there are a number of inconsistencies in the balance of stock parts that make it impossible to keep balance against every stock part. If something seem very far off of what it should be, feel free to ask in this thread. Q: I can't find those huge blocky parts from the opening image in my part catalog. Why are those missing? They were recently separated into another download as they mostly don't share dependencies with the main part of the mod and as many people prefer not to use them. Q: I can't find the modular wing pieces that are depicted on many screenshots of this mod. Why are those missing? They were removed and will no longer be developed. They are available as an optional download in the Bitbucket repository linked on top of this post, but we do not recommend using them. A far better option is using procedural wings, since you'll have just one part with just one material and just one texture covering any possible wing shape then. Good for performance, good for design freedom, good for looks. Grab the procedural wings here. Q: Why aren't procedural wings integrated into the main B9 package? Because they have entirely separate dependencies and are maintained by different folks. Merging them will only needlessly complicate updates. Pictures New Mk1/Mk2 Parts HX Parts Old Screenshots Dependencies Core Pack B9AnimationModules plugin by blowfish B9PartSwitch plugin by blowfish Firespitter plugin by Snjo and RoverDude ModuleManager plugin by ialdabaoth and sarbian RasterPropMonitor by Mihara and MOARdV SmokeScreen plugin by Sarbian Legacy Pack Depends on the core pack and all of its dependencies (not included in the legacy pack download) HX Pack B9AnimationModules plugin by blowfish B9PartSwitch plugin by blowfish ModuleManager plugin by ialdabaoth and sarbian SmokeScreen plugin by Sarbian Credits Old core team: bac9 - 3D modeling, texturing, editor tools Taverius - balance, 3D modeling, craft design, maintenance K3|Chris - 3D modeling, texturing, IVA New updates: blowfish - plugin code, maintenance, balance, coordination of new updates flashblade - various contributions V8jester and M4ck - stack node adjustments danfarnsy and JaredTheDragon - RPM fixes joshwoo70 - RT compatibility sparkybear - Part tags taniwha - Fix for planet-illuminating lights Contributors: Nazari - HotRockets Engine FX: forums jadebenn, Hyomoto, Helldiver - RPM MFD configuration. alexustas - RPM MFD configuration FPSlacker - HR exhaust pressure compensation Special thanks: DYJ C7 r4m0n Sarbian NathanKell egg snjo ferram4 Mu mrBlaQ License This work is shared under CC BY-NC-SA 3.0 license. Dependencies may come under their own licenses. Please check dependency documentation for details.
  17. This is a dead simple challenge: * Build an SSTO spaceplane. Must be purely RAPIER powered, although you can use as many or as few as you want. Must be a winged, HOTOL conventional spaceplane. * Take off from KSC runway, get to an orbit of at least 70x70, return to KSC runway. Simple. * No parachutes or other against-the-spirit trickery. Fly to space on wings, establish an orbit, fly back to KSC as fast you can. Wheaton's law applies; if in doubt, ask. * No mod parts, no performance-altering mods (except for optionally FAR). Informational mods are fine, but fly it yourself; no Smart A.S.S. or other autopilots. * Separate leaderboards for stock aero and FAR. * Prove your time with a screenshot showing you in orbit and another showing you stopped on the KSC runway. Extra shots detailing the whole flight are welcome. * Post your craft file as well. * Fly in the morning if you want a well-illuminated ship. Demo Run Orbital return time of 20:07. I know that I can do better than that. Can you? Full album at http://imgur.com/gallery/yGcVO Craft file at https://www.dropbox.com/s/wt8jqrlps5kjbir/Kerbodragster.craft?dl=0 LEADERBOARD STOCK Obi_Juan, 11:09 Nefrums, 11:17 Wanderfound, 16:57 NightshineRecorallis, 19:17 FAR
  18. This is my SSTO, the Neophron VI (named after a genus of vulture), capable of going to the Mun and back. Specifications: Part Count: 88 Mass: 72.560t Height: 4.6m Width: 22.8m Length: 20m Here it is on the Mun. It can make the trip no problem. Here it is after a successful Mun trip, back on the runway. Here it is in the SPH. Here you can really get an idea of its shape. This flies nice and stable, and I really like the wing shape, it might be my new favorite craft.
  19. I'm getting a little bored with my 1.2.1 career save, and want to start a new 1.2.2 save built on the Galileo planet pack with accompanying mods to mix up this KSP career. However, I just spent the last two months intensively learning SSTO spaceplanes, and I'm really proud of my newfangled proficiency. Spaceplane folks: What do you think of your Galileo career experience, and how different is it from stock? Will my normal, working SSTO spaceplane designs fall flat in this new mod pack? Will my tried and true design philosophies just need gentle tweaking, or ground-up overhauls? Do SSTO spaceplanes even have a place in this new solar system, or are they made obsolete and inefficient by its unique features and limitations? Will I be able to build intuitively and enjoy the science payouts from my efficient and handsome ships, or will I have to learn an entirely new way of building around entirely different engines and planetary requirements? Thanks!
  20. Ver 1.4 Dyna-Soar & SIV Space Station mk2. Now with an updated IVA using the latest ASET Props & Avionics You can now choose between 3 variants of the Dyna-Soar with new parts. Choose between a fuel tank, a cargo bay or a passenger cabin. S-IV Space Station has been completely re-modeled and re-textured. Also added new deployable solar panels. See screenshots below. Use the TITAN II from the Gusmobile Mod to launch the Dyna-Soar. Now supports RealPlume, Engine Lighting and TAC Life Support. These mods are not bundled with the release but are highly recommended. Also supports RealChute, kOS and Telemachus. This mod comes bundled with dependencies. Module Manager, TexturesUnlimited (for reflections and solar panels), RasterPropMonitor (for functional interior), KSPWheel (For the landing skids. It is absolutely needed for the landing skids to work.) and Alexustas' ASET Props 1.5 & ASET Avionics 2.1. INSTALLATION Be careful, this mod comes bundled with the latest version of ASET Props (1.5) & ASET Avionics (2.1). Delete these mods if you have older versions before installing this mod. Unzip and merge with your GameData folder. Be careful the folder GameData/LonesomeRobots from the zip must be merged with, not replace, any existing GameData/LonesomeRobots folder. DOWNLOAD http://spacedock.info/mod/1164/Dyna-Soar %26 SIV Space Station. LonesomeRobots Aerospace. Licensing. This mod is licensed under: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License Redistributed with this mod. RasterPropMonitor created by Mihara & MOARdV. Redistributed as per license. TexturesUnlimited created by Shadowmage. Redistributed as per license. KSPWheel created by Shadowmage. Redistributed as per license. ModuleManager created by Sarbian. Redistributed as per license. ASET Props & ASET Avionics created by Alexustas. Redistributed as per license. .craft files for all LRAERO ships can be found here . These are saved from the latest KSP 1.3.1. changes in this version Reflections are now handled by the awesome TexturesUnlimited mod. Texture Replacer is now deprecated. Solar panels use the TexturesUnlimited Solar Shader. -------------------------------------------------------------------------------------------------------------------------------------------------------------- Ver 1.3 Dyna-Soar & SIV Space Station mk2. Now with an updated IVA using the latest ASET Props & Avionics You can now choose between 3 variants of the Dyna-Soar with new parts. Choose between a fuel tank, a cargo bay or a passenger cabin. S-IV Space Station has been completely re-modeled and re-textured. Also added new deployable solar panels. See screenshots below. Use the TITAN II from the Gusmobile Mod to launch the Dyna-Soar. Now supports RealPlume, Engine Lighting and TAC Life Support. These mods are not bundled with the release but are highly recommended. Also supports RealChute, kOS and Telemachus. This mod comes bundled with dependencies. Module Manager, TextureReplacer (for reflections), RasterPropMonitor (for functional interior), KSPWheel (For the landing skids. It is absolutely needed for the landing skids to work.) and Alexustas' ASET Props 1.4 & ASET Avionics 2.0. INSTALLATION Unzip and merge with your GameData folder. Be careful the folder GameData/LonesomeRobots from the zip must be merged with, not replace, any existing GameData/LonesomeRobots folder. DOWNLOAD http://spacedock.info/mod/1164/Dyna-Soar %26 SIV Space Station. LonesomeRobots Aerospace. Licensing. This mod is licensed under: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License Redistributed with this mod. RasterPropMonitor created by Mihara & MOARdV. Redistributed as per license. TextureReplacer created by ducakar. Redistributed as per license. KSPWheel created by Shadowmage. Redistributed as per license. ModuleManager created by Sarbian. Redistributed as per license. ASET Props 1.4 & ASET Avionics created by Alexustas. Redistributed as per license. .craft files for all LRAERO ships can be found here . These are saved from the latest KSP 1.3.1. changes in this version Changed ModuleRCS to ModuleRCSFX for all parts with RCS thrusters. Now when firing RCS produces sound. Landing skids now produce sound while retracting/extending. Changed TACLifeSupport configs. Now Dynasoar has resources to support 1 kerbal for 3 to 8 days or 2 kerbals for 4 days. SIV Space Station supports 3 kerbals for 149 days. Added TWR indicator and Life Support gauges to the IVA. Flight computer now switches between HI and LO modes so you can view AP or PE above 999km. -------------------------------------------------------------------------------------------------------------------------------------------------------------- Ver 1.2 Dyna-Soar & SIV Space Station mk2. Now with an updated IVA using the latest ASET Props & Avionics You can now choose between 3 variants of the Dyna-Soar with new parts. Choose between a fuel tank, a cargo bay or a passenger cabin. S-IV Space Station has been completely re-modeled and re-textured. Also added new deployable solar panels. See screenshots below. Use the TITAN II from the Gusmobile Mod to launch the Dyna-Soar. Now supports RealPlume and Engine Lighting. These mods are not bundled with the release but are highly recommended. Also supports RealChute, kOS and Telemachus. This mod comes bundled with dependencies. Module Manager, TextureReplacer (for reflections), RasterPropMonitor (for functional interior), KSPWheel (For the landing skids. It is absolutely needed for the landing skids to work.) and Alexustas' ASET Props 1.4 & ASET Avionics 2.0. INSTALLATION Unzip and merge with your GameData folder. Be careful the folder GameData/LonesomeRobots from the zip must be merged with, not replace, any existing GameData/LonesomeRobots folder. DOWNLOAD http://spacedock.info/mod/1164/Dyna-Soar %26 SIV Space Station. LonesomeRobots Aerospace. Licensing. This mod is licensed under: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License Redistributed with this mod. RasterPropMonitor created by Mihara & MOARdV. Redistributed as per license. TextureReplacer created by ducakar. Redistributed as per license. KSPWheel created by Shadowmage. Redistributed as per license. ModuleManager created by Sarbian. Redistributed as per license. ASET Props 1.4 & ASET Avionics created by Alexustas. Redistributed as per license. .craft files for all LRAERO ships can be found here . These are saved from the latest KSP 1.3.0. -------------------------------------------------------------------------------------------------------------------------------------------------------------- Ver 1.1 Dyna-Soar & SIV Space Station mk2. You can now choose between 3 variants of the Dyna-Soar with new parts. Choose between a fuel tank, a cargo bay or a passenger cabin. S-IV Space Station has been completely re-modeled and re-textured. Also added new deployable solar panels. See screenshots below. Use the TITAN II from the Gusmobile Mod to launch the Dyna-Soar. Now supports RealPlume and Engine Lighting. These mods are not bundled with the release but are highly recommended. Also supports RealChute, kOS and Telemachus. This mod comes bundled with dependencies. Module Manager, TextureReplacer (for reflections), RasterPropMonitor (for functional interior) and KSPWheel (For the landing skids. It is absolutely needed for the landing skids to work.). Important! You should completely delete all LonesomeRobots mods and re-install all the latest versions from scratch. (Gusmobile has been updated too.) Also don't forget that the GameData/LonesomeRobots folder must be merged and not replace the existing LonesomeRobots folder as you install the mods one by one. This way all the IVA's will work correctly and reference the same and correct props for all the mods, reducing clutter and conflicts. You can read the reason for this below. ASET Props and FlightSystemsRedux are no longer bundled with the release. Only the relevant props from these 2 mods are moved inside the "props" folder of the HOYO mod. I had to do this since ASET Props have been updated, but for some reason the game crashes instantly when i try to use them. I contacted alexustas and he tried to sort it but it is kind of a freak case that applies to some OSX installations and he cannot help. So in order to keep the IVA fully working for people that have updated to the new ASET Props i moved all the relevant files inside the mod file structure. This way the IVA will work whatever version of ASET Props you have and even if you don't have it at all. I also have to state that i do not claim i made any of the props used in this mod. Credit goes solely to alexustas and MOARdV. DOWNLOAD http://spacedock.info/mod/1164/Dyna-Soar %26 SIV Space Station. LonesomeRobots Aerospace. Licensing. This mod is licensed under: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License Redistributed with this mod. RasterPropMonitor created by Mihara & MOARdV. Redistributed as per license. TextureReplacer created by ducakar. Redistributed as per license. KSPWheel created by Shadowmage. Redistributed as per license. ModuleManager created by Sarbian. Redistributed as per license. -------------------------------------------------------------------------------------------------------------------------------------------------------------- Ver 1.0 The X-20 Dyna-Soar ("Dynamic Soarer") is a Kerbal States Air Force (KSAF) program that developed a spaceplane that could be used for a variety of missions. Features parts to also build a KSAF SIV Space Station for you to rendezvous and dock with your DynaSoar. Supports RealChute, kOS and Telemachus. The mod comes bundled with all the dependencies. KSPWheel mod by Shadowmage redistributed as per license, is absolutely needed for the landing skids to work. DOWNLOAD http://spacedock.info/mod/1164/Dyna-Soar %26 SIV Space Station. LonesomeRobots Aerospace. Note: I had to modify some of the props from ASET Props and MOARdV FlightSystemsRedux in order for them to work correctly with the latest versions of KSP and RasterPropMonitor. I duplicated and added them inside the DynaSoar props folder so as to not tamper with the original props. When ASET and MOARdV updates will be released i will also update the mod and remove the duplicate props. If you have the LonesomeRobots HOYO mod installed overwrite the files when you are asked. *This is my second parts mod, there might be bugs. If you report a bug please be patient as it takes a few days for me to have time to tackle the issue.* *Also if you have any solutions or tweaks and you want to help i will be happy including yours on the next update and attributing you for your help* Licensing. This mod is licensed under: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License Redistributed with this mod. RasterPropMonitor created by Mihara & MOARdV. Redistributed as per license. TextureReplacer created by ducakar. Redistributed as per license. KSPWheel created by Shadowmage. Redistributed as per license. ASET Props created by Alexustas. Redistributed as per license. FlightSystemsRedux created by MOARdV. Redistributed as per license. ModuleManager created by Sarbian. Redistributed as per license. Still to come from LonesomeRobots Aerospace: HOYO Lander. MAVR Heavy Interplanetary Spacecraft. Also check out HOYO CSM. -------------------------------------------------------------------------------------------------------------------------------------------------------------- Screenshots
  21. bbfrsfSorry for my bad english Anyway, i have a promlem, that liquides me off. I really want to make orbital space station like in this video: But I can't fill station core into Mk3 Cargo bay (like here:http://s018.radikal.ru/i508/1701/ef/ea6620f9f576.png). It just doesn't want to be in CB without any problems. And I can't fully build core, because docking port doesn't want to connect with anything (http://radikal.ru/lfp/s018.radikal.ru/i520/1701/3b/7c77b255c27f.png/htm) Pleeeeeeeeeeeeeeeace, help me . I don't understand
  22. So, in my career I have been searching for low cost ways to get crew/cargo into orbit. I do have a functional Falcon 9 replica (no barge), but that still costs money. So, in short I need an Mk2 or Mk1 SpacePlane that can SSTO and dock. However, I do not have the Whiplash, RAPIER, Goliath, Vector, or Aerospike engines. Any tips/designs? Thank in advance!
  23. This post is invalid. Looking back at it, I realize I didn't achieve ACTUAL orbit, just a temporary orbit, which would have died if I had cut my engines.
  24. For some time, i've known how to get spaceplanes with very low takeoff and landing speed up to orbit with decent delta V. Landing gear however, wasn't my strong suit, I've just recently updated this with a sensible (though seriously oversized) conventional tricycle arrangement. Despite having not flown the craft in six months, i put it down first time... so that makes it officially "noob friendly" yes? https://kerbalx.com/AeroGav/WhippyNerv-IIi It's a mostly re-usable two stage design, the Whiplash jet engine is decoupled when it outlives its usefulness. Launch on Year 1, day 236 or use an online transfer window planner to get a good departure to Duna. Climb to 17km keeping the nose less than 5 degrees above prograde for low drag, then level off and accelerate to 1300 m/s. Up to this point I find it is best to keep SAS off and just use pitch trim (alt S and alt W) adjustments fine tune the nose angle. Once you reach 1300, add nose up pitch trim until the nose is 5 degrees above prograde. Right click the whiplash engine and monitor it's thrust output. When it falls below 30kN, toggle SAS on and press Space Bar to stage. After that, just maintain a nose angle of 5 degrees above prograde throughout the slow climb to space. With SAS, the nose slowly rises over time, so you'll need to make periodic nose down corrections to prevent a draggy attitude. Alternatively just take SAS off and hand fly it, you'll find yourself gradually reducing nose up trim as the reaction wheel torque becomes more effective. Aerobraking - 17 to 20km PE into Duna. Approach - use the map screen to avoid the higher ground. No part of Duna is completely flat however. Configure - In the video above it appears i forgot to enable the landing lights on the gear legs. RCS opens the service bay and activates the Vernor lifting thruster. Landing - gravity is much less than on Kerbin but so is lift, so be aware it takes much longer to arrest a descent. Keep your descent rate below 5m/s when near the ground and look ahead to spot rising ground so you can start pitching up early. It takes a long time for speed to bleed off but aim to land at 70-40 m/s. Getting too slow means landing with either excessive pitch angle or high rate of descent. Make sure your service bay is open and that RCS is on, and keep a finger over the K key (RCS Translate UP). Use it as a backup method of reducing descent rate for touchdown - if you're already pitched up at 10 degrees or more, use the vernor engine rather than risk a tailstrike. Features - in line clamp o tron, RTG power source, fly by wire hub for non-pilot kerbals, service bay. Science? I didn't put any instruments on this ship, and I appreciate that Spaceplanes are time consuming to modify and set traps for the unwary - everything tends to affect everything else. The service bay contains an Oscar B tank, you can attach items to this part and know they will be shielded. The upper surface of the Oscar B has a deployable radiator module currently which isn't really necessary, that should free up room for a few small instruments.
  25. I've been building a lot of SSTOs lately. I'm fairly far into a career-mode game and it was annoying me that I didn't have a cheap way to get Kerbals into orbit and back down again, but while I have a good portion of the tech tree unlocked it wasn't complete yet and I didn't have access to the R.A.P.I.E.R. engines. Not to be deterred, I built the Grasshopper, a spaceplane based around a pair of Whiplash engines for atmospheric flight and a Toroidal Aerospike for space. The thing turned out fairly well, able to easily transport 4 Kerbals up to 250km orbits (which is where I keep my Kerbin space station) and back down again and, when pushed to its limits, can get up to a 500km circular orbit (although once up there I had trouble getting back down again, needing to use my RCS thrusters for that last bit of delta-V that I needed to get back into the atmosphere.) Today, after completing a successful mission with the Grasshopper (several, actually; I had four different Kerbals from four different rescue contracts on my station and brought them all down at once) I took a look at my new contracts and discovered that I'd been offered one to test the R.A.P.I.E.R. engine, effectively unlocking it for the duration of the contract without needing to invest the science points to get it normally. I immediately upgraded the Grasshopper with the new technology, replacing its Whiplash engines with R.A.P.I.E.R.s, ditching the Aerospike (putting a second shielded docking port in its place) and rebalancing my fuel tanks to better suit the new configuration. The new craft turned out to be slightly lighter than the old one (but also more expensive) and I immediately took it to the runway, got it into orbit and discovered that it performed... well... pretty much exactly as well as the old one. It could get to a 500km circular orbit but didn't have enough oxidizer to come back down again. The new design did have some advantages, with that second docking port meaning that I could attach a NERV tug to the back for long-range journeys and still have it dock with a station (where before I could only have it docked with one thing at a time) and I managed to fit a science container in where I used to have a small LiquidFuel tank, but it was also substantially harder to fly due to the R.A.P.I.E.R.'s poor low-speed performance and, as I said, more expensive. That got me thinking about the various SSTO designs I'd seen for this game. Nearly all of them are R.A.P.I.E.R.-based (with the occasional NERV engine for when you absolutely positively have to take a pair of wings and a set of air-breathing engines with you to Eeloo,) to the point where I don't think that a lot of builders are even considering the possibility of alternate designs. The R.A.P.I.E.R. is certainly convenient, being a jet engine and a rocket in a single package, but it has significant disadvantages in both modes, with its odd thrust curve requiring an exacting (and often tediously long) ascent profile in atmosphere and just being generally inefficient in vacuum. On the other hand, the Whiplash (and even the Panther) are still able to get a craft into the upper atmosphere with a significant fraction of its orbital velocity, are cheaper, get unlocked earlier and offer some significant advantages for in-atmosphere flying (with the Whiplash's smoother performance curve and the Panther's dry mode offering a very long cruise-time for when your re-entry falls wide of the KSC.) So what do you think? Is it time to re-examine the R.A.P.I.E.R.'s status as the be-all and end-all of SSTO engines?
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