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Who needs rapiers anymore? - Cronus titan engine


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Now do not get me wrong RAPIERS are cool and all, but i wanted more out of my SSTO engine so i developed this engine for my new cargo SSTO and damn is it a beast of an engine, so much so that it gets its very own thread

:P

No mods used, only the offset tool and stock KSP

Cronus Titan engine

agBoPYx.jpg

Description:

whats better than a rapier?

How about a rapier, 2 turbo jets and an aero spike all in one?

Clipped into submission the engines do not interfere with each others thrust nor do they over heat, 3 shock cones are built into the engine so you do not have to stress about not having enough air to the engines if you do not put air intakes on your craft (rockets for an example)

Here is what a simple plane can do running on 3 Cronus engines.

Imagine what you could do with power like this, the possibilities are endless.

i want to see what people can come up with using these engines for power, they make great rocket engines and even better plane engines so get building :D

Please share your creations here with some pics and a download link so others can try them out, http://imgur.com/ is a good website for image sharing and http://kerbalx.com/ is a great website to share your craft on if you are not signed up to mediafire or dropbox.

Download link:

http://www./download/ib7twp3ik84wa93/Cronus+Titan+engine.craft

One of my creations using these engines

http://forum.kerbalspaceprogram.com/threads/121087-Cronus-Titan-hauler-SSTO-80-tons-to-LKO

Edited by Roflcopterkklol
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So this isn't a mod part, it's stock parts clipped into the size of a rapier?

Interesting.

Yeah i have a thing about keeping things stock, makes you feel like you are developing something special, plus then anyone with basic knowhow on downloading a craft can use it that way.

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Hmmm, does a vast install amount of these guarantee a TWR that gets better and better?

Turbo jets are for getting over the 320m/s barrier, rapiers help push over 1100m/s and the aero spikes are needed to compensate for the weight of the added turbo jets when changing engine modes, all up it results in an engine that never loses power

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How do you control the engines? Are the rapiers set to change mode automatically, or do you change them manually? Also, do you have the jet engines on a key so that you can disengage them when required?

Action groups,

Easy guide line is at 20km activate the aero spikes (action group 4) at 22km toggle engine mode on rapiers (they will auto but at 22km is best) and at 26km you simply need to turn the turbo jets off, you can leave them on though its not a problem they burn out evenly.

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Turbo jets are for getting over the 320m/s barrier, rapiers help push over 1100m/s and the aero spikes are needed to compensate for the weight of the added turbo jets when changing engine modes, all up it results in an engine that never loses power

Woah, props to you man :D

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Heh i used to do a much simpler version in 0.90, that sadly no longer works in 1.0 :(

My method was to clip a 48-7S and TurboJet together, and use action groups to toggle which one is on/air intakes/etc. It worked amazingly well for 1-man SSTOs.

Either way, nice work!

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Reminds me of my TURAN design a while back. Anyone remember this fine piece of engineering from the OSCTCA thread I posted a long while ago?

http://forum.kerbalspaceprogram.com/threads/43086-Open-Source-Construction-Techniques-for-Craft-Aesthetics?p=943756&viewfull=1#post943756

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It was literally the backbone of my SSTO Proton fleet, pre 1.0. I wonder how it fairs now in 1.0.2...

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Anyways, just pointing out that the idea to combine engines like these is a fantastic idea overall.

Edited by inigma
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You should totally use the triple turbojet on your podracer, it's hilarious ^^

Edited by RevanCorana
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