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How do you test your STS craft for "glider worthiness"


oversoul

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(stock aero)

I have been playing with STS designs again, because I'm drunk, and those vertical stacks always work, and frankly bore me with their space worthiness.

So today I am again designing STS crafts, and after many hours, none work. Shockingly, I know.

Here's one way I decided to test the glider phase of them before tackling the objectives of actually getting them to space with some out-of-control yawing at transonic speeds and other v104 erratic behavior.

Anyway... do any of you STS builders out there test gliding in similar methods?

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Edited by oversoul
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I like your approach OP. My problem with that is I like to have a shuttle with a much shorter front landing gear so it's pitched forward quite a lot when on the tarmac, but that means it has about as much inclination to leave the ground as my aunt's obese cat.

That's also a very nice approach benjee10. Did you land both craft one after the other? (props if you did).

There comes a point though when testing and testing and testing some more that the time taken to lift a craft to the right point to test it becomes rather tedious. And those approaches (even though they are good) don't test the "does it tumble on re-entry" aspect which I find is one of the main issues. So (and dear community, please don't hit me) I use hyper-edit to perform tests. We don't have a simulator or wind-tunnel (or an army of physicists), so instead I use HE to put a test craft into orbit, adjust its fuel levels to what it might have on re-entry and try it out at re-entry speeds. If I don't crash I can quickly chuck it back into orbit without even reloading the craft, adjust fuel again to something different and test it again. It just saves time (which is not something I have much of these days). After HE tests I always revert the flight so it's only used as a simulation tool.

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That Hyper Edit is pretty ideal for this kind of testing is logical, given the lack of other means to test. Though for low altitude testing, I find rocket pods on radial decouplers for lift off and gaining some initial speed work just as well.

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Anyway... do any of you STS builders out there test gliding in similar methods?

Whether drunk (usually) or sober, I just tweak the tanks to about what they'd have when it's time to land. Then I slap a small de-orbit stage on the thing somewhere using a decoupler/separator that leaves no "residue" on the ship. Then I HyperEdit this into a typical orbit, use the new stage to knock me down, get rid of it, and fly it in from there.

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Just fill the tanks with enough fuel to take off and make a return course, then glide back or use the old runway on the Island just off the coast. Beats spending time making an additional craft just for what is essentially a simulated run.

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