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Could someone test if those spaceplane designs still work on 1.0?


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I haven't updated to 1.0 yet because I'm afraid those spaceplane designs wont be able to orbit by themselves anymore. Could someone test them and confirm for me?

Spaceplane 1:

https://drive.google.com/file/d/0B3soSlW5noXxaG9NSlNLSDNjUnM/view?usp=sharing

Spaceplane 2:

https://drive.google.com/file/d/0B3soSlW5noXxTy0tWXFtS21rd1E/view?usp=sharing

Spaceplane 3:

https://drive.google.com/file/d/0B3soSlW5noXxZUlCZ1RrblR5RlU/view?usp=sharing

Spaceplane 4 (activate RCS at end of runaway to get nose pointed upwards and maintain vertical ascent up to ~14.000km, then toggle off RCS to reopen air intakes):

https://drive.google.com/file/d/0B3soSlW5noXxWFE5R0o2cEZzUUU/view?usp=sharing

Edited by 42dustman
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Got no. 4 to orbit on the second try. I had to remove 1500 oxidizer before launch - that was the remaining amount on my first go. I also used up the payload's tank - I guess that's intended as you didn't close it off. That organ made of radial intakes felt like an overkill. Maybe the wings too, though it wouldn't feel right to tweak someone else's construction, so I didn't. Neither I tried landing, but I'm pretty sure that if you can lift the nose just a bit, than the drag from all those wings will make you laugh at 1.0.4's reentry heat.

Maybe I didn't use it as intended - not sure what did you mean by 'reopening intakes', those were open until like 24k when I had to switch to rocket mode.

BTW that part count made me upgrade my career SPH and nearly broke my potato computer. Also I heard that rapiers ignore crossfeed rules, so I think fuel lines weren't needed.

I think I leave the other three for others to test, so they can have their fun too.

EDIT: just re-read your post - did you specifically want 1.0 testing? Current version is 1.0.4. I thought those were 1.0 planes. These days air-hogging doesn't work anymore, 4 radial intakes should be enough. Also I think you could also do well with like 1/3 wing area too.

Bottom line is - I think your planes will work on the newest version too, though I'd certainly optimize them for the current setup. Damn, building these is half the fun if not more..

Edited by Evanitis
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Thanks for info Evanitis. Those are 0.9 planes, yeah. The '10 air intakes per engine' thing is for getting the plane to 30k meters with a 1500m/s speed on air breathing stage, so the craft can get orbital with only ~850 delta-V of closed cycle burn (which is just slightly less than it can achieve without wasting the payload fuel.).

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I'm far from being an SSTO expert - I built my first one in 1.0.2, and still struggling to finish one that can reliably get some payload to orbit. So I hope someone will correct me if I'm wrong.

I heard that air-hogging (as in adding more intakes to reach 30k) doesn't work since 1.0. My test flight shown the same: while no. 4 was breathing more than happily on 24-26K, it stopped accelerating at that height with a 10 degree pitch. It didn't even reach 1100 m/s before rocket mode. In my experience, an optimalized rapier SSTO can reach even 1400 on 25k with one shock-cone or two radials / engine. Since 1.0.4, atmosphere is so light that I don't even need to level out for acceleration with high TTW spaceplanes. My rescue craft's user's manual: takeoff, point nose to 30 degrees, circularize at 75k. :P Too easy, but fits someone who prefers perfect engineering to perfect piloting.

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