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What craft do you use to retrieve Kerbals from space?


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I've been designing these SSTO Kerbal-fetchers for a while now, and this is the best one I've come up with yet:

S7QgAG2.png

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Fetcher 2000

Cost: 37,610

Fully reusable SSTO

Can achieve orbit to about 200,000 meters and return with some jet fuel for flying in the atmosphere.

I include parachutes so I can land almost anywhere, or if I get sick of trying to line up with the runway to land.

I used solar instead of the RTG to keep costs down (those things are 22,000 all by themselves!) and so you don't have to research the whole tech tree to get it.

What do you use? Maybe I'll post some of mine that are possible earlier in the tech tree (before you get RAPIERs), since RAPIERs are one of the last items on the tree, and there are a lot of Kerbals to rescue before you get there.

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I use something like this:

2GaSBeu.jpg

The Mk 2 intake and nuke are from the Mk2 Expansion mod.

I use the RAPIERs in air-breathing mode to ascend to ~20,000 meters, turn on the Nuke for a bit of extra thrust, switch to Nuke + closed cycle to boost out of the atmosphere, then shut off the RAPIERs to circularise.

Edited by Grumman
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In previous versions, before we got more realistic aerodynamics, I used a single-seat SSTO I called the Utility Zip.

screenshot329.png

Now I use the less exciting (but more practical) four-seat Spacebus IIB (seen docked to Starbridge Station at the bottom of this picture):

screenshot219.png

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I generally don't. Instead I keep a station in orbit around Kerbin, Mun, and Minmus, and when I rescue Kerbals I just stick them in the station. This keeps more rescue contracts from spawning when I don't want them, and if I run short on funds later, I can just go grab them in a shuttle.

As for what I use to stick them in the station, it's generally either my crew ferry:

jeM88Jam.png

or the Space Tug Klaw edition (here pictured working on Kidonia):

1djDUuwm.png

Edited by parameciumkid
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I typically keep a few pods optimized for space manuvers. I'm talking lander pod, probe core, fuel, and engine. I get over 1.6 km/s from ¾ t fuel. These can also do double duty for satilite contracts when new. A SSTO space plane then collects rescued Kerbals for return and refuels the pod. The design is upgraded as I progress.

Early game it is whatever rocket tickles my fancy.

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I rescued Jorhat Kerman from the orbit of Gilly then flew to Duna/Ike before transferring him to a lab to be dropped back to Kerbin. By the time he got there he was at level 4.

I did most of it in this ship: Magnum-G

All KSP images have been moved here.

JR

Edited by Jolly_Roger
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That's a great-looking SSTO! I like the MK2-to-1.25 m attachment.

Thanks! I do it this way because when using jets, there's just no good way to get air intake with the Mk2 plane parts. You either use the ugly scoop intakes, or a bunch of the long thin ones (because they only get .1 air flow each). You almost have to use the 1.25 meter parts and put one of the standard intakes on the front. But in this one, I tried to minimize the number of Mk2 plane parts, while still using the cockpit.

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I use something like this:

http://i.imgur.com/2GaSBeu.jpg

The Mk 2 intake and nuke are from the Mk2 Expansion mod.

I use the RAPIERs in air-breathing mode to ascend to ~20,000 meters, turn on the Nuke for a bit of extra thrust, switch to Nuke + closed cycle to boost out of the atmosphere, then shut off the RAPIERs to circularise.

I love the look of that big intake, it feels like you're planning to suck Kerbals right into it :P

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Hey OP, you can replace the Mk2 cockpit with a Mk1 and Mk1 Inline, and still have fins on. Save a bit of money and might increase total Delta-V.

I don't like that Mk1 Inline. :( It just doesn't look right, especially behind another pod. I have been known to use it like that though, before I get the Mk2 parts.

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I make my SSTO flights count. This Spatha took two tourists and an ore tank partially filled (1800 ore, to not bring down TWR under 0.6) up to orbit, released a satellite, then recovered two stranded kerbals before coming back down.

s7Y5nT3.png

Rune. A tidy profit for a refueling mission!

Edited by Rune
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Pre-turbojets when I was getting tons of rescue contracts for various places. Each shuttle packs 2000m/s for Mun-and-back range and is good for a 'controllable enough' glide to get very close to KSC. Nosecone chutes via RealChute, flat orange engine from SXT. And yeah, the core deorbits too; just the first stage that doesn't get recovered.

b10DLJZ.jpg

Later on once I had turbojet access, I started combining rescues with up to four tourists at a time:

iHXxLKz.jpg

...but of course, when you get rapiers... you're gonna use rapiers...

f2yt1LJ.jpg

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Good news everyone!

Farnsworth Rocket Surgery can fully fulfill your crew rescue and recovery needs.

First we must get off of Kerbin and maybe not die when returning. The Farnsworth Meerkat is perfect for maybe not dying.

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Orbital rescue or surface rescue? We have a variety of craft for you to pick from.

The Farnsworth Dragonfly is a good all around 4 kerbal lander.

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If your looking for more wind in your hair and crew survival is optional, try the Farnsworth Bumblebee.

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Warranty is void if someone dies using Farnsworth vehicles.

Edited by Dr Farnsworth
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I rarely tend to go back to my career save. I keep getting sidetracked with the desire to create something new for every contract. Or possibility...

But I did decide I wanted a go-to "bus" that I'd just leave up there as the run around. Uses some Mk 2 expansion parts. Torque reaction from the engines is accounted for, perfectly balanced RCS and you can keep stacking them, so she's not a bad lil' bus. Although the stacking is coincidental. Not sure the engines are that well placed, you'd have the exhaust plumes going into the other engines.

8R0BFNz.png

And topdown view

u8ob4eN.png

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