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MATADOR - Multi Role VTOL Lander


Cupcake...

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UPDATES:

28/09/2015 - NEW LV DESIGN, IF YOU'VE DOWNLOADED THE CRAFT BEFORE THAT DATE I HIGHLY RECOMMEND UPDATING THE CRAFT FILES!

12/10/2015 - VARIOUS TWEAKS/FIXES/DOCKING PORTS ADDED TO DROP TANKS

14/11/2015 - CRAFT UPDATED TO 1.05

CRAFT FILES:

https://goo.gl/NQu18u

CONTROLS:

1 - Toggle Main Engine

3 - Toggle Search Light

4 - Toggle Front Landing Gear (For Steep Terrain)

5 - Undock/De-Couple Top Docking Port

7 - Cut Chutes

9 - Toggle Ladder

0 - Toggle Reaction Wheel (For Navball Drift)

ABORT - Undock/De-Couple Side Ports/Drop Tanks

STAGE - Activate Main Engine/Parachutes

NOTES:

The RCS tank located under top docking port and is left empty by default.

Rear brakes have maximum torque setting applied to give better performance on steep terrain.

Like my previous designs the Matador features a horizontal cockpits for suborbital flying/landing and a vertically mounted docking port for orbital piloting. When performing burns with the navball the top docking port must be selected, this also applies if using Mechjeb.

If you're not used to VTOLs and would rather fly the vessels like a regular rocket the top docking port can be used for whole missions if need be.

A joystick is highly reccomended and SAS should be left on at all times.

Heh All,

It's my great pleasure to present the Matador, quite possibly my finest VTOL Lander to date. :) It's a tough, versatile, low part count (39) lander that can take almost anything you can throw at it!

3vHkkOQ.jpg

The standard model is equipped with the trusty LV-909 and puts out a very respectable 6k of DV with its long range drop tanks. There's also the Aerospike equipped advanced model which loses around 500 m/s of Delta V but gives you the option of landing and returning to orbit on Tylo as well as improved performance on Duna. It's also great for bombing round the KSC if you're so inclined. :D Finally there's a heavy duty T or tug model, which is great for shifting heavy loads while also moonlighting as a lander.

LUDnvv7.jpg

An option to fold the front landing gear combined with specially tuned brakes allow you to land in places even space goats couldn't reach!

zOeRPT8.jpg

All models come with launch vehicles designed to get the Matador to low kerbin orbit.

ig0OfVd.jpg

Consultations with Bob have led to a number of ergonomic improvements over previous designs.

nnE2fGY.jpg

I hope you enjoy the craft, and please let me know if there are any issues I've missed. Cheers.

Cupcake...

mFYcj25.jpg

Edited by Cupcake...
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Another absolute classic!

Dude you are an awesome craft making machine! 2.0!

The video was, as always glorious. And I am constantly amazed how much you manage to squeeze out of a craft. Good to see you posting again.

MJ

My pleasure, and thankyou for such lovely feedback! :D

Nice work :) RIP original designs but hey atleast they still work once you get em' in space! Though I need to ask how are you able to remove your cursor and/or toggle flag plant in the video (keybinding?)

Nothing that high tech I'm afraid, more me clicking frantically with the mouse in the hope I hit the right invisable button. :P

That's pretty cool

I like the way you used the abnormally asymetrical tanks to make it look more.. unbalanced lol

It has the added bonus of making the vessal a lot simpler/stronger while also making it even easier to see which way the craft is pointing. :wink:

Cupcake...

Edited by Cupcake...
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Having a ton of trouble getting to space with the launch vehicle. Any flight tips?

Add some fins for some extra stability, and throttle back once you enter that critical phase. And be very gentle on the inputs.

I ended up building my own LV for the matador, but used the general design idea from cupcake. Never did anything like that before, but I like it a lot.

The stock one is nice, especially design wise, but I am afraid I am not a good enough pilot, I need some more stability and also prefer some more TWR off the pad.

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Having a ton of trouble getting to space with the launch vehicle. Any flight tips?

Just one. Use Mechjeb. No I think I'm going have to redesign the LV as presently it handles like a pregnant yak. :( It's a bit of a stop gap measure, but I've just added an experimental LV to the download folder (XLV) which handles much better then the standard one. It still needs some tuning but I think you'll find it a lot easier.

N3MHkMA.jpg

XLV INSTRUCTIONS:

Activate SAS, set full throttle and hit the stage button.

Eject the SRBs and LV drop tanks as soon they become empty.

Once the needle reaches the end of the light blue strip start pitching over on a 90* heading.

By the time the needle gets to the dark blue section you want to be at a 45* angle.

Hold this heading till your apoapsis reaches 50k then gently pitch over and hold course about 5* above the horizon.

Once you apoapsis reaches 80k cut the engines and coast out of the athmosphere.

Add some fins for some extra stability, and throttle back once you enter that critical phase. And be very gentle on the inputs.

I ended up building my own LV for the matador, but used the general design idea from cupcake. Never did anything like that before, but I like it a lot.

The stock one is nice, especially design wise, but I am afraid I am not a good enough pilot, I need some more stability and also prefer some more TWR off the pad.

Fins, why didn't I think of that? :P

Cupcake...

Edited by Cupcake...
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I have been using mechjeb, and I've tried several different ascent profiles. I think this one will need a late turn, but mechjeb just cannot keep it under control. I'll try some of the suggestions.

One other question; do these guys handle re-entry well at kerbin? I'm wanting to go on a mission to the mun and back with one.

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I have been using mechjeb, and I've tried several different ascent profiles. I think this one will need a late turn, but mechjeb just cannot keep it under control. I'll try some of the suggestions.

One other question; do these guys handle re-entry well at kerbin? I'm wanting to go on a mission to the mun and back with one.

Have you tried the XLV version? Set the gravity turn to begin at 7k and level out at 50k.

N3MHkMA.jpg

As for the re-entry from the Mun you'll have no issues there. :)

Cupcake...

Edited by Cupcake...
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I like it, and glad you havent given up after 1.0 killed all of your really high performance craft (will never forget that one that could get to laythe and back on JUST a 48-7s).

While your single stages seem to be dead, at least you still make your ships look good. Still working on something like your older tadpole though, with actual cockpits, weapons, and well, useability in a combat environment. I hope you dont mind me ripping off the looks from your ship (even if the internals and all are completely unrelated).

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I like it, and glad you havent given up after 1.0 killed all of your really high performance craft (will never forget that one that could get to laythe and back on JUST a 48-7s).

While your single stages seem to be dead, at least you still make your ships look good. Still working on something like your older tadpole though, with actual cockpits, weapons, and well, useability in a combat environment. I hope you dont mind me ripping off the looks from your ship (even if the internals and all are completely unrelated).

Please rip away to your hearts content. I've had a lot of fun with combat VTOLs over the years. :)

Was able to get to orbit with the XLV version of the launcher, starting the turn at 7km, ending at 50 wit a profile shape of 60%. Circularization burn was only 40 delta-v so it was a pretty good launch profile.

Sweet! :D Yeah, I think this LV is a BIG improvement over the original. In fact it's so effective I've been able to double the size of the droptanks for each model which now all now use the new LV design as standard.

ig0OfVd.jpg

Apologies to anyone that downloaded the originals. :blush:

Cupcake...

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  • 2 weeks later...

In preperation for the upcoming release of the Pickaxe mining dropship the Matador has had a few small upgrades/fixes. :)

tgt8l0t.jpg

The droptanks are now equipped with docking ports meaning you won't have to ditch them if you need to fuel up. The reaction wheel can now be toggled on and off using the 0 key which comes in handy if you're suffering from Navball drift. The toggle for the front gear has been shifted to action group 4 and there's a few other small changes none of which are really worth writing up here. Right, that's all, as you were. :wink:

Cupcake...

Edited by Cupcake...
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Thanks for uploading.

My cupcake folder is getting a bit complicated though. So let´s see now, there´s the Matador T (for Tug, with the Poodle), then the Matador A (for Advanced, or Aerospike?) and then there is a Long Range T (with 909??) that hasn´t been updated for some reason. All of them come with or without LV. Am I getting this right?

Thanks again.

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Thanks for uploading.

My cupcake folder is getting a bit complicated though. So let´s see now, there´s the Matador T (for Tug, with the Poodle), then the Matador A (for Advanced, or Aerospike?) and then there is a Long Range T (with 909??) that hasn´t been updated for some reason. All of them come with or without LV. Am I getting this right?

Thanks again.

Sorry for the confusion I copied an extra file by mistake. :P There are three models, the LV-909 powered standard model, the A model (Aerospike) and the T model (Poodle Powered Tug version). Each model also comes with its own LV (LV,ALV,TLV) for a total of 6 files, hope this helps! :)

Cupcake...

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  • 2 weeks later...

Hey,

I attached an Octo2 to use to rescue trapped Kerbals. It's fine until I get to Jool, when I get a slow power drain and eventually lose all power. It seems to have a thin margin for power. I'm going to try to add a small attachment to the top port with a small fuel cell and RTG for a little extra power. The one I have in Eve is doing wonderful. Thanks again.

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Hey,

I attached an Octo2 to use to rescue trapped Kerbals. It's fine until I get to Jool, when I get a slow power drain and eventually lose all power. It seems to have a thin margin for power. I'm going to try to add a small attachment to the top port with a small fuel cell and RTG for a little extra power. The one I have in Eve is doing wonderful. Thanks again.

That's not a bad idea. The solar pannels have had a big nerfing in 1.04 and barely put out any juice past Dres. Another option is de-activate the probe core when not in use, the same goes for the lights and main reaction wheel, this should help keep your power levels up! :) Which model are you using on Eve BTW? I can't say I've ever tested the Matador there. :P

Cupcake...

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This is a bit irrelevant, but I noticed that the Matador looks like the Toad and the Tadpole mk2 chassis

There is a family resemblance, :wink: performance is about the same too. The main difference with the Matador is its vastly reduced part count, increased strength and wedge shaped outboard tanks.

Cupcake...

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That's not a bad idea. The solar pannels have had a big nerfing in 1.04 and barely put out any juice past Dres. Another option is de-activate the probe core when not in use, the same goes for the lights and main reaction wheel, this should help keep your power levels up! :) Which model are you using on Eve BTW? I can't say I've ever tested the Matador there. :P

Cupcake...

Sorry...not on Eve proper, but around it and back and forth to Gilly. I ended up just sticking an RTG right in the middle of the 2 forward legs. Seems all right now. Thanks

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