Jump to content

Any tips on Spaceship design similar to UNSC and Star Trek?


Recommended Posts

Some things I can think of:

1.) Look for modded parts that look like what you need

2.) Get creative with structural parts (girders, plates, I-beams)

3.) Make a habit of repurposing parts in original ways. I've seen somebody use cupola modules (together with some paneling) as wheels... Of course it didn't drive, but it looked the way he needed it to look.

Edited by Streetwind
Link to comment
Share on other sites

Launching things like that is a nightmare so construct them in orbit, with docking ports, or hyper-edit them up there once built on the ground.

Once in space any old thing will manoeuvre fine (within TWR limits) as long as the axis of thrust passes through the CoM, otherwise it will spin and be uncontrollable.  For something like the ST Enterprise, with high-mounted engine nacelles, that means angling them aft-up/fore-down to get the thrust right.  Alternatively, add another balancing engine in 'whatever-that-bottom-keel-hull-bit-is-called'

Link to comment
Share on other sites

11 hours ago, ErevanGaming said:

Hi guys,

Thanks for your tips =)

Ship designs with aligned CoM and thrust with full or near empty fuel tanks is best?

 

Regards

If you can't have both, plan on not flying in one of those states.

CoM a little off can be compensated for with SAS/monoprop but if it's off by more than a few degrees you're just going to spin in circles.

Link to comment
Share on other sites

You are talking ships with purely magical propulsion, so: build with empty tanks, then fill them just to push CoM where you need it  and fly with infinite fuel cheat. But honestly, this sounds more like job for space engineers.
 

Link to comment
Share on other sites

I honestly think the Enterprise is probably flyable, the secret is not to use two engines; use 3 (one on each warp nacel and one in the belly as an "impulse" engine) and then center the command disk and COM on center of thrust. If your 3 engines each have the same fuel and fuel usage, your COM should stay steady in both full and empty states.

If you want a fatter-bellied enterprise like the later models, use 4 engines and put 2 in the belly. Then shift the command bridge down to compensate.

Edited by dire
Link to comment
Share on other sites

As for  repurposing: get Tweakscale.

10cm scale MK3 parts, a 3m radius Stayputnik, 2-meter Spider engine, Twin Piglet, the simple single solar panel upscaled to airplane size, a lander for 3 kerbals using Okto 2 as main structural plate, a ring station built on the inside of a size 0 separator... Tweakscale opens up a lot of possibilities!

And Editor Extensions. An absolute must. Surface-attach anything to anything, and move and rotate anywhere.

Edited by Sharpy
Link to comment
Share on other sites

5 hours ago, ErevanGaming said:

@Sharpy is it safe to surface attach stuff to anything? I tried to design jet/rocket planes and some parts I attach to certain surfaces overheats ="> guess I just need to only use parts with high temperature tolerance. =D

Not to *anything* :) I've been doing it aplenty and never had that problem, outside of obvious cases - engine flame licking the surface, RTG getting hot, atmospheric heat spreading etc. I never had parts clipping cause overheating. OTOH, some parts are really not meant for surface attachment and may refuse to work properly if not given proper TLC afterwards. There may be crossfeed issues - use pipes. There may be drag issues. Only node attachment guarantees proper occlusion. Decouplers like to get explodey if even partially immersed. For great most cases though it's non-issue.

Some rules of thumb when abusing surface attachment:

- if it's ever to become a separate vessel, debris or such, make sure to offset (not clip) or expect explosions.
- only assume you're getting a mechanical connection, if that. Don't make assumptions about crossfeed, heat transfer, precise attachment point, occlusion, orientation, sturdiness of the joinr etc.
- you can draw a fuel pipe to an engine.
- In particular orientation may be disorienting. Don't assume a surface-attached probe core will attach the same way as node-attached.
- conversely, you can make many assumptions about node attachment, even if you move the part afterwards. Doesn't apply to drag/occlusion though.
- engines really don't care by which node you attach them though. So feel free to attach them to tanks by the bottom node (nozzle), move/rotate to desired location, then apply, say, a nose cone to the upper node.  After node attachment was applied, it stays.
- also don't assume the decoupler will decouple anything except what's attached to its node on the triangle pointing side. You can assume that of separators though. They decouple everything attached to them. Also, a heatshield is a separator.
 

Example:

zp91KCp.png

Note the MK3 structural plates in the side towers. There are four engines in each of the cargo bays. The only parts radially attached are the cargo bays - and then the slanted tanks are strutted to the main tank.

- the plates were attached to the cargo bays.
- three nukes were node-attached pointing upwards to each plate, then rotated "in".
- a Vector was attached to the cargo bay node, then moved downwards not to clip with the nukes too badly.
- the slanted tank was node-attached to the central engine node on the MK3 structural plate, then moved and rotated to align visually. Surprisingly, it works for drag too.
- reaction wheels and smaller tanks were node-attached.
- the fuel crossfeed pipes go from the central cargo bay to the MK3 structural plates.

 


 

Edited by Sharpy
Link to comment
Share on other sites

For Enterprise, it's the warp engines that are separated. Impulse (KSP type) power is on the back of the saucer.  Make the warp nacelles heavy enough, and the thrust axis likely runs through the saucer. 

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...