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[Stock] IDGAD Deep Space Mining Transport and Exploration vehicles (SSTOs)


Arugela

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Not designed for flight. Simply to get into orbit.

Hit spacebar on runway. When in flight hit caps lock to use fine control and aim the nose up. Fly to orbit. Around 20k, depending on flight path, hit 3 and toggle closed mode for rapiers. Some flight paths will allow it to auto toggle.

I'm still testing to see if these can get to minmus to refuel. That is my usual test of readiness. My previous version did but I added stuff to level out the mining abilities and have added touch more weight since. I've added some fuel to compensate but am tired of flying them to minimus to test, so I thought I would share the fruits of my labor! (BTW, they can definitely get into orbit. It's a matter of what to do after. If they can't get to minumus use a refueler around kerbin.)

 

Explorer 190 Tons <- Maybe lacking electrical storage. I recommend adding more batteries if desired/needed.

Transporter 250 tons

 

Shortcuts: (Both Craft)

Abort: Toggle Heat & Solar Panels

Lights: Toggle ISRU & Grappling Arm + lights

1: Toggle Nukes

2: Toggle RAPIERs

3: Switch Mode: RAPIERs

4: Toggle Jet engines

5 Toggle Drills & Heat Sinks

6: Activate Drills

7: Toggle LF+Ox

8:  Toggle Mono

9: Toggle Liquid Fuel

10: Toggle Oxidizer

Explorer:

photo IDGAD Space Mining Explorer_zpsrufdvln4.png

Transporter:

photo IDGAD Space Mining Transporter_zpsskifmjuy.png

I wish we had the ability to have intelligent sweeping wings. The transport might actually be able to fly if it could have it's front wings sweep back and forth. Or, at the least, it might improve control in lower orbit.

photo IDGAD Space Mining TransporterFrontSweep_zps7hulvtnr.png

Besides needing structural things done to it in this configuration, it definitely flies a little better like this. It did rip apart on hard banking though. The wing sweeping in flight could be very useful for landing though. I would have to move the landing gear back. And then finally address the front landing gear having problems on the runway.

 

Edit: I wonder if MK2 would be better for this design than MK3. It would add a lot more air surfaces and might make it fly properly. It would also thin it out more making it possibly more aerodynamic. The downside would be possibly losing the ISRU to a smaller version do to different cargo sizes. Unless I use an adapter at some point. That or had it awkwardly stick out of the MK2 cargo bay. MK2 would definitely be lighter and more flyable though. I'll have to try to make one and see.

In fact here is an MK2 Starfighter I just made up. Needs something to dock with assuming it can achieve orbit fully. If not it's fun to fly.(Edit: made it to orbit!)

IDGAD Starfighter <- 36 tons

Shortcuts:

1: Toggle Nukes

2: Toggle RAPIERs

3: Switch Mode: RAPIERs + Toggles intakes

4: Toggle Jet engines + Toggles intakes

 

Would moving the tail back on the Starfighter help it or hurt it?

photo IDGAD Starfighter3_zpsdyowkitg.png

And how many intakes is too many? Anyone up on how those work. If drag is increased or decreased when closed still, etc. I used the amount of intake (2x6 on the inline .5x12 on the radials) and matched it with the engines stated need. No idea if that is the right value.

photo IDGAD StarfighterOrbit_zpszpre5gjo.pngphoto IDGAD StarfighterOrbit1_zpstqsrptcw.png

BTW, this thing has amazing reentry abilities. It's almost impossible to mess up and you can throw just about anything at it. The Starfighter is the single best atmospheric reentry vehicle I have ever made! You can use it's larger surface area to stop almost anywhere at any time. And the front is so thin you can take almost any amount of heat. I came in at just under 2400km and was perfectly fine. Traveled quarter to a half way around Kerbin at that speed and didn't blow up. Landed back at KSP afterwords. Stopped right over the continent it's on in almost no time by flipping upwards and killing the speed within 10's of seconds to seconds.

Edited by Arugela
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