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Is it preferred to post stock craft here or at the Space Port? I expect to have a folder of several planes and a rocket, with pics and a read me in it. I don't think its feasible to upload each one separately. Its kind of a set. Thanks!

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My newest SSTO craft, the Vethrfolnir: a two-seater interplanetary return spaceplane. She is the most versatile design I've built yet.

There are two versions of the craft. Version A (craft file) is the more versatile design, with better handling and more jet fuel for in-atmosphere flight; Version B (craft file) is the extended range variant, designed for long trips.

She has made return trips from the Mun, Minmus, Gilly, Duna, Ika, and Dres (yes, Dres), with future trips planned for Laythe, Vall, and Eeloo. Here she is on Dres.

b7l2IK9.jpg

She returned safely to Kerbin (and landed at KSC) each time, including Dres. A gallery of the complete voyages may be found here.

Edited by Stochasty
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Is it preferred to post stock craft here or at the Space Port? I expect to have a folder of several planes and a rocket, with pics and a read me in it. I don't think its feasible to upload each one separately. Its kind of a set. Thanks!

Post them here, Spaceport is currently useless.

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Is it preferred to post stock craft here or at the Space Port? I expect to have a folder of several planes and a rocket, with pics and a read me in it. I don't think its feasible to upload each one separately. Its kind of a set. Thanks!

I would recommend posting them here under one post and using Spaceport for file storage.

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Hi,

Please add my Aeris 5 series to the stock craft data base. I have two SSTO's - The Aeris 5 and Aeris 5 T and two atmospheric craft - The Aeris 5A and Aeris 5AT.

http://kerbalspaceprogram.com/aeris-mk-5-series/

The Kerbal Escape Sytem - Safety is everything in the KSP, apparently, so all the new craft feature an escape system. Simply pull the ejection handle (mash spacebar) and all kerbals will be fired safely away from the aircraft and parachuted to the ground. (Only works in atmosphere!)

Aeris 5

The lead ship of the Aeris series updated with new under slung RCS tank and the Kerbal Escape System. Capable of reaching at least 110km and able to dock with a standard clamp-o-tron docking port. With a refuel I suspect this could be able to visit and orbit the moons of kerbin, maybe even land, but I need to verify this.

XP1CAML.png

Aeris 5T

A two seat training version of the Aeris 5. It sacrifices the docking capability to enable an instructor to sit behind the student in the front seat. Capable of an orbit of 75 - 80 km.

hO5RPn6.png

Aeris 5A

This small, maneuverable, atmospheric version of the Aeris is perfect for a first solo or a Sunday morning blast around the mountains.

CrehXs0.jpg

Aeris 5AT

The two seat version of the Aeris 5A perfect for training new recruits in principle of flight, what a plane looks like etc.

JSgwyZX.jpg

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Heavy Drek Destroyer Mk IV

The Heavy Drek Destroyer is a ship designed to perform in any necessary combat situation, abeit an orbital

strike, fleet escort, space superiority, sea lane patrols, or small skirmishes. Orders for a new medium range

and with a reasonable all around armament came from Zokesian Imperial Headquarters (War Department), and the

designers got to work. Such a complex ship demanded compromise and a reliable pedigree. Ultimately the Drekevak

was chosen as a starting point, for its known combat testing, but the ship was nevertheless ninety per cent new

design. Carrying four 2.5 ton missiles in tandem, and three 800L fuel tanks, the new ship looked like two

Drekevaks put together. The term "Heavy Drek" originated because of this. However the Cockpit and electrical

systems were a new breed, borrowing partly from knowledge learned in the Battle for Duna against Probe Tek. The

Cockpit was placed upright and above the line of symmetry, on a 6 way adapter along with the power systems, and

the ASAS, SAS booster and auxiliary solar panels. The ship held a single NERVA Nuclear engine, with clossfolding

armor around it to protect against stray fire. The rear 20 meters of the craft, was armored with standard double

clam-shell armor, and the rest of the craft was covered in long bands of 2x2 plating, forming a long barrel fully

enclosing the armament. All armor overlapped by 10 cm and all points were cross-braced by EAS-4 strut connectors

for additional support. On the sides of the 6 way adapter were two battery banks and two RCS tanks, each holding

100 units of RCS fuel. RCS lines spread all throughout the craft , from the long nose to the rear around the

NERVA, and two in the upper and lower superstructure. For nighttime operations, two high power beams were fitted

to the cockpit to shine forward and illuminate the target up to 300 meters away. Two low power lights for

navigation were installed in the rear of the cockpit. The only problem with the ship was that it had an upright

power pod but faced forward.As a result a docking port Jr. was installed in the fore of the cockpit for control

(when flying this ship always "control from here" to the JC port facing forward). Another Jr. port was installed

on the upper superstructure and two normal ports on the left and right RCS blisters. Total weight is 51.1 tons, light for a destroyer but with her formidable armament, easily a match for fighter and capital ship alike.

The missiles can fire chain or seperately. They can be fired from the ship as a "dumb" straight shot missile (accurate range 1000 meters max, best firing range 200 to 400m) or as a player controlled "smart" missile (accurate range 5-10KM, best firing range 200 to 1000m). They go AFT > MID-AFT > MID-FWD > FWD > from in order from closest to attachment point to closest to exit of ship.

Action Groups:

1: Toggle solar panels

2: Toggle Nuclear engine

3: Fire Missile 1 (FWD)

4: Jetteson Missile Decoupler (FWD)

5: Fire Missile 2 (MID-FWD)

6: Jetteson Missile Decoupler (MId-FWD)

7: Fire Missile 3 (MID-AFT)

8: Jetteson Missile Decoupler (MID-AFT)

9: Fire Missile 4 (AFT)

0: Jetteson Missile Decoupler (AFT)

The current ships of the "Heavy Drek" class are:

Camelot

Skrillex Remix

Overlord

Ostrogoth

The ship is still brand new and has not seen combat yet, Captain Ricky of Camelot at firing tests commented that "this is the only modern warship with accurate manual firing by line of sight. Great for when automated systems go down."

To launch it into space, however, it's slightly tricky.

-Control from Jr. docking port (to make sure rocket points the right way)

-90% throttle on the Mainsails until 10K

-Gravity turn

-Press "2" to jettison Mainsail stage, then stage for upper two engines. Nuclear engine will already be on.

-Start burn with upper stage soon, it's under-powered.

-Decouple 2 Liquid fuel boosters when empty, continue on nuclear engine.

http://www./download/wtt2vpe0myrc6pe/Heavy_Drek_Mk_IV_%2BLauncher.craft

Pictures:

98aDnpW.png

BBgbSlN.png

beZPiNh.jpg

ZGoi4BH.jpg

EZAIyQk.png

Edited by zekes
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Explorer III - or there and back again

This craft came out of my first attempt at going to Duna, which left my Kerbals stranded there due to a severe shortage of fuel. A quick redesign resulted in Explorer III, which successfully took off from Kerbin, flew to Duna, put 2 Kerbals on the surface to plant their flag, brought them back up to the orbiting command craft, which then brought all 3 safely back to Duna.

Following that mission, I then decided to see just what the craft was capable of and have so far sent it to to land on Ike, Dres, 3 of Jool's moons, Laythe, Pol and Vall, Eve's moon Gilly, and out to Eeloo. In each case the lander put two Kerbals on the surface, and then all three Kerbals have returned to Kerbin.

Action groups:

3 to toggle the solar panels

4 to toggle the ladders on the lander

I know it seems like a strange choice, but these just happen to be the default keys for those functions that I use on all my craft.

Notes:

The lander is fitted with drogue chutes to help with landing on Laythe and Duna. If you are going to a moon or planet with no atmosphere, feel free to remove them to save some weight. All the missions I flew were done with the chutes on board, so it's not an issue to leave them

The craft uses a lander for excursions to the surface, leaving a command ship in orbit. Therefore you need to be able to rendezvous and dock to use it successfully.

To save weight, the lander is not fitted with RCS, which is instead fitted to the command module. Once you get the lander back close enough for docking, you should change ships and perform the final docking with the command ship.

Once the lander has returned to the command ship, any fuel remaining in the lander should be transferred before ditching the lander. This just gives an extra safety margin to the returning vehicle.

You shouldn't have problems with fuel supply on the lander, but if you need to save weight getting back in to orbit, the external tanks can be ditched once they are empty. However, don't do this before landing, as the legs are attached to them.

Whilst the craft has enough fuel to visit and return from the bodies mentioned, it still pays not to waste it by transferring outside optimal transfer windows.

If you do happen to find yourself getting low on the return trip, you can always rely on aerocapture at Kerbin.

Downsides:

This design does use a big asparagus stage for the initial launch, so the first few tanks become empty fairly quickly after launch, so be ready to drop them. Despite the large number of tanks at launch, it is stable.

If you don't like leaving debris out there, I'm afraid this is not a design for you, as it does tend to shed quite a bit.

After the initial ejection burn, which uses a skipper on the second stage, most of the interplanetary transfer uses the nuke engine, so be prepared for longer burn times.

Pictures:

After dumping the launch and second stages, this is what you are left with.

exp01.jpg

Laythe

exp02.jpgexp03.jpg

Vall

exp04.jpg

Pol

exp05.jpg

Dres

exp06.jpg

Gilly

exp07.jpg

Eeloo

exp09.jpg

And this is all you are left with when you start heading back to Kerbin, and most of that gets dumped once you are sub-orbital!

exp10.jpg

You can download the craft file here: Explorer III

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Been meaning to post this....

AV-40B Duck Bulldozer/Amphibious Vehicle!

http://www./download/5p16fa6tfqcs9t5/AV-40B.craft

Can push buildings! Go into the water! Rescue drowning Kerbs! and only 20 tons (200 parts)! Cruises at 27 knots! (14 m/s) and will do 20 m/s over land!

Make sure you drive it from the Clamp-o-tron Docking port JR (located atop the cockpit) so it drives normally. Bulldozer plow prevents nose over so you can stop on a dime, and it's virtually indestructible! Side JR docking ports for refueling! has four external seats, 2 cockpit seats. Also has landing gear to facilitate wheel repair.

Action group "1" to toggle antennae

Action group "2" to toggle ladders

Action group "Abort" to toggle Jet engine

Look at those lines!

VibvBtx.png

Jeb will love this hot ride!

R2Jx489.jpg

For work or for play!

NhWmB3T.jpg

Great for parties!

ljVdsrI.jpg

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I'm taping another episode from today till probably Wednesday and want your help with some of your cool designs. Here is a link to the page explaining whats to come. If you don't have a design for the featured topic but have one that you would like in a future show send that one too.

http://forum.kerbalspaceprogram.com/showthread.php/46669-KSP-Ship-Submitions

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Starchaser Orion Mk.II (Moho Edition)

After conquering the moons of Kerbin, the KSA desired to stride deeper into space, but none of their current spaceships were capable of landing on a body larger than the moon. Designed to enable a crew of up to 6 Kerbals explore the far reaches of the Solar System for years at a time, with the potential to stop at multiple planets along the way, this huge ship was their solution to the problem.

Ou0HYrT.jpg

Too big for a conventional launch, Orion was constructed on-orbit from three different launch vehicles;

1. Orion Return & Propulsion Module

2. Orion Lander & Habitation Module

3. Orion Replacement Lander + Fuel (The replacement lander was sent up to replace a fault on the original lander, which has since been fixed, so unless you knock something during assembly, you can remove this)

4. (Optional) Nano Moon Lander (provides a 2-seat moon lander with Dv~2km/s, plus 2 atmospheric probes for deployment in places the lander cannot land and return from (eg Eve, Jool)

From the beginning, Orion was designed to be modular, allowing a wide variety of module combinations.

Need more fuel? Add another fuel module!

Barebones mission? Ditch the habitation module, any extra crew can sit in the 4 external seats (provided)!

9JZy6kX.jpg

(Handy Infographic? you got it!)

Action Groups

1 - toggle all solar panels on the vessel

2 - toggle all floodlights/landing lights

3 - toggle all ship illuminating lights (excluding floodlights)

Included Lander

Bundled with the ship is a very capable lander:

8vnjHvm.jpg

-Up to 3 crew

-Dv~2+km/s

-TWR on Kerbin = 0.96 when full

-Drogue 'chute allows almost powerless landing on celestial bodies with an atmosphere (In this example, Duna)

-Scientific detectors onboard

-Single stage so completely re-usable

IajAizl.jpg

The Delta-v of the lander can be increased to 3km/s by docking to the additional rockomax fuel tank (provided) to allow landing on larger celestial bodies, or those without an atmosphere (in this example, Moho)

EiE4xFQ.jpg

Rzb3Fwd.jpg

As a test run, Orion was sent to Duna with 6 crew; 3 landed on the surface in the lander (see above), 2 took the Moon lander to land on Ike (below) and 1 stayed in the mothership (below). After all crew successfully returned and ships re-docked, she still had Dv~8km/s to spare.

aZj23dd.jpg

PbqnmYq.jpg

Things to note:

1. when a second jumbo fuel tank is added to the stack, when firing the Kerbin Departure stage, a large wobble appears. However, nothing broke so I think its okay.

2. When using the nuclear engines, remember; its top acceleration is 2m/s, so expect loooong burn times. As an example, when entering the Moho SOI, the burn time is about 30 minutes to achieve orbit!

Overall a very capable ship, hope you enjoy.

EDIT: Current .craft files have Mechjeb on them! I'll try and sort this out by the end of the day, but for now this won't work on a clean install :(

Edited by The Procrastinaut
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I'll just leave this here, I'm getting sloppy with linking my stock stuff to this thread lately. According to Kerbal engineer redux (not included), and depending on version, you get interplanetary, Munar, or high kerbin orbit, with good atmospheric range:

White Dart

The newst addition to the SSTO fleet is now mostly tested, and because the design went so well, the engineers at R-SUV went ahead and modified the prototype to create two different serial models to appeal to the discerning customer, a VTOL and a nuclear powered long-range scout. Not that the prototype is short range (flown right, there is enough for a KSO mission and return to runway), but the long range version, for example, is equipped with landing gear to allow tail landings on airless moons. But, you know, the discerning customer, mostly wants something that looks good and fast. This achieves both objectives with a minimal part count and awesome performance. And I seriously don't really know how I got it to look to... well, clean. I just love it. Ladies and gentlemen, the SSTO previously known as Mk XIX:

ZvyRt0q.jpg

With the latest in Stabojet Technology to avoid flameout disasters, the whole family is an atmospheric airhogger that can get to terrifying speeds and altitudes thanks to the good T/W ratio on jets. As such, the main rocket propulsion should only be used to provide 200-400 m/s on the climb to orbit: Milk those turbojets as long as you can! The prototype also has amazing T/W on rocket power, so if you don't like tedious waits on the way to orbit, that is definitely your version. It also has somewhat cleaner lines, with less parts due to the missing subsystems. But if you are after efficiency or plain VTOL awesomeness, the other two versions get the added performance at the cost of a low T/W ratio outside of the atmosphere, so remember to make sure you keep your apoapsis in front of you during the climb to orbit with them.

IMGUR ABLUM:

Javascript is disabled. View full album

DOWNLOADS:

White Dart Prototype - Beginners and casual flights up to KSO.

Munar version - Nuke powered! Likely interplanetary in fact, but you know, cramped cockpits. Remember to airhog like there is no tomorrow.

VOTL version - LKO only, advanced players. You could switch the jet engines with LV-909's to achieve low-gravity or Duna VTOL landings.

Rune. Everything on the first link in my sig can go here, anyway.

Edited by Rune
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@SuperWeegee

Why isn't it stock exactly? Could you tell me which part(s) you're missing that causes a stock game to not load the craft?

The picture is from .20, so the only thing not stock is the tiny tank on the progress, which isn't included in the craft file for Salyut 6. That craft file is perfectly stock and only contains the Salyut station, the Progress and Soyuz docked to it are separate craft. And besides, my progress has been updated for .21 and is now completely stock a well.

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