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Rune's Slightly Used Vehicles


Rune

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Now that I've started work on the White Dart, I just realized-I have no idea how to fly it in 1.0.4. All my KSPing has been KME projects and screwing around with modded jet battles since 1.0, and since you released that awesome Von Braun station, I've been getting back into "Serious Stuffs," as I've named that save. You said you wrote up an ascent profile for the Dart on this thread, but I can't seem to find it. If you could point me to it or just give me a rundown that would be great.

Whoops I totally totally missed that! :blush: Sorry! Let's see, slightly rewritten from an old comment so that it applies to everything:

Do you use some information-providing mod? If not, it'll be harder to control vertical speed with the crappy stock indicator (it's on the top, to the right of the altimeter). Basically, you climb at 15º until 10kms (make sure to use the runway to get the RAPIERs some initial bite in the air, or spend some time at 10º to build speed up to 200m/s, you'll climb faster). If you feel confortable you can go higher, but all you spend by climbing shallower is a tiny bit more liquid fuel that won't drag you down when it's time to really speed up. Then you go supersonic either manually dropping the nose slowly, or by putting the autopilot on prograde and back to standard stability assist a few times to drop the nose gradually, to zero out your vertical velocity. It's tricky to go over the Mach barrier, I usually achieve it at about 5-10º AoA over the horizon, and going slightly down. From then on it's much easier, you start building speed quickly and the wings bite more air, so watch your vertical velocity like a hawk and every time it goes above 50-100m/s or so, you drop the nose a bit (again, on and off the prograde autopilot is a handy trick). Give yourself time to accelerate. At about 15kms, drop all vertical speed (climb rate about zero), and lock stability assist in that heading: you will speed up mucho mucho mucho, and as the planet curves below you, your AoA will slowly creep up, building vertical speed for the climb to orbit. When you notice your speed stops increasing as fast, and the RAPIERs go under 50kN thrust you can switch them to closed cycle and just ride that heading until you time to apoapsis goes over one minute or so, at which time you should lock prograde autopilot to minimize drag during the coast to circularization.

Hope that is enough to have you flying SSTOs in 1.04 to the best effect! I think I'm linking that into the OP, it is a generic enough SSTO guide to use my models.

Could you please be a partner? (Click the pic/link in my sig for my company.)

I like your stuff, but as I said to the last guy...

Yeah... I kind of have a policy of no partnerships, because I never understood them. I mean, if we are actually collaborating in some project, yeah, I'm always open to that on a project-by-project basis. But just listing each other's threads to get more publicity? ...I hate publicity ;)

Rune. No offence intended, of course! I'm quite sure your builder page will get very popular as time goes by :)

So you know, in the spirit of equality... sorry! But I can offer you some advice after perusing you page... [spoiler=just in case you want it! :)]your dynasoar? The bird itself looks great, but I think the Titan it is plagued by stability problems, hence why you have so many wings. You could save a good deal of them if you make the tanks empty upwards with fuel lines. That way CoM moves forwards instead of backwards as the rocket gets lighter, and so the rocket gets more stable, not less, as it speeds up. Also, a smaller upper stage (with a corresponding larger first stage) would fire later when the air is less important, so it could have much smaller wings, or none at all with a light engine, and you would also need less wings on the first stage as a result. If you do need them, tough, putting them as a skirt would work and be much more eye-pleasing And trust me on that small engine comment: it'll give you higher dV with less fuel, move CoM forwards, and inspire you to build a nice interstage section with shrouds and stuff, where you can put aerodynamics surfaces that will perform just as fine when unshrouded. Also, consider that in the pics the Titan had much bigger wings on one axis: that is because the Dynasoar creates much more lift in that axis. Hope that helps you have more fun in the game than a link in my page would!

Also, I did a stealth update! The Von Braun station has been here for some time, since it got such a warm welcome. Also, I just released the Base Pack (finally!), I'll link it here after a brief beta period has passed, but in the meantime you can check it out here.

Rune. Lots to cover in one post, thank Kod for copy-paste!

Edited by Rune
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Love the new White Dart. :) Though seems so different from the original that apart from the name its a completely different craft.

Thanks! And yeas, I have heard that comment like, a lot of times. Totally agree that it looks nothing like the original. And I think you can remember the real original! Good times, airhogging and clipping like crazy...

NVPsOj4.jpg

Now, I do have a dilemma here. People do like the new Dart, and it's released and everything. And what I like the most, a child could fly it. BUT. Playing around always brings you to more advanced stuff and well... better see for yourselves:

Zik9eQH.png

That 500m/s in the tanks means that it can lift one of the Dart mission modules to pretty much any LKO. Like the Dart, you can break it in half and replace the module in literally six clicks. Loading it up with LFO and emptying the liquid fuel tanks gives about 1.7km/s, or enough for Duna shuttling, with the heaviest payload (the crew cabin). It handles great regarding aerodynamics. And it has a very low 0.5TWR on takeoff, which makes it very realistic in my eyes... I just like planes that actually use the wings to increase efficiency and have to climb like planes. So yes, this, in pretty much every aspect, makes for a better Dart than the Dart in my book, since it does everything the other one did, but with half the powerplant. BUT. The climb profile becomes one of the hardest, and longest, in any of my SSTOs as a consequence. You actually have to go down at 10,500m in order to break Mach at 9,500m or so, then go back up. And then only if you climb at a shallow 15º AoA so you build enough speed to reach high enough to drop. Short of like the Crys, but you don't have the nuke to give you a boost over the transonic barrier so you have to inch your way through it.

So here comes the question, to all you guys that short of follow my designs: in my signature bird, what should I do? Upgrade to a more efficient, beautiful in my eyes and lighter on parts design? Or keep the really, really easy OP SSTO perfectly suited for a newbie? Maybe offer both? But then I have a naming issue, since this is clearly more of a Dart than the Dart currently is.

Rune. I knew I would get something better as I familiarized myself with 1.04, but I never though it would be this much better.

Edited by Rune
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So here comes the question, to all you guys that short of follow my designs: in my signature bird, what should I do? Upgrade to a more efficient, beautiful in my eyes and lighter on parts design? Or keep the really, really easy OP SSTO perfectly suited for a newbie? Maybe offer both? But then I have a naming issue, since this is clearly more of a Dart than the Dart currently is.

Well as the Dart has always been evolving, changing it to the newer version would make sense.

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Dang. Of course, there's the "easy mode" Dart and there's the "Engineer's Mode" Dart.

Hmm... Maybe rename easier one Bidart? Apparently Double Dart is the name of a moth.

Edit: Ooh! Ooh! Or Foam Dart.

also I just saw the Heinlein. Suddenly I am less worried about our easydart.

Edited by Tangle
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Hehe. So, it seems people do indeed want it. I can't fault you! I'll see about writing the thread and stuff soon. I think I'll just spoil away the "Deuce" (I think I'm calling that to the older bigger Dart, if anybody gets the reference, they are true aviation geeks).

In the meantime, update! The Heinlein VTOL SSTO is in its final resting place. I like it, very versatile.

I know still haven't linked the Base-In-A-Box, but that is because some new modules still need a wee bit more testing. I have switched my operation to storing fuel in Ore form (the ISRU refinery doesn't work off-camera), and I want to show a Munar deployment to also give proof that the old rocketcrane method of deployment still rocks if you have the time. Also, there might be a manned rocketcrane version, in order to have an engineer inside when I drop the refinery modules... the rocketcrane makes for a decent emergency miner to fuel the deployment of further modules. So, I plan to update its thread further.

Rune. I guess that would be the Eagle Mk... VII or something.

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Swear you built a Venture Star style SSTO at some point? Is that still kicking around anywhere?

Yeah, it had some reentry issues and never saw the light of day. Trust me, putting Mk3 fuselages on their side and trying to fly the resulting craft wasn't a good idea. It looked great on ascent, though.

QMnfTkq.png

103n45q.png

The most frustrating thing is that, at one point, it was landable. Barely. And I think only when it had a full payload bay. Then again, perhaps you might be referring to the really old one. That one is spoiled away in the old repository.

4zL82FP.jpg

Rune. I could give you the file if you want to give it a go at solving the issues... but I guarantee it won't be easy.

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Yeah, it had some reentry issues and never saw the light of day. Trust me, putting Mk3 fuselages on their side and trying to fly the resulting craft wasn't a good idea. It looked great on ascent, though.

The most frustrating thing is that, at one point, it was landable. Barely. And I think only when it had a full payload bay. Then again, perhaps you might be referring to the really old one. That one is spoiled away in the old repository.

Rune. I could give you the file if you want to give it a go at solving the issues... but I guarantee it won't be easy.

Its the new one that I remember. Would love the craft file as I'm thinking about making a similar vehicle myself. Pity the cargo bay would have so many clipping issues with it.

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Yeah, it had some reentry issues and never saw the light of day. Trust me, putting Mk3 fuselages on their side and trying to fly the resulting craft wasn't a good idea. It looked great on ascent, though.

http://i.imgur.com/QMnfTkq.png

http://i.imgur.com/103n45q.png

The most frustrating thing is that, at one point, it was landable. Barely. And I think only when it had a full payload bay. Then again, perhaps you might be referring to the really old one. That one is spoiled away in the old repository.

http://i.imgur.com/4zL82FP.jpg

Rune. I could give you the file if you want to give it a go at solving the issues... but I guarantee it won't be easy.

Another awesome real-world concept brought to life :)

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Another awesome real-world concept brought to life :)

Yeah, not quite. Revising my files and downloads, turns out that is a 0.90 bird, spoiled away in the second post. The one I built in 1.04 is the one that refused to fly straight... and it looks so cool I refused to fix it, because it would mean taking out those beautiful sideways lifting tanks:

fvo8PTd.png

Rune. I've done so many ships, it's hard to keep track of them!

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Not sure what could cause that to not fly like that. Surely sideways lifting tanks should just act as fins on it?

Yeah, but they are angled. And mainly on the front. So even tough it is stable on the horizontal plane, she is unstable on the vertical one, and apparently the mess is of epic proportions when the bird is empty. I guess I/you could clip vertical control surfaces on the back until it's hammered it into submission, but it would take a serious hit in payload, she is already on the bleeding edge of not making orbit.

Rune. Seeing it again after a few weeks, tough, I am getting some ideas...

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Hi, do you got a big cargo/tanker i can use in 1.0.4? the thread is old so i don't know if your crafts are updated or obselete.

Everything is up to snuff with 1.04 in the first post, the old stuff is archived in other posts. If it is raw lifting power you are after, I'd recommend the Longsword, that SSTO can lift a full orange tank, and still have excess capacity.

VRkrw3A.png

Rune. Then again, "big cargo/tanker" might mean something different to you.

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Update! While I was at it, I linked the Javelin here. I know, I know, the base pack is not up there yet, I haven't forgotten about it. It's just that there is more coming, related to that build. In fact, even a (very) slight Longsword redesign is related (standardizing payload bay dimensions so they fit the pack modules, download updated in the OP). This is related, too... ;)

QrQ8LYk.png

Rune. One deployment method to rule them all! (I know, I know, not Eve and such...)

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  • 4 weeks later...

Update! I finally edited the Base post to include the Trident as a download, and put it here, under its own section like it deserves to be, "Base Architecture", right at the bottom with a sizeable wall of text and some cool pics. With that, I think the basic R-SUV lineup is more or less done, with a bit of variety on both SPH and VAB, plus my signature base pack. Just in time for 1.1! :rolleyes:

Rune. I know, the VAB could use some more love. And I do have a SSTO or two up my sleeve...

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  • 2 weeks later...
you should use mods. and not a small amount, like KAS, USI life support, and maybe karbonite, i mean like dualbooting linux-64 and then having so many mods your gamedata folder is 4.2 gigabytes big, album: http://imgur.com/a/6f1Ud

I do use mods, and quite a few of them! Check it out:

SzvJvdp.jpg

And if I could find out how to add only the clouds form astronomer's pack (short of like pawn's install, something relatively unintrusive), I would do so in a second. Actually, if any of you guys could help with that... Anyhow, the thing is, the only ones that add parts are USI-LS, KAS, KIS, and the semi-official Asteroid Day. And I put them in separate modules from my ships. That way, everything I offer here can be used by anyone, and they can add their own mods on top if they want. That's very important for me, that the ships I put here can be used by anyone.

Also, with this and running KSP on OpenGL (great advice I came across recently! My install is MUCH more stable now!), I can play for hours without having crashes, under windows. That's also very important for me, playing the game in a convenient way.

Rune. To each kerbal, their own set of mods!

Edited by Rune
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OH GOD THE LAG!!!

I'd download some of these, but I cant scroll past the first pic without lagging out. My keyboard has glitched and mixed around the symbols so that when I type a smiley it looks like this >&, so I have to google the symbol and then copy and paste.

Life is hard *sad face*

- - - Updated - - -

"Internet Explorer has stopped working"

Well then. Another ten minutes of loading and still nothing has changed. Checked AMD System Monitor and everything is running at <30%.

I really want to look at the craft though, as I am inept at building/flying and couldnt do so to save my life. Looking for one with enough range for Minmus or Duna, otherwise i'll likely run out of fuel on the way to orbit due to my horrific flying skills. The few I saw look BEATIFUL btw.

Edited by Hoddd9000
Fixed broken stuff
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