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SSTUBBY - an SSTO rocket


Brotoro

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My previous thread about the SSTO rockets I use to send kerbals up and down from orbit got lost in the Great Forum Wipe, but here is some information about an even smaller SSTO that I've been playing with today. I was testing some cut-down versions of my SSTO crew rocket to make a single-kerbal rescue vehicle for use on Laythe (so that if one the kerbals gets stranded on another island by wreaking his BirdDog rover/plane, there will be some way to retrieve him without using the bigger 3-kerbal SSTO to do so (which would be wasteful of fuel...and I'm quite limited on fuel out there). But I was a bit surprised and pleased when the cut-down version managed to reach a minimal Kerbin orbit during testing.

The rocket: SSTUBBY - Single Stage To Up Barely Beyond Yonder. So named because it's rather tubby, being designed to be more compact for easier transport to Laythe. It has 40 parts and masses 17.86 tons at liftoff. Here it is, somewhat unexpectedly, in orbit at 74 km on its first test flight:

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If there is enough fuel left onboard these things after they make orbit, I can let MechJeb land them on their rocket flames. But for this first build, I forgot to include MechJeb on the ship...so I had to bring it in manually. I was pleasently surprised (since I fear at times that I've become too reliant on MechJeb for these targeted landings) that I was able to land the ship back on KSC property (below). I was coming in a little long, so I had to burn up all the rest of the fuel to keep the ship over dry land, but that's OK since it has lots of parachutes (6) for landing. That's more parachutes than it needs for this landing...but when it gets used at Laythe, it will drop from orbit and land with nearly-full tanks (because it must carry down the fuel it needs to fly back to orbit), so the extra chutes are needed in that situation.

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Below we see the SSTUBBY in the VAB. It has four side tanks, but they are not arranged in a cruciform symmetry because I wanted an easy route for the ladders that allow the kerbal to enter and leave the capsule. So the tanks are arranged in positions where some tanks would be located if 6-symmetry was used. Two of the side tanks have standard jet engines under them. All four tanks have ram air intakes on top (so I get two intakes feeding each jet engine). There are spherical RCS tanks under the other two side tanks, and there is a LV-T45 rocket engine under the center tank. Fuel lines run in from the outer tanks to the center tank...don't forget to add these! There is an OKTO2 probe body under that big-ass docking port (no kerbals were put at risk during the testing of this rocket...since I really didn't expect it to quite reach orbit around Kerbin). There is an ASAS unit and six parachutes (two on the center tank, one on each side tank). The four heavy-duty landing gear and the four RCS quads are located on the side tanks a tick beyond 180 degrees from the tank-to-center-tank connection line so that they are located closer to the 45-degree lines from the center tank. The quads are positioned so that they produce minimal rotation during translation firings.

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The action groups are set up as follows: 1 - toggles the rocket engine. 2 - toggles the two jet engines. 3 - toggles the ladders. 4 - toggles the air intakes (I have the 3 key as a buffer between the 2 and 4 keys so I won't accidentally close the air intakes when toggling the jet engines). All of the engines and the two lunch clamps are in the first stage of the staging setup. To launch the ship, turn on ASAS, throttle up to 100%, press "2" to start the jet engines. Wait for the jets to spool up to full thrust (listening to the pitch of the whine...if the overheat warning shows up, you've waited a bit longer than necessary). Then press the space bar...this activates the rocket engine and releases the launch clamps. We have liftoff.

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Press "1" to cut off the rocket engine once the ship reaches 50-60 meters/sec. The jet engines will do the work alone for the next phase. As the ship slowly accelerates, the overheat warning will come on for the jets, but the ship will reach 80 m/s before the overheat reaches critical level, and after that it slowly decreases. At 7,000 meters, turn 10 degrees east. As the prograde marker moves to the right, keep your direction indicator just inside the left edge of the prograde marker. If you do this, the ship will be approaching a 40-degree-from-vertical angle by the time you reach 18,000 meters.

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At 18,000 meters, press "1" to toggle the rocket engine back on. Tip over a bit more to 45 degrees, and by then your ship should be at 20,000 meters and about to flame out (but with the extra speed from the rocket engine push, the intakes bring in enough air to keep the jets going a little past 20K). Press "2" to toggle off the jet engines (I do this by 20,300 meters), and press "4" to close the air intakes (to reduce drag). The rocket engine takes you the rest of the way to orbit. I tend to be at around 40-degrees from horizontal at 30,000 meters, and 30 degrees from horizontal at 40,000 meters, and 10 degrees from horizontal at 50,000 meters (approximate values). When the apoapsis hits 72 km, I cut the engine. You will still be traveling through the upper part of the atmosphere for a while, so the apoapsis may drop somewhat...but as long as it stays above 70 km all is well. At apoapsis, burn prograde to circularize the orbit. You have now managed to throw yourself at the ground and miss, which is the secret to orbiting.

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Below, we see SSTUBBY is Spaaaaace! The amount of fuel you have left will depend on your launch trajectory. I had 97.2 liters of fuel left when I reached a 72-km orbit on this particular flight (and an excess of oxidizer, since the jet engines used a little fuel and no oxidizer during their part of the boost...but they use a surprisingly small amount of fuel, which is why these jet/rocket SSTOs work. The ship also has 80 units of RCS fuel, which can do rather a lot of orbital change as well.

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Time to return to the KSC! I had MechJeb installed this time, so I figured I'd let it try to land the ship on its rocket flame (I wasn't sure if 97.2 liters would be enough for this). Below we see the retro firing. It took 37.2 liters of fuel to do the retro firing and targeting, leaving 60 liters for landing.

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Reentry flames:

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Landing on the engine flame. The fuel ran out about a meter above the surface, and the ship dropped to the ground safe and sound.

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Actually, it barely missed hitting the VAB on its way down. MechJeb is such a showoff.

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Edited by Brotoro
fixed typos
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One of my concerns with these SSTO ships is that they might become useless once reentry heat damage is implemented. I'm hoping somebody will supply me with a toroidal inflatable heat shield, but in case such a useful thing never materializes, I have been considering ways around the problem. I presume we will get inflatable heat shields of a more conventional nature (that spread out into a shallow cone shape), but fitting those to my reusable rockets will require that there be open space in the center of the base to mount such a shield. So I experimented with a modified SSTUBBY design that moves all the engines out to the radial tanks.

Below is the SSTUBBY 2. I has two LV-T45 engines instead of one, mounted under two of the side tanks. The RCS balls were moved to the bottom of the center tank for now, but could be radially mounted later so that an inflatable heat should canister could be mounted on the bottom of the center tank. Hopefully the size of an FL-T200 tank...but probably more realistically the size of a FL-T400 tank.

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The launch profile of the SSTUBBY 2 is the same as the SSTUBBY 1. Note that the fuel lines must be arranged differently! The fuel lines run from the side tanks with the jet engines mounted on them into the center tank; then fuel lines run from the center tank to the side tanks with the LV-T45 rocket engines mounted on them. The two jet engines can still lift and accelerate the ship fine with the extra 1.5 ton engine attached.

HUZhcYF.jpg

At 18,000 meters, we fire the rocket engines again. 20,000 meters, we switch off the jet engines (below). The two LV-T45 engines are more power than this ship needs... but when I tried LV-909 engines, they weren't powerful enough. What I really need for this design is an intermediate engine (half the power of the LV-T45, at hopefully half the weight).

UpkNVp2.jpg

But even though the two LV-T5s are not optimal for this ship, it can reach a 72 km orbit with a small amount of fuel left over. Depending on how heavy the inflatable parachute canister would be, some extra fuel will almost certainly be needed. And then we may get to the limit where the two jet engines aren't strong enough to lift the ship...especially if I can't have the desired half-size version of the LV-T45.

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Anyway...when it came time to try to land this ship back at the KSC, it ran out of fuel a little ways into the retro burn. It was enough for reentry, but it was going to end up several hundred kilometers beyond the KSC in the ocean. But I quickly fired the RCS engines to slow the ship up more...and was barely able to get it to come down on dry land (but I used all of the RCS fuel in the process).

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I also popped out the eight parachutes as soon after the reentry flames abated as I could (well, there were still a few flames licking the craft) to reduce the overshoot problem.

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But the ship landed at KSC over near the shore, but on kerba firm and not in the water. Success...barely.

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That's a cool looking SSTO. What's the largest orbit it can reach?

My regular version (longer, with more fuel) can get out to 500 km and still have enough fuel to deorbit and land by parachute. This one is much more limited (but it is intended for Laythe where it will do better, not really for Kerbin).

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I'd like to see engine heat shields more like this:

Ul77aoa.jpg

(Third time I've posted that now.) That will be better for SSTOs, reusable shuttles, and atmospheric landers.

An inflatable shield sounds like it would expand too much and risk popping.

Edited by Tw1
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I'd like to see engine heat shields more like this:

SNIP

(Third time I've posted that now.) That will be better for SSTOs, reusable shuttles, and atmospheric landers.

An inflatable shield sounds like it would expand too much and risk popping.

This is a fantastic idea, and gets my OFFICIAL SEAL OF APPROVAL.

The hatch idea also solves the drag problem I've had with inflatable heat shields: halfway through it decides it'd rather be a parachute. Uh oh.

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Nice build... But i've gone smaller.

The micron. Built with: 1 capsule, 1 parachute, 1 ASAS, 1 decoupler, 1 tank and 1 engine

On the launchpad:

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You know what they say about slow and steady...

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The power/weight ratio improves dramatically as you lose fuel

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Final circularisation burn

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Running on fumes here...

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.craft file: https://mega.co.nz/#!2YlQCD5I!FB1h00JXKkuxOMJ9NdJHkhd_XPgZyDaJy94q8iHrlDQ

You have to fly a rather steep ascent profile to get out of the atmosphere as soon as possible but it does get into orbit and back

Edited by doggie015
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Nice build... But i've gone smaller...

I don't see that your ship is "smaller" except in part count. And it lacks RCS for orbital docking maneuvers, landing legs for a stable landing (I want this ship to land and fly back UP...not the usual "fly up and come back down" profile), ladders for capsule access, and, most importantly, your ship uses 60% more fuel than mine...and fuel is precious out at Laythe when I have to ship it out there the hard way.

Edited by Brotoro
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This is my SSTO lifter/lander. It carries 2 kerbals and is capable of making orbit from Kerbin with fuel to spare:

ABL_1.png

It's powered by 4 turbojets and 2 aerospikes. I generally light the 'spikes when I'm doing 1,000 m/s at 20,000m altitude.

ABL_2.png

For interplanetary transfer, I stick an extra fuel tank on the fore docking port and a NERVA on the aft docking port and use it to get where I'm going, where they are removed and left in orbit, or docked to a station for reuse later.

ABL_3.png

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I use a similar design to get my lighter loads (5-7t) to orbit, only a bit larger.

One large X200-32 tank in the middle with a MainSail under it and 8 T800 tanks with jet engines under it.

At work right now so I cannot post any pictures.

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This is my single seater SSTO meant for Mun transfers called the Dart. Takes off like a plane, lands with lander legs and parachutes on return. It has docking ports on the underside, which isn't visible in this screencap.

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This is a slightly older version, where I used a MK1 pod and the docking port was above it.

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This is my Laythe 4-man bus to ferry Kerbals around Laythe and to my laythe space station.

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This one is my floating laythe base, but it features a VTOL SSTO craft to ferry 4 Kerbals back and fourth too.

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In the second screenshot I have a Kethane plane that can do small refuel runs to the floating base. More efficient re-fuelling a land base than having to carry it to orbit to a space station. So any ship that needs to re-fuel can do it by docking with the floating base.

screenshot147.png

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Are fat rockets (rockets built out) really realistic, or is it cheating? Genuinely curious.

Most rockets are long and skinny to reduce frontal area to minimize aerodynamic drag. But on this design I already had the frontal area of the four ram intakes (originally mounted two to an engine pod), so I'm not increasing the frontal area by putting two of them on two side pods.

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Why did you chose the regular jet engine over the turbojet?

Because unlike an SSTO spaceplane, this rocket does not spend the majority of its jet powered boost cruising along at high altitude gaining speed... It slowly climbs and zips through the high altitude part rather quickly.

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Is aerodynamic drag really that much of a problem, even if implemented properly, given that we do most of our acceleration above the troposphere anyway?

Yes. You have to fight your way through the thick lower layers of the atmosphere before you can get to the thin upper layers to accelerate there. Rockets don't have that long skinny shape because rocket engineers have a penis fixation (as I've seen some people suggest...seriously).

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Yes. You have to fight your way through the thick lower layers of the atmosphere before you can get to the thin upper layers to accelerate there. Rockets don't have that long skinny shape because rocket engineers have a penis fixation (as I've seen some people suggest...seriously).

It's a long way on Earth, but it's only about 10 kilometres on Kerbin, after which air resistance starts dropping off faster than you can keep up with, and most of that ascent is done at speeds not much faster than trains travel on Earth. Am thinking that even when drag gets modelled properly, it's not going to make that much difference to our wide asparagus heavy lifters.

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Why dont you change the lv45 and use an aerospike? Its much more efficient,and it gives more fuel for landing

Certainly could do that...but I like the LV-T45 for the thrust vectoring control that the aerospike lacks... but maybe this ship has enough capsule torque to handle the steering.

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Are fat rockets (rockets built out) really realistic, or is it cheating? Genuinely curious.

It depends on your staging setup. If you are using asparagus staging (Where rocket stages separate with radial de-couplers leaving a core stage) then fat rockets are somewhat realistic, otherwise if you use the conventional staging profile then taller rockets are more realistic. If you want enough delta-v to go anywhere then you can quite easily build both. This game does not focus on realism so it doesn't really matter as long as it works

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