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SSTOs! Post your pictures here~


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Ladies and gentleman I Present Ember's Side quest Mk2

qzbPcEz.jpg

This baby can send 1 brave kerbonaut to the mun and back with no refueling

the biggest flaw is it isn't the most stable thing during reentry while the second

biggest flaw is landing on the mun but its really minor and can easily be dealt with

FYI: Farthest reaching SSTO ive made ever

Edited by Penguinhero
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I've been busy fooling around in career mode and spending most of my other free time on GTA V. This has, unfortunately, resulted in low SSTO output for me. This little Shuttle-inspired thing is an exception:

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It's performance is good, but it is a little twitchy with such a short wingspan.

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I really want to get that clipped / embedded docking port to work right. It works fine, but on loading the model it tends to "bounce" out of the fuselage section. Toggling the animation puts it back into place, but I cant release it in that condition! :P

I'm also re-working a few of my older designs to optimize them for 0.22, but it goes slowly in between collecting science and rampaging with Trevor.

drewscriver,

HECK yes! I've always wanted to do something similar but was put off by the complexity. Awesome!

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I really want to get that clipped / embedded docking port to work right. It works fine, but on loading the model it tends to "bounce" out of the fuselage section. Toggling the animation puts it back into place, but I cant release it in that condition! :P

I'm also re-working a few of my older designs to optimize them for 0.22, but it goes slowly in between collecting science and rampaging with Trevor.

drewscriver,

HECK yes! I've always wanted to do something similar but was put off by the complexity. Awesome!

That looks great! From the wing design to the intake placement :D I've never been able to get that inline docking port/hatch thing to work right if there is anything near it. Many a craft have been ripped in half when trying to open it haha. If you figure out a cool way to use it let us know!

I've also been trying to figure out a way to clip that "nose cone" on to the front of that cockpit to make it look a little smoother. It bugs me how they don't quite seem to mesh up right...

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So I made two more SSTOs, One cargo hauler the first of the SVO line to have cargo capabilities and a crew transport ship.

SVO-16 is the cargo hauler.

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ixeh.jpg

cmoe.jpg

And SVO-15.

awic.jpg

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6zie.jpg

Both handle better than any of my previous SVO SSTO planes, and use less fuel on take off and landing. Far improved over the original SVO-3.

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Okay, this is the X35, an SSTO in various guises.

There's a standard version, an VTOL version and a VTOL version with rocket motors instead of air breathing motors for landing on other bodies.

No docking port as yet and it's just a little big for a one kerbal vessel.

ETA - docking port now attached :)

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Edited by Fellow314
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So I made two more SSTOs, One cargo hauler the first of the SVO line to have cargo capabilities and a crew transport ship.

So have you made your own company yet? I think you've got one of the larger SSTO stockpiles around :D

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So have you made your own company yet? I think you've got one of the larger SSTO stockpiles around :D

You know I was thinking that exact thing after my SVO-17, which I haven't taken pics of yet. I just completed its trials and tests, it could use some improvements. But it was able to haul a 15 ton rover into orbit with little effort. The hardest part was overcoming the issues of clipping issues with docking with KAS winches. It takes about 10 minutes on the ground to strap the cargo into the bay when on the ground but it is very doable.

Later I will post pics of it. And I may start a imagur account because Imageshack just is clunky for what I am posting.

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The X43 Supertanker (https://www.dropbox.com/s/1mp68n8dfacozv1/X43.craft). You can fight it in to orbit using the jet at the front to keep the nose up. I cannot land it. After several, ahem, simulations, the Xzero Flatback (https://www.dropbox.com/s/j4hhawszj664esh/Flatback.craft) was sent to rescue the pilot.

The X43. 606 parts, 135 tons, Hard to fly, probably useless... (If you want to break your computer trying, 1 activates the front downward jet, 2 the main atmos.l engines and 3 the nukes, keep the sas on for heavens sake and use the downward facing engine until at least 2000M, probably more, after that, you're on your own)

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The XZero Flatback. Flies like a dream. 1- activates VTOL atmos engines, 2 - Main atmos engines, 3- Nukes, 4 - downward facing rocket motors (It has a TWR of 0.99 on the VTOL engines fully loaded. Let them fire up all the way then just tap 4 and she lifts). Farily standard ascent profile, SAS on all the way, up to about 10K then turn to about 45 degrees, at about 25 K go about ten degrees, fire the nukes if you're impatient. 165 parts, just shy of 31 tons, Takes five Kerbals to orbit with ease.

xGzPzGi.jpg

Edited by Fellow314
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This there is my Space Bus MK1, takes 8 kerbals to orbit, then the passenger part decouples to allow a tug to take it interplanetary. It only just manages to reach a 70km orbit and then it has to be flown very carefully. No part clipping or airhogging here though.

8vEosik.png

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Because the screenshots show it from sideways.. It's quite confusing to see it's real shape.. hahahaha~

Maybe some front / back /above / below... screenshots to better show what it looks like.

haha glad you asked, had my funny day... :D

however there should be enough space inside the box for more wings, maybe i could build a real box plane...

but see for yourself:

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actually im trying to build a long range ssto engine combination for reuse (changing hull design).

my current "formula" is something like this:

2x nuku
5x atmo
2x 30/45 => 4xRocko48

2880 rocko orange fuel min
//5x flt800 (360)
//3x flt400 (180)
//2x flt200 (90)
2x liquid

50x flat
6x delta
6x wing 30

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Shameless plug! I've been further refining my two SSTOs, and practicing landings... It feels like unless I do it at least once a day it all gets lost. I really need a joystick.

The Mk. 44-D WASP Class craft is now capable of lifting over 18 tons into orbit, I have used it to send probes to Kerbol, Eeloo, and "beyond". The Mk. 68-D HORNET Class craft carries a total of 6 passengers and 3 crew. I've sent it out as far as Minmas and back.

10737384275_dee672eae0_c.jpg

screenshot114 by [email protected], on Flickr

10737382395_81d77b815d_c.jpg

screenshot115 by [email protected], on Flickr

10737687463_5d2fc256b7_c.jpg

screenshot116 by [email protected], on Flickr

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Shameless plug! I've been further refining my two SSTOs, and practicing landings... It feels like unless I do it at least once a day it all gets lost. I really need a joystick.

The Mk. 44-D WASP Class craft is now capable of lifting over 18 tons into orbit, I have used it to send probes to Kerbol, Eeloo, and "beyond". The Mk. 68-D HORNET Class craft carries a total of 6 passengers and 3 crew. I've sent it out as far as Minmas and back.

10737384275_dee672eae0_c.jpg

screenshot114 by [email protected], on Flickr

10737382395_81d77b815d_c.jpg

screenshot115 by [email protected], on Flickr

10737687463_5d2fc256b7_c.jpg

screenshot116 by [email protected], on Flickr

Have you done video's before of SSTO aircraft? Specifically.. a "re-usable" SSTO that involved it being refueled once landed and then going back up into orbit?

Also... your username is best username.

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Have you done video's before of SSTO aircraft? Specifically.. a "re-usable" SSTO that involved it being refueled once landed and then going back up into orbit?

Also... your username is best username.

Thanks!

No, the video you're talking about inspired me to build these though. They are both reuseable with Kerbal Attachment System. The video maker was TouhouTorpedo, he made and maintains most of the mods used in these craft like the cargo bays, multiwheels, and Mk3 fuselage expansion packs. He has a huge thread on this forum.

Edited by Turd
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I have been trying out mods.

People often tell me that my stock craft would not work in KSP if aerodynamic system was more realistic like FAR, if reentry could overheat your craft, if intake abuse was made impossible etc etc.

I also wanted to see if more specialized part would make it easier to create a craft I had in mind.

So I decided to set up a KSP dir with just mods.

FAR, Deadly Reentry, B9 pack and KW rocketry and some other mods.

My verdict is that FAR and Deadly reentry do NOT make the game harder. In fact its just a bit different and it took me a few days to get use to it but that was about it. Deadly reentry have so fare only killed my test crafts where I intentionally wanted to see what it took to kill them.

Having more specilized parts like B9 pack offers do reduce part count to about 1/5 BUT having a ton of cargo bays to opt from did not help that much when they are to small, the ramp cant fit more then half a jumbo tank at the most with out getting stuck etc etc.

So I would probably prefer more procedural generated generic parts with simpler geometrical shapes and hinges and stuff in the stock game to supplement stock cargo holds and ramps.

But any way I ended up with a 254 or so ton SSTO that took 21+ tons to Duna and came back nonstop. Could take a bit more but the craft realy needed a bigger wing to be realy successful but it was more of a test then anything.

I dont see why SSTO spaceplanes would not be as viable in the final version of KSP as they are now.

If you are interested I have a longer description in the youtube video down below.

3l7r.png

http://youtu.be/Sp6fWWVilaI

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I have been trying out mods.

People often tell me that my stock craft would not work in KSP if aerodynamic system was more realistic like FAR, if reentry could overheat your craft, if intake abuse was made impossible etc etc.

I also wanted to see if more specialized part would make it easier to create a craft I had in mind.

So I decided to set up a KSP dir with just mods.

FAR, Deadly Reentry, B9 pack and KW rocketry and some other mods.

My verdict is that FAR and Deadly reentry do NOT make the game harder. In fact its just a bit different and it took me a few days to get use to it but that was about it. Deadly reentry have so fare only killed my test crafts where I intentionally wanted to see what it took to kill them.

Having more specilized parts like B9 pack offers do reduce part count to about 1/5 BUT having a ton of cargo bays to opt from did not help that much when they are to small, the ramp cant fit more then half a jumbo tank at the most with out getting stuck etc etc.

So I would probably prefer more procedural generated generic parts with simpler geometrical shapes and hinges and stuff in the stock game to supplement stock cargo holds and ramps.

But any way I ended up with a 254 or so ton SSTO that took 21+ tons to Duna and came back nonstop. Could take a bit more but the craft realy needed a bigger wing to be realy successful but it was more of a test then anything.

I dont see why SSTO spaceplanes would not be as viable in the final version of KSP as they are now.

If you are interested I have a longer description in the youtube video down below.

3l7r.png

Truly an outstanding SSTO there. Better than all my designs. I love the look of it and the ease at which it flies. Granted I admit my designs are built more with brute force in mind or with different jobs, but that is a truly great design.

When I get back to designing things in game I think my next project will be send a small VTOL SSTO, one of my SVO line to Dres or Duna and back without refueling in orbit before leaving Kerbin. I think I have a design that will work as is now... just need to test it.

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I find it kind of hard to make it look good with B9 parts. I m so use to hammering crafts out with stock parts that I was surprised how hard it was to create a good looking craft despite a variety of parts in B9 and KW rocketry.

Fuselages dont have good points for wing attachments in B9. Ithere you mount it like I did under the belly in the center line or use a mid mounted wing. Fuselages cant hold 2.5m parts very well at least not with wheels and driving a tank longer then 1/3 a jumbo tank is like asking it to get stuck on the ramp.

Also B9 lacks 2.5m fuselage parts that are well round thats why I used KW rocketry to.

Still its the best earopack out there from what I can find but still I would love bigger cargo bays. Rear cargo door that can take a 2.5m jumbo tanks on the big wheels easily and fuselages that are wide in in the bottom with adepter parts so one can get the airliner look at the bottom of the fuselage where the wings are connected.

Also cargo bay fuselage parts with out top mounted doors would be nice because one cant use wings top mounted on the cargo bay. I only need the rear door realy.

Also a cargo bay door facing forward with fuselage mount for cockpit above and forward of it would be nice so one can drive in and out from the front under the cockpit in to the cargo bay. That way mounting engines at the rear of the fuselage would be possible and the wings could be left less cluttered with stuff.

B9 is nice but there are improvements that would make sense I feel.

NERVA engines for spaceplanes would be nice to. Basically needs fairings attached to them.

Really not happy with the looks of the craft but well practise makes perfect they say.

I cant realy mod, I wish I could then I could do my own mod pack.

Edited by pa1983
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