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@Sanity - they tell it in the calculator :) you need to aim a little higher than the calculation :)

anyway, i have a new support vessel for my persistence file, a heavier cargo (think refueller :P) version of my valkyrie.

the civilian valkyrie refueller weight 161 tons, has 3000 d/v with a 0.21 TWR, and is around 160 parts - and it won't need to tap into the refuel tanks for that :)

it can bring two orange tanks and 2 of the big RCS fuel tanks to destination (although it will use a bit of the RCS tanks for docking manoeuvers)

- it was made to be able to refuel in one go the shipyard i presented sooner, if it was completely empty :) (the other ships has less fuel onboard than the shipyard anyway :P)

JMnEfeql.jpg

it's propelled by 6 nuclear engines, placed around the middle orange tank, and there's a Jr docking port at the rear.

and yup, it made it to orbit ontop of my new non asparagus super heavy launcher (although barely - the upper stage of the super heavy launcher almost had no fuel left for deorbit after that :P - the whole rocket had a little less than 4600 d/v to orbit with the 161t payload :P) :) - although this kind of rocket can be a little unstable, even if not wobbly, some times something break at random :P

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@Sanity - they tell it in the calculator :) you need to aim a little higher than the calculation :)

anyway, i have a new support vessel for my persistence file, a heavier cargo (think refueller :P) version of my valkyrie.

the civilian valkyrie refueller weight 161 tons, has 3000 d/v with a 0.21 TWR, and is around 160 parts - and it won't need to tap into the refuel tanks for that :)

it can bring two orange tanks and 2 of the big RCS fuel tanks to destination (although it will use a bit of the RCS tanks for docking manoeuvers)

- it was made to be able to refuel in one go the shipyard i presented sooner, if it was completely empty :) (the other ships has less fuel onboard than the shipyard anyway :P)

JMnEfeql.jpg

it's propelled by 6 nuclear engines, placed around the middle orange tank, and there's a Jr docking port at the rear.

and yup, it made it to orbit ontop of my new non asparagus super heavy launcher (although barely - the upper stage of the super heavy launcher almost had no fuel left for deorbit after that :P - the whole rocket had a little less than 4600 d/v to orbit with the 161t payload :P) :) - although this kind of rocket can be a little unstable, even if not wobbly, some times something break at random :P

You need to actually submit a .craft file...

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a craft or a persistence file, with the ship in position. - problem is, the ships will have to be remade once 0.21 goes live to integrate the torque wheels - and the persistence file can't be ported.

here my ships are not yet where i want them to be :) i'm building all the ships i will need and send them into parking orbit, awaiting the transfer window to send in a whole fleet :)

Edited by sgt_flyer
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awaiting the transfer window to send in a whole fleet :)

Brace yourself it will be crazy. you may want to space them out by a day or so sending 7 to jool in one go almost killed me.

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http://http://www.youtube.com/watch?v=aKia1eieHYI

This is my starfighter pack of the Starfighter Mk I and Mk II. The Starfighter Mk I is mostly just a prototype as I found out that doing orbital maneuvering is pretty mush impossible and uses up a lot of my xenon fuel.

The Mk II is the fully functional Starfighter with a Liquid Fuel and oxidizer tank and a small LV-T engine. Much better for orbital maneuvering.

Update: For some reason I put the center of lift in front. crap. well, at least the missile flies straight. Orbital combat is all that's important! Who needs flying capabilities? Pfft.

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Can I submit things other than ships, such as shuttles and satellites and what not?

pretty sure Macey needs everything from frontline battleships to the little tugs to get stuff around so yeah if you got one you like show it off man.

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After messing around with an original design to convert into Stock KSP, (I usually play with FAR installed), I gave up on that notion, and decided to alter one of Macey's previous designs, The Corvette Elysium from his playlist of SSTO to Laythe, I tried to make it more efficient, and give it some med-heavy firepower. I haven't tested it yet, but considering it's very similar to Elysium, it should function similarly.

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Alright here is some early footage of my Hardshell Tortoise carrier.

This insanely huge craft with over 700 parts will most likely be rarely used due to its size despite the heavy armor.

screenshot26.png

Even without the Hardshell armor, it is quite heavily armored.

screenshot29.png

It features many docking ports that can be used for either crafts or supplies. The two small docking ports on the fronts can be used to fire off small torpedoes in times of needs, as well as the two front small docking ports on the main module in the middle.

screenshot27.png

Incoming ambush? don't worry, the back of the ship is armored as well.

screenshot28.png

The main module features docking ports to allow the parts to be changed, in case of emergencies, it can eject all parts to allow the main module to fly away, carrying the same functions as the Turtle.

screenshot30.png

I consider this craft heavily overkill. but it is awesome to look at. and it can in theory hold two Turtles on the upper and lowers Hardshell armor. (either inside or outside)

Sir, in my humble opinion you won ksp.

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J-Tech LD-ST Shuttle Mk.2

Drqnjd4l.jpg

NfRo6Pql.jpg

LD-ST stands for Long Distance-Shuttle Transport. The Mk.1 is the same thing, but it has to stop to recharge. This one generates enough power to not have to stop. It can hold up to 12 kerbals, can survive 4x physics warp, and very easy to control.

J-Tech LD-TS

YqOCdknl.jpg

Part 1

5ILJJhBl.jpg

Part 2

oKonXOLl.jpg

Part 3

LD-TS stands for Long Distance-Train System. It is exactly what it sounds like, the train version of the LD-ST Mk.2. It is made of three parts: The locomotive(controls the rest of the parts), the middle parts(make up the majority of the train), and the caboose(provides all the power).

HNXeUn9l.jpg

This is a total of 8 parts, including the first and last part. I have no idea how long it's possible to make it, but this ran just fine. It has to stop to recharge, but it made it from the runway to the launchpad and back without stopping.

LD-ST Mk.2: http://www./download/4ad753nibtc3v3n/J-Tech+LD-ST+Shuttle+Mk_2.craft

LD-TS Part 1: http://www./download/0yglqlhbeidl9br/J-Tech_LD-TS_Part_1.craft

LD-TS Part 2: http://www./download/kof44mhvnmp9w44/J-Tech_LD-TS_Part_2.craft

LD-TS Part 3: http://www./download/yrx1o6s848xeio8/J-Tech_LD-TS_Part_3.craft

Company Name: J-Tech

Allegiance: Neutral, will do business with either company.

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I've also got something: the Reaper MK3 multi-purpose Frigate

Part count (fully armed): 416

Part count (no Ammunition): 252

Part count (Launch vessel): 1293

TWR: 0.5 main engines, 0.125 reverse thrusters (according to flight result window)

Action Groups:

[1]: activate main engines, switch off reverse engines

[2]: switch off main engines, activate reverse engines

[3]: switch off all engines

[0]: toggle Excalibur RCS (I recommend to leave the excalibur RCS switched off when flying the reaper)

Fuel supply:

3600 liquid fuel

4400 oxidator

750 Monopropellant

Controls & movement:

ASAS

16 RCS blocks

6 SAS Modules (sufficient for maneuvering)

10 Atomic engines (8 main thrusters, 2 reverse thrusters)

1 MK1 cockpit

1 RC-L01 large remote control pod

Utilities:

4 Clamp-O-tron Docking ports

12 Clamp-O-Tron jr. Docking ports

1 Clamp-O-tron Senior Docking port (stern, in line with center of mass - perfect for mounting something for transport)

8400 units xenon (supposed to be used for smaller fighter refuelings)

although not as convenient for rearming as the Sirit of kerbin, the high number of docking ports allows to support and transport a small group of fighters

Armament:

- 12 'Pike' Torpedoes (fired in volleys of 2 each)

1m diameter

TWR: 15

0.9 km/s terminal velocity

8 parts each

stackable

How to use:

shut down all other engines (Action group 3)

throttle up

aim, fire (spacebar) and enjoy.

before firing again undock the previous' torpedos docking port with the decoupler

recomended use:

demolition of constructions with light or no armor. effective over short and medium distances

accuate enough to ake down fighters. not yet tested against shades, but the high velocity of the projectile looks promising.

- 2 'Excalibur' Heavy anti-Armor Missiles

2,5m diameter

TWRs: cruise speed: 1; final approach 3-5

terminal velocity: 1.7 km/s [cruise engine only]; 1.2 km/s [all engines]

26 parts each

8 RCS Blocks, ASAS, sufficient electricity for 2 hours 50 minutes of activity

Warhead impact tolerance: 999 (structural pylons)

How to use:

check if the weapons' RCS and fuel tanks are full - refill them if not (KSP sometimes hates sophisticated constructions)

undock the entire torpedo from the docking port and swich to it via map or target selection

maneuver it out of the missile bay with RCS

decouple the docking port (in a way that does not send it back in the weapon bay) and launch the cruise engine (spacebar)

aim at the enemy, activate ASAS and accelerate

keep a collision course with RCS controls.

If you have spare fuel when closing in, launch the final approach stage (+200% thrust)

Enjoy the fireworks

recommended use:

Heavy or armored targets, preferrably big and easy to hit. launch from high distances.

the Reaper can also load four standard SRB torpedos instead of the Excalibur missiles

Armor:

main hull armor: 2x2 structural panels (80)

Weak points:

- Engines

- Weapon bays

the Cockpit section has an impact tolerance of 60, making it quite resistant to impacts from light weapons. if 60 is too low for you, replace everything above the rockomax adapter wit a MK1-2 Command Pod and give it some Armor

the large docking port allows to add and transport a large variety of additional modules, for example:

- Fuel tanks

- ammunition

- crew containers / rescue pods (hint at all the stranded kerbals in orbit around laythe)

- additional fighter Docking ports

- landers

- anything else you need

big advantage over specifically designed ships: you can modify the frigate to perfectly fulfill whatever role you need it for.

disadvantage: It won't be as effective at a specific task as a ship entirely designed for that task

Download the Reaper MK3

proof of travel

launch manual / warnings:

do not accelerate with more than 2 gees or something will break

do not abruptly decrase the trust by cutting of your engines (default: x) - decrease it with ctrl or something will rupture.

(you can see what happens when you don't in the proof of launch picture #6: the jumbo docking port was supposed to stay on the frigate, but I accidentially hit x and lost not only the docking port, but also the fuel supply of one orange fuel tank. Fortunately I already had a stable orbit (see image #7).

the launch vessel itself does not have RCS - you need your main engines for steering maneuvers

hint: you can kill roatations by timewarping to 5x and returning to normal. steering during ascent ist challenging but possible.

when you use the Frigates' RCS, make sure you deactivated the Excaliburs' RCS (Action group 0) - check it manually to be sure!

Edited by Hector_919
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Alright, before we go any further, can we come to an agreement on our terminology? I am seeing no consistency in what people are designating their ships and it is starting to confuse me greatly.

Edited by datubaman
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Alright, before we go any further, can we come to an agreement on our terminology? I am seeing no consistency in what people are designating their ships and it is starting to confuse me greatly.

my suggestions:

- light Fighter -

powered by Ion engines

example: mosquito (these tiny little things macey transported with the Spirit of Kerbin)

- medium fighter -

powered by LVT engines, low armor

2,5m main hull diameter

example: Isprit

- Heavy Fighter -

powered by LVT engines, armored

2,5m main hull diameter

example: Shade

- Frigate -

5m central hull diameter

medium to strong armor

main weaponry: light and medium torpedos (1m diameter)

example: Thor

- Destroyer -

5m cetral hull diameter

medium to strong armor

main weaponry: Heavy Torpedos or Missiles (2,5m diameter)

example: Grendel

- Cruiser -

5m central hull diameter

strong armor

main weaponry: lots of Heavy Torpedos plus some anti-fighter weapons

example: Vanguard

- Carrier -

has a Hangar allowing it to transport fighters inside

medium to strong armor

example: Spirit of Kerbin

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Well, thing is, I was thinking more like having them classified more by the roles they are intended to fill than their physical characteristics. I also disagree with you on your classification of a Cruiser. A cruiser is a cross between a destroyer and a battleship. Of course, there are different variations of this, Light Cruisers, Battlecruisers, etc...

But, beyond that, there are some roles that I do not see currently being filled at the moment, such as these:

Monitor

Essentially a regional defense and patrol craft that would be restricted to Low Planetary Orbit. Essentially the space equivalent to modern day River Monitors.

Minelayers & Minesweepers

I am quite honestly surprised that no one has looked into the idea of Orbital Mines. Someone needs to fix this.

Escort Carriers

Escort Carriers are essentially smaller Aircraft Carriers. They mostly are used for fleet defense.

CONVOY SHIPS!!!

I am quite honestly disturbed that very little effort has been to developing Convoy Ships. More than anything else, we need to be making more of these. Logistics is the biggest and most important part of any military operation. Bad Logistics have, quite literally, ended empires. Let's start making some cargo ships, people!

EDIT: Hey! I found something to use as a basis for our designations! Clicky Clicky Link! http://www.militaryfactory.com/ships/us-navy-ship-classifications.asp

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well, orbital minefields would be something hard to make and maintain - the mines will not keep their relative position to what they are supposed to protect. orbital defenses on the other end, with a supply of guided heavy missiles, may be easier to use :)

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>snip<

CONVOY SHIPS!!!

I am quite honestly disturbed that very little effort has been to developing Convoy Ships. More than anything else, we need to be making more of these. Logistics is the biggest and most important part of any military operation. Bad Logistics have, quite literally, ended empires. Let's start making some cargo ships, people!

I`m actually working on convoys at the moment.

EDIT:done but not submitting

Edited by Spartwo
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Hello, first-time poster, long-time KSP player here. I have made a carrier (with limited success) and some support vessels (with more success) but I'm off on holiday and won't have time to perfect them. So I upload them as-is. My memory is is a bit foggy on the parts counts so they may be somewhat off. My hope is that the support ships will prove useful but the carrier needs a better ascent stage with more delta-v and less explosions.

So...

Following the battle of Laythe and the dishonorable ways of the Hanland corporation, Flaming Bag Inc. who have until now remained a neutral probe-builder have decided to support the Spiritwolf corporation. Following a compressed design phase we can offer the following ships:

Harpo missile

Part count: ~10

The standard torpedoes sometimes lack punch and acceleration. They also have to be precisely aimed before firing. The Harpo missile tries to improve on this while still remaining small, light and simple. A small probe core lets it make course changes should the target make evasive maneuvers. A small liquid fuel motor gives cruise power until close to target when four solid boosters ignite giving a high acceleration over a short distance. As the probe core itself has very limited power it has been suggested to add two small solar panels to the missile for greater loiter time or even use it as an autonomous mine, but lack of time has not permitted any further experiments.

Fruit Fly Mk.I

Part count: ~20-30

Very similar to Spiritwolf's Mosquito, it has replaced the two small RCS tanks with one larger and for a steadier power supply in the Distant Jool system the two solar panels are augmented with two RTGs, to power the ion thrusters on the night side of planets. It also has a probe core, making it an optionally manned ship, should there be a shortage of crew.

Space Griffon

Part count: ~120

Based on the Griffon light fighter, this SSTO-capable craft is designed to fill the same niche as Hanland's Shades. To have SSTO capability on a single jet engine it has had to sacrifice all armor making this ship something of a glass cannon. Four docking ports on the wings provide weapons carriage for standard torpedoes or almost any weapon using the Clamp-o-Tron jr. SSTO capability has been confirmed with four std-torps. Two docking ports under the belly (one standard, one Jr.) provide docking to other ships for transport and resupply. A probe core also makes this ship optionally manned, skould you need to rescue someone on the surface of Laythe

Action groups for Space Griffon:

1: toggle jet engine

2: toggle chemical rockets

3. toggle ion engines

4: toggle solar panels

5: toggle torpedo engines

6: undock torpedoes

Space Griffon Bus

Part Count: ~50

The Space Griffon wasn't designed to travel between the Kerbin and Jool systems, and carriers aren't always around when you need them. This unarmed and unarmored ship, controlled by an Astrodroid was built to overcome this problem. It can carry two Griffons, and resupply them with fuel, monopropellant, xenon and a small amount of weapons carried on its two small docking ports.

Biscuit Tin

Part count: ~270

The heavy supply carrier of Flaming Bag's ships, This lightly armored transport can carry large amounts of fuel and weapons to Laythe. The modular design means the supplies can be tailored to the needs of any fighting ships. The standard load is a mix of all fuel types, 18 standard torpedoes and two Harpo missiles. Biscuit Tin is not built to be a warship but can fire the weapons it carries should it nedd to do so. A probe core enables it to function unmanned.

Drop tank Mk.II

Part Count: ~5 (the rest is undocked and deorbited)

This unammed ship is built to put one orange fuel tank in orbit and dock it to Biscuit Tin. When docking is complete the command module undocks, leaving Biscuit Tin with a minimum of excess weight. Biscuit Tin can carry two of these tanks.

Drop tank Mk.I

Part count: ~5

Similar in function and design to the Mk.II, this ship instead has a large docking port, meant to dock with the Celestial Class Carrier (see below)

Celestial class Carrier (Pride of Jeb)

Part count: ~305

This ship is troubled. While the ship itself is of sound design and capable of carrying both Fruit flies and Space griffons the ascent stage has long been plagued by spontaneous disassembly and although these problems seem to be cured it still doesn't have enogh delta-v to make orbit. Several suborbital hops up to 70-80 km have been done. The carrier itself is an armored shell capable of holding twelve Fruit flies, or six if using the reload system devised by Spiritwolf. While the Celestial class doesn't hold much supplies on its own several types of supply containers have been designed to dock to the external ports of the carrier. In the design phase many hours were spent studying Spiritwolf's Harbinger Class and trying to lessen some of its weaknesses. Therefore the wing panels are replaced by armor plating, and to avoid "decapitation" it has five command pods spread throughout the ship, and several probe cores. The idea is that if the ship is split in half the two halves should still be able to function, if not as ships then as orbiting supply stations.

Supply canisters

Part count ~80

These small supply rockets are not much more than an Astro-Droid, a large RCS tank and some smaller canisters with various supplies. It is meant to dock to the Celstial class carrier while in Kerbal orbit after which the Astro-Droid will transfer the smaller supplies into the hangar bay of the carrier. It comes in three varieties, carrying standard torpedoes, xenon gas, and Harpo missiles respectively.

That is all. if you have questions I will try to answer them for you.

.Craft files are here:

http://www./download/gcuanpreujf3n9m/Flaming_Bag_Space_Force.zip

Some images with descriptions here:

http://imgur.com/a/lw7Zr

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Well, thing is, I was thinking more like having them classified more by the roles they are intended to fill than their physical characteristics. I also disagree with you on your classification of a Cruiser. A cruiser is a cross between a destroyer and a battleship. Of course, there are different variations of this, Light Cruisers, Battlecruisers, etc...

I had the same thoughts, so I tried to look for criteria of what I thought determined a Cruiser in Maceys Videos - and that was what seemed the most logical.

Naming them by roles is of course mandatory, for example 'missile frigate' (has lots of smaller missiles), 'support frigate' (can refuel/rearm fighters) etc. - but after going through some wikipedia articles, I thought assigning the classifications to sizes/construction properties seemed more logical.

But, beyond that, there are some roles that I do not see currently being filled at the moment, such as these:

Monitor

Essentially a regional defense and patrol craft that would be restricted to Low Planetary Orbit. Essentially the space equivalent to modern day River Monitors.

Minelayers & Minesweepers

I am quite honestly surprised that no one has looked into the idea of Orbital Mines. Someone needs to fix this.

Escort Carriers

Escort Carriers are essentially smaller Aircraft Carriers. They mostly are used for fleet defense.

CONVOY SHIPS!!!

I am quite honestly disturbed that very little effort has been to developing Convoy Ships. More than anything else, we need to be making more of these. Logistics is the biggest and most important part of any military operation. Bad Logistics have, quite literally, ended empires. Let's start making some cargo ships, people!

You are right, these were missing on my list.

I'm sceptical what 'smaller aircraft carriers' is supposed to mean - If they carry the fighters on the outside, you could as well add docking ports to other ships. If they are carrying the fighters on the inside, I think they can't get a lot smaller than the Spirit of kerbin - or did you have something completely different in mind?

Convoy ships are important and I've got some ideas already - but I've also got three exams in two weeks, this may take a while...

EDIT: Hey! I found something to use as a basis for our designations! Clicky Clicky Link! http://www.militaryfactory.com/ships/us-navy-ship-classifications.asp

excellent source

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Ladies and Gentlemen, after a hefty great deal of testing and fine-tuning, the first of SkySound's new Rontop Kerman-Class Destroyer have finally been commissioned!

Aq1zmPSl.png

The KSS Rontop Kerman (SkDD-1), the lead ship of the Rontop Kerman-Class of Destroyers, stands ready to fight.

The Rontop Kerman-Class is the finest Destroyer to ever grace the stars. It is designed to defend against Fighters and Destroyers. Capable of interplanetary travel, it can also provide protection for Convoys travelling to Laythe or any other planet. It is armed with twenty SMS Anti-Fighter missiles, and four Mk. 2 "Jebalizer" Anti-Ship Torpedoes, and four Astro Droids for auxiliary duties.

Class Overview

Name: Rontop Kerman-Class Destroyer

Company: SkySound

Allegiance: Spiritwolf

Class: Destroyer

Part Count: 383 (Fully Loaded) 223 (Unloaded) 644 (On Pad)

Armament: x20 SMS Anti-Figher Missiles, x4 Mk. 2 Anti-Ship Torpedoes, x4 ED-type Droids

Propulsion: x 4 LV-N Atomic Rocket Motors

Proof of Orbit: Here: http://imgur.com/a/XnPRL

Download: Here: https://www.dropbox.com/s/of4mntnk1wbw6lb/Rontop%20Kerman%20Class%20Destroyer.craft

As of this writing, the current class list is as follows:

Launched Commissioned Under construction

SkDD-1 KSS Rontop Kerman

SkDD-2 KSS H. G. Wells

SkDD-3 KSSJules Verne

SkDD-4 KSS Mary Shelley

SkDD-5 KSS Isaac Asimov

SkDD-6 KSS Ray Bradbury

SkDD-7 KSS Arthur C. Clarke

SkDD-8 KSS Orson Scott Card

SkDD-9 KSS Robert A. Heinlein

SkDD-10 KSS Gene Roddenberry

SkDD-11 KSS Stephen Moffat

SkDD-12 KSS George Lucas

SkDD-13 KSS Ridley Scott

SkDD-14 KSS Michael Chriton

SkDD-15 KSS James Cameron

SkDD-16 KSS Stephen King

SkDD-17 KSS Niel Gaiman

SkDD-18 KSS Leiji Matsumoto

SkDD-19 KSS Katsuhiro Otomo

SkDD-20 KSS Brad Bird

SkDD-21 KSS Shinichiro Watanabe

SkDD-22 KSS H. P. Lovecraft

SkDD-23 KSS Steven Spielberg

SkDD-24 KSS Philip K. Dick

SkDD-25 KSS Pierre Boulle

SkDD-26 Unnamed

SkDD-27 Unnamed

SkDD-28 Unnamed

SkDD-29 Unnamed

SkDD-30 Unnamed

Edited by datubaman
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Hello everyone, long time lurker, first time submitter, and big fan of Macey Dean. Love the fact that I found this thread. Anyways, I have a ship I would love to submit.

I've called it the Elysium Class SSTO Firebird Mk. VI

996507_10151715023166815_2109977128_n.jpg

Name: Elysium Class SSTO Firebird Mk. VI

Company: Spartan Industries

Class: Frigate SSTO

Part Count: 128 parts

Armament: 2 Anti-fighter ballistic class missiles (currently), 2 heavy decoupler bombs canisters.

Propulsion: 4 Turbofan engines for atmospheric flight, 2 toroidal aerospike rockets for space flight, RCS.

Proof of Orbit: Here: https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-prn1/1010056_10151718132126815_901933331_n.jpg

Download: PM me with an email address and I will send you the craft file.

Allegiance: SpiritWolf.

The version I have here does have mechjeb on it just for the sake of helping it get to orbit, but for experienced pilots I do have a stock version available. Everything is set up in action groups for this ship.

2 - Toggle Turbofans

3 - Toggle Aerospikes

4 - Toggle Landing Gear (wheels)

5 - Toggle Landing Legs (although currently they don't reach the ground... ^_^;)

6 - Toggle Ladder

7 - Toggle Communotron Antennae

8 - Fire Missiles

9 - Drop Bombs

Getting this flying is very simple if you start from a vertical base from the runway. Engage all engines with space bar, then press 3 to disengage the aerospikes and engage ASAS. Pitch over to 45 degrees and climb while gaining speed. Press 4 to bring in the landing wheels. Start monitoring intake air, and before 0.16, engage rocket engines. Before reaching 0.11, disengage turbojets. Engage RCS to keep stable at this point and monitor it. Climb and pitch to prograde to build an 80km orbit. Once there, orbit may decay, so use RCS to raise orbit on both sides to a stable height, 95km should do it. It is able to dock via the Clamp-o-tron Jr, docking port on the top.

I may add a couple more pairs of missiles for this to make it a bit more mission capable, but right now, it's more a play toy than anything.

Edited by speedboiae86
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