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H.E.K.O. - The High Efficiency Kerbin Orbiter


inferno4200

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H.E.K.O.

High Efficiency Kerbin Orbiter

This is the crew variant of my shuttle workhorse. Capable of 700km+ orbit around Kerbin and very stable in flight. I don't think I've stalled her once yet. She can carry a crew of six to my HKO research station(also pictured for fun and still under construction).

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Available on SpacePort for all those interested! http://kerbalspaceprogram.com/hkoshuttlecrew/

There is also a cargo variant but since it only has a capacity of about 4 tonnes and only small probes, I haven't gone through the work to get it on SpacePort. If I get enough interest I'll certainly get to it though!

Last but not least, flight instructions! SpacePort removes all the formatting and makes them very difficult to read so here they are!

ASCENT

H.E.K.O. takes off from the runway and cruises up to 26km and 1800m/s. For most of your ascent, keep the nose at 20-30 degrees. Once the intake air starts to get very scarce(below 0.4), level out until you're draining 0.01 or 0.00 but still climbing slightly.

When the engine flames out, Action Group 1 switches engine modes from air-breathing to rocket and closes all air intakes. Thrust with the nose at around 15-20 degrees until you reach your desired apoapsis.

Once you are out of the atmosphere, transfer all of the fuel from the two wing-mounted tanks into the two center tanks. DO NOT DO THIS DURING FLIGHT OR A BURN.

Then simply warp to AP and raise your PE. Also don't forget to deploy those solar panels located on the tail with Action Group 3.

Action Group 2 toggles the engine on and off.

LANDING

Once your mission goals are accomplished, burn retrograde for return. It's better to undershoot than overshoot KSC as she can glide with no fuel for 50-100km with ease from 12km up and you should have some fuel left over to fly even further powered.

Once you are lined up with the runway, feel free to deploy the gear. There are a lot in case your landing isn't quite perfect. Action Groups 4 and 5 are the two sets of air brakes. I use them more for when I am going to overshoot KSC but they are sometimes useful for landing as well.

For your first landing, I wouldn't go for the runway. As lovely as H.E.K.O. is, she doesn't have a great about of yaw control. I also wouldn't recommend landing at night but there are a ton of lights in case you need to.

Good luck, have fun!

Mods Required: AIES, B9, MechJeb2, NovaPunch2, Ferram Aerospace Research, Procedural Wings, and Stretchy Tanks

Note: Far is only listed as required because I haven't tested it in stock. Give it a try though!

Edited by inferno4200
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