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Space Cowboy’s Probe 14 [Stock][0.21.1]


Guest Space Cowboy

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Cowboy, can you share more info on which planets you plan to visit ?

Is there any reason the middle section does not have engines ?? 10/10 for your design.

That looks like a Duna or Eve misson ship.

Edited by Lohan2008
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I am really glad there is some interest! Background: I wanted to design a decent looking and hopefully good performing space probe ala Meta or Ultra from the Space: 1999 series, but in Kerbal flavor. The engine section actually contains no fuel. The tubes are empty: I wanted mass at the ends to be minimized for large pitch and yaw maneuvers. All the fuel and RCS fuel is in the center. The solar panels are there for looks, and represent an unfinished portion of the the design, that being full electric maneuvering capability.

I am not at the point I can build a probe in orbit, as would normally be the case, so I needed a launcher. I tried several configurations. This seems to be working well, however on my buddy's high end system, he occasionally loses an engine during climbout. I don't have that issue.

The mission to Mun is for demo purposes. I do not know the range of the current configuration. As may or may not be visible, the design is somewhat open, allowing room for addons to the probe itself.

The payload capacity of the current configuration has not been reached - that it to say - the boosters can lift more payload into orbit than is attached now.

I am having issues with Spaceport (delete impossible - and it is not replacing old files with new when I do it) :

You most likely have what I consider an unfinished version. Go to http://kerbalspaceprogram.com/final-space-cowboys-probe-14-final-stock21-1/ and get the latest. Booster separation had been fixed, and booster RCS thrusters and fuel, and booster docking tubes have been removed. Brain wasn't working - none of that is useful, and is deadweight. remote control unit was added, so that the probe would stay in orbit (not vanish) while you take the lander down.

http://youtu.be/hunici1z2Mw

Edited by Guest
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What's the part count on it? cause if the grand total is below 400 (I doubt that though) and the entire rocket is stock, I would like to have a go with it. Also from looking at the video you are not using all of your engines at liftoff, may I know why? all you have to do is run fuel lines from the boosters to the core and you should be able to use all of the engines and not waste mass

(if that makes sense)

Kaos

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[all you have to do is run fuel lines from the boosters to the core and you should be able to use all of the engines and not waste mass/]

The bottom nukes would not have enough power. Cowboy what tanks did you connect, to get ship from the ground > LKOrbit ??

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All engines can be fired for liftoff, however as stated, the nukes offer very little assistance in that capacity. Also, it is my concept to arrive in orbit with all resources intact. All engines (besides the main boosters) can be toggled at any time, using 1, 2, & 3. I can't check right now - headed out - but the parts count should be way below that figure.

Feel free to make any changes you want - the design is pretty open ended.

One thing that does need to be done, but I haven't taken the time, is progressive burnout of the tanks, i.e empty two tanks, and drop them, empty two more, and drop them, and so on. I find myself throttling back during ascent anyway, so it shouldn't be a problem. If it is there's some happy medium somewhere. If you're looking the max out the payload, this would be the next thing to do.

Edited by Guest
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