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Any demand for more stock on here?


Daishi

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Just joined the forum, been playing since 0.17 and totally hooked :D

Due to the limits with KSP's game engine, I've found myself designing more and more part conservative craft - and due to my OCD they've morphed into slim looking things that kindof resemble real-world designs. I think :P Here's a teaser.

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Still working on them - any interest? They're generally stock, the only mods are Mechjeb for deltaV and mass stats (which I should remove and replace with that Kerbal Engineer thing) and some custom fairings modified and re-textured from the Fairing Factory. I'll remove Mechjeb but my fairings stay - stock attempts are ick and partheavy! :0.0: Once the Universe Replacer Mod opens up stock part re-texturing, I'll be whacking the maps into zbrush and making things prettier :)

Kinda going for stability, aesthetics and (generally) low part counts. I've got a family of five launch vehicles suited for different payload masses. Payload fractions are about 10% for the Madcat, so they're not fantastically efficient but they'll do what they need to! They beat Temstar's Zenith family for liftingmass-to-partcount, but I suspect that's because I avoided asparagus staging on these. Kinda makes things wide and prone to roll and wobble in my experiences.

Got a wide range of landers and other things too, designed to fit within the payload shrouds and specific launch vehicles.

Your thoughts? Any room in the Exchange for a few more stock craft when they're done? :D

Edited by Daishi
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Love the looks of that launcher! You're welcome to take a look at our Munshine launcher family* for some ideas on getting the parts count further down. You've definitely got us beat for sheer sexy though. And yes, I'd love to see some more of your designs!

* I honestly tried to not make that sound like a plug but... there ya go.

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I like the schematic you've created to go with it. How many Mainsails is that?

Thanks! You can click that gear in the top right to view it at full size and see for yourself :) There's a cluster of 8 on the first stage, with locked gimbaling on every other engine to stop oscillation. I've found even-numbered placements really fight against themselves and cause the whole stack to wobble without any kind of gimbal lock.

Love the looks of that launcher! You're welcome to take a look at our Munshine launcher family* for some ideas on getting the parts count further down. You've definitely got us beat for sheer sexy though. And yes, I'd love to see some more of your designs!

* I honestly tried to not make that sound like a plug but... there ya go.

No worries, plug or not I like looking at other peoples stuff :D I'll download your pack and have a look soon. And thanks so much, i'll try get my other stuff up as soon as i can.

Great post, great design, great schematic!

Thanks! :cool:

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Love the looks of that launcher! You're welcome to take a look at our Munshine launcher family* for some ideas on getting the parts count further down. You've definitely got us beat for sheer sexy though. And yes, I'd love to see some more of your designs!

* I honestly tried to not make that sound like a plug but... there ya go.

Had a look at your launchers compared to mine, i think where i go wrong is that I've got another 30 parts sitting in my Service Module, with about 2000dV of interplanetary travel to ferry the payload around once placed in 200k orbit (which kinda means its hauling 77 tons to orbit, not 50, meh ><).

With the Service Module removed, it brings it from 164 parts to 130ish, close to your Munshine VII. So kind of a trade-off of deep space capabilities vs extra parts, I suppose :P

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Wow, you are an amazing builder!

Would you like to join KEC- that is, the Kerbol Exploration Center as a rocketeer?

If you are interested, this is the link.

But seriously, you build rockets really well.

I'm actually surprised, I haven't seen rockets like yours.

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Wow, you are an amazing builder!

Would you like to join KEC- that is, the Kerbol Exploration Center as a rocketeer?

If you are interested, this is the link.

But seriously, you build rockets really well.

I'm actually surprised, I haven't seen rockets like yours.

Cheers!!! :D Might give joining KEC a miss right at the moment, I don't have too much time for KSP or other commitments outside the odd weekend (finding CG work is a pain) but I really appreciate the offer. I'll try give it a shot after I release my full craft inventory (which is probably going to have to be remade when 0.22 comes out) and sub-contract to you for a while :)

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Had a look at your launchers compared to mine, i think where i go wrong is that I've got another 30 parts sitting in my Service Module, with about 2000dV of interplanetary travel to ferry the payload around once placed in 200k orbit (which kinda means its hauling 77 tons to orbit, not 50, meh ><).

With the Service Module removed, it brings it from 164 parts to 130ish, close to your Munshine VII. So kind of a trade-off of deep space capabilities vs extra parts, I suppose :P

Ah you're right, the interplanetary stage should count as part of the payload. That means your rocket is a lot more parts efficient than it seems at first glance. Well done! I recommend you package launchers as such for release - strip off all the stuff you have on top and include only the stages that are required to bring X payload to low Kerbin orbit. 100km seems to be a good benchmark.

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I tend to go for 150 to 200k because that's generally the height where my modified surface textures on Kerbin change (and make everything look fancier :P ) - but yeah I should bring it down a bit.

Not really an issue though cause these lifters finish their circularization with a few units of dV from the service module (to avoid leaving the second stage and fairings in orbit; and saving parts by not including their own deorbiting equipment) - so apoapsis height is pretty flexible at the expense of a margin of interplanetary dV.

I'll just have to spin my advertising so i can leave the last stage in the package, the rockets become pretty inflexible without it. Not to mention all my SM dependant designs would have to be thrown out ;.;

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I'll just have to spin my advertising so i can leave the last stage in the package, the rockets become pretty inflexible without it. Not to mention all my SM dependant designs would have to be thrown out ;.;

No need to be that rash :) It's just been my experience that when you release a launcher, people understand this to be a rocket that will put X tons of payload into Y orbit around Kerbin. People may want to bolt their own trans-Munar, trans-Minmus or interplanetary stages on top of them. For a full spacecraft you can certainly include the SM. For example, our Munshine launchers are standalone launchers to LKO. The Munshine V Munar craft, however, consists of a CSM and lander, pushed by a trans-Munar injection stage, all mounted on top of a Munshine V launcher. That same TMI stage is actually used as the second stage on many of the lighter Munshine launchers. With subassembly support going stock Soon, releasing separate stages for people to do with as they please is going to become a whole lot easier too.

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No need to be that rash :) It's just been my experience that when you release a launcher, people understand this to be a rocket that will put X tons of payload into Y orbit around Kerbin. People may want to bolt their own trans-Munar, trans-Minmus or interplanetary stages on top of them. For a full spacecraft you can certainly include the SM. For example, our Munshine launchers are standalone launchers to LKO. The Munshine V Munar craft, however, consists of a CSM and lander, pushed by a trans-Munar injection stage, all mounted on top of a Munshine V launcher. That same TMI stage is actually used as the second stage on many of the lighter Munshine launchers. With subassembly support going stock Soon, releasing separate stages for people to do with as they please is going to become a whole lot easier too.

I suppoooose...

Half of the appeal of my T00 family is that SM stage though, without it the launch vehicles look stumpy and dilapidated ><

I dunno. I could just call them specialised lifters? The point was to avoid complexity by not having to account for drive sections in payloads, reduce partcount\redundancy there, and just focus on the core spacecraft and its capabilities within the payload weight.

And if I was short on fuel for a certain mission, I could just attach another tank to the payload and transfer it to the SM if needed; or attach more into the SM once in orbit with the docking ports I favour over decouplers. Even figured I could use the SM to rendezvous with 'obsolete' satellites and de-orbit them; or in one case, meet up with a Duna return vehicle that ran out of fuel in a 3 million km orbit around kerbin, swap the command capsules around, and bring the crew home.

I mean, we all seem to play this game differently :P I guess I'll just have to make all this apparent when I put them up for download (after the demonstration vids are ready). Speaking of which, I've heard bad things about Spaceport, and you seem to use Dropbox, should I host them myself and not rely on a third party? I'm obviously new to this business :wink:

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