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Strana Mechty Engineering T-Series


Daishi

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To our loyal customers and shareholders, we are proud to present the

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Strana Mechty Engineering Package 01

(File -> Download)

Designed to minimize vehicle complexity and eliminate redundancy, The T-Series of launch platforms combine multiple systems within a single vehicle, tailored to a range of common payload masses. As each launch vehicle includes its own dedicated Service Module, the T-Series removes the need for customers to provide their own interplanetary drive systems; allowing them to focus directly on pure deliverable payload mass. This is achieved without compromising on structural integrity, aesthetics, or high launch vessel part count.

As such, payload ratings reflect cargo capacity independent of a propulsion system. Unlike competitors, a T-Series launch vehicle will place your payload in orbit safely AND allocate you up to 2500 units of delta V (this value increases as payload mass decreases) of interplanetary travel.

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Each Kitfox, Phelan or Madcat-grade Service Module also includes a heavily shielded RTG for payload electrical support, as well as substantial command equipment for remote piloting and controlled de-orbiting. As standard, reinforced docking ports ensure both Service Module reusability and payload safety - no more decoupler failures and premature payload loss. The inclusion of RCS systems also enable the Service Modules to act as rendezvous platforms, opening up mission profiles that include redocking or orbital construction.

Pre-flight checklist

Ensure the rocket is controlled via the Remote Guidance Unit, and every second engine gimbal is turned off. Tap '0' twice to set. With the Fenrir A configuration, this also disables lander RCS systems to save fuel, so once in orbit hit '0' again to turn them on. Ensure SAS is active once launch-clamp vibration has stopped. 'Abort' undocks command capsules on the Fenrir and Valkyrie configurations included in this distribution package, ensuring instant stage bypass for rapid parachute deployment.

Flight profile

Pre-flight checklist; Launch; 10,000km - 15,000km gravity turn; Stage 1 separation with stage 2 burn to apoapsis; Adjust nodes and coast to apoapsis; Burn stage 2 at apoapsis until periapsis is still below the atmosphere; Fairing ejection and stage 2 decouple; Circularise with stage 3\Service Module; Preform extraction\docking if required; Burn as mission requires. This ensures all debris falls back to your home planet to burn up, unable to contribute to local space junk.

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The T07 Kitfox is an launch platform designed for rapid crew or light payload placement, with full capacity insertion capabilities extending to orbiting bodies such as the Mun or Minmus.

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The T25 Phelan is an launch platform designed for intermediate weight payload delivery to the inner solar system, or extended in-orbital maneuvering. Its Service Module's low thrust to weight ratio and expansive fuel reserves ensure comfortable low-G interplanetary travel for crew or sensitive payloads.

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The T50 Madcat is a heavy launch platform designed for bulk payload delivery to planetary orbit, with adequate capacity for local system injection. Due to heat dissipation issues, high cost, and terminally high thrust g-forces, the vehicle is used rarely and sparingly when no other ascent profile is viable.

(Full res schematic links http://imgur.com/a/Dh0QF#0 )

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At Strana Mechty Engineering, we are proud to offer a wide range of products and services. Each of these embodies our goals of quality, part efficiency, flight stability, and aesthetic appeal. As well as the above launch platforms, this distribution package also includes samples of future releases...

Craft Fairings (the only non-stock parts courtesy of the Fairing Factory, modifiable textures)

Small Shroud

Kitfox Adaptor Shroud

Large Lower Shroud

Large Upper Shroud

XL Lower Shroud

XL Upper Shroud

Small (1m) Base plate

Large (2m) Base plate

Fenrir Platform A

Berthing a heavy T25 Phelan launch vehicle and a versatile L15 Uller excursion module, the Fenrir A configuration is designed for atmosphere-void decent and ascent on lunar bodies. With a maximum capacity of three crew members, its service module is outfitted with enough fuel for local and inner system travel, with ample RCS capacity for orbital rendezvous and docking. As advertised in previous video.

Launch Crew Capacity - 3

Launch Payload - L15 Uller

Launch Platform - T25 Phelan

Valkyrie Platform C

A dedicated crew shuttle, the Valkyrie C Platform affords three Kerbals safe, low complexity, rapid orbital insertion to a local system ship or space station. Combining a lightweight C05 Leopard Command Capsule and a downsized Kitfox SEM; the C Series trades payload mass for insertion speed, independent capsule deorbiting, parachute redundancy, and extended life support.

Launch Crew Capacity - 3

Launch Payload - C05 Leopard

Launch Platform - T07 Kitfox

C05 Leopard (Standalone)

The C05 Leopard affords a crew of three far greater protection, operational lifetime, and manoeuvring capabilities than a standard command capsule. Featuring drogue parachutes, quad RCS thrusters with ~200dV of fuel, extended battery banks and an extended range antenna array; the Leopard is capable of independent, rapid de-orbiting from LKO space stations or stricken service modules. When paired with a Kitfox SEM, the Leopard makes an ideal, low cost crew shuttle.

Crew Capacity - 3

L15 Uller (Standalone)

A medium weight non-atmospheric two-stage lander, the 15 ton Uller excels in crew delivery and return on lunar or low gravity bodies. Coupled with a Phelan class service module, its capabilities can extend to interplanetary levels, allowing exploration of bodies such as Gilly, Ike or Dres. The Uller's ascent stage is noted to be aggressively nimble however, and combined with its quad 'Rapid Rendezvousâ„¢' engine configuration, extreme care is needed in its piloting. Orbital assembly required - as demonstrated in above video.

Crew Capacity - 3 (command module), 2 (excursion module)

T07 Kitfox (Subassembly + Standalone)

T25 Phelan (Subassembly + Standalone)

T50 Madcat (Subassembly + Standalone)

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NOTE: Long payloads will wobble if placed unreinforced on the T-Series, especially the Madcat or a fully burdoned Phelan. An ideal, part conservative solution includes quad-symmetry TT-38ks placed around the base of the payload, with small cube girders then placed on these. Run struts from the girders past the docking port and into the Remote Guidance Unit (or further into the Service Module, if possible). Assign the TT-38ks to decouple with fairing separation.

Enjoy!

Edited by Daishi
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I love the schematic drawings, and the rockets are awesome too.

You did miss one apostrophe in the Phelan's description (service module's low...). I realize I am verging into grammar Hitler area, but since all the rest of the grammar is so well grammared, I thought I ought to point it out so it can be fixed.

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I love the schematic drawings, and the rockets are awesome too.

You did miss one apostrophe in the Phelan's description (service module's low...). I realize I am verging into grammar Hitler area, but since all the rest of the grammar is so well grammared, I thought I ought to point it out so it can be fixed.

NP, will fix it next time i'm in front of my computer. Glad you like my stuff :)

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Very nice!

Thankyou :) Currently working on my S-Series (satellites and space stations), C-Series (craft shuttles and spaceplanes), and L-Series (landers and habitation modules), and will have them up here soonish.

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Hello Mechwarrior fan :D

Awesome craft you have there, there's one thing that's plaguing my mind though, what mod are you using for those sweet RCS sound effects??? I WAAAAANT! :D

I was wondering how long it would take for somebody to notice all the references!

Its a plugin developed by Pizzaoverhead, with the audio mixed by me. Pizza's goal is to add sound code to mostly everything in KSP (before Squad does), and my goal is to create a nice soundpack to utilize it. So far we've got rover wheels, ladders, and the RCS done, but things still need tweaking. http://kerbalspaceprogram.com/rcs-sounds/

I'm running a newer version of the mod in the video, (doesn't look like the spaceport link has been updated in a while) so feel free to download this instead :) Just add it to your gamedata folder, keeping those two .dlls in the root directory.

https://drive.google.com/file/d/0BwghV4P-Gb6QY2dadXBPX1pIY0k/edit?usp=sharing File menu -> Download

Thanks so much for liking my work :D

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  • 5 months later...
Is this "outdated"? ... I think its still a great set but maybe just needs to be updated to new KSP .23.5(arm) with the new parts ?

Pretty much, I haven't played the game for quite a while and have started using different mods (procedural fairings vs fairing factory for eg) and was in the middle of integrating life support when I dropped this. And yes there's the new 3m stages and better joints - so yes everything needs to be rebuilt ><. I'm tempted to design my own parts though and make things a little more attractive when I get the time, so my T-Series would be a little more unique :)

Glad you like :D

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  • 1 month later...

Love this pack, and the references are awesome. Eagerly awaiting the potential lift capabilities of an Atlas series, or other similar models. More clan names imo, but I am an avid fan of the Clans, and in particular Wolf (and her Wolf's Dragoons), and my beloved Nova Cats.

Although I do have an issue. I was using your lifters pre 23.5, no problems whatsoever. When I updated, saves that were from pre-23.5, your T-series work fine, when I made a few brand-new 23.5 saves, the T-series now contain locked parts, despite having all, or most of the tech-tree researched. What really sucks, I built a lot of my modular space station parts around using T-series lifters, particularly the Madcat, as my main hub (Cupola, Mobile Lab, Hitchhiker) and fuel hubs (2x Rockomax -64s, plus mono fuel rings) weigh in between 45 and 55t apiece, and I use upto 3 of the fuel hubs.

If you need extra information to figure out what broke between pre-23.5, and 23.5, let me know. Unfortunately, I no longer have my pre-23.5 career saves, but I still have my functional sandbox save where I do most of my pre-career testing.

Edit: Fenrir, Leopard, and Uller craft files all work fine. The standalone T-series lifters, and their subassembly packs do not. But only for my latest career save, still functional on my pre-23.5 sandbox. Deleted the craft files, and did a re-transfer of the T-series, still not working. Last thing to try is trying to go back to a clean install without any of my few mods, and see if perhaps it was a mod causing errors.

Edited by Somtaaw
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  • 2 weeks later...
Love this pack, and the references are awesome. Eagerly awaiting the potential lift capabilities of an Atlas series, or other similar models. More clan names imo, but I am an avid fan of the Clans, and in particular Wolf (and her Wolf's Dragoons), and my beloved Nova Cats.

Although I do have an issue. I was using your lifters pre 23.5, no problems whatsoever. When I updated, saves that were from pre-23.5, your T-series work fine, when I made a few brand-new 23.5 saves, the T-series now contain locked parts, despite having all, or most of the tech-tree researched. What really sucks, I built a lot of my modular space station parts around using T-series lifters, particularly the Madcat, as my main hub (Cupola, Mobile Lab, Hitchhiker) and fuel hubs (2x Rockomax -64s, plus mono fuel rings) weigh in between 45 and 55t apiece, and I use upto 3 of the fuel hubs.

If you need extra information to figure out what broke between pre-23.5, and 23.5, let me know. Unfortunately, I no longer have my pre-23.5 career saves, but I still have my functional sandbox save where I do most of my pre-career testing.

Edit: Fenrir, Leopard, and Uller craft files all work fine. The standalone T-series lifters, and their subassembly packs do not. But only for my latest career save, still functional on my pre-23.5 sandbox. Deleted the craft files, and did a re-transfer of the T-series, still not working. Last thing to try is trying to go back to a clean install without any of my few mods, and see if perhaps it was a mod causing errors.

Wow, I can't believe you guys actually still use my crafts, i thought this thread was dead! Happy to hear they provided some service :D Loved my Madcat design but you really had to bolt in your payload properly for it to not flex and snap in half. The Phelan was my workhorse though :)

The Daishi was going to be the penultimate lifter, 100+ tons to orbit, but due to the massively overpowered ARM parts and how easy it is to boost things with uncreative designs, i kinda gave up on it. Especially considering all the ARM fixes render all my construction strategies to keep wobble down more or less expensive, obsolete and redundant. To be honest I haven't played a serious game of KSP in more than two months due to my current commitment to modding.

I am however planning to make a fair few parts after Universal Storage, including engines, fuel tanks, and Hrothgar type dropship hulls that work as DRE heatsheilds, which can be patched up in orbit to be reused. So any new crafts I make in the future will include my own parts that i have more aesthetic control over :) I had an inventory planned for crafts to fill all sorts of niches, and having a Nox Industrial range of custom parts will really help me realise those builds more faithfully than stock parts could (and yes i rebranded to avoid Battletech IP people coming after me, i'm paranoid. Nox Industrial is a much more concise name, and is a much more vague Mechwarrior reference).

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I'd say the problems are likely in the fairings. They were heavily modified from FairingFactory (long discontinued) to work in game, including opening up the mesh files and changing the material attributes to have correct shading properties, and then retextured. I'd say because they're shoe-horned and (probably incorrectly) made to work with a version they're not intended for, they wont have tech tree integration or just refuse to play nicely. Would explain why the fairing-less crafts and payloads work, and the lifters don't. New lifting craft i make in the future may include my own custom-shaped fairings than i can update easier, or I can compromise on looks and rely on procedural ones.

In the meantime, try copy and pasting a basic parts tech tree info into the fairing .cfgs (just follow the same formatting as a stock part) and it should work in career.

In any case, my lander designs aren't going anywhere - i'm super proud of those!

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  • 3 weeks later...

Well when you update some new lifters and other, I will be happy to utilize them. Although I've done some updating since to my modular space station, your T50 Madcat was almost perfect lifter for my stations. It took me about a week of doing 5-10 launches a day to learn the right acceleration curve, and when to start the gravity turns, but once I learned those I threw over 50 of my fuel hubs up into orbit and made a pretty monstrous station.

I'm not really a big fan of the fairings, since afaik, they are purely cosmetic for the moment. So if they don't add structural stability, and they don't affect flight characteristics, I see no point in utilizing them. Could I possibly request in your future uploads, we have lifters that are as close to stock as possible? No custom parts, so if during a patch, custom parts get bugged it won't totally mess a career up?

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I'm not really a big fan of the fairings, since afaik, they are purely cosmetic for the moment. So if they don't add structural stability, and they don't affect flight characteristics, I see no point in utilizing them. Could I possibly request in your future uploads, we have lifters that are as close to stock as possible? No custom parts, so if during a patch, custom parts get bugged it won't totally mess a career up?

Of course! The fact they took so much modding just to work in the first place doesn't fill me with confidence maintaining them for future updates. I'll keep a version of the T-Series as stock only, and have a version that utilizes mod parts (mainly my own, I think im confident enough to branch out into fuel tanks, fairings, and engines :) )

How'd she handle with the node\stability improvements in 23.5 anyway? If the payload was strutted enough it didn't seem to flex and wobble too much if i remember right.

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two of my early payloads I sent up were (linked below); I've since tuned them into more efficient (and modular) models, but the Madcat lifted them like a charm once I got the hang of the thrust and gravity turning. I didn't know how to dock, let alone rendezvous, it took me a week at around 5 hours a day of forcing myself to learn not only to successfully get those suckers into orbit (without strutting) but get them to dock up and become my station hub. I've since gone back and re-designed, although I had to find new lifters because as I said, your lifters didn't work when I started a 23.5 ARM career.

I'll take some new screenshots of the updated, super modular station if you want. I've got a new fuel hub I'd like to get into orbit, and I'm slowly designing a Kethane station production node. My entire station is heavy on using docking ports, so it's literally dock and win, and that when I want to send something to, say Eeloo, the only thing I need to get into orbit would be the engines. Everything else would be sent up ahead, and use docking clamps to slowly build the ship in orbit, before it disconnects and flies out. Bonus points to my new design because the way I've designed it (I hope) is that it would not be hard to start making new stations in orbit of any planet I wish. All designed around 5t to 45t modular payloads, as I had done all my early station designing built around using T-series lifters. I wasn't bad with lightweight rockets, but as soon as I started going bigger than 40t pre-ARM, either I couldn't get off the ground period, or I had so much TWR the Space Kraken killed me before I got to 45km height.

http://i.imgur.com/c8iECUh.png

http://i.imgur.com/JK4Zqej.png

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Please do! I never got around to assembling a decent space station myself after my last mishap (space station mission to Dres that went horribly wrong, forgot about a 1000dV plane change, ran out of fuel, and ditched the station in a decaying orbit with all the landers after scavenging enough to get back). Fun times :P

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Here's an action shot from last week. I've had this station orbitting for the past 3-4 months, I used to use your Madcat lifter to launch each payload up, but this station is already classified obsolete. The central command stick is already 2 iterations old, as I've gone back to the VAB and re-designed and updated based on learning things, and I think the fuel hubs on either side are 3 iterations old.

Once I got the hang of the Madcat, these modular pieces were rather easy to get into orbit and then linked upto the main station. As I've been learning, and updating my station has never really gotten much larger because I'll update and orbit a new piece, and deorbit older portions. And then I'll orbit another new piece, and deorbit the replaced part, so now that I think I've gotten to my "final" designs (I think most are upto mark 6's by now).

I'm half tempted to just put the main core all in as one unit in the VAB, and use the hacks to get her into orbit to replace the old stations. Or just hard edit the code, instead of having to fly the whole thing up and then get it into a stable orbit.

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