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BSC: Kerbal X - We have a winner!


Xeldrak

BSC: Kerbal X - Final Vote  

2 members have voted

  1. 1. BSC: Kerbal X - Final Vote

    • antbin - Kerbals XX
    • Deathsoul097 - Kerbal Z.Z
    • Giggleplex777 - Kerbal G
    • GregroxMun - Orbiter X
    • sgt_flyer - Kerbal Y
    • Xeldrak - CROME


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Congratulations, we have a winner!

sgt_flyer wins the 8th BSC contest with his Kerbal Y.

On close second and third position are Giggleplex777 and antbin!

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Time to vote for the best better stock craft!

Do not forget to check the BSC: Challenge Guidelines Mk.II - it's not a beauty contest!

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Voting will close in 48 hours.


Lets start the primary votes! This time I chose another voting system - basically each one of you has 8 votes. You can either pile all of them on a single entry or spread them out if you can't decide for whom to vote. I hope this will help you guys - I personally though it would be ridiculous to choose a single craft from over thirty entires as THE BEST. Be so kind and do not vote for yourself - it's undignified and not objective.

I also encourage you to tell us for whom you've voted and why. These post are basically the best part of the challenge ;) Also, you can tell me if you think the new voting system is an improvement.

The vote will close in two days.

Do not forget to read the Challenge Guidelines Mk.II - this is not about the most beautifull craft.

You can download all .craft files >>here<< in a single zip.

>>VOTE HERE<<

Results can be viewed here.

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Well, it's wednesday and besides Odin's day, it also BSC day!

As promised in the last thread, here is the next challenge:

There are some small changes in the rules, hence they are now called the Challenge Guidelines Mk.II and there will be a few changes in voting. But you shall see when it's time. Anyways, we are once again on a 4 days building, 4 days voting schedule. Please note that due to reasons, I might not allways be online when a deadline runs out and you might have to wait for several hours.

Please check the BSC: Challenge Guidelines Mk.II - even if you just want to vote! This is where I've outsourced all the rules, legal stuff and design-goals.

How is this going to work?

You will have 96 hours to build you craft and post your entry here with at least one screenshot and its .craft file. Also be so kind to drop us a few lines, about your craft. What are your thoughts on the design? Why is it a good stock craft?

Once submissions are closed, I will post a poll where you can vote for your favourites. Depending on the number on entries, we will probably first hold a two day primary election, followed by a two day final one. Anyways, I would like to encourage you to write a few lines why you voted you that craft, it keeps the thread fresh and we all have something to read while we wait for the votes.

What are we doing this time?

As you allready know, we are doing the Kerbal X.

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Now, this rocket is actually quite a nice design. It's a well proportioning example of aspargus-staging. However it is a littlebit wobbly and I'm not entirely sure what you are supposed to do with it. The landing legs imply the posibillity to land on the mun. However, if you do so, you will be stranded will not enough fuel to return to mun-orbit. A simple circummunar mission (Apollo 8-style) would not need landing legs.

So, what I want you to build is a fully fledged rocket - with the ability reach mun-orbit and return to Kerbin. Basically a Apollo 8 rocket. Alternatively you can build a rocket that will bring you to the Mün and leave you stranded ;) But since it's a stock craft, I would refrain from complicated procedures that are needed for a LOR mission and stick to direct ascend.

For inspirational purposes, I brought the two classics, the Saturn V and the N1 - the two rockets specifically designed to get men to the Mün ....err.....Moon. Since we want a heavy rocket, I also got a picture of the Delta IV Heavy, one of the most powerfull modern rockets. And last but not least, a rendering of the unimaginatively named Space Launch Sytem - the maybe successor of the space shuttle.

DtDKdjt.png

Contenders

700NitroXpress - Atlas V

Andrew Hansen - Kerbal X Revised

antbin - Kerbals XX

Blaster - Reynard Apex Munar Ship

BlazeFallow - Kerbal XD

Bobnova - Kerbal X4

breakthrough - Kerbal X Revision 1A

briansun1 - XV-1X

Carl - Kerbal X V1.0

Death Engineering - KB X-11

Deathsoul097 - Kerbal Z.Z

Dekul - Minimalist Kerbal X

ethan829 - Kerbal XI

fireblade42 - WorkHorse

Giggleplex777 - Kerbal G

GregroxMun - Orbiter X

I_Killed_Jeb - Meercurio Alpha

Johnno - Kerbal JX3

Kasuha - Kerbal IV Light

Kerolyov - Kerolyov X

kookoo_gr - Mun-Lander II

kzauner - KerbalEX

Mecha Pants - Kerbal Orbiter Mk4

mhoram - Christmas Tree

mpink - Mun Xplorer

Nao - HexaDragon

NeilC - Kerbal X2

pedorsf - Vmt

Psycix - Kerbal Xi

Pulsar - Impulse 3 MMO

Rhomphaia - Kerbal 10b

sgt_flyer - Kerbal Y

Spartwo - CTV

sploden - Kerbal X improved 02

timemaster - Kerlington 1000

vetrox - The Ambitious

Xeldrak - CROME

XolotlLoki - Delta X

zekes - The Sarah III

Edited by Xeldrak
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What kind of capabilities does it have?

Mine?

Launch stage more stable, and capable of lifting the payload to orbit with a probe core and electricity supply to de-orbit.

Upper stage is pretty much the old one with more useful solar panels and some science bolted on (demonstrating that craft need not be symmetrical to be reasonably stable) Will update post with better info when I get back from work.

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Now, this rocket is actually quite a nice design. It's a well proportioning example of aspargus-staging. However it is a littlebit wobbly and I'm not entirely sure what you are supposed to do with it. The landing legs imply the posibillity to land on the mun. However, if you do so, you will be stranded will not enough fuel to return to mun-orbit. A simple circummunar mission (Apollo 8-style) would not need landing legs.

Kerbal X is capable of landing on and returning from Minmus, that along with lunar orbit capability could perhaps be the goal? Landing legs do indeed suggest landing capability and the only place you're capable of doing so and still having return capability is Minmus. Since Minmus is also easier to land on than Mün that could be a worthwhile direct ascent goal for the craft, to me it at least seems like the only reasonable explanation for the stock Kerbal X.

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Kerbal X is capable of landing on and returning from Minmus, that along with lunar orbit capability could perhaps be the goal? Landing legs do indeed suggest landing capability and the only place you're capable of doing so and still having return capability is Minmus. Since Minmus is also easier to land on than Mün that could be a worthwhile direct ascent goal for the craft, to me it at least seems like the only reasonable explanation for the stock Kerbal X.

Hm, well, yes - I allways forget about Minmus. This actually sounds reasonable ;)

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so basicly a lander with a launcher.

Well, you forgot about the part that you don't need a lander. I'm thinking about a Craft for an Apollo 8-style mission (i.e. no landing at all). Because direct ascend is simply not fun.

Edit: God, I'm tired - actually, I wanted to edit this into the post above.

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Well, you forgot about the part that you don't need a lander. I'm thinking about a Craft for an Apollo 8-style mission (i.e. no landing at all). Because direct ascend is simply not fun.

Edit: God, I'm tired - actually, I wanted to edit this into the post above.

but isn't that what the orbiter 1a is for?

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Here's my revised entry.

Kerbal X4.1 (X2 was too complicated, it was a full on Apollo style lander. X3 had too much DV, it could land on Mun and return to Kerbin).

Javascript is disabled. View full album

The stages are set up so you can hit 100% throttle and leave it there without hitting terminal velocity. I took the Engineer part off after testing, it's 100% stock. I left it on for the flight so I could check telemetry and so that y'all could see D-V numbers.

It can make Kerbin orbit easily, make Mun orbit easily, land on Mun easily, and just barely get back into Mun orbit if you were fairly efficient about getting there and landing. Forget going back to Kerbin after landing on Mun. Minmus you probably can make it just fine.

No special flying considerations to speak of.

Craft file.

EDIT:

As a note, it can make it to Minmus, land, and return to Kerbin with >600m/s to spare. (Just tested)

Also teaches the value/possibility of using four LV30s in place of a single Skipper (though I do it cause it looks cool, most of the time), plus asparagus staging, less disposable capsules, radial parachutes, docking ports (particularly useful when you land on Mun and have to refuel in orbit to come home).

Edited by Bobnova
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but isn't that what the orbiter 1a is for?

The orbiter was an orbiter - this is mainly about the rocket. If you add legs and call the final stage of your rocket a direct-ascend lander or leave the legs be and call it a Orbiter doesn't really look like a big difference to me.

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This is my entry in this contest, it's my first time and sorry if my entry is not valid per the rules. I went for a minimal version of the Kerbal X. This rocket can get to the Mun and back with fuel to spare, as well as Minmus (although for Minmus you need to fly more efficiently than the Mun) . It's flight profile is relatively easy. The standard orbit for this ship is 75km above kerbin and it can reach and deorbit the Mun with its main engine. Before landing jettison of the main engine is a must in order to save fuel for the return trip. The maximum orbit from the Mun to Kerbin of the lander is 15 km. Action groups are set from 1 to 6 for the science packages in order to spam science. Also it is a great ship for getting to various places in Kerbin. The album shows a typical flight to the Mun and back.

http://www./view/cq6xgg61ag0kqc8/Mun_Lander_II.craft

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Edited by kookoo_gr
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This is my entry in this contest

Looks excellent - is that asparagus staging? (I haven't had the chance to test it yet). I think that'll be vital to this competition - this stuff needs to be taught to new users. The design is simple and practical. You've got my vote so far.

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Craft file HERE

My take on the Kerbal X shrinks the mission payload and adds RCS and docking capacity,

going away from the orbiter/semi-lander and making it into an orbiter/station service vehicle.

Hidden under the structural panel interstage shroud is an LV-909 engine, four small radial RCS tanks, and 4 solar panels.

Other features of note include battery based orientation lights on the top and bottom of the orbiter, a spotlight for docking,

a self-deorbiting upper stage, and a reaction wheel at the base of the first stage that makes the whole

craft much more nimble.

EDIT: Now now with 100% more Imgur albums!

(Current mission incomplete, crew resting at station in low munar orbit.)

Edit 2: Sadly, a deadly reentry related overheat bug/kraken attack sent the crew of "Aerodynamic Mockup II" to an

unfortunate fate in low munar orbit when I rejoined the mission. They will be remembered. "Aerodynamic Mockup III" has

been launched to continue the mission in their place.

Edited by Mecha Pants
Mod influenced Kraken attack
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Looks excellent - is that asparagus staging? (I haven't had the chance to test it yet). I think that'll be vital to this competition - this stuff needs to be taught to new users. The design is simple and practical. You've got my vote so far.

It's asparagus staging, the fuel lines of the third pair of rockets are at the inside and are not clearly visible (they are not clipped) you just need to zoom the camera the right way.

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Hello, here's my entry : the Kerbal Y !

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The Kerbal Y has been built to showcase several building techniques, each of those techniques been simplified to become easy to understand for people new to the game. it also showcases a way to place the various science parts on a spacecraft.

the features showcased :

- simple asparagus (with x4 symmetry instead of x6)

- how to easily 'hide' separatrons, on the boosters.

- easy radial placement of various engines - the LVT-30's on the core stage with the tail cones, and the 48-7s' on the upper stage, with cubic struts.

- 2 different types of interstage fairings - one which stays with the upper stage on separation, and is supposed to be dropped a few seconds after separation, and a second one which stays with the stage below the spacecraft on separation.

- solid interstage strutting hidden behind the interstage fairings

- Escape tower (with asymmetric thrust) - the asymmetry is easy to spot, as the cubic strut at the top of the rocket (the one with two separatrons) is off-centered from the rest. (the result makes the command pod veer in one direction during abort, to limit the risks of the rocket hitting the command pod after aborting) - the Abort action group also disable the command pod's torque - so even if you stay with SAS enabled, the escape tower will still work correctly.

for reaching the mun or minmus, you simply start your burn with the rocket's upper stage, then finish with the spacecraft. the spacecraft has plenty of fuel for various corrections as needed, (i usually still have half the fuel left at the end of the mission - which is to go orbiting the mun or minmus, and then coming back to kerbin)

here is the .craft file : http://www./download/h9mxph97zwang6w/Kerbal_Y.craft

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My take on Kerbal X: Kerbal IV Light

- separate stage for launch clamps so your ship doesn't fall if you forgot to throttle up

- basic asparagus stage, the two outer tanks feed into the middle tank

- slightly stronger lifter stage than stock one, it's possible to make orbit with it and even get a bit of transfer burn

- six landing legs for more stability. Set up so they reach below the engine (just barely)

- lights for nightside landings

- solar panels and batteries for more electricity for turns while not thrusting

- ladders which reach ground plus action group to extend/retract them

Can land on Mun but I don't think you can return with it. Maybe if you're really good.

Can land on and return from Minmus (if you're not noob)

Landing on Kerbin possible both with just the command pod and with whole last stage (combining parachutes and powered landing). Safe if you try it and forget to brake with thrust.

Last stage can hover on Kerbin, allowing e.g. powered landing practice.

craft file

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Edited by Kasuha
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Here is "Christmas Tree" my entry for the Kerbal X BSC Challenge

Updated version of 2013-11-15 with support for Minmus landing and asparagus staging.

.craft

The album contains pictures from a mission to Minmus and back.

Javascript is disabled. View full album

This ship has two purposes.

The first purpose is to reach a 100km orbit around the Mun and return the crew and experiments safely to Kerbin.

The second purpose is to land on Minmus and return safely to kerbin.

With a total delta-V of about 3300 after reaching a stable 100x100km LKO, there is enough fuel to reach a 100x100km Mun orbit and come back with a reserve of about 800 delta-V. This margin should be enough even for beginners that do not get the ideal gravity turn.

For the Minmus-landing-mission the reserve is about 500 delta-V which should be enough for beginners with a bit of experience to accomplish.

The capsule that holds 3 Kerbals is attached with many scienetific gadgets. Landing lights are included for landing during night.

Beginners can learn how to use structural panels, asparagus staging, ways to decrease the height of a rocket and fuel-routing through structural panels.

It takes the asparagus staging design approach for the first stages and the classic variant for the later stages.

It is further designed to leave no debris in the orbit, which should be considered a good design principle.

Action group 1 is reserved for toggling the ladder.

Action group 5 is reserved for toggling the solar panels.

The Christmastree like design comes from the effort to reduce the height of the rocket.

Edited by mhoram
New version of the craft
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