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Work-in-Progress [WIP] Design Thread


GusTurbo

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I finally realised just how good the new engines are; this Mainsail-powered lifter was struggling to get 27 tons to orbit, even with a better second stage... then I swapped the Mainsail for a KR-2 thrust limited to 1850 kN, and 31 tons suddenly becomes easy. Hm.

TAwhpx2.png

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I believe I've finally hit a sweet spot. This isn't a giant ship at 80 tons, and not part heavy at under 300 parts while being both maneuverable, decent ranged, extremely well armored, and carrying above average weapons capacity along with plenty of power. It even has a honeycomb decentralized structural design to ensure enhanced survivability and to look cool.

In two trial runs, it fell at over 100 m/s and sustained minor damages with both the fuel tank and engines intact and operational, while in a 120 m/s drop it lost the fuel tank and engines, but the whole ship was otherwise unscathed. I call it the UNSC Bladerunner.

Download: https://www.dropbox.com/s/51s6o23fy3ukj37/UNSC%20Bladerunner%20Prowler%20MKI.craft

The latest addition to my prowler corps.

It can be modified for electronic warfare. (SIGNIT and ASSW.).

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Edited by andrew123
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I got the idea to build a mothership sized SSTO that looked cool. Apart from ssto capability it should have enough dV to travel to other planets (well, after refueling at 200km). It should have all extra stuff built into the body. And most of it it should look more sci-fi. The development of this craft goes under the name of XKM (eXperimental Kankoh-Maru) and the working version is now up to 5b so this is XKM-5b.

I have spent way too much time on different engine builds but now everything is working without blowing up and that is always a plus. I wanted to have at least one KR-2L but after hours of trying to make that work I had to give up. I will go back to explore a KR-2L option for later versions.

The XKM-5b engine cluster contains 8 TurboJet engines, 16 Aerospike rockets and 8 LV-N rockets. The TurboJet engines work up to 23km. After that it is enough for the Aerospike and LV-N to get it to 100km. Before circularize orbit I shut of the Aerospike rockets and let the LV-N take over. It is all stock but testing it out I used MechJeb. When 0.24 gets released I plan on a modded version but I don't know with what (suggestions?).

After tweaking the flight path I got just above 2500dV left after circularize at 100km. Before I release it I need to do more tests, it needs a proper name (suggestions?) and I feel the need for some craft options. I have only played around with a lift-off assistance and it does look promising. End up with double the fuel left with that attachment. I only use structural pylons because they leave no marks.

So far I have been to the Mun and Minmus. Next test is Laythe. Until then here is the pictures of what the XKM-5b looks like.

XKM-5b

Crew capacity: 4

Start mass: 415t

Part count: 216

Cost: 350M$

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Edited by Umami
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I got the idea to build a mothership sized SSTO that looked cool. Apart from ssto capability it should have enough dV to travel to other planets (well, after refueling at 200km). It should have all extra stuff built into the body. And most of it it should look more sci-fi. The development of this craft goes under the name of XKM (eXperimental Kankoh-Maru) and the working version is now up to 5b so this is XKM-5b.

I have spent way too much time on different engine builds but now everything is working without blowing up and that is always a plus. I wanted to have at least one KR-2L but after hours of trying to make that work I had to give up. I will go back to explore a KR-2L option for later versions.

The XKM-5b engine cluster contains 8 TurboJet engines, 16 Aerospike rockets and 8 LV-N rockets. The TurboJet engines work up to 23km. After that it is enough for the Aerospike and LV-N to get it to 100km. Before circularize orbit I shut of the Aerospike rockets and let the LV-N take over. It is all stock but testing it out I used MechJeb. When 0.24 gets released I plan on a modded version but I don't know with what (suggestions?).

After tweaking the flight path I got just above 2500dV left after circularize at 100km. Before I release it I need to do more tests, it needs a proper name (suggestions?) and I feel the need for some craft options. I have only played around with a lift-off assistance and it does look promising. End up with double the fuel left with that attachment. I only use structural pylons because they leave no marks.

So far I have been to the Mun and Minmus. Next test is Laythe. Until then here is the pictures of what the XKM-5b looks like.

XKM-5b

Crew capacity: 4

Start mass: 415t

Part count: 216

Cost: 350M$

http://imgur.com/a/u7Qks

Cool one! I thought it was 100% rocket power though, that would give you more in-space delta-v (probably less nukes and more fuel, but removing the airbreathers saves a lot of weight, and pure chemical rockets can get 5km/s comfortably with high T/W engines). Also, I would widen that landing base to be able to land on rougher terrain (or without mechjeb's help to null lateral velocity).

Rune. I might build something like it around a single LRB, with lots more clutter on the outside.

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Cool one! I thought it was 100% rocket power though, that would give you more in-space delta-v (probably less nukes and more fuel, but removing the airbreathers saves a lot of weight, and pure chemical rockets can get 5km/s comfortably with high T/W engines). Also, I would widen that landing base to be able to land on rougher terrain (or without mechjeb's help to null lateral velocity).

Rune. I might build something like it around a single LRB, with lots more clutter on the outside.

The Japanese Kankoh-Maru has been the inspiration for the project. And as you say a wider base would help when landing. I did play around with that but it was a nightmare getting everything to stick. When building I did not unlock clipping in the editor.

The idea is that is should be fully capably of getting to the Fuel Depot space station at 200km on its own. I did try one version with LOSS (Lift-Off Support System) and removed all the jets inside but that version could not get off the ground without the LOSS.

So for XKM-6a there will be a wider base, 4 LV-N instead of 8 and replace the TurboJet ring with another ring of Aerospikes. The LOSS I think is working pretty well and it is just used to save some fuel at the station. The XKM project forced me to build a much larger fuel tanker for the station. Refueling the XKM-5b requires something like 25K of fuel when reaching the station. The one I use now is carrying 2 S3-14400 tanks. That one is not very well designed but it is much more fun building Sci-Fi looking things.

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I'm building yet another stock base, this time in the Farside Crater. The twist? Everything had to fit not only the launcher's fairing (the 3.75m shroud of my Longstrider General Lifter model), but also the cargo bay of my newest version of that most classic of lunar landers, the Eagle from Space:1999. An icredibly inefficient, sci-fi way to build a base (so far I've burnt about two orange tanks from Gateway station to assemble six loads on the surface, the standard base pack, and that's just four linked modules and a pressurised rover). I'm having loads of fun!

What follows is an intentionally fuzzy picture to sneak peek the whole thing, which will be made available when I reach the new munar day in my save and can get better screenies. There will likely be more modules dropped too... I'm already thinking up a lot of ways of linking the four different modules (node, hab, lab and fuel dump, plus construction rover and passageways):

dwb7C2i.png

Rune. What do you guys think, want to see more? Soonâ„¢ :wink:

Edited by Rune
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After trying lots of different ways to improve the XKM-5b I am finally ready with a new model. The 6 series had to be scrapped due a design flaw that led to overheats and complete destruction.

The 7 series started to take shape instead and it only had one major incident but that was caused by computer malfunction and not connected with main design. Jeb died, and then he didn't.

So this is the XKM-7b. It reaches an orbit of 100km by it self with almost a dV of 2900m/s left (my record is 2897m/s) All chemical.

There is a XKM-7c that has the LOSS-2 (much bigger than the LOSS for XKM-5b) but the main vessel is the same. No pictures on that yet.

Compared to XKM-5b the XKM-7b is better at everything. More crew, more dV, more weight but less parts. And not to forget the 7 series have a little balcony.

And I think it looks more like the Kankoh-Maru then the old version did.

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For the future I am looking into the possibility of separating the top and land with that just to save fuel on longer missions. I have started already to play around with the idea but that just ended with explosions. Bits everywhere. I do think it would be a nice feature.

Overall I am happy how the 7 series turned out so I will now focus on tuning and adding features instead of developing the 8 series.

To be continued...

Edited by Umami
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I'm building yet another stock base, this time in the Farside Crater. The twist? Everything had to fit not only the launcher's fairing (the 3.75m shroud of my Longstrider General Lifter model), but also the cargo bay of my newest version of that most classic of lunar landers, the Eagle from Space:1999. An icredibly inefficient, sci-fi way to build a base (so far I've burnt about two orange tanks from Gateway station to assemble six loads on the surface, the standard base pack, and that's just four linked modules and a pressurised rover). I'm having loads of fun!

What follows is an intentionally fuzzy picture to sneak peek the whole thing, which will be made available when I reach the new munar day in my save and can get better screenies. There will likely be more modules dropped too... I'm already thinking up a lot of ways of linking the four different modules (node, hab, lab and fuel dump, plus construction rover and passageways):

Rune. What do you guys think, want to see more? Soonâ„¢ :wink:

Would love to see how this turns out. Had to google Space:1999, never heard about it. Made me think of Space: Above and Beyond. They have a cool drop ship in that series.

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To be continued...

Please do! It's an awesome concept, and shows that although unsightly, the mk3 cockpit can still be used in some great-looking crafts! :)

Before continuing work at the Rosetta replica, I threw this little Duna/Eve flyby craft together. It does technically have enough fuel to circularize around the planets and return-assuming aerobraking- but I'm not going to gamble :P

nk58mA0.png

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Would love to see how this turns out. Had to google Space:1999, never heard about it. Made me think of Space: Above and Beyond. They have a cool drop ship in that series.

Then keep an eye on this thread and the exchange, I'll post it in both places. But I'm not promising it to be tomorrow... ^^'

Also, you Kankhou-Maru replica is looking good. No nukes in there for in-space efficient burns? :o

Rune. You packed a lot of delta-v there in the end! :D

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Also, you Kankhou-Maru replica is looking good. No nukes in there for in-space efficient burns? :o

Rune. You packed a lot of delta-v there in the end! :D

It does have nukes, six of them. Tried a version with four but when fully fueled it takes forever to do any interplanetary dV change. Six turned out to have a good balance between max dV and dV change. The two KR-2L is only used for takeoff/landing when just the nukes doesn't cut it.

Edited by Umami
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The XKM-7D is taking shape. Some tweaks to do still. The pod gets as it is now about 1600 dV. Power is supplied by four Rockomax 48-7S. I am not happy about that. I want it to have something like 2500 at least so there is still work to be done. But this is the concept. The separation feature did not add much weight to the whole thing so taking off from Kerbin is not an issue. The point of this is to get down to moons without have to bring down the whole thing. When finished the pod should be able to get down to the Mun and back. So from 100km orbit, down to the surface and back again.

Any ideas to get some more dV without adding to much weight?

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The XKM project is getting close to a finished product. I give you the XKM-7E.

From a design point the 7-series is done. Just finished with a tiny test flight to the Mun and that went really well. Will do some more real testing tomorrow before I release the .craft file. The previous version was a test of the separation and I was happy with how that turned out. My major concern with the 7D was that its ugly.

The main focus for 7E was to make the separation feature blend in to the rest of the vessel, and give the XKM-Pod enough dV to actually be useful. Now with the Pod I can tweak that without screwing up anything else. The inside of the XKM is getting... hmmm.. a bit messy. Had lots of fuel-flow issues so I don't want to touch that thing again.

So some more test flights and some minor tweaks and I will release the XKM-7E. I really need to come up with a proper name for it now.

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So I decided to take a Step back and work on the Plooto-I again, I went from my Traditional orbiters to different Kerbal Payloads. I still need a name for this one and yes this means the Plooto Shuttle will be coming back soon.

vOR0Ru4.png

Also here's a replica, I'll let you guys guess what it is.

b7SUl7t.png

(Hint: Last tier American jet in War Thunder)

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So I decided to take a Step back and work on the Plooto-I again, I went from my Traditional orbiters to different Kerbal Payloads. I still need a name for this one and yes this means the Plooto Shuttle will be coming back soon.

http://i.imgur.com/vOR0Ru4.png

Also here's a replica, I'll let you guys guess what it is.

http://i.imgur.com/b7SUl7t.png

(Hint: Last tier American jet in War Thunder)

F-86 Sabre A, obviously. (And I will hate you forever for saying War Thunder instead of World Of Warplanes.)

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