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Work-in-Progress [WIP] Design Thread


GusTurbo

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My WIP "Starchan" SSTO (I still need to arrange the images properly)

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All I mainly need to do now are optimizations and improving aesthetics. Any ideas?

KSP crashed as soon as a left to the KSC and into the tracking station. Good thing I quicksaved!

Edited by NeatCrown
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That's a cool feature! I always use Kerbal Engineer; it's a necessity for building predictable craft in my opinion. I notice that the SRB's on the Space Shuttle are moved in towards the Orbiter. Was this intentional? I believe the real Space Shuttle did this as well, so props for making it like that. :)

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That's a cool feature! I always use Kerbal Engineer; it's a necessity for building predictable craft in my opinion. I notice that the SRB's on the Space Shuttle are moved in towards the Orbiter. Was this intentional? I believe the real Space Shuttle did this as well, so props for making it like that. :)

Copied from the other thread:

It wasn't intentional from an aesthetic point of view, actually. I used offset to move the boosters in an attempt to reduce torque, and that position helped keep torque down.
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Ok quick question... Does anyone know all the flexible parts (all I know is the ant engine) that could be used in a hinge?

Many things can be flexable, just some are not as flexy. The structual pylon is by far the most flexable. Other decouplers are weaker plexi-wise, and if you have a bunch of small parts (can be any, except physicsless parts) stacked on each other (like the ant engines), you can get some flexability.

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Am I the only one in love with subassemblies?

The STS ComSat (STS-5) subassembly WIP. The sats launch and rotate out of the bay like the real thing. Still more final tweaks and design to do. A WIP since the sats sometimes crash into the sides, and I forgot to turn off SAS in these pics on sat launch, and it's time for bed. Thought I'd share it here since not everyone reads my STS thread updates.

tjUG6tg.png

uhQsg65.png

kCPqaHM.png

YvyDg6G.png

Edited by inigma
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I can't help but post this everywhere, since I put hours of of 2 fps gameplay into getting it working.

Here's a Laythe Cargo SSTO, that brought 15 tons to Laythe, where I took all inclination changes. It has around 300 parts, which is pretty good, considering Overfloaters brought 20 tons with a 500 or more part craft, but of course, his is an eye candy, whilst mine, is ahhh, a flying fuel tanks with wings and a payload strapped on the front of the fuel tanks

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I don't know how my crappy computer survived all these visual mods, but as you can see, it brought a 15 ton payload to Laythe, and then flew back. More info here:

http://forum.kerbalspaceprogram.com/threads/109895-LC-Cruiser-III-Eagle-15-tons-payload-to-Laythe-SSTO

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Am I the only one in love with subassemblies?

The STS ComSat (STS-5) subassembly WIP. The sats launch and rotate out of the bay like the real thing. Still more final tweaks and design to do. A WIP since the sats sometimes crash into the sides, and I forgot to turn off SAS in these pics on sat launch, and it's time for bed. Thought I'd share it here since not everyone reads my STS thread updates.

http://i.imgur.com/tjUG6tg.png

http://i.imgur.com/uhQsg65.png

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

http://i.imgur.com/YvyDg6G.png

How do you keep your shuttles balanced when changing payloads? I've found that different payloads can really throw the torque values out of whack.

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How do you keep your shuttles balanced when changing payloads? I've found that different payloads can really throw the torque values out of whack.

Magic.

...

And 30 SAS modules.

...?

Actually, you design a shuttle to fly a maximum payload. Then empty it for minimum. Balance everything until max torque values are roughly in the middle of two expected extremes. Add SAS to cover the difference. In my case it took 24 in the tank and 6 in the orbiter to cover the max 900 torque. Now I can slap in payloads without thinking anything but how much fuel to add. Noob friendly design at its finest. :)

Edited by inigma
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Magic.

...

And 30 SAS modules.

...?

Actually, you design a shuttle to fly a maximum payload. Then empty it for minimum. Balance everything until max torque values are roughly in the middle of two expected extremes. Add SAS to cover the difference. In my case it took 24 in the tank and 6 in the orbiter to cover the max 900 torque. Now I can slap in payloads without thinking anything but how much fuel to add. Noob friendly design at its finest. :)

Ah, I had almost forgotten about SAS modules. My latest attempt doesn't have any supplemental SAS, only torque from the cockpit.

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Push/Pull 1

Flies well, the hood also works well. The problem is the low Delta (in older versions was able to get about 8.5-8.7 km/s^2). I guess the reason is the heavy wings.

iDayYty.jpg

Particularly disappointing it looks at the background of Cargo Planes with a larger margin of Delta :(

v8wMuwF.jpg

dtINjvK.jpg

Edited by fenya
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After building small-medium SSTOs, I've set myself the challenge of building an SSTO that can haul a full orange tank to 125km and return empty, without any significant movement in CoL:CoM.

Second attempt is effective, but seems to have an errant control surface that pulls it to the left. Most annoying.

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Magic.

...

And 30 SAS modules.

...?

Actually, you design a shuttle to fly a maximum payload. Then empty it for minimum. Balance everything until max torque values are roughly in the middle of two expected extremes. Add SAS to cover the difference. In my case it took 24 in the tank and 6 in the orbiter to cover the max 900 torque. Now I can slap in payloads without thinking anything but how much fuel to add. Noob friendly design at its finest. :)

More like 200 parts worth of vernors.

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