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Rottie's Remarkable Rockets (Stock and Mod)


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Rottie's Remarkable Rockets and other assorted junk.

YouTube Series: KOBOL craft files are below, or click HERE

Now that I've been playing KSP for a while, I thought maybe it's time to give a little more back to the community than just helping out with mods and posting random stuff on the forums.

When I play KSP, I do so with KLF (Kerbal Live Feed), If you'd like to join me and my friends in our adventures please see THIS THREAD POST to download the latest client version. (This is NOT multiplayer, this is Chat + Screenshot and Craft File sharing!) Server I use is: klf.general-physics.de:2075 SERVER DEFUNCT

If you would like to contribute your craft to this post, please contact me either via KLF, or private message.

IMPORTANT NOTE: There seems to be a bug with KSP when loading the strut and fuel line connections, You may need to re-connect the struts and fuel lines until a can find a fix that loads the craft files correctly every time.

Lifters:

[MOD] Resolute Series Lifters DEPRECATED

Requires the following mod: Stockalike parts for useful esthetics

The Resolute Series of Launchers, meant to be as stock-like as possible, but containing useful mods to make them look good and/or add to the functionality. The Resolute1 comes in two flavors, an "Onion" staged version (all outside tanks feed the inner tank and all drop away at the same time when you stage), and an "Asparagus" staged version, where the outer tanks drop away two at a time as they drain out. These should be useful to the late early tech tree player, once you've unlocked fuel lines etc, and you're in that stage where you need to lift landers and probes to the moons of Kerbin (Mun and Minmus).

Resolute1

The Resolute1 comes standard with a probecore and RCS system so that you can de-orbit the main body of the launcher after your payload is in a stable LKO. No extra batteries are included to save weight, so make sure you deorbit this pretty quickly after stage separation.

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Downloads: (Meant to be placed in your subassemblies folder, the root part of these is the decoupler on the top)

Onion Version

Asparagus Version

Skycranes:

Coming Soonâ„¢ !

IP Tugs:

Coming Soonâ„¢ !

SCIENCE!â„¢ Stuff:

Science Pod Mk1 STOCK VERSION DEPRECATED

An original design based on GameplayreviewUK's "Fuel Pod" system. The intent of this unmanned probe is to assist mid to late game (Tech tree filled out to MetaMaterials, Unmanned Tech, about Tier 6 and one T7) players with filling out the tech tree completely. Returning four of the same experiment (Mystery Goo and Materials Bay's) from any one Biome (for the most part) "mines" out the science points available to you in that Biome. Therefor this probe is intended for the player to use in the subassembly's area. You can take a couple of these with you to say Duna or Eve. Easily capable of landing and returning to orbit from Ike or Gilly (heck what's not right), these "pods" can be tugged back to LKO and returned to Kerbin (if you use Deadly Reentry you'll need to figure out a heatshield or use a very shallow angle entry). These pods are also capable of landing and returning to Minmus orbit.

I recommend you use a skycrane to land and return these on other bodies lacking atmospheres. An Interplanetary tug should be used to move them to and from bodies outside Kerbin's SOI. A rather optimistic set of parachutes is included for those who wish to toss these into the soup of any bodies that have atmospheres. There are rumors that a rival corporation has landed one of our stolen pods on eve and transmitted back some interesting data.

Contains: 4x Goo, 4x Material, 1 each Seismic, Pressure, Therm, Gravioli

Pictures:

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Dropbox Download HERE

Edited by rottielover
Updated with KLF info
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BONUS CRAFT!

Landers:

[sTOCK] The Resolute "Low Tech" Lander DEPRECATED

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This is a base lander system, meant for those in the Tier 3 or 4 tech tree (about the time you've unlocked enough parts that your going to the moons of Kerbin often to get as much science as you can). This landing system features two liquid fuel stages, and has enough RCS attached to the pod to make emergency return to kerbin (for those with enough patience to hold down the H key while you burn through your monopropellent) ;) For those using Deadly Reentry, the DREC configs should place 250 units of Alblative shielding onto the pod without you having to do anything, if not check that Module Manager was installed correctly. If you are using TAC Life Support, I suggest adding on a couple of Life Support Supply containers.

The last shot of the album displays one possible custom configuration. I've attached radial decouplers to the sides, and added additional fuel, and science parts from a host of mods.

I hope you enjoy it!

Download: HERE

Edited by rottielover
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  • 3 weeks later...

Bonus, Early / Mid Tech Base!

[MOD] Minmus Alpha DEPRECATED

A low tech Kethane outpost meant for (fairly) early career play.

Currently consisting of a habitation module, Kethane refining module, Kethane extractor module, and command and control module.

Mods: Required - Kethane, TAC Life Support , MechJeb (Because I think I forgot to remove the part from one of the modules, DOH!)

Helpful and highly recommended: Docking Port Alignment Indicator

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Downloads (All modules come with launcher system):

1 Drilling Unit

2a Surface Refinery

2b Orbital Refinery Special Thanks to TheUnamusedFox!

3 Command and Control plus Habitat (Two modules, 1 landing)

4 Kethane Transport Special Thanks to TheUnamusedFox!

Optional: 4b Kethane Transport with KAS (Note Requires the Kerbal Attachment System ) Special Thanks to TheUnamusedFox!

NEW! 5 Transport Hub NOTE: Stand alone no launcher included.

Most modular and dock-able bases are based on 1 or both of the following, a "under module assembly rover", or a Crane style rover to lift modules into place... While those approaches are wonderful, and work really well, I wanted to build a Kethane outpost for use earlier in my career saves. So this "low tech" base was assembled in a tech tree without the heavy duty rover wheels unlocked yet.

So how do you assemble this rottie??? are you crazy?? Well the answers in reverse order are: a little bent perhaps, and "Hopping"... You see, over the time I've messed with dock-able surface bases, one thing I've noticed, they dock much easier if the docking port you are controlling is falling downwards. Enter RCS ports...

I recommend the following: Use the Drilling unit to scan for kethane deposits from orbit. Once you find a good spot, land and start drilling. Next bring along either the hab and control combo, or the Refinery (If you've opted for the surface refinery). Land as close as possible to your drilling rig (no more than 500m away). At this point you can use the landing liquid fuel engines to raise yourself a bit and hover over closer (if you are on the Mun, if you are on Minmus the RCS should be more than enough). There are enough RCS ports to lift you on the mun without the liquid fuel engines, but this could be harder for beginner pilots. Mechjeb's Translatron feature is extremely helpful here.

Once you get fairly close and lined up, land a with a short gap between the docking ports. Control from here on the port you want to dock with and set the drilling rig's port as target. (NOTE! This causes your RCS translation controls to change if you're using the IJKL HN combo). At this point K will lift you up and H will move you forward, all you have to do is "hop" into the docking port and the magnets in the ports will pull you together nicely.

Note about the Hab/Control combo, The only part that has a prob core is the Control center (really a 1 man lander can). You can Optionally bring a kerbal along or setup the base using the probe core first before the crew arrives. Since the Hab module is without probe core, you will need to dock it where you want it while the control module is still docked on top. Once you get it where you want it, you can transfer some monoprop into the tanks, and unlock the control module to be docked where you'd like it.

Truss sections will be released Soon!â„¢

Edited by rottielover
Alpha Base Pack Released!
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  • 5 weeks later...

Kobol DEPRECATED Kobol as a series is being retired, however I am working on something new....

A YouTube Career mode playthrough with a purpose! Join me as I create the first self-sufficient, off-world colony using the GreenMesa Industries "Modular Kolonization System" (MKS) mod. As you can imagine there are quite a few mods involved and I will attempt to keep a list of the most important here.

Craft file share location: HERE

Mod List (Not Complete):

Toolbar

Kethane

KAS

KAX

KSPX

SDHI

Real Chutes

DREC

FAR

... more to come

Edited by rottielover
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  • 10 months later...
  • 2 months later...

HEEEEEEEEE's BAAAACCCKKKKKK....

SSTO's

So I never make SSTO's, for over 1500 hours in this game since .18 I've made rockets. Tonight I saw a post in the general forum and decided to try given a fairly low tech level (no rapier's)...

The design is pretty simple, couple fuel tanks, two turbo jets and a LV-30 make up the main thrust, with some RCS so that you can dock to a space station with the inline dock ring.

I present Rottie's " F14 Ace I "

KbnOagq.png

The ascent profile was rather, odd.. (not at all what I expected).

I set the rear wheels too far back, so this thing won't lift off till your off the runway, by then you'll just start to get the mach effects. Pitch up to 40 / 45 deg and let the turbojet's do their thang... Once you're about to flame out due to lack of air, stage to kick on the LV-30 and go wings level with the horizon. (Simple instructions, see below for detailed step by step)

I make it to an UGLY orbit of 120km x 78 km , de-orbited with the RCS and landed in the great desert...

The only potentially relevant mod here might be Kerbal Join Re enforcement, but you can easily add spacetape if needed.

(Note, I'm using NecroBone's Fuel Tanks Plus, it makes the tanks look prettier but makes NO CHANGES to the stock tanks, so you should be able to load this file just fine if you have TAC LS).

I am a TAC LS user, and there is a LS container on this ship. If you want to use this ship you'll need to at least load the standard size LS container and then remove it.

CRAFT FILE HERE

Step By Step:

1) Setup an action group for the two turbo jet engines for "toggle", doesn't matter if you use Stock or a mod for groups

2) Launch your craft and go to the runway, set the parking breaks by clicking the break icon, set your throttle to zero by pressing X

3) Press spacebar to activate your jet engines. Click the parking break button to turn the breaks off, and then press the T key to engage the SAS system (you did pick a Pilot Kerbal right?)

4) Press the Z key to go to full throttle, if you did not move the landing gear let the plane fly off the runway then gently use your S key to pitch the nose up, and hit your G key to raise the landing gear.

5) pitch the nose up on your nav ball till you're between 40 and 45 degress, and wait till you hit about 7000 meters in Alt, you should be getting Mach effects (white smoke like air around the plane). When you get to 7000 - 8000 meters level out with the W key to around a 10 degree climb

6) At this point you need to watch your IntakeAir gauge (top right of your screen the Gas Can icon, left click it and look at the intake air), when it gets down to around .6 or so you're going to want to kick on the next engine by pressing spacebar

7) at this point you should be around 12,000 or more high and moving pretty fast, use your action group key to turn off the jet engines when the intake air drops to around .4 ( you can push it to .2 if you're good)

8) by the time you hit 35km high you should be going about 1500-1600m/s with the nose at about 8 degrees up, your AP should be around 45km

9) continue to hold steady and "fly off the edge of the world".. watch your AP and when you get to about 75-80 km (up to 120 if you want) cut your engine with the X key.

10) Drift or time accel until your out of the atmosphere (above 70km), at this point you can open the solar panels on the wings by right clicking on them and then left clicking the blue button to deploy.

11) when you reach the AP you can either use the main engine to do your circularize burn, or you can use the RCS thrusters (press R to activate and use the H key to thrust pro-grade, note this takes a lot longer so start your burn in plenty of time)

There you have it, a very simple SSTO for KSP v1.0.2

Landing is another ball-game and I'm tired, so here's the quick and dirty.... Use either your main engine or RCS to bleed speed until your PE is around 10km or so, time accell till it kick's itself back to 1x time (that's when you hit the atmosphere). Retract all the solar panels and docking port and then point prograde, then nose up to around 25 degrees up. gently use the roll keys Q and E to rock your wings back and forth very slowly, keep finessing your S key to keep your nose up, this will help you bleed speed off in the upper atmosphere to slow down and not overheat.

The parts to watch out for are the battery packs on the back, they overheat first and will explode first if you're doing something wrong.

Done correctly, you should have at least a few drops of LF in the tanks to fire up the turbojets and find a nice flat spot to land on, if not the KSC runway if you've done your de-orbit correctly).

HAVE FUN!

Some pics of it getting to orbit:

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Edited by rottielover
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