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[0.24] Spaceplane Plus 1.3


Porkjet

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-SNIP-

Yes, SP+ requires the Firespitter dll, but it includes a copy.

It doesn't require anything else, but it supports FAR, NEAR, and DRE.

It does work on Macs. I think the only mods I've encountered that don't were either already outdated or highly experimental. Mods that are primarily parts will almost always work.

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Seeing as people like posting their planes built with SP+ here, I thought I'd contribute. Here's mine, designation FOK-CONTEST (Flying Over Kerbin - CONtract TESTer)

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A sizeable cargo bay, amazing thrust at all altitudes, impressive range and a solid part tester. Just got to add some airbrakes onto it (hint hint) and she's a solid long-hauler. And no, that's not a drone core, that's a decoupler to eject the cockpit in case of emergencies. Also, there's no ladders and it can only carry 2 kerbals, but this puppy was built for long-haul flights to destinations unknown carrying who knows what as cargo - it needs all the fuel space it can get. The ladders though, I only remembered literally a couple of minutes ago..

EDIT: A, I just wish the KAX gear didn't protrude as much and B, I only just noticed I'd left my mouse over the right-hand engine in the first shot. Its all ruined, gah! D:

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Thanks all, you've been a real help so far!

I do have two other questions that have arisen -- how do I use the cargo bay? Things can only go up with the ship if they're attached to a node, but if they're attached -- even to a node that's invisible (i.e. the node connecting two cargo bays) -- they can't be moved. Would a docking port be a good way around this?

The other question: cargo bays won't let me put Klaws inside, even on other parts (basically, a small RCS tug that goes and pick up debris). Is there a workaround?

Thanks in advance!

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You can use a docking port, a decoupler, or a stack separator to release the payload.

I managed to fit a basic Klaw probe into the cargo bay by building outside first. I placed the bay, then built the probe on the outside the bay attached to the node. Then I picked the assembly up, flipped it around and replaced it. I did need to change the perspective so I could see straight through the end of the cargo bay when I finally placed the probe. You can also use Editor Extensions to disable surface attachment.

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I love this mod so far. I've got a request.

Cargo Bays with 'bottom side' access. I currently have to flip the fuselage sections upside down for in-Kerbin Atmospheric cargo craft.

Also intra/extra atmospheric bays that fit RoveDudes assembled Pack-Rat. It would also give a bit more room for vanilla rovers.

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Hey all,

What an awesome looking mod. I had a lot of fun with it last night.

I was wondering if anyone could give me some pointers on what a good setup for a spaceplane could be. I can create smaller "2 people no cargo" spaceplanes just fine, they swoosh right into orbit. But heavier cargo/passenger carrying spaceplanes i create always just barely makes it up there.

Which engines should i use? I have experimented both with RAPIERs and a combination of TurboJets & Aerospikes. Is the lower thrust on the rapier worth the saved engine weight? One of my designs has 2 Turbojets & 2 Aerospikes and are able to reach 100km orbit and return. Should i be looking into perhaps changing this to 3 rapiers instead?

Are the amount of wings proportional to how much speed i can achieve with heavy cargo? My guess is the lift from a ....ton of wings will offset the cargo weight and require less thrust pr kg of cargo. Am i right to asume this?

Does wing design factor into a successfull design? I have mostly been looking into a delta wing design. Would i gain more from using a more conventional "jumbojet" wingdesign?

My designs all feature extra fueltanks (400s or 2x800s) lowered into the wings. Am i actually gaining something by bringing the extra fuel or will i just have to burn more than i brought in extra to get it into orbit?

A basic design i tried was Cockpit + Docking + Largo Cargo + LTO fusilage + long mk2->mk1. I ran out of fuel using dual rapiers here.

Are more intakes still the key to a better spaceplane? I heard 5 rams to 1 rapier. Is that the case with the new intakes aswell or can i actually harm by performance by slapping too many on.

My ascent aproach has been to go as straight up as i can without going under 100m/s. Then at about 18.000 meters i level out and achieve a slightly height increasing trajectory and push as much speed into the plane as i can before running out of intake air. I end up between 1300m/s and 1800m/s depending on how small a craft i make. Once the air is gone it's a straight up rocket burn. Can my ascent aproach improve?

Sorry for the many questions. I have found it difficult to learn from the pictures of your designs and most youtube videos are more into getting tiny/small spaceplanes up there.

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Try using 1 R.A.P.I.E.R, it's all you need to get up and the extra weight really doesn't help, also, try a lower acsent path, about 15-20 degrees, if youbplane can fly vertically you have too many engines for an SSTO (you only need one rocket in space, and atmospheric engines are just dead weight.

Wing design has little effect in the stock atmosphere, but with FAR it becomes very important, I find that delta + canard designs work best.

Speaking of FAR, the best advice I can give is to use Ferram, it makes planes of all types more enjoyable to fly.

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Try using 1 R.A.P.I.E.R, it's all you need to get up and the extra weight really doesn't help, also, try a lower acsent path, about 15-20 degrees, if youbplane can fly vertically you have too many engines for an SSTO (you only need one rocket in space, and atmospheric engines are just dead weight.

Wing design has little effect in the stock atmosphere, but with FAR it becomes very important, I find that delta + canard designs work best.

Speaking of FAR, the best advice I can give is to use Ferram, it makes planes of all types more enjoyable to fly.

I'm not using FAR. But you are saying a Cockpit + Docking + Largo Cargo + LTO fusilage + long mk2->mk1 setup would only require 1 Rapier engine to get to LKO? Sounds weird to me. But i will try it later today :)

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Fellas, I got an issue. I just Updated KSP+ and the cargo bays don't work any more. Meaning I can't toggle them open or closed. This had also happened before I updated. Why is this happening?

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I think you're looking at the title screen. You definitely didn't get there with an SP+ craft

The origins of that screen are a mystery. It appears to be a title screen but nobody is sure what it really. Actually I think I may have figured it out. It could be some sort of set using KerbTown.

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The origins of that screen are a mystery. It appears to be a title screen but nobody is sure what it really. Actually I think I may have figured it out. It could be some sort of set using KerbTown.

Blizzy, the creater of the toolbar mod, put it in as an easter egg. I'll find the thread.

Edit: Ahh! Ninja'd.

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So after one week of testing, crashing and rebuilding, testing again and so on, my first SP+ shuttle craft is ready for posting.

If you look further back in the threat the you can see it is quite familar with the design of Sharpspoonful.

I wanted to give it a cargobay but I could not find a way to keep the shape up and the CoM correct.

Also there is a problem with the collider - FAR compatibility of the bi-coupler so flying it with DRE is more than a challenge :D (I failed several times)

Javascript is disabled. View full album

Included mods:

SP+

KSOS (my own additions to KSOS parts giving them even some FAR compatilibity)

KAX

KW

FAR

B9 Airbrakes

Surface Lights

Stock

total DeltaV ~ 6400m/s

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So after one week of testing, crashing and rebuilding, testing again and so on, my first SP+ shuttle craft is ready for posting.

If you look further back in the threat the you can see it is quite familar with the design of Sharpspoonful.

I wanted to give it a cargobay but I could not find a way to keep the shape up and the CoM correct.

Also there is a problem with the collider - FAR compatibility of the bi-coupler so flying it with DRE is more than a challenge :D (I failed several times)

http://imgur.com/a/b9CVe

Included mods:

SP+

KSOS (my own additions to KSOS parts giving them even some FAR compatilibity)

KAX

KW

FAR

B9 Airbrakes

Surface Lights

Stock

total DeltaV ~ 6400m/s

That is really really pretty, I love building versions of the shuttle in KSP...... however I always come back to actual spaceplanes rather than gliders that are thrown into orbit lol!!!!!!

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The workhorses of my space program. Each one can attain a 150km orbit with enough fuel to get back to KSC.

4Z2iWzS.png

Running some test flights of my first attempt at an interplanetary spaceplane. Hoping to use it to take base parts to Duna.

Docked at my station in LKO.

PNHyucj.png

Edited by Beachernaut
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