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MLAS Spotlight: SSTO Space Planes & Fighters!


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MLAS Aircraft Division and the Kerbohood of Stars present:

SSTOs!

*Mechjeb was only used for important information, all stock downloads!

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This is a collection of my most successful SSTO designs. They are pure stock* and are great to fly! Be sure to read the descriptions in the SPH, much of the important information to fly them and action group keys are on there! All have been flown into LKO.

Spaceplanes:

Diamond Star: A heavy 5-man crew transport SSTO. Climbs like a monster!

Rhomboid 3: A standard one man ship. Great for cruising!

MLAS K-1 Destroyer: The big badass of the KoS fighters with six (three twin) missile ports! Does not need a rocket to boot!

Xenomite: Possibly the smallest SSTO I have built to date, it's an ion hybrid and armed!

Double Delta III: An evolution of my first working SSTO design, 3-man crew capacity and a pilot ejector!

Dual Nose: A unique 2-man Bilateral spaceplane design.

Utilities:

SSTO Transfer stage: Refuels your spaceplane and enables basic interplanetary travel.

Missiles for subs: Want reloadable missiles for your own ships or need a refill? LF missiles are bound to the 3-4 (1st salvo) and 5-6 (2nd salvo) action groups.

Standard Ascent Profile

Unless if stated otherwise the ascent profile for most of these space planes it as soon as you take off, pitch up as steep as the plane will go without stalling. Level out by 20 km to build up speed and gradually gain height until the RAPIERs switch over. (For twin engines there will be asymmetric thrust just before it goes into rocket mode. You can make it switch faster by closing the intakes). And once rockets take over try and get as much lateral velocity before your apoapsis hits 75 km. Means less DV for the circularization burn.

Missiles

Some ships come equipped with LF missiles. Turn off your main engines and throttle up to the desired amount. Use the action group key listed in the ships description in order. The first one in to toggle the engines and the other decouples it. If they were in just one, it would only decouple. The missiles usually come in two packs, the action groups to the first salvo in the lowest number. Hitting them out of order can decouple them without firing or accidentally launch both, wasting ammo.

Questions, feedback, design flaws? Let me know!

Download

Mediafire link

Edited by WhiteWeasel
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I don't know really. Primarily because these work well, but it could've used some more asthetic work, like marcex (not saying you have to be good as him) to make it more smooth and... kewl

(Who is that?) The problem with my ships is that I try to find a balance between parts count and aesthetic. Wanting it to look good, but not in a way that blows up the parts count.

Also judging by the number of downloads the diamond star and xenomite are the most popular.

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