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With the V0.24 update and budgets looming, I decided to make a better Command Pod.


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With the v0.24 update looming, and budgets becoming a major consideration, I knew it was time to update my default 3-kerbal Command Pod. I settled upon the following criteria for what would constitute an acceptable design:

  • Crew Capacity: at least 3
  • Independently deorbit and return to the KSC launch pad from a 100km circular orbit with a 0 degree incline.
  • Light and structurally sound as possible, and be able to attach directly to a Rockomax decoupler
  • Keep part count as low as possible (balanced with weight).
  • Have a "realistic" feel to it, actually look and function like a real space craft.

I wanted to make sure the pod could return independently so that I could land the rest of the payload/upper stage of the ship independently for maximum recovery value.

To that end, I created what I feel may be one of the most effective 3-kerbal crew capsules for 0.24 (though I didn't get a chance to use the RCS engines yet which may change the final design). Fair warning, as you will see, there is a lot of part clipping to this module, so if that's not your thing, sorry. I do make an effort to be semi-realistic, in that the parts are all clipped inside without cheating/debug menu, so it does take a lot of work to trick the VAB to accept the designs. I simply love the combination of aesthetics and functionality.

My craft was inspired in part by SpaceX's Dragon (and NASA's Apollo CM), but the Mk1-2 only carries three kerbals vs. Dragon's seven. Drakes are basically smaller dragons, so that's how it got it's name.

Without further ado, I give you the Drake!

RhI2o7o.jpg

The Command Pod, including the Rockomax decoupler clocks in at 21 parts and 7.135T. There are obviously lighter (and probably cheaper/lower part count) ways to get our kerbals into space, but this build has a sense of realism to it, being that it is an "atmospheric" pod and actually closely resembles the real life Apollo program Command Module.

At first glance, it's pretty boring looking, looks like a Mk1-2 Command Pod with a slightly wonky launch escape system (LES), but that's it. It's not until you take a peek inside that the ship's design truly shines. A fun point to note, the Rockomax decoupler is attached directly to the Command Pod, there is no structural compromise to this design :)

But like I said, It's bigger on the inside.

mnh5cpX.jpg

This is the best view I could get of the lower internals of the Command Pod. Here you can see power (RTG), 3 Mk16 parachutes mounted internally, the fuel, engines, and landing gear. Yes it has landing gear. Why? because it lands at a pretty swift 7.3 m/s and I want everything to stay intact for maximum recovery value when 0.24 is released. Also, it looks a little like SpaceX's Dragon, so that's cool :)

The landing speed can be slowed to negligible with the use of the engines, but that requires using a lower stage to deorbit the Command Pod.

The nose cone is a thing of beauty:

aMxVEKo.jpg

I really had to fiddle with tricking the VAB to accept this build (like I said I don't cheat or use the debug menu to clip). In the end, I did get my ideal design to work, but it took about 20-30 minutes of toying with the order of adding the parts. In any case, the nose cone has a launch escape system and a stack separator to jettison the LES when the ship reaches orbit. It has a shielded docking port, making the ship significantly more versatile. I also included a drogue chute for an added bit of realism and to allow last minute course correction to make it easier to hit the launch pad every time.

Per Darnok's request, an exploded view of the Command Pod:

sLYvaAi.jpg

Action groups:

1-3: Normal operation

1 - Activates LES and stack separator at same time (allowing you to jettison it forcibly).

2 - Toggles the shield on the clamp-o-tron

3 - undocks/decouples the clamp-o-tron

0-7: something went wrong (counts backwards so that it's less likely you hit any of these keys by mistake as 0 is immediate flight termination).

0 - Fires the LES and the Rockomax decoupler jettisoning the pod free of the launch.

9 - fires the stack separator attached to the LES so the module doesn't have to land with the LES (more weight, slightly more sleep)

8 - deploys the drogue chute

7 - cuts the drogue chute and deploys regular chutes.

Anyways, that's my latest creation. I hope you enjoy playing with it, let me know if you have any thoughts or questions.

NOTE: I did not remove the monopropellant from the Command Pod in file. I built it operating on the assumption that I would want to use RCS at some point, if you feel the need to, you can remove it, and give yourself an extra 7 vacuum delta-V. Delta-V without monopropellant = 281, not significant enough for me to save and upload a new craft file.

Craft:

https://www.dropbox.com/s/q9pnhj55eyfxlua/Drake.craft

Flag:

vfFJQsT.png

The neat thing about this flag is that it has a transparent background so it looks like the logo is painted on to the parts rather than a flag tacked on.

EDIT: I know I haven't updated the flag yet to read Drake, hope you can forgive my lazy behind.

Edited by Himynameisjake
Significantly cleaned up the thread.
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I was about to say "But it`s just a pod" until you showed the interior. I may build something similar, heatshield, fuel, thrusters, internal legs, escape system, chute (I tend to put the chute on a tiny cube upside down inside the top of the pod, then you can use docking ports and escape systems n stuff on the top without `incident`)

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I like this.

It looks a lot like my SpaceX pod inside. A nice example of convergent design. :)

The only problem I can see is that when that docking port is open you will be able to see the chute popping through. Is that the case here?

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Looks great. With the stack separator and the multiple clipped parts up top, I'd be worried about things exploding. Does it work properly every time?

Thanks! :)

I've yet to experience Sudden Unintentional Disassembly with the pod, and it's been pretty rigorously tested in Vanilla, I can't speak for FAR, RealChutes, DR, etc.

I was about to say "But it`s just a pod" until you showed the interior. I may build something similar, heatshield, fuel, thrusters, internal legs, escape system, chute (I tend to put the chute on a tiny cube upside down inside the top of the pod, then you can use docking ports and escape systems n stuff on the top without `incident`)

The drogue chute is on an octagonal strut (kind of hard to see) up top, and the Mk16's are on cubic struts upside down just like yours only on the sides to give it a little more of an Apollo look and to make the nose a little less "busy". I've not had an "incident" yet :)

I like this.

It looks a lot like my SpaceX pod inside. A nice example of convergent design. :)

The only problem I can see is that when that docking port is open you will be able to see the chute popping through. Is that the case here?

Nope, the shielded docking port rises slightly when you open the shield, keeping the drogue chute concealed and allowing the docking port to operate normally.

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Holy docking ports Batman^

I'm not sure what you mean by hibernation mode. Will get a part count later.

Hibernation mode is turned off battery in command pod

Btd281Yl.jpg

so I can put this in orbit without any power source for very long time and when I want to land just turn it on and land ;)

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That is nice, how many parts?

I have just updated my MPCV it is 36 parts with "hibernation mode" :P

zQV1ABul.png

21 parts including the rockomax decoupler (just kidding about the 27, I forgot I had some struts mounted on it from a test run).

Edited by Himynameisjake
Edited part count
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Can you exit the pod? I've had a weird problem where clipping parachutes into the top of the pod 'blocks' the exit hatch.

Sure can! I have run into similar problems in the past, so I made sure to really test the hell out of the pod before I uploaded it.

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