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Kerbodyne SSTO Division: Omnibus Thread


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So close... too much oxidiser, might have made it with less. Orange tank is full and sealed so guess that's another option.

Not surprisingly, this handles like a drunken butterfly, so there's a lot to solve before this is a workable design. Maybe filling in the rear wings for more lift? She's conspicuously struggling to fly level, usually at a 5-10 degree AoA, and the CoL is inside the CoM most of the time, but she has no problems punching past mach 1 on a 15-20 degree ascent.

IIEKgNe.jpg

Edited by eddiew
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It does seem odd that KSP gives you access to the basic jet before the liquid fuel fuselage, doesn't it...

Just empty out the oxidiser; think of it as early aircraft designers not having mastered the art of lightweight fuel plumbing yet.

That empty oxidiser capacity can be useful for ballast placement, though.

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I can give you a tip for your big craft, try not to have struts connecting two linked MK3 parts to each other(also other parts between linked MK3 parts can have the same effect...), causes spontaneous disassembly. Having the struts connect 1 MK3 part to a separate part, then having struts connect the separate part to the second MK3 part does work at reinforcing the joint.

MK3 cargo bays are especially prone to this issue...

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I can give you a tip for your big craft, try not to have struts connecting two linked MK3 parts to each other(also other parts between linked MK3 parts can have the same effect...), causes spontaneous disassembly. Having the struts connect 1 MK3 part to a separate part, then having struts connect the separate part to the second MK3 part does work at reinforcing the joint.

MK3 cargo bays are especially prone to this issue...

You usually don't need those struts to begin with if you use KJR.

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You usually don't need those struts to begin with if you use KJR.

True really, my latest 200-tonner only has 2x2 struts in the whole thing, and those are just to anchor the wing roots so they don't fall off when cornering :)

Oh, and two to secure the cargo because MK3 bays don't seem to hold stuff very still :/

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Two things:

1) Scientist + probe core is a very useful combo. For example, this is the result of one routine trip to Minmus, without any tedious grinding tricks:

dyCV5KB.png

2) The Anomaly Surveyor contract pack is a lot of fun:

b12Ne7x.png

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2) The Anomaly Surveyor contract pack is a lot of fun:

Heh, I just installed that - I don't even have plane parts and it wants me to check out the island air field... this may need a very accurate ballistic shot from the launchpad. I found that desert temple by complete accident one day after massively botching a spaceplane re-entry and realising I wouldn't get to the other continent; then suddenly there was a funny looking thing over to the south so I went for a snoop :>

Also your Minmus rocket looks strangely terrifying...

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Heh, I just installed that - I don't even have plane parts and it wants me to check out the island air field... this may need a very accurate ballistic shot from the launchpad.

If you do end up planing there, take drag chutes. Supersonic aircraft + realistic aero + very short bumpy runway is not a happy combination when landing.

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Of course red goes fasta - same with a stripe! But I was wondering how you made it red :)

Kerbpaint has been revived. Still a bit buggy, and missing a few parts (e.g. the Thuds), but at least it's now being actively worked on.

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