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Any Cool shuttle/SSTO designs?


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Took me a few days to sort out the bugs. Im trying to make a space station with only Shuttles. I need a large, medium and small lifter and well I figure I best start with the hard one first. This is B9's largest stock aircraft you get in the download. Heavily modified for extra cargo and gliding along with dtobi's shuttle engines. The lifter is scaled up stock NASA tanks ( they have a WAY higher fuel content then they should, but im using KIDS so I need all I can get at a reasonable size }. KW Boosters and two Titan engines. Not sure how much it can haul. I just now gave it its first shakedown run to orbit. Getting it back, well.. deadly reentry is tricky.

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I think this sweet little thing is the product some of my best, and longest, time spent in the ksp spaceplane hangar. Unfortunately, I do not have the craft anymore as it was from a few releases back and I accidentally my ksp install, I have the pics though from posting them on this forum when I made it. One day I will remake this baby, it was called the ghost and had ridiculously good performance due to reaction wheel and intake spam.

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Getting it back, well.. deadly reentry is tricky.

Make use of the B9 aerobrakes (see under controls). They make re-entry with with DRE super easy by slowing you down very quickly so that you dont run into the high temp zone at all. If you need more stopping power, just spam more / bigger brakes. :D

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These are stock-only as of 0.24. Of course, 0.25 is supposed to have SP+ parts in it so...

Geschosskopf's Sand & Gravel Rocketdynamix make "good" spaceplanes in that they do what they're supposed to, can take a bit of abuse, and have excellent flying characteristics in all regimes. However, that's the extent of design criteria. Looks matter not at all. GS&GD takes perverse pride in making the world's ugliest spaceplanes.

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Dropbox Link to all of the above

Action Groups:

2: Toggles ladders

5: Toggles engines/intakes

All ROG by themselves, fly hands-off, are totally stable, can reach 150-250km orbits, were built with RCS Build Aid so their COMs don't change and they don't rotate during translation, and all have landing speeds less than 50m/s so no problem putting them on the runway. Those with 2 jets flameout symmetrically. All are strutted to withstand 4x physical warp indefinitely.

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Make use of the B9 aerobrakes (see under controls). They make re-entry with with DRE super easy by slowing you down very quickly so that you dont run into the high temp zone at all. If you need more stopping power, just spam more / bigger brakes. :D

Oh I'm doing everything in my power to scrub off speed in the upper atmosphere. Airbrakes and all. I can manage 1500m/s before peak heating. The problem however is the crew being killed by gforces. And upon further inspection I noticed this particular B9 craft ( or what remains of it before modifications ) has a dozen rtgs clipped behind the cockpit. These seem to be exploding and causing spikes in g forces killing the crew. Heres hoping getting rid of them does the trick.

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This was my old all stock heavy cargo SSTO:

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Carrying a payload, of course (a ship+ lander intended for Laythe)

But now the LFBs have been nerfed a bit and it wouldn't perform as well.

This was an earlier, all stock (except the intakes were modded to produce intake atmosphere for electric atmospheric propulsion, which was not used on the craft, those intake modules were just shut)

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I haven't uploaded a picture of my current heavy lifter, but its for use with NEAR/FAR, and it uses the SpacePlane+ pack, which will become stock (and IMO, NEAR should become stock too)

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You can always make an VTOL, SSTO, plane, this uses spaceplane+ but you could make something similar in stock, this uses parachutes and engines to land.

handles like an spaceplane outside of takeof and landing, this is planned to be used on laythe, as a bonus it can land and take off from water.

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Oh I'm doing everything in my power to scrub off speed in the upper atmosphere. Airbrakes and all. I can manage 1500m/s before peak heating. The problem however is the crew being killed by gforces. And upon further inspection I noticed this particular B9 craft ( or what remains of it before modifications ) has a dozen rtgs clipped behind the cockpit. These seem to be exploding and causing spikes in g forces killing the crew. Heres hoping getting rid of them does the trick.

Last time I checked, the new release of B9 lists the current version of Deadly Reentry as an incompatible mod, apparently because not all the B9 parts have DRE cfgs yet.

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Last time I checked, the new release of B9 lists the current version of Deadly Reentry as an incompatible mod, apparently because not all the B9 parts have DRE cfgs yet.

I'm thinking that's just the new HX parts that aren't set up for DRE. . I upped the crew glimit just slightly so they could survive the exploding internal RTGS, but now the problem is... This shuttle pierces through the atmosphere like a dart. Once peak heating/max aero forces start I loose almost all pitch control authority. I do everything I can to slow the craft up until this point ( about 20km is when things get bad ). I have the entire crafts belly facing prograde with air brakes for as long as possible. Then when the air gets thick and it pitches down I slalom as much as possible to burn off even more speed.

But even after all that the craft dives hard into lower atmosphere and any control input causes a catastrophic break up. ( Using FAR as well ). So I more then doubled the amount of air brakes last night. I'm going to try it out tonight.

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