Jump to content

SSTO orbits now very easy?


Recommended Posts

I'm a little confused.. Months ago when I played this regularly I generally had to test, test and re-test SSTO's. Please do not confuse this with bragging. I threw this together with little thought (just having some fun) and it made orbit with almost no effort. What gives?

Flight2_zps56140a73.png

Link to comment
Share on other sites

Given the number of intakes, I'm not surprised you made it to orbit. Wing surface to fuselage ratio makes your vehicle a high-lift device, reduces the amount of fuel burn to go upward really fast. RAPIER engines make SSTO easier by automatically switching from High-Efficiency Jet Engine to Medium Efficiency Rocket.

All told, it's a solid SSTO design, although useful only for crew transfers in its current form. A cargo bay would make it more useful, although one would have to design smartly to fit a satellite in there.

I'm far from an expert, but I've built my share of spaceplanes. What worries me the most is the fact that you're relying entirely on command pod torque and engine vectored thrust to steer your plane. It's always wise to have an alternate method for when you run out of fuel and electric charge.

Link to comment
Share on other sites

Experience made SSTOs less challenging.

Gave up making planes a few times before eventually getting some to fly well, then made it into space and eventually orbit.

After learning the basics, getting a few up there it became much easier (relatively) and I wondered why I gave up so many times!

The new surfaces do help and I can whip up a plane pretty quick that can make orbit. To make it useful however (other than crew transfer) takes a bit more time!

Link to comment
Share on other sites

This is FAR from something I'd use on a mission. Like I said, this was solely made out of boredom. It made orbit on its maiden flight. <-- That is what's throwing me for a loop. I have never had that happen. It made me think that significant changes were made.

Link to comment
Share on other sites

This is FAR from something I'd use on a mission. Like I said, this was solely made out of boredom. It made orbit on its maiden flight. <-- That is what's throwing me for a loop. I have never had that happen. It made me think that significant changes were made.

Are you unconsciously telling us what changes were made...?

Link to comment
Share on other sites

LOL.

Anyway, I'm guessing luck and/or experience. You just happened to hit a working design on your first try.

Incidentally, SSTO's long been easy, technically. But some people insist on adding oversized fins to good rockets ;)

Link to comment
Share on other sites

are they easy ? no but as previously said experience with ssto's is valuable. Once you get beyond the initial learning curve it is much easier.

In point the recient change in the KPS, the change in parts made several of my ssto's unusable however this was a simple fix, adjusting the COM/COL, even the new parts ( the new cockpits are harder to place cannards on) but in a hour I was able to make a good 9 ton ssto.

But they are easier to make if you have the experience, the shock cone intakes are much easier to make higher orbit, My latest ssto only uses 4 intakes 2 ram and 2 shock to make a 100km orbit.

and I don't use rapiers they are rather inefficient when compaired with turbo jets and LVN combo, while a bit more difficult to construct they give a great range of performance.

Edited by OgreMagi
Link to comment
Share on other sites

So.. I'm curious, have there been any mention of aerodynamic changes from the devs?

can anyone confirm their old craft handle differently?

I can't really offer an opinion as I've been using NEAR since I started on .25 a few days ago.

Link to comment
Share on other sites

Aerobic SSTOs are easier now. The new Mk2 fuselages provide lift, flameouts have been tweaked to be less of an issue, and you now get roll control out of the RAPIER's TVC. (And of course, if you go far enough back, you are dealing with turbojets rather than RAPIERs, which are less forgiving...)

Link to comment
Share on other sites

The Mk.2 parts all having lift does have a huge impact, but the biggest factor is definitely that RAPIER engines are better turbojets than the actual turbojets now. They are a proper tier above jet engines, and any spaceplane using them is going to have a much easier time than one using a mixture of traditional jet engines and rocket engines. Personally I'm fine with that, as that's pretty much what they're hoping the SABRE engine will do in real life as well.

Link to comment
Share on other sites

I am not an idiot by any means but I do not have an easy time with SSTOs. In fact, I have gotten exactly one barely to orbit and circularized but only at 90km altitude. Might have had enough to come back down but it ran out of power and so the wheels were useless for getting it to point anywhere.

Once I added more power generation, it was too heavy and didn't get it to orbit anymore.

I do not want to have to "cheat" by stacking parts in the same space as you once had to do. I came fairly close with adding the new conformal air intakes so that my jet engines would take me to ~35k and then use the rockets. Close was the same as not doing it, but it was closer.

I am sure there is something fundamental I am missing out on.

Link to comment
Share on other sites

The Mk.2 parts all having lift does have a huge impact, but the biggest factor is definitely that RAPIER engines are better turbojets than the actual turbojets now. They are a proper tier above jet engines, and any spaceplane using them is going to have a much easier time than one using a mixture of traditional jet engines and rocket engines. Personally I'm fine with that, as that's pretty much what they're hoping the SABRE engine will do in real life as well.

Really? I was under the impression from before this last patch and with experiments that the sabre wasn't that great. It ate LFO like a kid sucks down candy once I was out of the atmosphere.

Link to comment
Share on other sites

Rapiers have the same ISP and thrust, up to 1000 m/s... turbojets top out at 2,400, while rapiers top out at 2,200

Turbojet thrust vectoring gives 2 axis control

Rapier thrust vectoring gives 3 axis control

Twin turbojets give 3 axis control, so that rapier advantage really only applies for very small craft

I'm still puttering around with my game in .24 (using the pre-stock SPP parts, and NEAR), but I heard the new SPP parts, in addition to being lifting bodies, also have lower drag coefficients, no?

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...