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The X Ruler's Spacecraft Discussion and Exchange


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I love building awesome stuff in KSP (as I guess we all do), however, I do also like hearing other peoples opinions, and I'm really interested what you guys have to say about my stuff :D

This threads main purpose is to give me a place to upload all the things I consider worth uploading, however, I thought we could also get like a discussion and sharing thing going here, scince I'm sure none of my designs are perfect.

I will upload things whenever I have a new design worth showing, and everyone else is also invited to post their Stuff.

- - - Updated - - -

Hey guys, just made this thread, and though i'm new to the forums, I have 500+ Hours of KSP experience. All my experience, together with the incredibly helpful [thread=52080]Basic Aircraft Design[/thread] Thread started by keptin, enabled me to build this SSTO.

It Features incredible stability during high angles of attack (AoA) and very good yaw authority, although the latter is better for preventing sideslip than actually turning the aircraft. Trying to turn with the yaw controls usually sends it into a crazy spin, or a full scale stall.

The swept wings give it quite good performance at super- and hypersonic speeds, the angle of the front and rear wings give it reasonable manouverability and high stability respectively.

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  • Class: Heavy Cargo/Refueling SSTO (possible use as super large crew ferry for sth like 40 Kerbals
  • Mass: ~300t at launch + payload
  • Payload Mass: Successfully tested with 65t, probably capable of up to 85t if you have the patience for a slow ascent (i dont)
  • Payload Size: 2.5 m diameter (optionally up to 1.25 meters on each side [only in two fold symmetry]), up to 24m length
  • Launch duration: 80km circular orbit ~15-20 minutes ingame time to AP (not necesarily real time, depending on PC performance)

  • Important let the engines spool up for at least 30 seconds prior to launch, otherwise you will not be able to lift off.
  • Accelerate without touching the controls till the end of the runway, then ease the nose up (if you pitch to high you will break the engines on the ground, if you don't pitch enough you will not lift off.)
  • Keep accelerating horizontally until you hit ~ 200 m/s, then lock her in at ~20 degree pitch angle and climb to 12km
  • Level off at 12km and accelerate to ~600 m/s then slowly climb while building speed till you hit ~1800 m/s at 25-28 km
  • At 28 km pitch up sharply (AoA should be ~20° i know this is very high, but this thing is crazy stable ) and let the SABRE's autoswitch to rocket mode.
  • Keep pushing upward till your time to AP is ~90s then burn prograde.

Important! No matter which descent profile you choose, it is essential to pump remaining fuel to the frontmost tank. This has to be done for stability reasons.

Also, do NOT try rolling during reentry while still above 10 km, I do not know why but this leads to crazy roll, sideslip and, if you are unlucky, full scale stall. I will try to fix this ASAP, but as of yet I have not found out what is causing it.

For the true Kerbals among you:

  • Lower Periapsis to ~75km, then circularize
  • Kill ~460 m/s Orbital Velocity so that the orbit hits the ocean to the west of the Space Centre shortly in front of the KSC continent.
  • Plummet through the atmosphere at ridiculous speeds and start sharply pulling up once you reach ~22 km
  • This should decellerate you enough that you can easily glide in for a powered or unpowered descent

For anyone not that insane:

  • Lower Periapsis to ~75km, then circularize
  • Come in for your regular spceplane descent and landing

Note that if you are returning from LKO you should still easily have enough fuel to fly to KSC if you mess up your descent. Touchdown velocity should be between 90 m/s and 16 m/s.

Full Version with TAC-LS

Requires [thread=40667]Thunder Aorspace Corporation's Life Support System[/thread] and [thread=51037]KW-Rocketry[/thread]

I will upload a version with reduced dependencies only upon request since I don't have access to my Main Rig atm, and editing the craft on this potato would take ages.

Other Dependencies:

  • bac9's amazing [thread=104966]B9-Procedural Wings[/thread] for the wings
  • The B9-Aerospace Pack for the Hull parts
  • ferram4's [thread=20451]FAR[/thread] to make it fly (it might work without this, i haven't tested it)

Edited by TheXRuler
Updated reentry profile
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Important let the engines spool up for at least 30 seconds prior to launch, otherwise you will not be able to lift off.

That is one of reasons why I keep cargo bays open in SPH. Once you are on runway hold brakes, start engines with full throttle and then close cargo bays.

When cargo bays closes you engines will be near maximum thrust for takeoff. Other reason is habbit due to bug in KSP/FAR when parts were not considered shielded if you don't close or open cargo bay once prior flight. Bug is solved, by my habit have remained :)

Nice plane, btw.

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Not bad. Some screenshots from above the plane wherein we can clearly see the shape would be nice

Hehe thanks parameciumkid, much appreciated. I'll upload more pictures as soon as I am back at my main rig.

Nice plane, btw.

Thanks :D Tbh this design was somewhat inspired by your Spaceplane S3 V3 from the spaceplane design contest linked in your sig.

That and the spaceplane design thread lead me to use the angled and swept wing design.

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