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Xiggurat Industrial Group


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Xiggurat Industrial Group is an aerospace collective dedicated to solving all your space exploration needs. We offer an array of solutions that we're sure are the answers to any problems you might have.

First up, let's take a look at our Modular Exploration System. Our MES is a flexible system of systems that can be dynamically tailored to your needs on the fly. No need for giant boosters carrying over-sized, over-complicated payloads to orbit. Simply select the modules that meet your needs, launch at your leisure, and assemble in orbit.

Modular Command Pod

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The MCP allows you to add manned command function to your stations and bases. It also can be used as a light tug for repositioning modules while in orbit.

Parts: 9

Dimensions: 1.7 x 3.2 x 2.7

Dry Mass: 3.1

Launch Mass: 3.3

Cost: 7,890

Modular Flight Pod

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The MFP allows you to add manned command function to your stations, bases, and ships. It also can be used as a light tug for repositioning modules while in orbit. It comes with a great view.

Parts: 9

Dimensions: 1.5 x 3.5 x 3.1

Dry Mass: 2.3

Launch Mass: 2.8

Cost: 7,160

Modular Habitation Unit

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The MHU is the basic way to shelter and transport Kerbals. Whether on a space station, on a crew transport, of a planetary base, the MHU finds use wherever Kerbals are needed.

Parts: 9

Dimensions: 2.6 x 3.1 x 2.7

Launch Mass: 3.1

Cost: 8,640

Modular Science Unit

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It's SCIENCE! Critical for any exploratory endeavor. It also adds twin antennas for rapid transmission of data.

Parts: 11

Dimensions: 4.8 x 6 x 2.7

Launch Mass: 4.2

Cost: 10,160

Modular Science Package

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The MSP adds science functionality to all your projects. It comes with two sets of experiments. One set to transmit and a second to carry back with you to get you every bit of hard earned science.

Parts: 23

Dimensions: 1.9 x 3.6 x 3.6

Launch Mass: 1.4

Cost: 53,052

Modular Power Unit

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The MPU provides the power you need. With four Giganto panels and two large batteries, the MPU is a must if you intend to travel very far or advance science. It can also be used to store extra fuel.

Parts: 15

Dimensions: 3 x 3 x 3

Launch Mass: 3.2

Cost: 26,456

Modular Fuel Cell

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The MFC prduces power without the need for solar cells. It's perfect for mining bases and certain deep-space applications.

Parts: 11

Dimensions: 2.5 x 3.1 x 3.1

Dry Mass: 2.6

Launch Mass: 3.4

Cost: 23,329

Modular Power Cell

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The MPC provides less power than the MPU. It makes up for this fact with a slimmer profile and the ability to work both in the dark and the outer Kerbol system. Perfect for use on bases, rovers, and missions to outer planets.

Parts: 13

Dimensions: 1.2 x 2.5 x 2.6

Launch Mass: 1.2

Cost: 31,000

Modular Fuel Unit

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The MFU allows both transport and storage of fuel. Always useful in practally any arrangement of modules.

Parts: 9

Dimensions: 4.3 x 3.3 x 2.7

Dry Mass: 2.6

Launch Mass: 18.6

Cost: 6,171 (7,640)

Modular Monopropellant Unit

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The MMU is just a big tank of mono propellant for your RCS systems. It does what it says on the tin.

Parts: 7

Dimensions: 1.6 x 2.5 x 2.6

Dry Mass: 1.0

Launch Mass: 4.0

Cost: 4,840 (5,740)

Modular Xenon Tank

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The MXT allows you to manage and reuse your probes.

Parts: 8

Dry Mass: 1.8

Launch Mass: 3.9

Cost: 8,160 (32,160)

Modular Docking Unit

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The MDU allows radial expansion of your stations and ships. It also allows docking of smaller vessels.

Parts: 9

Dimensions: 2.5 x 3.3 x 3

Dry Mass: 2.0

Cost: 7,796

Modular Grappling Unit

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The MGU adds grappling functionality to ships and bases. It's great for orbital debris clearing and asteroid redirects. It can also be used independently to attach extra RCS capacity to an asteroid, making rotation much easier.

Parts: 11

Dimensions: 2.9 x 2.6 x 3.4

Dry Mass: 1.2

Launch Mass: 1.6

Cost: 8,560

Modular Mini Tug

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The MMT is a self contained orbital tug. It can reposistion smaller modules on stations, add unmanned command functions to spaceplanes in orbit, or add additional rotational control to asteroids.

Parts: 9

Dimensions: 2.6 x 2.2 x 2.2

Dry Mass: 0.6

Launch Mass: 1.6

Cost: 6,940

Modular Base Pad

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An adapter for integrating any MXS module into a base, the MBP offers a flexible solution for all your base construction needs.

Parts: 12

Dimensions: 1.8 x 3 x 3

Dry Mass: 1.5

Cost: 5,383

Modular Base Link

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The MBL funtions as a connector between MBP units. It allows the sharing of fuel, power, and staff between all elements of a base.

Parts: 15

Dimensions: 1.9 x 2.5 x 6.2

Dry Mass: 1.3

Cost: 7,720

Fuel Pig

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The Fuel Pig is a fuel dump for your base. It can also be used to transport fuel out to waiting vehicles.

Parts: 49

Dimensions: 2.5 x 8 x 5.6

Dry Mass: 4.2

Launch Mass: 21.4

Cost: 29,804

Modular Multipurpose Rover

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The MMR is useful for planetary exploration. It can also be used to transport Kerbals without rockets. It is also used to contruct bases. Great for use with the MSP, modular bases, and modular landers.

Parts: 20

Dimensions: 1.6 x 5.1 x 3.2

Dry Mass: 1.9

Launch Mass: 2.5

Cost: 13,980

Modular Extraction Unit

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The MXU is perfect for setting up off-world resupply stations. The dual drills produce a resonable extraction rate. The MXU also contains some amount of ore storage.

Parts: 10

Dimensions: 7.8 x 2.5 x 4.4

Dry Mass: 1.7

Cost: 16,937

Modular Refinery Unit-

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The MRU lets you turn rock into liquid gold. An obvious necessity for any mining outpost.

Parts: 3

Dimensions: 3.6 2.6 2.6

Dry Mass: 4.7

Cost: 9,960

Modular Ore Retainer

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The MOR exists to store and transport excess ore. Just a big empty container, basically.

Parts: 7

Dimensions: 2.4 2.5 2.6

Dry Mass: 2.6

Cost: 7,410

Modular Thrust Unit

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The Modular Thrust Unit is designed for moving heavy loads around in orbit. Using an efficient nuclear rockets, it can move entire space stations through interplanetary space. Best if combined with the MFU.

Parts: 20

Dimensions: 7.2 x 3.8 x 3.5

Dry Mass: 16.1

Launch Mass: 19.7

Cost: 57,676 (58,252)

Modular Ion Tug

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The MIU provides less thrust than the MTU in exchange for much greater dV. Because you'll eventually need to ship things between the planets.

Parts: 20

Dimensions: 7.2 x 3.8 x 3.5

Dry Mass: 12

Launch Mass: 21.2

Cost: 59,980

Next, let's look at the Watershed Technology Fleet. Logistics are an under-appreciated aspect of space exploration. The ability to efficiently launch, supply, and staff your space resources is critical to maintaining an exoplanetary presence.

Aquifer mk2

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The Aquifer is the Watershed Technology Fleet's solution to cost-effective lifting of fuel reserves into orbit. Based on the Bay airframe, the Aquifer is a critical link in the logistics chain of any space program.

Parts: 82

Dimensions: 9.2 13.4 22.7

Dry Mass: 39.4

Launch Mass: 100

Max Mass: ~110

Cost: 140,992

Bay mk2

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The Bay is the workhorse of the Watershed Technology Fleet. It is an SSTO spaceplane capable of lifting multiple modules into orbit and returning to Kerbin. It is the economic solution to all your heavy lift problems.

Parts: 89

Dimensions: 9.3 x 13.4 x 25.2

Dry Mass: 40.7

Launch Mass: 81.1

Max Mass: ~110

Cost: 139,635

Cataract

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The Cataract is a highly advanced crew transport. It is capable of taking of horizontally from Kerbin and landing on Duna in a single stage. The Cataract was designed so the passenger cabin can be easily replaced with a small cargo, allowing it to carry science or small probes. The Cataract is a highly capable spaceplane for servicing any planet with an atmosphere (except Eve, of course).

Parts: 51

Dimensions: 4.3 x 15.9 x 16.7

Dry Mass: 18.7

Launch Mass: 29

Cost: 70,640

Delta

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The Delta is a light lifter for launching probes and small loads to LKO.

Parts: 48

Dimensions: 4.4 x 16.2 x 17.2

Dry Mass: 15

Launch Mass: 34.9

Max Mass: ~40

Cost: 51,924

Estuary

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The Estuary is a SSTO crew transport shuttle.

Parts: 46

Dimensions: 4.4 x 16.2 x 16.6

Dry Mass: 15.5

Launch Mass: 35.8

Cost: 55,494

Falls

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The Falls is a low tech SSTO cargo lifter. It's key to operating the Kerbal Exploration System.

Parts: 54

Dimensions: 4.4 x 16.2 x 17.6

Dry Mass: 13.9

Launch Mass: 32.4

Max Mass: ~40

Cost: 37,400

Gulf

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Based off the Falls airframe, the Gulf is a low-tech crew shuttle. The crew compartment can be easily swapped out for a fuel tank; this allows teh Gulf to act as a light tankers.

Parts: 48

Dimensions: 4.4 x 16.2 x 16.9

Dry Mass: 15.5

Launch Mass: 35.4

Cost: 41,304

Harbor

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The Harbor is a low-tech aircraft for exploring Kerbin. It has a small cargo bay that can carry science experiments to any location on Kerbin. The Harbor is capable of circumnavigating Kerbin without refueling.

Parts: 28

Dimensions: 4.3 x 12.7 x 13.1

Dry Mass: 10.8

Launch Mass: 16

Max Mass: ~25

Cost: 26,642

Inlet

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The Inlet is very low-tech. It is designed to maximize science from exploration of Kerbin early on. It can carry both a pilot and a scientist to a variety of biomes and return them safely.

Parts: 20

Dimensions: 3.8 x 9.0 x 8.7

Dry Mass: 5.3

Launch Mass: 6.2

Cost: 13,330

Edited by s1l3nt_c0y0t3
Aquifer Demo Added
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The modular system looks like an interesting idea!

But if this should be a "company" it better fits in the Rocket builders subforum.

If it´s just a craft library of your craft, then keep up the good work!

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These are pretty cool! Reminds me of my own Base-In-A-Box scheme. We need more of that kind of stuff! Can we get pics of the system in action? I ask because testing this kind of stuff in situ can reveal the weirdest design issues.

Rune. Like, I know from experience.

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I'm working on that now. But it's taking like ten times as long. I'm building a space station to orbit the Mun and then I'm going to build a base on the surface of the Mun. I'll probably post the first part of it tonight or tomorrow.

Edit: I mean editing the photo album is taking ten times as long, not the building, which is rather straight forward.

Edited by s1l3nt_c0y0t3
Clarification
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Space Station Construction pt.1

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Space Station Construction pt.2

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Space Station Construction pt.3

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Base Construction pt.1

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XIG action group cheat sheet

  • Solar Panels
  • Science
  • Primary Engines/Rockets
  • Secondary Engines/Intakes/Mode Switch
  • Empty
  • Vehicle Special
  • Ladders
  • Parachutes/Cargo Bays
  • Secondary Landing Legs
  • Toggle Landing Leg Suspension
Edited by s1l3nt_c0y0t3
Part 4 added.
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He was dead the whole time. But seriously, do you mean air brakes in FAR? Because I only run stock. So I have no idea if my spaceplanes will even work with FAR. They work just fine in stock (until 1.0 breaks them ^_^).

He means a spoiler in the forum. Like this

This is a spoiler. You could put every craft in a single one and make your thread easier to read.

You can make spoilers by typing this and leaving away the spaces:

[ spoiler = spoilername ] what´s in the spoiler [ / spoiler ]

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Part 3 of Space Station Construction added. Updated the files for the MES & ... to correct an error and give an added tweak to the Aquifer & Bay.

If you're curious what tweaks I added to the planes, I changed the thrust limiter songs for the four wing engines in closed-cycle mode from 76.5 to 77 to give them more stable thrust while in orbit after having burned most of their fuel. That's the level of tweaking you have to do for a heavy cargo SSTO spaceplane. So don't feel bad if your spaceplanes all crash & burn. Building one is a genuinely difficult task.

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  • 2 months later...

Not dead. Not abandoned. Bloodied, bruised, but unbowed.

After reading some of the dev notes about 1.0, I realized the new aero engine & heating would probably break all my spaceplanes & most of my other ships as well. To test this, I installed FAR & Deadly Reentry. I was right. They all broke. A few wouldn't even get off the ground. Considering the system relies heavily on spaceplanes for heavy lifting, it kind of screwed me. But 1.0 wouldn't be using FAR, so I'd need to wait for it to come out to really assess the situation.

Then I learned that resourcing & prospecting would be part of 1.0. In addition to a bunch of new parts. The modular system I've made can adapt pretty easily to these changes. And it has. It only took two new modules to integrate the new features. I also made a third new module to take advantage of some new parts.

The hard part is figuring out how to get a spaceplane to orbit under the new engine. I'm working the problem. I've almost got the Bay mk2 finished. It uses half the parts of the mk1. Considering that cargo bays properly occlude loads now, I might not even need to make an Aquifer mk2.

TL;DR, I'm going to be updating over the next week or two.

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  • 4 weeks later...

Files and craft have been updated for 1.0.2. I'm still working on the smaller spaceplanes. Ironically, I've found it harder to build the smaller spaceplanes than the big ones. The changes to the nuclear engines means the RCMS simply doesn't work anymore. I'm working the problem. For now, you can just use your own skycrane. Tutorials for the Aquifer mk2 and Bay mk2 will be up soon.

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"Subscribe post"

Too bad it won't work with 1.0.2. I really like your designs and the way you made a small carrier vehicle wich can move the pieces of the base together.

Will this work of you set the Kerbin atmosphere settings back to 1.0 value's? Or will the heating till be a problem?

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I've tested it in 1.0.2 and the mk2 spaceplanes work just fine. You just need to deploy the airbrakes @35k on return to prevent over heating.

I'm also working on smaller modules for use at lower tech levels. But that system won't work without the Falls as a reusable lifter, so I'm working on that first.

Edited by s1l3nt_c0y0t3
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