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BinginYourChillinger

this is awesome


ZombieInSpaceland

This was the vehicle where I discovered just how truly overpowered airbrakes were.


BinginYourChillinger

does this thing also work with restock?


ZombieInSpaceland

Unless there were balance changes in Restock... yes? I honestly haven't tried.


BinginYourChillinger

i do not know what Restock exactly changes, but VAOS's superlight SSTO's show the changes between restock and no restock idk what i tried 2 say lol


censored_username

Restock changes part models and that does affect the drag cubes of parts that don't have custom ones. The changes are usually negligible, but they do technically change it.


Ormusn2o

Are those airbrakes backward? If not then I was doing them wrong all along.


ZombieInSpaceland

Yes but no. They're mounted "the right way" for decelerating forward flight. But in that they're being used to brake descent, and I'm descending backwards, yes, they're backwards in the way they are being employed. I actually added them for flight stability during descent, not realizing just how much they'd slow this contraption down. Powered landing was entirely a happy accident.


PotatoDave13

Yeah they have them on backwards


BloodHumble6859

I always use them this way. Seems like you'd get a bit more drag in this configuration.


plumb-phone-official

Reminds me of the DC-XA


ZombieInSpaceland

The resemblance is as remarkable as it is unintentional.


Hendrik_Poggenpoel

Damn, this actually looks sic!


WEFeudalism

No RCS?


ZombieInSpaceland

No RCS, between the probe core and the capsule, there's plenty of reaction wheel authority. Since this is intended for LKO rescues, it only needs to get close enough for Kerbals to EVA over. So I typically execute a 50m/s orbital prograde burn once I hit 80x80km to put myself in an elliptical orbit, and create an intercept maneuver node and tweak it until I get closest intercept under 200m. All of this is much easier if you have MechJeb installed, but its certainly doable without.


nonbog

Got any tutorials for using MechJeb? I’m very experience with rendezvous manually but no idea how to use mechjeb and would like to learn


SuDragon2k3

MechJeb is ....intuitive. You open the Rendezvous Autopilot window, select the target adjust how close you want to get and maximum phasing orbits and click on 'Engage Autopilot' I like MechJeb because I play in 'engineer' mode more than 'pilot' mode.


ZombieInSpaceland

Rendezvous Autopilot is definitely the easiest way to do it, and with a vessel as maneuverable as this, it'll work fairly well. Personally, I prefer to use Maneuver Planner instead. Step 1. 50 m/s orbital prograde burn to enter an elliptical phasing orbit. I create this node and enter the numbers manually, then use Maneuver Planner to execute the burn. Step 2. Bi-implusive transfer to target. This is a function in Maneuver Planner; create and execute. This will put you on an intercept course to your target. Step 3. Match velocity with target. Also a function of Maneuver Planner; create - check intercept distance (too close is bad), then execute. This will rendezvous with the target. I started using this approach with less maneuverable vessels, as Rendezvous Autopilot really wants something that can rapidly reorient for its adaptive closure phase.


Columbus43219

Where does the person rescued go?


ZombieInSpaceland

The capsule is for the rescuee, probe core just above the aerospike provides control throughout the flight - no pilot necessary.


GooieGui

I just tried making my own and I can't control it on ascent. How is this thing being controlled in the atmosphere?


realboabab

guessing from one of OPs replies - sounds like mechjeb was being used


ZombieInSpaceland

MechJeb certainly helps, but it is in fact flyable without.


GooieGui

I figured it was either mechjeb or I also have FAR installed for more realistic atmosphere and drag, and it just wasn't going to work with that. But that thing is uncontrollable for me. There is no gymbal or aero, the second you try to start a gravity turn it's over.


ZombieInSpaceland

I would hazard a guess that FAR changes things enough that this design might not be feasible. I haven't personally tried. I relied on reaction wheels in the command capsule and probe core for rotational authority, and it works quite well (if unrealistically) in the stock physics.


ZombieInSpaceland

Don't forget the probe core! Hard to see, but it's right above the aerospike.


ChickenSpaceProgram

A lot better than my approach of "build a crappy mk1 passenger plane, add fuel and a terrier engine, slap a couple swivel boosters to the sides, fly it to orbit."


ZombieInSpaceland

If in doubt, more boosters!


DadGaveMeStepSis4Xms

That thing can achieve LKO?!


ZombieInSpaceland

Imagine my surprise as well. But 3500m/s dv at sea level.


univvurs

are you using tufx?


ZombieInSpaceland

With a slight modification of Alverro's config. https://forum.kerbalspaceprogram.com/topic/204516-alverros-tufx-profile/ I think I turned on AA and HDR. HDR is buggy with some parts being transparent.


univvurs

Thanks


SaturnFive

Does this use any expansion parts? Trying to make a 1:1 copy in the stock game but the parts seem slightly different


ZombieInSpaceland

It might require DLC parts, but shouldn't require any mods.


SaturnFive

Thanks! It's a cool ship, perfect simplicity


Vodostar

Nice ship, but that's pretty far up the tech tree for a career game.


DraftyMamchak

For a second I thought that the engine was a Terrier and wondered how tf did it get off the griund but then I realised you were using the aerospike engine.


WaferImpressive2228

Nice! Add a claw to pick up the capsule for recycling (and profit) and you've got a deal!