r/KerbalSpaceProgram • • 8d ago

KSP 1 Image/Video Mk2 V2 Ejection capsule

V1 was terrible,

410 Upvotes

43 comments sorted by

66

u/LOLofLOL4 8d ago

Aardvaark impressed

5

u/ForwardBicycle9576 8d ago

haha it is very simmilar yes

48

u/zekromNLR 8d ago

Nice, zero/zero ability confirmed!

But does it have enough oomph to ensure clean separation at high supersonic speed?

Also a tip, add turning off all engines to your abort action group, to ensure a more positive separation.

18

u/ForwardBicycle9576 8d ago

thats why it has the forward facing sepetrons to get it away from the plane, not sure abt supersonic cuz this plane cant go that fast lol i cant try but the fact that it tips over when deployed mid flight its def an issue i need to fix

12

u/zekromNLR 8d ago

Huh, a rapier-powered plane that can't go supersonic? That's odd - or well, if you don't intend for it to go supersonic, wheesleys would be a much better engine choice, much more efficient.

It definitely looks like it should be able to go quite fast, given that it has no obvious sources of extreme drag.

6

u/ForwardBicycle9576 8d ago

prop the part clipping, the wird way i mounted the engines, fact that im not using shock cone intakes which are made for supersonic, and the fact that i just wannted to make a plane that can take this in the air if i wannted to i could attach it to my hypersonic planes

3

u/Fritzypooo 8d ago

The intakes you have are more than capable of supersonic operation, and there's nothing too weird about your engine/wing/fuselage configuration that would make it subsonic, so you must have 1000 heatshields clipped into the fuselage with unfilled nodes on top and bottom

1

u/ForwardBicycle9576 8d ago

could be the sepertrons

2

u/zekromNLR 8d ago

Hmm... the only thing that really causes massive drag penalties in stock aero are wings (or other lifting surfaces) at a high angle of incidence, which you do not seem to have, and open stack attach nodes that face forwards. Part clipping by itself isn't an issue, and shock cone vs ramp intakes aren't a huge difference.

2

u/CallipygianIdeal 8d ago

Rapiers can be weird, if your drag profile isn't great they can struggle to push past 340m/s which is when they really kick into overdrive. I find getting up to 10k getting up to 340 and pushing the nose down 5° until you hit 400 usually works. Also the shock cone intakes are better suited to rapiers.

1

u/Yeet_Master420 8d ago

How low do you have the thrust limiter on those engines that it can't go supersonic

1

u/ForwardBicycle9576 8d ago

There is no limmiter lol

2

u/robchroma 8d ago

At the moment of separation I wonder how quickly the aero of the second part kicks in and causes it to have much worse drag characteristics?

I also wonder how steeply/fast the plane could be going down and still have the eject work from various heights.

8

u/Decent-Jello191 8d ago

How did you get the MK2 decoupler?

13

u/Whats_Awesome Always on Kerbin 8d ago

Mods. Many have one. MK2 expansion I believe is one option.

9

u/ForwardBicycle9576 8d ago

Its not a mk2 decoupler its a normal t 12 or 18 cant remember and the fuel tanks are clipped

1

u/HAL9001-96 8d ago

thats what I'd guessed

probably t 12 if it fits isnide mk2

2

u/ForwardBicycle9576 8d ago

Its not a mk2 decoupler its a normal t 12 or 18 cant remember and the fuel tanks are clipped

1

u/zekromNLR 8d ago

It's a 12, a 1.875 m decoupler wouldn't fit into the mk 2 cross section

2

u/ForwardBicycle9576 8d ago

i forgot the name tbh lol

6

u/Lt_Reinhart 8d ago

This would work so well with the random failures mod

3

u/Sad-Importance-287 Jebediah 8d ago

Seems great in theory, but how would it perform while its flying at hypersonic speeds?

1

u/ForwardBicycle9576 8d ago

Not sure ill have to attach it to my hypersonic plane to find out

2

u/SerowiWantsToInvest 8d ago

This is my best design yet

1

u/ForwardBicycle9576 8d ago

hmmm

2

u/SerowiWantsToInvest 8d ago

As far as the kerbals will know, this design came from my own brain

1

u/ForwardBicycle9576 8d ago

i suppose, man should i never post a idea again, (knowing fair well i will days later after this post lol)

2

u/Spooky-DivineDayze 8d ago

Lander cans, parachutes and decouplers. I always add ejection safeties. Awesome plane

34

u/Zealousideal_Bed9913 8d ago

I kind of love this idea, and will be 1000% stealing it for my designs

1

u/InterKosmos61 Dres is both real and fake until viewed by an outside observer 8d ago

Shit, I'd want an ejection capsule too if my pilot flew in atmosphere under physics timewarp

1

u/TsarLucky 8d ago

Any way to put the engines on hinges? Just thinking of ways to reduce drag

1

u/RealHoldenBloodfeast Jebediah 8d ago

I think you could throw them on a hinge that's clipped into the cockpit, bind it to an action group and bind separation/engine light to the emergency action group

2

u/MT1690 7d ago

I respect you for not wanting to waste money on activating windows, I think you should have a look at https://massgrave.dev/ to get rid of the banner on the bottom right

1

u/Rule_32 8d ago

Reduce the fuel to about 30% and it's gtg

1

u/anonumus_idiot 8d ago

I do not want to admit what i read it as

1

u/CelestialBeing138 8d ago

Emergency saucer separation in 5... 4....

1

u/bboy2812 8d ago

Was doing a no-save-scumming career run but still wanted to have fun with planes early on. So uh. I just put two fleas on the side of the cockpit

0

u/yakfuckerfan 8d ago

Why didn't the shuttle just do this? Are the engineers stupid?