Kerbal Space Program

Kerbal Space Program

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SUPER FLY + Lander (v2.1)
   
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Craft
Craft Type: Ship
File Size
Posted
3.791 MB
11 Nov, 2024 @ 7:05pm
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SUPER FLY + Lander (v2.1)

In 1 collection by DEAD MEAT
The KSP Home World ION Navy
25 items
Description
The "SUPER FLY" +
the "SPIDER and the FLY"

Heavy Duty Lander with Rovers.
(rev.2.1)
11/11/24
finial version

NO MODS
ONLY STOCK / DLC GAME PARTS USED TO CRAFT


The "SUPER FLY"
Delivery Vessel / Station Core ...
Crew = 5 (4 for Lander + 1 SUPERFLY Crewman)*

No MODs Lander / Delivery Vehicle / Station Core.
It was designed to be a precision insertion vehicle for the SPIDER Lander.
I like to set up an Orbit with the SUPERFLY then using the SATs, I deploy them*, I run them down low as needed and fan them out NORMAL or ANTI NORMAL inclination, a little more each on each Orbit to create a sort of Grid Pattern, to achieve a visual. By switching between the SUPERFLY and the 2 SATs I can visually cover a Moon in relatively short time. Then using the NETWORK I pin a WAY-POINT.
At that stage the SUPERFLY really shines and it can dial in a perfect approach and landing for the SPIDER by setting up an Orbit directly over the Target at the stall out ALT you desire (recommend 7000m PE over Target).
* THE REACTION WHEELS ARE IDLE ON THE SATs AT LAUNCH. THEY MUST BE TOGGLED ACTIVE IN ORDER TO CONTROL THE SATs AFTER LAUNCH*

Capable of two way trips to either or both Kerbin Moons. *The SUPER FLY is the Sprinter of the ION Fleet and has an Electrical System balanced to run the IONs at 2/3 speed for hours and an AFK Speed of 1/2. It has the best Full Throttle ION Burst of the Fleet. Like all the Fleet it has the ION Advantage and you can set up Maneuvers in the distance and then dial in the Node Time and Throttle to match and it's like setting a course.*
But it does not just rely on the IONs, it also has 3 Skipper Engines and arrives in orbit on station with 15,300 units of liquid fuel for large maneuvers and captures. If you start the big moves off with the liquid fuel engines, and then finish them off with the IONs you can basically do twice as many.

For two way trips the SUPER FLY has a *5 KERBAL Reentry Vehicle with Chutte's and Heat Shields*. The FLY was designed from the start to function as a Station Core after dropping off the Lander on one way missions. It has Docking Ports in all sizes and positioned for both access and future building needs. It carries 2 Deep Space COMM SATs and with itself makes 3 for setting up an orbital network to support the surface bases established by the Lander.

The "SPIDER and the FLY" Lander ...
The SPIDER is DUNA rated and can Land and make orbit on any Moon.
It can go from 900mps to 20mps on DUNA in just 2500m. It's a very high thrust Lander and it's best to stall it out completely and turn it over the LZ (7000m recommended) and ride it in zero throttle to 2000m and work it in.
It has a 4 Kerbal Habitat and enough storage for Science Experiments to set up 3 Bases. There is a Solo Command Capsule for use outside the Networks range. The 4 Kerbal Land Rover is a very heavy duty one and can climb and stop on 45 deg inclines ... any environment. The 2 Kerbal ION Rover is MUN Rated. There is a small Refinery and Drill. By raising the lowest corner by just an inch with the Pistons you can stop the "slide".
It can make orbit from the MUN with the Lander attached, you can't on DUNA. To make orbit on DUNA you need a full tank of Fuel and to drop the Rover. Just leave it behind unless it's a "HOP, SKIP and JUMP".
*it is best to always check your Vessel's storage before launch.
I do load these Craft but sometimes when downloaded they show up empty.


> There is a version of the SPIDER LANDER without the FLY'S made specifically for DUNA here
The DUNA EZ-5

It is not included in the ION FLEET

*************************************
The SCHWARTZ 400 Lifter (400 seconds to decouple) has a Launch Sequence programmed as Action Group #1, this Launch is pretty amazing and there's no way any Human could ever match the efficiency of a K1000 programmed launch ... good stuff.
This one works best launched from the Launch Pad (Sea Level) and puts the Ship on station in orbit with over 15,000 units of Liquid Fuel onboard. Not Humanly possible to match.
To use ...
Turn SAS, and RCS to ON.
Go full Throttle.
Use Action Group #1 to Launch.
The Lifter will decouple at an Altitude where it will reenter to avoid clutter around Kerbin, you can "Roll Off" and finish up the Orbit on the IONS.

The COMMs SATs
They can connect to the NETWORK out beyond JOOL. They obviously can be controlled remotely so they also double as 2 Kerbal Lifesavers and Rovers. I use them to do low passes to achieve visuals on Targets and then place Way-points for Landers.

*There's a 5 second window where I spread out all the stuff that usually happens all at once when staged at the beginning, and let the Servos settle in.
just wait for it
*There are Action Groups to manipulate the Engines and Panels.

** If you drop the Rover and nothing seems to work ...
Check the "Parking Brake Group" at the top right of your HUD.
Everything must be Parking Brake Group ON on Landers to stop the slide ... it stops EVERYTHING ... servos, motors, rotors.
Release as needed. Put back on when idle.**

*** on this upload I mistakenly grabbed the MOD details when uploading (all cosmetic at the time) that is why it and maybe some other of my "NO MODS" uploads get a module alert when loaded in-game, it means nothing and all will 100% work in the stock game. Save it once on your end and everything will be cool beanz.