Kerbal Space Program

Kerbal Space Program

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ES-105 WARBLE
   
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Craft
Craft Type: Plane
File Size
Posted
Updated
238.729 KB
2 Sep, 2019 @ 7:46pm
8 Dec, 2020 @ 7:41am
2 Change Notes ( view )

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ES-105 WARBLE

In 2 collections by Juggernoob
Juggernoob Spacecraft & Co.
133 items
Juggernoob SSTO Spaceplanes
15 items
Description
ES-105 WARBLE (European Spacecraft model 105, Wide-body Ascent vehicle with Rocket/air-Breathing hybrid propulsion, Low-orbit Express) is an autonomous SSTO passenger shuttle with 16 seats. It replaces the not-so-successful ES-95 WHALE for comfortably transporting larger groups to and from LKO, such as for space station crew rotation missions and low-cost package tours. Lack of windows is compensated by panorama VR/AR display of the outside for every passenger.

Its overall shape is greatly inspired by the Warble 1.0 by ShockTNC. Its name means "a melodious succession of low pleasing sounds" (Merriam-Webster dictionary).

100% Stock, 87 parts, Root part is the Mk3 crew cabin.

Key Features
- Somewhat cute
- 1100m/s dV @ 85x85km LKO, 780m/s dV @ 250x250km LKO.
- Balanced and almost constant CoM regardless of fuel consumption, decent maneuverability and great stability during the entire mission. No need to transfer fuel.
- Powerful RCS shares abundant bi-propellant fuel, no need to worry about intensive attitude controlling, maneuvering and docking operations quickly draining RCS fuel.
- Good gliding capability.

Design Notes
- As mentioned above, this started as a re-creation of that cute design for look and for fun, but ended up being a quite practical 16-seat class passenger shuttle - outmatches my older ES-95 WHALE in almost every way.
- Despite having good gliding capability during reentry, it doesn't fly well at low speeds (<150m/s). It generates much less lift compared with my "normal" spaceplane designs. It's just because it also has much less drag, so its lift-to-drag ratio remains high, hence the good gliding capability.
- It's recommended to engage RCS when firing main engines in space. It helps to counter thrust torque for better orbit accuracy. Fuel supply priorities of the four Mk1 tanks are edited in order to minimize thrust torque.
- Main control is from the silver ball on the tail.

AG1=switch RAPIERs mode
AG3=toggle docking module
AG4=toggle solar panels
AG9=toggle fuel cells
AG0=RAPIERs on/off

Flight Instructions
Ascent: 0-5-10 degrees to space!
- Engage SAS, launch, rotate at 130m/s.
- Keep level flight at the beginning (requires pulling up due to insufficient lift at low speeds) until ~300m/s.
- Stay away from pitch control, let it slowly reach 5 degrees while accelerating, keep this pitch.
- At ~10km, stay away from pitch control and let it slowly pitch up to 10 degrees, keep this pitch,
- When speed hardly increases (~1550m/s @ 20km), press AG1 to switch RAPIERs mode, keep 10 degrees pitch.
- Push AP to desired value, lock prograde and shut down engines, coast till circularization.
- Engage RCS when firing engines in space to minimize effect of thrust torque.

Descent
- Burn PE to 40km above target zone.
- Lock radial-out (90 degrees AoA) to aerobrake.
- When estimated impact point draws near landing site, reduce AoA to 10-45deg.
- With a 10deg AoA, it can glide to destination unpowered or even overshoot it. You can also use air-breathing RAPIERs to fly to destination.
- Landing speed should be >100m/s to avoid stall due to insufficient lift at low speeds. Use engines if necessary.
- Keep a low vertical speed before touchdown to avoid bouncing. Deploy drogue chutes, brake for a full stop.

Wish you enjoy and happy landing!
Popular Discussions View All (1)
0
9 Sep, 2019 @ 5:16pm
FAQ: Mods for visual and KSC
Juggernoob
29 Comments
scoot 12 Sep, 2019 @ 4:29am 
tthis is my face when KSP2 come out :KOh:
scoot 12 Sep, 2019 @ 4:29am 
that would be cool and how many pepole know about KSP2
Juggernoob  [author] 12 Sep, 2019 @ 1:55am 
There will be, I read in their introduction that outer world colonies would be able to develop to a level that allows building spacecrafts on-site, pretty exciting
phuoainfheaus 12 Sep, 2019 @ 1:37am 
KSP2 BETTER add the ability to launch from other planets (after building a base there) or else no one will really be bothered to go to the outer solar system
Juggernoob  [author] 11 Sep, 2019 @ 6:04pm 
- Yeah, those missions instead of the crafts are probably to blame. I mean, in the 4 years, like 70% of fun I ever had in KSP occurs within the Kerbin system, and 70% of this 70% just in and around KSC...*sigh*

- I wish KSP2 would provide those with less impact on PC performance XD
scoot 10 Sep, 2019 @ 3:20pm 
Soodles it looks like kerbel space program2 i dont know why (i mean with the trees and stuff) :KOh:
phuoainfheaus 10 Sep, 2019 @ 12:30pm 
I get what you mean, and I always do try to keep my SSTOs as simple as possible (not 10 action groups) while keeping functionality, but they just don't seem to make it past the usual 30-50 downloads. Most of my SSTOs weigh around 30 tonnes, being made of 1.25m parts, none of them would put pressure on any computer (even my potato pc). I guess they are just boring. The 5 minute nuclear burn times and difficult low TWR nuclear landings are probably to blame.
Juggernoob  [author] 10 Sep, 2019 @ 12:44am 
@Matthew.hoogenboom, I can totally relate to these thoughts, and SSTA is also some kind of ultimate goal for me in this game. Actually I have 2 SSTA designs in my hangar, but they are far from making me satisfied, both in appearance and functionality. So I guess they'll remain in SPH for quite some time.

I think one important reason hindering such crafts from being popular is their complexity. They are a hell to design and also a hell to operate, both for me and for my PC (yeah I mean the part count). On the other hand, going far beyond Kerbin system or lifting massive payload might be rather rare activities. Therefore, such crafts might not be easy to enjoy, both for designers and users. They will receive high respect from those who understand them, but front page seems to welcome rather simple stuff to have fun with.

However I believe that we shouldn't build crafts with the goal in mind that it has to hit front page...And a nice SSTA remains my ultimate goal.
phuoainfheaus 9 Sep, 2019 @ 10:29pm 
What's with "Kerbin Orbit Only" SSTOs getting to the front page of the workshop, and not SSTOs that have amazing abilities like being able to go to Jool, or have massive cargo carrying capacity, or carry enough fuel to re-fuel distant space stations. I get that the SSTO looks really cool, but I think SSTOs with unique abilities should be more popular and reach the front page rather than every second craft you see being another "Kerbin Orbit Rendezvous SSTO"
Juggernoob  [author] 9 Sep, 2019 @ 5:17pm 
Just added a discussion regarding mods seen in the screenshots.