Kerbal Space Program

Kerbal Space Program

86 ratings
ES-102 SWIFT II
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Craft
Craft Type: Plane
File Size
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294.917 KB
23 Jul, 2021 @ 1:30am
1 Change Note ( view )

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ES-102 SWIFT II

In 2 collections by Juggernoob
Juggernoob Spacecraft & Co.
133 items
Juggernoob SSTO Spaceplanes
15 items
Description
Once a cancelled military hypersonic tactical platform, the project was taken over by ESA and developed into an SSTO LKO/MKO passenger shuttle, filling the gap between ES-94+ DART II and ES-97 SWIFT.

Pure stock, no mods, no DLCs. 91 parts, root part is the cockpit.

Key Features
- That shape. It’s built for that shape.
- 700m/s dV @ 85x85km LKO, 400m/s dV @ 300x300km MKO. Abundant Monopropellant for orbital maneuvers.
- Balanced and almost constant CoM regardless of fuel consumption. No need to transfer fuel.
- CoT in line with CoM for better orbital maneuvering accuracy.
- Atmosphere-skipping and great gliding capability.

Flight Instructions
Ascent: 8 Degrees to Space
- Rotate at 80m/s, keep roughly 8 degrees pitch, until you reach 1500m/s @ 22km.
- Press [1] to switch RAPIERs mode. Keep 8 degrees pitch.
- Push AP to desired value, shut down engines, lock prograde, coast till circularization.

Descent: 40km PE Aerobraking
- Burn PE to 40km roughly over landing zone.
- Lock radial-out and use belly to aerobrake, until estimated impact area reaches landing zone.
- Then use 10-40 degrees AoA for a controlled gliding. <20 degrees AoA pushes impact area further, >30 degrees AoA brakes harder and draws impact area closer. Enable RCS if necessary.
- [Brake] deploys airbrakes which are rather powerful. Usually, they are only required shortly before touchdown.
- Touchdown speed ~80m/s.
- MouseAimFlight[forum.kerbalspaceprogram.com] mod is strongly recommended for flying aircraft, but I’ve managed to land this thing with keyboard only and without SAS.

Design Notes
- As the designation suggests, this is a pretty old project that was almost abandoned. I can only make this wing configuration work with new building techniques that I later acquired. Ah, progress!
- The reason why I decided to revive this thing is that I saw a picture of the Chyeranovskii BICh-26[www.google.de]. It is charming. And it reminds me of this design. I’m glad I finally made it work.

Wish you enjoy and happy landing!
22 Comments
ruairi_oneill 29 Mar, 2024 @ 10:20am 
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░░░▌░▄▄▄▐▌▀▀▀░░ THIS IS BOB
▄░▐░░░▄▄░█░▀▀ ░░
▀█▌░░░▄░▀█▀░▀ ░░ COPY AND PASTE HIM,
░░░░░░░▄▄▐▌▄▄░░░ SO, HE CAN TAKE
░░░░░░░▀███▀█░▄░░ OVER THE WORKSHOP
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Searls 22 Apr, 2023 @ 9:58pm 
Dang, this thing is sweet!


But how do i use the Mouse Aim Flight?
sleezou 9 Feb, 2022 @ 1:41pm 
Very nice nice ssto! good job
Juggernoob  [author] 26 Oct, 2021 @ 5:43pm 
Glad you guys like this!
Vault Crawler 26 Oct, 2021 @ 3:07pm 
love the look
Itseedman 10 Oct, 2021 @ 9:50pm 
Wow
random guy from the internet 11 Sep, 2021 @ 3:55am 
@BIGESTMEME9999 liar it doesn't work
happyoutkast 16 Aug, 2021 @ 6:20pm 
Anyway, thank you for designing cool stuff so I don't have to have a 3 way battle between my creativity, my OCD, and the limitations of parts/tools in the game.
happyoutkast 16 Aug, 2021 @ 6:19pm 
Having spoilers such as used in the learjet and other planes during landing is next to impossible. Maybe I'm overthinking things too much. It also doesn't help that I have strong OCD tendencies when building and such, and everything has to look and work just right.....more diverse part options would be great (I really hate the tail section for the smaller crafts, it's too elongated and ugly). However, as you said, we have to use the tools and parts we're given, or heavily mod the game which I am not exactly inclined to do.
happyoutkast 16 Aug, 2021 @ 6:19pm 
I can see your point in using the rotate and move tools. Personally, I just haven't had good luck when parts are moved to clip into or over other parts. It could also be the fact that I'm not exactly the best at aircraft design. The flight mechanics in KSP are a bit more finicky and not as granular for certain types of control as in proper flight simulators, which is what I'm used to. Trying to rig in "flaps" into a game that doesn't seem designed for them is always a chore, and pretty much involves using action groups and rigging ailerons to deploy.