Kerbal Space Program

Kerbal Space Program

ESN-99 ALLIGATOR
61 Comments
pignectar 11 May @ 6:09pm 
OH MY GOOOD JUGGERNOOB YOU ARE SO COOL HOW TELL ME YOUR SECRETS NOW
Matt the57 1 Nov, 2023 @ 1:58pm 
I will give it a try!
Mother Hunter 27 Jan, 2022 @ 5:13am 
非常屌,宝藏作者
Juggernoob  [author] 26 Oct, 2021 @ 5:42pm 
Thanks! Indeed, I think it's the most difficult one to fly in my SSTO fleet. I pushed it too hard XD
Yuccasu 26 Oct, 2021 @ 1:27pm 
It works, but I have trouble to get it to orbit. I have to get used to this low TWR, I tried your Tempest in between, works great.:steamthumbsup:
Yuccasu 23 Oct, 2021 @ 1:49pm 
I'll give it a try - thanks for the quick response.
Juggernoob  [author] 23 Oct, 2021 @ 4:11am 
Nope, you don't need that. Search for DockRotate to know what that is.
Yuccasu 23 Oct, 2021 @ 2:58am 
Needs ModulDockRotate which is not in stock neither in DLC
hangdog 10 Aug, 2020 @ 2:38pm 
It might be caused by a mod. I think I have that ‘prunes’ the parts
Juggernoob  [author] 10 Aug, 2020 @ 2:22am 
As for the experimental part error, I don't have this issue in my 1.10.1 test flight, and it sounds pretty weird...AFAIK these two parts stayed the same for many many versions.
Juggernoob  [author] 10 Aug, 2020 @ 2:15am 
Thank you very much for keeping track of this craft!

I heard the the areo issue is cause by me setting the cargo bay as the root part, and that it can be fixed by re-rooting to another part. I'll update this craft (and my other SSTOs) soon, thanks again for your attention!
hangdog 7 Aug, 2020 @ 12:15pm 
I had an 'can't launch, experimental parts' error in 1.10.1. Was able to edit the .craft file, substituting in the current equivalent parts. They were the LFO tanks just in front of the Rapiers, and the straight Mk2 tanks in front of the adapters in front of those. Also had to re-do the nose and tail fairings for some reason.

But still flies, maybe better than in 1.9. Was able to get to orbit OK.

Still had the weird aero issue the internal solar panels are there for on one launch.
I notice this occurs if I go from SPH to runway, to peeking at the tracking view, and back to the runway (trying to peek at the station I was trying to rendezvous with). If I just come out, launch and go, the aero issue doesn't occur.
Juggernoob  [author] 4 Feb, 2020 @ 1:30am 
Did you make it to orbit with such a constant climb before KSP 1.8? That would be surprising, I always believe its TWR is not high enough for such a flight profile.
Juggernoob  [author] 4 Feb, 2020 @ 1:06am 
It doesn't function that way. You have to achieve 400m/s near sea level (a few hundred meters) where there is abundant air for the RAPIERs, see the flight instructions.
hangdog 3 Feb, 2020 @ 6:09pm 
Took it up past 12,000m alt, and could not get it faster than 400m/s. Climbing at ~5-8º.
It just never gains any more speed. This was in a sandbox test save with minimal mods, no aerodynamic mods at all.
Juggernoob  [author] 2 Feb, 2020 @ 12:36am 
Thanks for the feedback! Could you give more details about the situation? Because I just did a test flight and achieved 400m/s at 300m altitude like 10 seconds after flying past the island, see this screenshot.

This particular vessel gives me quite some headache due to inconsistent performance between different flights, so I really want to solve problem once and for all...
hangdog 1 Feb, 2020 @ 8:52pm 
Tried to fly again in 1.8.1, the internal panel never broke, but could not get higher than 400 m/s at all. So drag still calculating wrong. Closed the hatches before saving and launching.
Juggernoob  [author] 31 Jan, 2020 @ 2:31am 
It's my great pleasure. I find it difficult to improve this design, so I build a new one instead, the ALLIGATOR II, I hope that one could work better and with less aero glitches...
ArmaX71 15 Nov, 2019 @ 12:02am 
I did that mission with your ES-101 stock ... and now I'm trying your Python: it’s a work of art, like the Tempest. They almost take off and land by themselves. I can’t imagine how many hours you have spent in fine tuning the balance of those crafts, I think you really got talent. Thank you
Juggernoob  [author] 14 Nov, 2019 @ 3:30pm 
Thank you very much for the feedback! This particular ship seems to be the most glitchy one among my designs, even after an update...I'll take a look into it. And yes it's a pity, because this ship is exactly designed for such Mun rescue missions...
ArmaX71 13 Nov, 2019 @ 12:09am 
Hi! I've tried your ES-101 Tempest, with a lot of fun, easy to take off and land, and a very nice looking.
I’ve tried then you Alligator, which has a similar take off procedure, with absolutely no success. The glitch happen most of the time, and when it doesn’t happen, the plane hardly reach the 400 m/s then start losing speed. I play 1.8.1 version without mods.
It’s a pity, I have one rescue mission on mun for a kerbal plus ship, and I’m trying to modify you Tempest with the rear of you Alligator for the nuclear engines ...
Juggernoob  [author] 28 Sep, 2019 @ 12:36am 
- I can find MouseAimFlight with Bing with ease, it still works on current version
- @hangdog, thanks again for the suggestions and I updated the craft accordingly, sorry for being lazy for so long XD
Sapier 8 Sep, 2019 @ 6:22am 
Where do you download Mouse Aim Flight?
寻猫大师椎名立希 15 Aug, 2019 @ 9:59am 
牛逼
Juggernoob  [author] 8 Aug, 2019 @ 6:08pm 
Congrats! I always use a mod called Mouse Aim Flight and haven't encountered PIO so far (it does occur on its prototypes where the main wing control surfaces are angled, I think I've fixed that on current version, but who knows), I'll do some more test flights to see if there's anything I can do. Thanks again for the start-to-end review!
hangdog 8 Aug, 2019 @ 11:39am 
Made it. Overshot KSC to just past the island at about 20K, but flew it in from the east under rapier power. Landed at about 50m/s! (Might have had an assist from the reaction wheels, maybe?) I had a bit of PIO going right on final, but that's probably my sucky FPS.

Didn't even really need the drogues. Bounced a bit hard and something blew up, not sure what! Couldn't tell by looking, might have been one of the internal tanks?

So, add ST O L to the feature list!
Juggernoob  [author] 7 Aug, 2019 @ 10:36pm 
Thanks a lot for the review, I hope you returned home safely :D
Your experience from actual missions is very practical, I'll update the craft and add more AGs. And I'm glad (hmm not really XD) to get another confirmation about the aero glitch. @Squad please fix!
hangdog 7 Aug, 2019 @ 7:37pm 
Review while in the middle of a mission.

Love it. Cute, functional, realistic, balanced, tons of dV, bonus robot, easy to fly.

Just transported a tourist to a Mun landing (docked with lander in Mun orbit) after picking up a salvage capsule. Taking the tourist home now. I've never successfully landed a SSTO, saving now...

Useful things to add:
- AG item to turn off the RCS for the robot (looks weird with puffs coming out of closed hold)
- AG to return control to main probe core (spacebar not working?)
- separate AG for internal solar vs doors

(I used Action Group Manager to tweak in flight)


I did run into the aero glitch when I launched closed from SPH, but went back to the tracking station for other things before actually taking off. If I launched SPH-to-runway and took off, no glitch. This is likely a bug in 1.7.3 etc.
jayspers 21 Jul, 2019 @ 5:02pm 
Juggernoob https://youtu.be/sRhj3Pnq2Ks This was worth the effort i put into it, I made sure to put the workshop link in the description and add crediting at the start of the video
temamiritari 20 Jul, 2019 @ 2:26am 
GJ
jayspers 19 Jul, 2019 @ 10:58am 
Juggernoob - Yes, But, the video wont be up for another few weeks (Its a pretty big one)
BORDER OF PURGATORY 19 Jul, 2019 @ 9:57am 
finally got it into orbit but i had to remove the robot and orange tank in the cargo bay
Juggernoob  [author] 19 Jul, 2019 @ 8:09am 
感谢感谢!
dumBer0ne 19 Jul, 2019 @ 5:56am 
好棒好棒,You did a good job writer
Juggernoob  [author] 18 Jul, 2019 @ 11:35pm 
That's all very strange, judging from your screenshot (SAS is on, drag seems to be normal since there are no arrows behind the RCS tanks) it should have worked. I achieved orbit normally after seeing your comment.

I think my flight instructions are probably not clear enough, or the MechJeb autopilot is not working as expected. After achieving 400m/s, with SAS engaged (which I forgot to mention in the instructions), it shouldn't have pitched down...Anyway, just sent you a friend request to discuss about the problem.
BORDER OF PURGATORY 18 Jul, 2019 @ 10:08pm 
tried messing with the cargo bay and i can get it to 400 but as soon as i let go of pitch controls it pitches down, not up

if i pitch up manually i lose speed RAPIDLY and i cant gain it back, it stays at like 350 as the raiper engines lose thrust while climbing at 5 degrees

this is the drag inside the bay with the doors closed and everything folded up https://steamuserimages-a.akamaihd.net/ugc/780729699957729444/690FA7B29BB2699A73974D89C7F9C386766A16BB/
Juggernoob  [author] 18 Jul, 2019 @ 7:08pm 
@Wonus If you clicked "subscribe", it should appear in your craft list ("open")
Juggernoob  [author] 18 Jul, 2019 @ 7:07pm 
I had the same experience, turns out that KSP accidentally calculates drag of the payload inside the closed cargo bay, which is a LOT of drag. It's better to close cargo bay in SPH instead of on the runway, it solved the problem I encountered.

You can turn on aerodynamic forces display (F11?) in flight and see whether stuff in the cargo bay produce drag by themselves. If the problem persists, I'm here for further help!
BORDER OF PURGATORY 18 Jul, 2019 @ 6:59pm 
BORDER OF PURGATORY 18 Jul, 2019 @ 6:54pm 
cant get it to go over 400 m/s, i pass the island going like 200

keeping it straight and level all the way from the runway at low altitude with mechjeb assisting heading control
Joe G. 18 Jul, 2019 @ 6:27pm 
how do i fly it i cant get in game]
Juggernoob  [author] 18 Jul, 2019 @ 5:03pm 
Thanks and you are welcome!
- @IronCoasters Sure, I'd be very happy to see this featured in your video. Would you consider sharing the link when it's online?
jayspers 18 Jul, 2019 @ 4:12pm 
Quick question: Is it fine if i include this craft in a youtube video? (With proper crediting ofc)
SHROOMSTEP 17 Jul, 2019 @ 3:04pm 
This is awesome! Thanks for making it =D
Juggernoob  [author] 16 Jul, 2019 @ 7:15pm 
Thanks guys, glad you like this thing!
- The mod for additional structures is indeed KSC++, but "Continued" by someone else, so it's still up to date.
- But no mod in the craft itself.
- I have a 55t SSTO lifter but in general I suck at building larger crafts...
Pumking0456 16 Jul, 2019 @ 6:52pm 
btw 10000 out of 10 :steamhappy::steamhappy::lunar2019piginablanket:
Pumking0456 16 Jul, 2019 @ 5:20pm 
try making a largo cargo ssto or a space station with robotic parts:steamhappy::lunar2019piginablanket:
divolb 16 Jul, 2019 @ 5:12pm 
mods?
Phrasing?! 16 Jul, 2019 @ 2:40pm 
This type of high-quality stock spacecraft deserves more recognition and ratings. To be able to create such detailed and versatile craft from the stock inventory is nothing short of a triumph of KSP engineering and imagination. Kudos
AapoL 16 Jul, 2019 @ 1:39am 
I like this!