This, this is really, really cool. It reminds me of the shuttles from the Kris Longknife books, which use water landings as a ‘rough field’ capability on less/uninhabited planets.
Truly this game has evolved so much. For what it is worth it is beautiful and smooth. The fact that you can also discover new things, techniques and building ideas after a decade of playing ksp and making videos of it, is fascinating. When I see ksp from VAOS it's a good day to be alive
I remember discovering this little physics thing back when you still did Solar Nations, made some really cool submarines with it, and use the mechanism for launching a lot rockets
Very badass SSTO (as per usual) Loved the callback to the Star Raker episode! I also like how the spaceplane itself kinda resembles a submarine, adding to its nautical theme. Take care broh!
this came on my page just in time, right after i found my own solution to your problem. today i was messing around with an ssto i made (for a jool 5 but it is very overpowered and can get into kerbin orbit no problem) and i found a very easy way to get out of the water after a water landing: go full thrust on the surface, wait until a wave gives you some airtime, and then switch to closed cycle on your rapiers. keep it liek that for a second or two and that gets me out of the water, stable, no problem.
Something you might find useful for low-drag crafts is engine plates. Parts placed on the nodes of engine plates as long as the node below where the engines are meant to be attached is occupied. This can be used to create zero-drag crafts by placing a fairing base on an engine plate, covering the plate's bottom node with a nosecone and then moving both engine plate and nosecone inside the fairing.
Preload an ore container with ore, it’ll be so heavy it’ll work as a ballast, use a fairing to get it out to the ocean then uncover it to sink then release it on thrust. Cheaper than what your burning to get under.
To help land smoother on water you can use an airbrake attached to the back of the craft that you can just barely dip in, makes it a lot smoother with just one part
Also, modify your cfg's/create new ones for your nosecones and adapters, give them LF or LF + OX based on a weight for the standard tank mass ratio of stock parts. Doing so I create three variants of each: -An empty version which is lighter with NO fuel tanks inside and is purely structural/aerodynamic. The nosecones are currently in this state by default, but I also go a step further and create Mk II and Mk III versions for situations when I don't need the fuel, to save on dry mass while maintaining aerodynamics. Taking the Mk II Adapter as an example, it has a dry mass of 0.29 t with empty tanks, I create a version with a dry mass of 0.2 t, still reasonable but without any capacity for tankering fuel so it becomes purely structural/aerodynamic. -For the Nosecones, I create versions meant to carry LF or LF + OX, adding a small amount of mass in the form of the empty tanks and a fuel load that appropriately matches the dry mass of the part so it's not "Cheaty". Taking the Aerodynamic Nose Cone as an example, normally with a dry mass of 30 kg, I add two 60kg versions that also carry 45 units of LF and 55 units of OX, and another with 100 units of just LF. That way it has the same mass-ratio as the FL-T100 with the added bonus of being a Nose-cone for aero. This gives way you have more options for building SSTO's and making more use of all that empty space in your crafts, and customizable fuel loads that more efficently optimise the mass ratios as the mission requires. For instance Instead of having a Mk-II adapter with the Oxidixer emptied and leaving only 180 units of LF, you make one that can carry 400 units of LF as that is the "True" max capacity based on it's volume, you'll be able to put out so much more delta-v. Honestly these should already be in the stock game as we have LF and LF + O variants for most of the tanks already but NOT the adapters, I went ahead and fixed this.
0:50 pro tip: RAPIER engines have more thrust in rocket mode, so use that for lifting off from the draggy water, then switch back to airbreathing mode for better ISP (until ofc the atmosphere becomes too thin)
Have they made the pressure matter? I haven't played KSP in a while, but the crush depth of parts was never calculated for as long as I played, regardless of the state of the difficulty settings.
i looked it up and apparently rocket engines can work underwater but quickly lose efficiency as they get deeper and the pressure rises (though obviously air breathing engines like the rapiers on this ssto wont work inside water) but ksp doesnt seem to simulate that. i wonder whether you could make a realistic underwater ssto that uses only propellers and/or a large attached weight to go underwater that then detaches (would it still count as ssto if it detaches from a sinking weight?) and the craft quickly rises up on just bouyancy or bouyancy and propellers and then last moment when almost out of the water starts its rocket engines to get enough speed to fly and then swithches to air breathing mode
You said maybe the fairing was occluding pressure calculations, but not every part of your craft is contained in the fairings (for example, the fairings themselves), so that can't be why there were no warnings
I wonder... I have a boat design I use pretty regularly in my career save. I wonder if I do the fairing dragless thing, will I be able to go faster than 25-30m/s?
@@DistracticusPrime I don't remember the sea looking that good on ksp although it has admittedly been a while. Yeah, I heard ksp2 had performance issues, hopefully they'll fix it. Yes please, I'll take 30 pitchforks, 45 torches, three scowling grannies and one copper with a trunchen.
you stopped using restock because of the drag changes and that, yet you still use scatterer, which massively fucks up water physics, won't question that.
This, this is really, really cool. It reminds me of the shuttles from the Kris Longknife books, which use water landings as a ‘rough field’ capability on less/uninhabited planets.
Truly this game has evolved so much. For what it is worth it is beautiful and smooth. The fact that you can also discover new things, techniques and building ideas after a decade of playing ksp and making videos of it, is fascinating. When I see ksp from VAOS it's a good day to be alive
Vaos, you have the craziest ideas, and somehow you pull it off
I believe that is the definition of being mentally built different
This game is maddening
It’s a good day when Vaos uploads😂
Agreed!
Agreed 2
I remember discovering this little physics thing back when you still did Solar Nations, made some really cool submarines with it, and use the mechanism for launching a lot rockets
Once again your KSP content is incredible. The knowledge you have and the ideas you come with are awesome!
Very badass SSTO (as per usual) Loved the callback to the Star Raker episode! I also like how the spaceplane itself kinda resembles a submarine, adding to its nautical theme. Take care broh!
this came on my page just in time, right after i found my own solution to your problem. today i was messing around with an ssto i made (for a jool 5 but it is very overpowered and can get into kerbin orbit no problem) and i found a very easy way to get out of the water after a water landing: go full thrust on the surface, wait until a wave gives you some airtime, and then switch to closed cycle on your rapiers. keep it liek that for a second or two and that gets me out of the water, stable, no problem.
Im here barely abled to land my ssto on water and heres vaos making an ssto submarine
In KSP, landing on water might be harder than building a submarine.
Use Ballast tanks full of ore to descend and then dump them or straight up decouple them to launch.
Something you might find useful for low-drag crafts is engine plates. Parts placed on the nodes of engine plates as long as the node below where the engines are meant to be attached is occupied. This can be used to create zero-drag crafts by placing a fairing base on an engine plate, covering the plate's bottom node with a nosecone and then moving both engine plate and nosecone inside the fairing.
I’ve learned more from you than anybody else.
Vaos will take SSTO's to every corner of the universe and build them for any purpose imaginable.
That is a beautiful craft and and nice research!
Awesome! It's like an atomic-age fantasy come true.
Preload an ore container with ore, it’ll be so heavy it’ll work as a ballast, use a fairing to get it out to the ocean then uncover it to sink then release it on thrust. Cheaper than what your burning to get under.
To help land smoother on water you can use an airbrake attached to the back of the craft that you can just barely dip in, makes it a lot smoother with just one part
Also, modify your cfg's/create new ones for your nosecones and adapters, give them LF or LF + OX based on a weight for the standard tank mass ratio of stock parts.
Doing so I create three variants of each:
-An empty version which is lighter with NO fuel tanks inside and is purely structural/aerodynamic. The nosecones are currently in this state by default, but I also go a step further and create Mk II and Mk III versions for situations when I don't need the fuel, to save on dry mass while maintaining aerodynamics.
Taking the Mk II Adapter as an example, it has a dry mass of 0.29 t with empty tanks, I create a version with a dry mass of 0.2 t, still reasonable but without any capacity for tankering fuel so it becomes purely structural/aerodynamic.
-For the Nosecones, I create versions meant to carry LF or LF + OX, adding a small amount of mass in the form of the empty tanks and a fuel load that appropriately matches the dry mass of the part so it's not "Cheaty".
Taking the Aerodynamic Nose Cone as an example, normally with a dry mass of 30 kg, I add two 60kg versions that also carry 45 units of LF and 55 units of OX, and another with 100 units of just LF. That way it has the same mass-ratio as the FL-T100 with the added bonus of being a Nose-cone for aero.
This gives way you have more options for building SSTO's and making more use of all that empty space in your crafts, and customizable fuel loads that more efficently optimise the mass ratios as the mission requires.
For instance Instead of having a Mk-II adapter with the Oxidixer emptied and leaving only 180 units of LF, you make one that can carry 400 units of LF as that is the "True" max capacity based on it's volume, you'll be able to put out so much more delta-v.
Honestly these should already be in the stock game as we have LF and LF + O variants for most of the tanks already but NOT the adapters, I went ahead and fixed this.
The dream of Single Stage To Ocean has finally been realised
Straight to the club
0:50 pro tip: RAPIER engines have more thrust in rocket mode, so use that for lifting off from the draggy water, then switch back to airbreathing mode for better ISP (until ofc the atmosphere becomes too thin)
I'm a simple man. I see sharks in a KSP thumbnail, I get confused.
Big like you get. Awesome design
this thing reminds me of one of the thunderbirds
Big fan dude ❤
Got thid recommended whilst I was flying over a lake with a glider lol
When you watch RUclips, RUclips watches you. 🥸🤫🙀
Day 2 of asking for Titanfall 2 drop pod build
Have they made the pressure matter? I haven't played KSP in a while, but the crush depth of parts was never calculated for as long as I played, regardless of the state of the difficulty settings.
"shuttle ssto that used water to land"
*excuse me what*
i looked it up and apparently rocket engines can work underwater but quickly lose efficiency as they get deeper and the pressure rises (though obviously air breathing engines like the rapiers on this ssto wont work inside water) but ksp doesnt seem to simulate that. i wonder whether you could make a realistic underwater ssto that uses only propellers and/or a large attached weight to go underwater that then detaches (would it still count as ssto if it detaches from a sinking weight?) and the craft quickly rises up on just bouyancy or bouyancy and propellers and then last moment when almost out of the water starts its rocket engines to get enough speed to fly and then swithches to air breathing mode
You said maybe the fairing was occluding pressure calculations, but not every part of your craft is contained in the fairings (for example, the fairings themselves), so that can't be why there were no warnings
I wonder... I have a boat design I use pretty regularly in my career save. I wonder if I do the fairing dragless thing, will I be able to go faster than 25-30m/s?
Don't make this console players, we know what happened last time a submarine was controlled with a game controller....
Nah bro
@@Oreganock What?
Can you make a tutorial I wanna build one
I want the craft filie for that 6:09
i have made an SSTE with stock parts KRAKEN power e= everywhere
I wonder if this would make an eve takeoff easier
How to make the craft didn't wobbling ?
Can we get the craft file VAOS?
sadly… this happened right after i made the video … ruclips.net/video/XapRTev7EuI/видео.htmlsi=9uz9inBpzJnUFJy_
Hey vaos have you tried the mod free iva? If not i want you to try it
how the did you go into water at more then 2 m/s ????
how do you go under water??
Comments saying you should use a drop ore tank as ballast when you actually solved the problem in the video. Lol.
11k views and 11 months
perfectly balanced
as all things should be
Is this the new ksp or the original? Or have I just committed blasphemy by asking the question and am about to be chased with pitchforks?
KSP1 here, lately. He has KSP2 but it's too slow still. Pitchforks optional, shall I fetch one for ya?
@@DistracticusPrime I don't remember the sea looking that good on ksp although it has admittedly been a while. Yeah, I heard ksp2 had performance issues, hopefully they'll fix it.
Yes please, I'll take 30 pitchforks, 45 torches, three scowling grannies and one copper with a trunchen.
@@davidmurphy563 That would be the Scatterer mod for the ocean appearance
pls instal parallax
you stopped using restock because of the drag changes and that, yet you still use scatterer, which massively fucks up water physics, won't question that.
Too sad buoiency is completely broken in KSP2