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Continuing the tradition of Jebediah eXperimental craft (see JX4) this Premium Grade SSTO of designation JX3 was elegantly designed and crafted for Jebediah as the ultimate small/medium sized personal space transport. Seating for 2 means Jeb can accommodate one very lucky Kerbal. Powered by 3 CR7 RAPIER engines the JX3 has plenty of power with 980kN of maximum thrust, coupled with an ample fuel holding of 28.9t (combined air/vac) gives the JX3 over 8600 or 2000 m/s of Delta V in Air and Vacuum respectively. Comprising of 65 (56 stock) parts including a downward facing shielded docking port, small mono propellant housing (60 units) and 2 small radiators for thermal venting. Power is provided by 1 nuclear generator. Flight Assistance provided by MechJeb. Extra lighting provided by Aviation Lights.
*Stock version available!
Specifications
Action Groups
[1] - Toggle RAPIER Engines On/Off
[2] - Toggle RAPIER Engines Air/Vac
[3] - Toggle Air Intakes (Main) Open/Close
[4] - Retract Air Brakes
[5] - Toggle Cockpit Lighting On/Off
[6] - Toggle Aviation Navigation + Warning Lights Cycle + On/Off
[8] - Toggle Antenna Extend/Retract
[9] - Toggle Docking Shield Open/Close + Lights On/Off
[10] - Toggle Front Landing Gear Raise/Lower
Abort - Undock
How to Fly to Space
There are 3 steps to take JX3 to space, like most SSTOs. The first is initial climb; this step is all about getting the craft into a position to be able to start the next step. The second is orbital ascent; this step produces the speed required to achieve an orbital altitude. Third is orbital circularization; A process for establishing a permanent orbit. The characteristics of these steps will change from craft to craft. The following is a very simple way to get JX3 into space and I'm sure not the most efficient. Let's start with Initial Climb.
Initial Climb - Perform preflight checks and engage engines [1]. Take off will require the full length of the KSC runway. Being initially quite heavy (45 tonne full/15 tonne empty) it is recommended to use full power though not required. Once lift off has occurred, point at 15 degrees with SAS on and hold. Continue until you have reached the target of 10000m. The craft should be flying around 300m/s at this point. Point at approximately 7-8 degrees and hold. Initial climb complete.
Orbital Ascent - With JX3 now heading at 7-8 degrees you may find a temporary drop in altitude as the plane readjusts and gains speed. Do not correct this. As the craft passes 350m/s you will regain altitude. Switch to Closed Cycle mode with [2] at the first sign of speed loss, approx. 1250m/s. Close Air Intakes [3] if not already closed. Ride this heading all the way until desired apoapsis has been established, typically 80km. Note that your pitch will change from the initial 7-8 degrees to 15+ degrees over the course of this step. Orbital Ascent complete.
Orbital Circularization - Straight forward manoeuvre node on the apoapsis to bring periapsis above atmosphere at a minimum, just under apoapsis is recommended. You should still have over 1000m/s of Delta V remaining for any more manoeuvres. Orbital Circularization complete.
Notes
Boarding is achieved by simply lowering the forward landing gear. Included are 2 radial air intakes, these are aesthetic as the Main Ram Air Intakes provide enough air. Air Brakes currently suffer an action group game bug and deploy when using wheel brakes, this can be worked around by using an action group [4] to retract them upon locking the wheel brakes at landing as if deployed at speed the lower air brakes will snap off. I toyed around with different placement of the rear landing gear but those changes made little difference to the take off ability, i.e. requiring the full runway for takeoff
About Project
Created: January 9th 2024
Updated: January 9th 2024
Project ID: 8373
License: All Rights Reserved
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Game Versions:
1.01.03
1.01.03
1.01.03
1.01.03
1.01.03
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January 9th 2024
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January 9th 2024
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