Difference between revisions of "Aeris 4A"

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The Aeris 4A is a manned stock spaceplane with [[SSTO|Single-Stage-To-Orbit]] capabilities. With sufficient piloting skill it is capable of reaching Kerbin orbit, docking with another object in orbit and returning safely to the ground without decoupling any parts.
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[[File:Aeris_4A.png|thumb|The Aeris 4A thumbnail in the stock craft menu.]]
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[[File:Aeris 4A on runway.png|thumb|An Aeris 4A ready to start.]]
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[[File:Aeris 4A in orbit 2.png|thumb|In orbit around [[Kerbin]] above one of the craters.]]
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[[File:Aeris 4A in orbit.png|thumb|Another shot in orbit prior to descending.]]
  
==Features==
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The '''Aeris 4A''' is a manned [[Stock craft|stock spaceplane]] with [[single-stage-to-orbit]] capabilities. <!-- With sufficient piloting skill it is capable of reaching a 100&nbsp;km circular [[Kerbin]] orbit, [[docking]] with another craft in orbit and returning safely to the ground without decoupling any parts. -->
  
The Aeris A4 is equipped with
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During the 0.25 update when the Spaceplane Plus mod was integrated into KSP, Aeris 4A was modified for the new wing and elevon parts.
  
* Two [[TurboJet Engine]]s with 4 [[Radial Air Intake]]s and two [[Ram Air Intake]]s for atmospheric flight
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[[File:Aeris 4A on the runway.png|thumbnail|right|The Aeris 4A on the runway ([[1.0.5]])]]
* Control surfaces and winglets for atmospheric control
 
* One [[LV-T30 Liquid Fuel Engine]] for orbital flight
 
* RCS thrusters for orbital control
 
* An [[Inline Clamp-O-Tron]] docking port facing upwards
 
  
==Action Groups==
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== Craft Description ==
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{{Quote|The Aeris 4A is a spaceplane capable of reaching orbit, if flown correctly.|Squad}}
  
For faster switching between atmospheric and orbital flight, the Aeris 4A has four action groups predefined:
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==Features==
  
# Activate turbojet engines
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The Aeris 4A is equipped with two [[TurboJet Engine]]s for atmospheric flight. The [[intake air]] is provided by two [[Shock Cone Intake]]s. For orbital flight, one [[T-1 Toroidal Aerospike "Dart" Liquid Fuel Engine]] is provided. The rocket engine will first feed from the tanks mounted to the jet engines.
# Activate liquid fuel engine
 
# Shutdown jet engines, toggle intakes
 
# Open docking port
 
  
Its engines are supposed to be controlled through action groups, not through staging.
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Four [[RV-105 RCS Thruster Block]]s and four [[Place-Anywhere 7 Linear RCS Port]]s are added for orbital control, allowing both rotational and translational movement.
  
== Mission Profile==
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With an [[Inline Clamp-O-Tron]] docking port facing upwards, it is possible to dock with other craft.
  
This is an outline for a typical mission.
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==Action Groups==
 
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The Aeris 4A has 3 [[action group]]s predefined:<br />
=== Takeoff ===
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4: Toggle docking port<br />
 
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5: Toggle jet engines<br />
# Activate SAS
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6: Toggle rocket engine<br />
# Activate turbojet engines with the 1 key.
 
# Set throttle to maximum
 
# Wait until you are at the end of the runway
 
# Raise the nose very, **very** carefully to avoid scratching the runway with the liquid fuel engine
 
 
 
=== Atmospheric ascension ===
 
 
 
# ascend in a vertical angle of about 30° to a height of 15km
 
# Reduce your vertical angle to about 10° and keep raising watching your intake air level on the Resources panel
 
 
 
=== Orbital ascension ===
 
 
 
# When your intake air level reaches 0.07, deactivate the jets and intakes with action group 3 to avoid a flame-out. Then activate the liquid fuel engine with action group 2 and activate RCS.
 
# Keep accelerating in your prograde direction while watching your apoapsis on the map view
 
# When your apoapsis exceeds 100km, set your throttle to 0%
 
# wait until you've reached your apoapsis and circularize your orbit with another burn
 
 
 
=== Orbital maneuvers ===
 
 
 
You can now do an EVA or attempt to rendezvous and dock with another craft in orbit, but try not to use too much liquid fuel, as you will need some left for deorbiting.
 
  
=== Deorbiting ===
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The engines may be controlled through staging. However, keys 5 and 6 offer control after staging is done.
  
# To land at (or at least near) the KSC, perform your deorbit burn when you are approximately over the large impact crater. Burn retrograde until your trajectory hits the continent east of the KSC.
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== Possible improvements ==
# turn your craft to face prograde
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[[File:Modified Aeris 4A.png|thumb|Suggested modifications applied]]
# Due to a construction mistake the jet engines won't work when there is no liquid fuel in the tanks connected to them They can't take fuel from the central tank. So pump the liquid fuel from the central jet fuel tank into the two outer FL-T400 tanks before you proceed. Make sure that the distribution between them is as equal as possible to avoid moving your center of mass to the side.m
 
# Shut down the rocket engine by right-clicking on it and selecting "Shutdown Engine"
 
# Re-activate the air intakes with action group 3
 
# Re-activate the jet engines with action group 1, but do not activate throttle until you have intake air again.
 
  
=== Re-Entry ===
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Whilst the supplied plane does perform ok, there is some scope for tweaking and/or improving the design, with some quick and easy changes.  These are just some basic ideas and things to try out:
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* Remove the [[Inline Advanced Stabilizer]], as it's really not necessary with the changed SAS system.  The cockpit now provides both sufficient reaction wheel torque and SAS.  Atmospheric handling is arguably improved with less torque.
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* Add [[Battery|batteries]](if not there already, depending on version) and [[solar panel]]s, for extended duration orbiting.
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* Change the [[AV-R8 Winglet]]s to [[Advanced Canard]]s on the nose, and [[Standard Canard]] on the tail, for improved handling.
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* Add a ladder onto the cockpit.
  
# You will start to notice atmospheric drag reducing your speed at about 40km height.
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After some of those improvements the [[Center of mass|centers of mass]] and [[Center of lift|lift]] may change which should be compensated by adjusting the wings forwards or backwards.
# From now on, keep the roll parallel to the horizon and the nose pointed at the prograde marker on the nav-ball at all times.
 
# When you are at about 10km height and 400 m/s speed, you will be able to fly properly again. Put some power to the jet engines and try to get into a level flight with constant speed.
 
# Navigate to the KSC or find another suitable spot for landing.
 
  
=== Landing ===
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=== Obsolete suggestions ===
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Some of these suggestions have been made in stock. Others are obsoleted by changes to stock.
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* Change the [[LV-T30 Liquid Fuel Engine]] to the [[Toroidal Aerospike Rocket]], to reduce the chance of a tail strike on takeoff and landing, and arguably improve aesthetics. The aerospike engine is also more fuel-efficient, but has only 81% of the thrust (still sufficient to achieve a 100&nbsp;km circular orbit from a 20&nbsp;km transition from jets). This change had been applied to the stock craft in 1.2.0.
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* Change action groups 2 & 3 to toggle the engines, instead of just activating them. It is also possible to change the first action group, but this is only required for starting the engines on the runway. (Applied in 1.8 or prior.)
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* Add struts between the cockpit and fuel tank or wings, to reduce flexing around the RCS tank and docking port (now obselete as of [[0.23.5]], as node connections have been revamped).
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* Unlock steering on the front wheel using the right-click tweakables menu. (Applied in 1.8 or prior.)
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* Move the nose wheel backwards, under the main body (e.g. under the docking port body section), to eliminate the approximately 2° nose down attitude when sitting on its wheels. This also helps to reduce body flex when sitting on the wheels. It is also possible to rotate the wheel so it's folds forward like the wheels mounted at the rear. In or before 1.8, the rear wheels were moved outward to higher parts of the nacelles, giving a very slightly nose-up attitude. The body flex comment may also be obsolete; it's hard to tell if there's any flex now.
  
You do not necessarily need to land on the runway. Try it when you want to show off, but landing on the flat plain around the KSC is much easier.
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== See also ==
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* [[Tutorial:Aeris 4A mission]], a tutorial on how to launch this craft
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* {{Images}}
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* [[Dove]], an even smaller and lighter spaceplane with different flight characteristics
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* [[Aeris 3A]], the possible predecessor to this craft.
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{{stock craft}}
  
# Make sure the landing gear is out and activate the breaks
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[[Category:Stock craft]]
# Go on slow, very low and in a very flat angle
 
# gradually reduce the speed while trying to remain level until you drop to the ground while your nose is still pointing slightly upwards
 
# let the brakes bring you to a halt
 
# Congratulate yourself
 

Latest revision as of 02:25, 3 January 2023

The Aeris 4A thumbnail in the stock craft menu.
An Aeris 4A ready to start.
In orbit around Kerbin above one of the craters.
Another shot in orbit prior to descending.

The Aeris 4A is a manned stock spaceplane with single-stage-to-orbit capabilities.

During the 0.25 update when the Spaceplane Plus mod was integrated into KSP, Aeris 4A was modified for the new wing and elevon parts.

The Aeris 4A on the runway (1.0.5)

Craft Description

The Aeris 4A is a spaceplane capable of reaching orbit, if flown correctly.

Squad

Features

The Aeris 4A is equipped with two TurboJet Engines for atmospheric flight. The intake air is provided by two Shock Cone Intakes. For orbital flight, one T-1 Toroidal Aerospike "Dart" Liquid Fuel Engine is provided. The rocket engine will first feed from the tanks mounted to the jet engines.

Four RV-105 RCS Thruster Blocks and four Place-Anywhere 7 Linear RCS Ports are added for orbital control, allowing both rotational and translational movement.

With an Inline Clamp-O-Tron docking port facing upwards, it is possible to dock with other craft.

Action Groups

The Aeris 4A has 3 action groups predefined:
4: Toggle docking port
5: Toggle jet engines
6: Toggle rocket engine

The engines may be controlled through staging. However, keys 5 and 6 offer control after staging is done.

Possible improvements

Suggested modifications applied

Whilst the supplied plane does perform ok, there is some scope for tweaking and/or improving the design, with some quick and easy changes. These are just some basic ideas and things to try out:

  • Remove the Inline Advanced Stabilizer, as it's really not necessary with the changed SAS system. The cockpit now provides both sufficient reaction wheel torque and SAS. Atmospheric handling is arguably improved with less torque.
  • Add batteries(if not there already, depending on version) and solar panels, for extended duration orbiting.
  • Change the AV-R8 Winglets to Advanced Canards on the nose, and Standard Canard on the tail, for improved handling.
  • Add a ladder onto the cockpit.

After some of those improvements the centers of mass and lift may change which should be compensated by adjusting the wings forwards or backwards.

Obsolete suggestions

Some of these suggestions have been made in stock. Others are obsoleted by changes to stock.

  • Change the LV-T30 Liquid Fuel Engine to the Toroidal Aerospike Rocket, to reduce the chance of a tail strike on takeoff and landing, and arguably improve aesthetics. The aerospike engine is also more fuel-efficient, but has only 81% of the thrust (still sufficient to achieve a 100 km circular orbit from a 20 km transition from jets). This change had been applied to the stock craft in 1.2.0.
  • Change action groups 2 & 3 to toggle the engines, instead of just activating them. It is also possible to change the first action group, but this is only required for starting the engines on the runway. (Applied in 1.8 or prior.)
  • Add struts between the cockpit and fuel tank or wings, to reduce flexing around the RCS tank and docking port (now obselete as of 0.23.5, as node connections have been revamped).
  • Unlock steering on the front wheel using the right-click tweakables menu. (Applied in 1.8 or prior.)
  • Move the nose wheel backwards, under the main body (e.g. under the docking port body section), to eliminate the approximately 2° nose down attitude when sitting on its wheels. This also helps to reduce body flex when sitting on the wheels. It is also possible to rotate the wheel so it's folds forward like the wheels mounted at the rear. In or before 1.8, the rear wheels were moved outward to higher parts of the nacelles, giving a very slightly nose-up attitude. The body flex comment may also be obsolete; it's hard to tell if there's any flex now.

See also