Auto Credit Based on Reberbri's fixed engine/tank issue

ATTENTION: LEGACY CONTENT

Though this original SV80 design is still canon to Hypernova, it is vastly outdated in the game's context.
I have barely tested this prior to uploading, so keep in mind there's a lot of things that will be off, such as the FTL system and other vizzy stuff. I'm simply putting it here since it's been sitting in my saves for literally almost three years and I thought it'd be a nice early gift to give y'all.
This is the last time I'll update this version, and a new SV80 with much higher quality will replace it later. When? I don't know. It's very close to completion (I guess you could say I've secretly been "cooking", or whatever kids say these days) but it'll likely get hyper-delayed like this one too, especially since I'll be trying to go extra hard on the lore and provide stuff like artwork and whatnot... we'll see.
And of course, I'm glad to see that the autocredit for it is still broken lmao (you can find the previous version here).


"When I first started making spacecraft, I often had no real idea of what I was doing, I just... slapped parts on until it worked. The names were completely random, and so were the results. But the old SV80 was the first that worked fully as intended, so I left it as my main vehicle. This way of building has remained only in trace amounts now — I still mess around, but it's far more focused on actually getting the things to work without having to trial-and-error them a hundred times." - Zenith, interview ca. 2018

"Breaking the laws of physics? Pretty much a Tuesday to me, man." - Zenith, ca. 2015

"I saw a black airplane with impossible performance, and thought I was either seeing a UFO or simply hallucinating. But then I saw others pointing at it too, so it wasn't the latter." - Anonymous civilian, ca. 2014


FAKE-WIKI

The Zenith SV80 Macrocosmos, also known by its previous names "Stormfall" and "Lightning", is a two-seat, twin-engined, omni-environment, high-performance spaceplane designed by Zenith for exploration and general travel with minimal combat usage. It has been deemed the cosmic entity's main craft due to its high usage compared to other crafts. The SV80 name is used for two crafts of similar usage and appearance but with heavily differing technical data. The older, smaller, now-retired version, often referred to as the "SV80 Classic", is covered below, with the other being a larger, more modern version that was developed in the Europa Hideout and is still used by Zenith to this day. Their internal design codes are ZVSO-SV80 and ZVS-SV95, respectively.

Development

The original SV80 was originally built on Titan around the early 1980's, and was intended as an all-around spaceplane, including combat capability which was quickly gotten rid of due to the small size of the body. However, the overall body design, inspired by military aircraft of the time such as the F-15 Eagle, remained into the final version. This resulted in a fairly standard configuration with a traditional layout, but this made it one of the first Zenith crafts that was capable of stable, long-lasting flight, alongside numerous prototypes which were either preserved or deconstructed and had their parts reused for other crafts as this was right before the cosmic entity began mass-creating nihilium.
The SV80 would go on to become a major influence on many of Zenith's future designs, and was often used as a testbed for much of the cosmic entity's upcoming hardware components due to its excellent performance. It would later be entirely replaced by the new SV80 — internally known as the SV95 — during the fights against Nadir and the Great Armada due to various factors such as age, physical dimensions, and a lack of dedicated offense capability.

Design

The SV80 has a traditional layout with a rear all-moving tail with additional control surfaces. Its body has a stretched hexagonal cross-section starting from the movable intake covers. It is well known for the "axolotl stabilizer" layout, where four main vertical stabilizers are complemented by four more diagonal stabilizers, all with control surfaces. This was exclusive to the original SV80 due to the added complexity from connecting more hydraulic and electronic controls.
The engines were originally two RS2000's of the tri-mode variant, but were upgraded to RS3200's shortly before Zenith had properly visited Earth for the first time. They are equipped with 3D thrust vectoring and run on JRX supplied from two IFG's, with the craft having four more logic brakers for a total of six, arranged in two lines inside the outer parts of the body just ahead of the engines and labeled L1-L3 and R1-R3.

Technical data

Sources: The Book of Zenith Creations , Zenith Vehicle Database , and 3CE Public Database

General

Size class: Small
Capacity: 1 pilot, 1 passenger
Length: 12.7m (500 in)
Wingspan: 8.57m (337.4 in)
Height: 2.96m (116.5 in) (landing gear extended); 2.21m (87 in) (landing gear retracted)
Wing area: 21.2 m^2
Empty weight: 675 kg (1488 lbs)
Gross weight: 750 kg (1653 lbs)
Powerplant: 1x Zenith Hyperspeed + 2x Zenith RS2000 (tri-mode), later 2x Zenith RS3200; combined performance is 5000 kN in standard mode, 200 to 1000 kN in precision mode, up to and exceeding 7500 kN in atmospheric mode

Performance

Maximum speed in atmosphere: up to and exceeding Mach 100 (depending on circumstances)
Fastest reached superluminal speed: est. 5*10^12 c
Thrust to weight ratio: up to and exceeding 1000 (depending on circumstances)
Delta-V: infinite

Equipment

  • Note: All of the following equipment is made in-house by Zenith, therefore the specific branding has been dropped and only includes model name and other data.
  • 6x logic breaker (4x standard, 2x IFG)
  • 6x unclassed (vehicle-exclusive) compact AESA radars of varying sizes
  • Partial Limitation Bypass Communication System type Sc42
  • 1x equipment attach point (not fitted to most examples of the SV80 due to a low need for attachments)
  • compatibility with Wingman AVMC (except some preserved or permanently displayed examples)

IN-GAME USAGE AND CONTROLS

  • Standard aircraft controls.
  • Slider 1 for taxiing power.
  • Slider 2 to zoom custom cameras in and out.
  • AG1: Engine power on, standard mode. The most visually inpressive and decently powerful too. Max thrust 5000kN. Instantaneous throttle response.
  • AG2: Engine power on, precision mode. Burns fuel at a lower temperature for less thrust to make more precise maneuvers possible. Max thrust 1000kN in atmosphere and 200kN in vacuum. Near-instant throttle response.
  • AG3: Engine power on, atmospheric mode. The front inlet covers open up, allowing air to flow through. Max thrust is hugely dependant on atmospheric characteristics, but in thicker atmospheres (e.g. venusian planets) it can be more powerful than the normal mode. Slowest throttle response out of all these, though I've been able to improve it compared to the previous versions.
  • NOTE: You can have any combination of engine "modes" on at once, meaning if you wanna go really fast then just enable all of them :)
  • AG4: Hyperspeed power on. High-power engine intended for acceleration to superluminal velocities. Max thrust is 5000kN in atmosphere and 25MN in vacuum. Near-instantaneous throttle response.
  • AG5: Ultra-Hyperspeed power on. Extreme power engine for traveling way faster than the speed of light. Features basic vizzy that disables it (or at least tries to) when in an atmosphere or below 100km AGL. May or may not break the craft sometimes, use it at your own risk.
  • AG6 - Opens the canopy. It has an unusual opening method compared to most planes, and while it's only available in a limited form in this old one, it is properly implemented in the new one.
  • AG7: Thrust reverser for atmospheric mode. Simple on-off toggle, no need to hold down the Brake input (which of course lowers your throttle and thus thrust)
  • AG8: Landing gear toggle.
  • AG9: RCS control on. The thrusters have more than enough power to be used for forward thrust or vertical takeoff.
  • AG10: Gyroscope control on. Is the main source of the craft's high maneuverability.
  • AG11: Toggles bonus visual effects. Here this only affects the (re-)entry flames (see 4th and 5th pic) that appear above Mach 5 — there used to be a supersonic vapor cone but it was removed since I couldn't get it to look normal. In the new version, this is re-added with vizzy control to make it look more realistic, but the (re-)entry flames have also been given vizzy control, and, instead of activating above Mach 5, now activate when A. the nose reaches a high enough temperature to glow orange B. the craft is moving fast enough; there will also be a brand new VFX that appears during FTL travel and is essentially a white glow far in front of you to simulate "getting hit" with photons (light) since you're going faster than them.
  • AG12: Docking toggle. Not tested, of course.
  • AG13 is unbound. Not because of some superstition or whatever, I just had some no-longer-needed feature there and was too lazy to move everything back by one AG.
  • AG14: Visibility lights toggle. Brightness and lag warning.
  • AG15: Civilian ID lights toggle. Not realistically set up (I don't even know how you'd set up a plane with four vertical stabilizers).
  • AG16: VTOL thrusters power on. Translate Up to apply power. Here it's just two JRX engines that pop out the bottom — in the new version, there's four of them, they have their own holes and covers, and instead of rocket engines they're RCS thrusters to mimic some kind of compressed air thingy (I have yet to work out the lore on that, but basically it's so that it doesn't burn the ground with a 50000 degree exhaust).
  • AG17: Thrust vectoring toggle. The entire nozzle moves instead of individual engines using the default gimbal mechanics, this allows for a custom nozzle design as well. This AG would logically be in the "control" category next to the RCS and gyro but it was a late addition so it's down here. This is of course corrected in the new version.
  • AG18: Automatic landing gear toggle. 50m AGL is the boundary between on/off but this can be adjusted in the vizzy.

Well... enjoy flying this overdone, semi-unfinished mess as my early gift to y'all.
The new version that I've been talking about all the time is much better in every way, with a fairly detailed interior (some but not all controls working + simple Zenith figurine!), paneling, optional attachments like with the Comet Head, an overall revision of the basic design, and yes, I will be testing it.
As usual, I can't provide any release date for it; it releases when I decide I want it to release. Right now I'm too busy with train simulators and Roblox car games to do stuff in this game (I know I planned for ZG 2.0.1 for this winter break, but that's of course not happening due to what I already mentioned. I additionally have a lot of school stress in the following many months, I'll see if I can get back during spring break, but if not, then it's gonna be summer again).

GENERAL INFO

  • Predecessor: fixed engine/tank issue
  • Created On: iOS
  • Game Version: 1.3.204.1
  • Price: $500,000k
  • Number of Parts: 244
  • Dimensions: 3 m x 9 m x 13 m

PERFORMANCE

  • Total Delta V: 0m/s
  • Total Thrust: 500,031.0MN
  • Engines: 15
  • Wet Mass: 750kg
  • Dry Mass: 750kg

STAGES

Stage Engines Delta V Thrust Burn Mass

4 Comments

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  • Profile image
    27.0k Zenithspeed

    @finalfrontierareospace
    Real

    7 minutes ago
  • Profile image

    the only community in the world where ultra realistic stuff sits next to stuff the blows the laws of physics out of the water.

    +1 2 hours ago
  • Profile image
    27.0k Zenithspeed

    @heitorM this was made back when i didn't really know what i was doing and just went with whatever seemed "cool" to me at the time, which resulted in this blue tron-line thing
    the newer version still has them but much fewer than this

    +1 yesterday
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    531 heitorM

    Pretty cool jet, the design gives a Futuristic vibes

    yesterday

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