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jrodriguez

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Everything posted by jrodriguez

  1. Sorry, I forgot to mention that the current Realism Overhaul mod pack only support 0.90. But I'm using FAR which a guess that should be pretty similar to the new aerodynamic model on 1.x?
  2. Pretty impressive work! I need you to tell me one thing asap. Which is the texture package you are using for RSS? Yours look much better than mine! I'm using the 4096 DDS package for RSS. Also, are you using the full RO package? BTW, I can't see any solar panels, how are you charging your batteries?
  3. Thanks. The most complex part was to survive the re-entry and how to fit the heat shields. I had dozens of fails, when the atmosphere is making you to stop at 7G the smallest thing matters. I would like to try to so something smaller for payloads up to 5 Tons. BTW The Skylone model is pretty cool
  4. Sorry for the delay Devinci but I have been working on this during the last month! And finally: I think I'm getting ® 100+50 = 150. And (H) 100 + 80 =180. Total = 330!
  5. Hi all, I'm glad to present my master piece. PegTop: A full reusable SSTO to deliver payloads up to 30 tons to LEO Specs: Delta-V : 9.7 Km/s Mass: 1100 tons Main fuel type: Hydro-lox Main engines: 8 x Soviet RD-0120 http://en.wikipedia.org/wiki/RD-0120 Landing maneuver engines: 2 x CE-7.5 http://en.wikipedia.org/wiki/CE-7 RCS fuel type : UDMH+NTO
  6. Hi! Currently I still playing 0.90 (I'm using the full Realism Overhaul pack). I have the 1.3.1 version of RealChutes and I was wondering if the latest version has backwards compatibility with 0.90? Do you recommend to update it or to stick with 1.3.1? Thanks, Jesus
  7. Hi! In my opinion 350 m/s is realistic. 350 m/s is almost Match 1 I think it will be quite dangerous even the smallest chute. If you want to reduce your speed, I would use spoilers and when you are at 100 m/s - 150 m/s use your drogue chutes and then your main chutes.
  8. A couple of pictures of my SSTO landed and the payload (sorry I'm a happy man today haha). 33 tons of payload capacity, that is 17% more than the Delta-IV Heavy, however my SSTO is about 40% more heavy. Would it be profitable if it is partially reusable? Is this completely SciFi haha?
  9. Thanks Nathan. I did some testing yesterday. I swapped the WIP Procedural Heat shield for the standard DLR Heat shields (same sizes but less weight due to the amount of ablative material) . And......I MADE IT! (And I still having about 500 m/s for landing). Besides, I didn't see the extreme temp change from -200 C to -1.5 C but I can't assert yet that the WIP Heat shields is causing this (I will do more testing and send you feedback about this) Taking into account Nathan's answer I guess that there is a lot of things that can be causing this, some of them expected (ISP, ascent path, boil off) but other caused by limitations on the current KSP version or possible issues. Thanks all for your comments, I will post my SSTO on the spacecraft exchange as soon as I finish the optimization phase.
  10. Hi Nathan, Find below some screenshots with the ambient temp at -200 C. As you can see there is a extreme temp change between 185km and 198km from -200C to -1.15C. However, I'm not sure this can be related with my delta-v problem. Also you can see there that my speed is about 4100 m/s and my remaining dV is about 4277m/s
  11. Hi Nathan, I have been doing a bit of testing. Please find a picture below. I'm wondering if this could be a bug? Suddenly, the ambient temperature has increased from -200C to 1.15C (BTW I'm using the WIP Procedural Heat-shields)
  12. Thanks, You are totally right. But I don't see any unexpected on my delta-v decrease during my atmosphere part of the ascent as I mentioned before.
  13. Well, not in my case. I have limited the acceleration to 18 m/s2, so my TWR is constant and Thrust gets reduced as my SSTO gets lighter, so I'm sure that in stock game you will be experiencing a linear decrease of your dV.
  14. haha fair point. I think this is the reason why I'm trying to do it I think is do-able. I'm not sure if my goal is possible though. I'm trying to do is a full reusable SSTO with heatshields that can move 180 degrees to cover engines in order to survive to the deadly reentry! - - - Updated - - - hmm sounds interesting and something that I need to check. In fact I have a procedural tank covering 2/3 parts of the engines (just because aesthetic I have to say) . But I didn't think that this can be causing a increase on the boiling off rate, but I guess that even a small increase on the temps can be causing this. Do you have any advice Nathan? If I change the type of the tanks this will be any better? Maybe if I make shorter the tank that is covering my engines this will be better. I will test this this evening - I'm at the office now Thanks.
  15. Thanks guys for you answers. @TheXRuler: My ascent path is 50% aiming to a 220x220km LEO with Gravity turn beginning at 2200 m. @Streetwind: I'm going to provide more figures: dV Vacuum = 12.6 km/s .TWR = 1.52(25.59) dV Atmospheric = 9.95 km/s TWR = 1.20(20.19) I have 8 x RD-0120 engines with ISP 359/455 Thanks for your explanation of the ISP but actually what I found strange is that when I see that my Delta - V is consumed more quickly is when I'm finishing the ascent! I will provide some pictures and a chart with my speed and the remaining delta-v but as an example it could be something like this: Altitude Speed Delta-V -------- -------- -------- 18000m 360m/s 9500m/s 25km 600m/s 9000m/s 60km 1400m/s 8000m/s 120km 3500m/s 5000m/s 180km 5500m/s 3000m/s 200km 6500m/s 1000m/s 220km 6900m/s 0
  16. Hi, I have been trying to do a SSTO with RO, but I have some problems. I need some advice, tips for this I have some issues with my Delta - V. At VAB my Delta-V is about 12500m/s. Doing the ascent let say when my speed is about 2000m/s I still having delta-v 7400 m/s, but I don't know why the faster I go the quicker my delta v is consumed (this is not linear at all) and finally I finish my ascent at i.e 6900 m/s (very sad haha) Details of the SSTO: - I'm using Balloon Cryogenic as Fuel tank type - HydroLox fuel used 86% utilization (4 tanks in total) - 76 tons dry more than 1000 tons wet. - I'm limiting the acceleration to 18 m/s2 and switching off engines to maintain a reasonable thrust throughout all the ascent. Thanks
  17. One question. Is the successful re-entry of the SSTO part of challenge? I think it should, taking into account that from a realistic point of view, it will be nice to have a full reusable SSTO If the answer is "of course!" haha. Did you achieve this? I'm struggling at the moment haha.
  18. I like this challenge!. I thought it wasn't possible to do a SSTO with RO!
  19. Thanks @Aanker. It makes sense for me, and I will try to submit a bomber for each category!
  20. Hi all, I have to say that we don't need this tool any more. After spending some time investigating other x86 options to reduce my memory usage. I have found that the best option by far is to use the parameter to force DirectX11 or OpenGL and to convert to DDS your entire GameData folder textures (DDSLoader + ATM aggressive for those textures that can't be converted or are hard-coded) Now I'm using like 2.5 Gb with 32 mods (even with 4096 RSS textures!) Thanks all for your kind and constructive feedback. (By the way, I'm using DDS4KSP I have created a fork on GitHub because there are some improvements/bugs that I want to do)
  21. Hi all, I was wondering if it is allow to use tweakscale (then do maths for the engines thrustScaled/thrustStock to calculate the number of stock engines used?) . Regards, Jesus
  22. Hi all, I'm glad to present this crazy rocket. It is much more massive than efficient, but if you want to conquer the Solar System with a 1500 tons spacecraft, then this your rocket Some figures: - More than 600.000kN of Thrust - Close to 50.000 tons at Lift Off - Size: 164m Height x 65m Width (bottom) / 17m Width (Top) Stages - First Stage + Boosters: 15xF1A(10m-46.000kN). Delta-v: 2023 m/s - First Stage: 7xF1A(10m-46.000kN). Delta-v: 4118 m/s - Second Stage: 7 x RocketDyne F1A/B(5.5M 9400kN). Delta-v: 3589 m/s Total Delta-V = 9731 m/s LEO at 220km*220km
  23. Nice. So can we assume that DDS is going to be a standard and recommended format for KSP textures? After reading all the posts of this thread I have spent 2 hours converting my entire Gamedata folder with 32 mods to DDS and leaving some NRM due to issues trying to convert them for ATM + using OpenGL. And I have to say that the result is quite amazing, my KSP with 32mods (RSS is one of them of course) is using something close to my KSP Stock!
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