Bubbadevlin

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  1. Thanks! The rocket wont work in RSS, there is not nearly enough Delta V for that Thanks for telling me about the link.. dam prepublished link
  2. Bubbadevlin Presents: A 1:1 Scale Saturn V & Apollo Replica KerbalX Link "One small step for man, One giant leap for mankind" With these words - uttered 50 years ago to the day - the astronaut Neil Armstrong, and in turn mankind themselves, took the first steps on the moon. This craft is dedicated to that achievement, and the amazing spacecraft of the Saturn V and Apollo program that enabled such a journey Development Process This craft started 3 and a half years ago, when I first made a life sized Saturn V. At that time the size itself brought the incredible challenge, and the realism was less than perfect. Since then I have always planned to do an updated version, but never got around to it until now. In the time that has elapsed, KSP has evolved massively. New parts, (MH and 5m stuff) features, (Autostrut!) and bug fixes (fairings are now actually bearable to work with...) mean that what I had planned to be an update ended up being a complete rebuild of all aspects. New methods allowed me to focus less on just getting a working rocket, and more on the details. With 2500 parts the rocket is massive. The first stage alone uses 48 vectors to lift it off the ground, and the command module uses the F1 analog engine. Almost every aspect is highly detailed and custom built. The construction took probably 100s of hours, and it was an endeavor that I started 4 months ago with the creation of the LM. The main problem I had with the craft (and is probably half the build time) was the S-1C, which underwent 7 rebuilds to make sure that it both didnt explode in flight, nor once it was staged. Due to the obscene part count, lag was also an issue. On the full rocket every part movement or placement means a 5-10 minute load time. (I did build it in sub-assemblys, but those can only go so far). In flight i get about 10-15 FPS, but staging will likewise freeze the game. When the rocket exploded in testing the game would sometimes even freeze for 30 minutes or more (most of the time i would close the program and relaunch it if i noticed any problem with the ascent) Flight Guide Despite its size, this is a straightforward rocket, and the above album is of the full J class mission I preformed. However; despite the size, Delta V margins and TWRs are designed to be realistic to Kerbal scale, so wasteful piloting can leave you out of fuel. An important thing to note is that if BG (and 1.7.3) had come out earlier some manual aspects of the flight would be KAL controlled. Liftoff S-1C For the main liftoff, simply throttle up to full and stage. No launch clamps or fancy startup sequences were used due to the craft size. An important note is that the S-1C uses SRBs to make a larger plume, so keep the throttle at max throughout the first stage burn. A slight gravity turn near the end of the stage is recommended. Staging S-II After first stage cut off, simply stage again. This will activate the Ullage motors on the inter-stage and retro-rockets on the S-1C. Start the 5 J2 engines of the S-II by staging again, and then stage once more to release the inter-stage. Note: The Ullage motors are the RCS motors, so it is important to release the skirt before they burn through all of the craft’s monopropellent. Shortly after skirt separation stage again to release the Launch Escape System. Like the S-1C SRBs are used for plume, so maintain max throttle. The majority of the gravity turn occurs during the S-II stage, but be careful not to spin out due to aerodynamic forces. Staging S-IVB A large portion of the circularization burn is preformed by the S-IVB. After S-II cutoff stage again to activate the retros and then a second time for the ullage motors. Stage a third time to activate the main engine. After the ullage motors cut off, stage again to decouple them. Continue to burn with the S-IVB until you are in a stable parking orbit of ~80 Km. Significantly higher than that and you WILL run out of fuel in the S-IVB, and have to use the command module to finish the trans-munar injection burn. Trans-Munar Injection Burn To start the burn, stage again. This will activate the second set of ullage motors, and then throttle up the main engine. Burn until you have a clean Mun encounter, then stage again. This will release the LM cargo fairing. Stage again to decouple the command module. Re-dock the command module to the LM and then stage again to release the S-IVB. Preform and needed correction burns using the command module main engine. At this point press AG 0 to deploy the CM’s cargo bay and antenna. Munar Orbit Insertion Preform the Munar Orbit Insertion using the Command Module’s engine, make sure that the orbit is not larger than ~20 Km otherwise the lander will run out of fuel upon ascent. Like the real CM, mine has a very high TWR, so be careful. Munar Landing To begin the landing, transfer the crew over and undock the lander. (despite many hours of fiddling and it previously working, EVA from the command module is not possible). After separation, control from the docking port (rather than the tilted crew cabin) and deploy the landing gear using G. Note: It is very beneficial to lock the hinges of the landing gear in place before landing. Stage again to activate the LM’s engine, and land the craft like any other lander. Munar Ascent Once the kerbals are back in, simply stage (twice if rover is not used) to decouple and activate the ascent stage. Use this engine to orbit and rendezvous with the command module. Dock with the command module and transfer back over to it. Reentry For reentry, decouple the ascent module and leave it in munar orbit. Use the command module engine to exit the mun’s SOI and set up a reentry profile. The capsule has a heat sheild, so thermals should not be an issue. Decouple the service module before reentry by staging. During reentry staging once more will open the command module bay, and staging a second time will deploy the parachutes. Use AG 3 to cut the drogue chutes once the main chutes have opened. Unlike the real command pod, a splashdown is not necessary.
  3. hmm... very cool man! I played around with this propulsion method a quite a while ago, but never got to any appreciable performance with it. It was my attempt at a new form of rotational propulsion, since electric props were still clunky and new. I always found the scanner to be far to slow for most practical applications, and if i tried gearing it too much the scanner would start to slip out of the housing. (though i bet that is much better with proper bearings and interpart collisions) Only things I ended up finding useful for is for steady, reasonable torque but RPM limited applications. To that end, i remember only using it in two vehicles that went beyond a rough prototype. The first (and why i originally tried to get this to work) was my second version of a stock walker . I used it because the scanner allowed me to have a steady torque and to keep the legs moving at a constant RPM, even as the load changed. Sadly the craft is completely broken due to the KSP wheel update. (It was using old style wheel bearings for the entire thing). Looking through the thread now, there are some pretty cool creations people made a while back with the tech. The other craft which used it was my old school paddle boat. I really only used the engine in there due to already having the sub assembly from the walker, and it was a painfully slow boat because of it. (though thinking about it im pretty sure that a higher RPM engine was causing the paddle wheel to explode) Like the walker, its also broken. After those crafts I ended up being much busier with things, and stopped playing KSP for a while. Afaik nobody else really pursued the idea, and pretty quickly stock electric engines improved well beyond the performance (and reliability) of a scanner. I also worked on the landing leg propeller thing, havent tested it with 1.7.3 inter-collisions though, and it was pretty buggy/annoying mess of a propulsion method to begin with. While it was possible to make very powerful motors.. they were extremely prone to spontaneous combustion (and for some reason that likely hood was tied to craft mass.. [just to give you an idea to how bizarre the thing was]). The absurd bugginess of landing legs is what ended up making the propulsion form impractical (in my eyes) and I never ended up making use of it beyond a cool test craft. Again afaik the only person to put the tech to use is @klond, who made some really cool micro helis and planes with it
  4. Very cool! I love the detail on stuff, overall looks great. SO many fuel cells though, cant imagine how repetitive that must have been
  5. "re-balanced all rotors" Are there numbers for this somewhere, or am I going to have to look in game? Either way, great patch! So many QoL additions and cool new mechanics!
  6. Today in KSP i managed to get the first semi-successful flight of my stock 1:1 Saturn V replica. After 3 rebuilds and way too much auto-strut fiddling i managed to get the S1-C to NOT blow up mid way through its flight, and staging to the S-II was a success, but due to piloting error the craft spun out of control after that. I have a feeling testing is going to go quite slowly considering the 2.2k part count and my less top of the line computer..
  7. that has to be the one reason i wish i had KSP on steam... then again, i tend to leave the game running overnight so often im not sure how accurate the number would actually be...
  8. Ooo.. so many new possibilities are opened through this... Not to mention it should be even able to help structural rigidity for lots of stuff
  9. Looks like some great additions, bit dissapointed that there was no change to the limits, target angle, target extension, etc in the PAW. It can be so hard to get proper numbers with those small sliders
  10. Thanks! Weird how it requires MH though, i do have the DLC installed but i cant think of any parts from it that I used on the craft It works for both ways, though when flying I tend to turn off the rotors once the craft reaches about 45 m/s, and from there out I just let them act as autogyros
  11. As i mostly-stock player myself, i would have to agree. KSP is a great game that can be made fantastic through mods, but mods still change the game. I myself like KSP the most for the craft building aspect, and when i do make crafts that i share i want them to be available to as many people as possible, hence a stock game. The only mods i do use are simple ones, with 3 being my must have for a KSP install at this point. The first is collide-o-scope, a neat mod that allows you to view the exact hitbox of a part and is INCREDIBLY useful for creating stock mechanisms. Its also the type of mod that is very stable, and im pretty sure i am using the same download from about 1.3... The second is vessel mover. In the same fashion it is a stable and reliable mod that is very useful for moving things such as boats. The third is EEX. While not quite as simple, it is the mod i usually wait for to update. The enhancements to building are fantastic, and provide so much better control when creating craft that i cant stand to not have it anymore. In the past I used mods like KER, but with the update I have found that pretty unneeded now (all i really used it for anyhow was the TWR and DeltaV)
  12. Today in KSP i finally figured out why my launch escape tower kept blowing up my entire rocket when i decoupled it. After much testing and troubleshooting, i realized that the landing strut i had used as an aesthetic part was extended, and so when i decoupled the tower the strut would act as a landing leg cannon, catapulting the command pod into the rest of the rocket. This is something that i have had trouble with for the past week, and has lead to the rebuild of the command pod fairing twice. Needless to say, it was a quick fix once i figured it out...
  13. Today in KSP i finished my BG helicopter, the Aldebaran Class. Capable of lifting 400 tons of cargo, it is a beast.
  14. Bubbadevlin Presents The Aldebaran-Class KerbalX Link Development Process My first craft using the new Breaking Ground components, the Aldebaran is a large scale helicopter, and to my knowledge the largest stock KSP helicopter. With a dry weight of 200 tons, and a cargo capacity of 400 tons (or 5 of the large 3m tanks) it is capable of hauling all but the most behemoth of loads. For its propulsion the craft uses 2 sets of counter rotating props powered by x4 of the large robotic rotors. When i was testing out the robotics parts I realized that much greater power could be achieved if both sides of a rotor were used for the propeller, rather than one. These engines were created by mounting a rotor to freely swiveling servo and then having two counter rotating props attached to each half of the rotor. Using this method one rotor (with properly optimized propellers) can lift up to 75 TONS. To combine multiple rotors into one engine, I used struts as a method of bypassing the part tree structure. In the case of these engines, each 3m decoupler (used as a propeller ring) has two rotors snapped to it and then strutted to the opposing decoupler. The other innovation that this craft has is the forward flight engines. Using the BG parts and axis groups was able to give each of the 4 Goliath engines individual gimbaling. This enables much greater stability in forward flight as well as gives the craft unmatched maneuverability for its size. The main problem I had with this design was that I was unable to properly use the engines in symmetry, and when inversed the rotors seemed to provide less torque. As a result when flying forward the uneven lift would make the craft very hard to control. This is a reason why the two propellers are clipped into each other on either side, as a way of minimizing the torque from uneven lift. Flight Guide Flying this craft is surprisingly simple, with only a few action groups. 1 - Toggle Main Rotors (On/Off) 2 - Reverse Forward Thrusters (No AG to activate, just stage them) H/N - Control Rotor Torque, acts as throttle for the main propellers Liftoff is press of a button easy, and landing is achieved just as simply by lowering the rotor torque (~40% is a good landing torque with no cargo) In forward flight the max speed is ~70 m/s with no cargo. When going high speeds it is actually beneficial to turn off the main rotor. This allows the rotors to become an auto-gyro relieves the main propellers of uneven lift. Be careful in forward flight however, as the SAS does not utilize the engine gimbal to stay steady, leading to drifting. I did not provide any mount for cargo, but it can simply be radially attached to the underside of the main fuselage. For stability make sure that the cargo is set to auto strutting the root part.
  15. after spending a few hours updating old craft (one in particular that will be released soon) decided to make a a helicopter system. After a bit of tweaking i ended up with this : that is 200 TONS being lifted by only 4 of the large electric rotors (80 E/C a sec)