Screeno

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About Screeno

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    Spacecraft Engineer

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  1. Title. The mainsail has almost the same thrust at sea level as the mastodon but the mainsail also has far better max isp in vacuum so the mastodon is redundant both as a launch engine and as an orbital engine. The mastodon should really have a higher thrust ( thrust in the middle of the min and maxthrust for the mainsail (around 1400?) would be better then it's got a niche as a more powerful launch engine than the mainsail but with less efficiency) , it's supposed to be a launch engine, at the moment there is no point using it at all except for aesthetic purposes. Also I should add the skiff is pretty weak in terms of thrust too, I made a saturn v replica and the S-II and S-IVB stages with a full tanks of accurate size had terrible thrust to weight ratios, something like 0.3 which is useless for an upper stage in the atmosphere. It should probably have twice as much thrust as a swivel for what it is, it's a 2.5 m engine.
  2. Awesome! You can only go up from there! If you struggling with landing you can always attatch a load of parachutes to it, and deploy them when it's safe XD
  3. How 2 ssto: Craft with rapiers(s), plenty of fuel and ,a shock cone intake. These days you only need one shock cone per 2 rapiers. It is very important you balemce the center of mass of dry/wet craft, so it doesn't move much during flight. Take measures to minimize drag, look at the front of your craft straight on and the side straight on so you can see it's cross section, the less massive variations in cross section means less drag. FFinally make sure your rear landing gear are close to the center of mass, make them go just behind it. But to far behind and it won't lift the nose up You can fly just fine with a twr less than one , you don't need loads of engines, this would as weight and make drag... As soon as you pick up some speed it'll go up past 1 again. For an easier flight try not to have a static twr lower than 70, 50 would be to low imo. (I reccomended you get kerbal engineer so you can see the Delta v, and twr. It also lets you see the twr at different altitudes and speeds) Taking off sould be the easyest part, just go up to 100 ms and with enough wing area youll lift off by lightly pitching up. With a low twr you should just fly at 10 degrees pitch until you go supersonic and then you'll gain thrust and speed rapidly. Now is a good time to pitch up to 20 degrees, remain at 20 until you get to 10km up, then begin to pitch down, the goal is to be at 10 degrees again once you're 20km up, by then you will get up to about 1300m/s, but some desgins can get in excess of 1500m/s by pitching down to 10 when they hit 15km up though the limiting factor here is heat. The shielded docking port miraculously prevents ssto's from overheating for some reason. I would reccomended that as a nosecone, and it's also easy to dock like that anyway. Ah, back to the flight. When your craft begins to loose trust rapidly you should switch to rocket mode, pitch up and burn until desired apo. The rest is just standard orbital stuff. But not when it comes to re-entry You want to lower your periapsis to 40km if you are in low Kerbin orbit, (i mean an apoapsis of 70-100km ) You want to basically do it like the space shuttle did. Point your crafts nose 40 degrees up, this way you don't overheat or slow down to fast, you don't even need airbrakes. (Though I would reccomended them for landing!!!) You can remain at this high angle of attack until you slow down and the atmosphere becomes thick enough that you can glide back to lading. Also, if you want to land back at KSC from low Kerbin orbit, just put your 40km periapsis directly above the big peninsula west from ksc
  4. I landed an ssto plane on duna, something I haven't done since 1.05, and as soon as my craft came to a stop on a flat surface, strange behavior happened. It was drifting left and rotating around it's front landing gear, even though steering was disabled on all gear and brakes were on at 200%.... very annoying! To make it stand still so I could time accelerate I had to gear down. Anyone else had this glitch?
  5. My launchers are always stable, I've never had a flip problem or overheat, maybe I was playing it to safe with the throttle, so perhaps I should just let it go full power. I'll see which ends up with more dv in orbit
  6. I would like to know, is it better/ more efficient to let the rocket stay at full throttle the entire journey, therefore letting the thrust to weight ratio go higher as the specific impulse increases and fuel drains? or is it better to throttle down as you go higher and faster, to keep TWR at the same level throughout the flight?
  7. The reason why its slow is becaus ksp's simplified aerodynamic model treats wing lift and body lift as totally separate things, so having a plane made of all wing parts pruduces insane lift but also insane drag. I wonder if this replica flys in ferram....
  8. Is the WIP version stable? Just wondering, as I miss those 2.5 m sabers, I wish ksp had 2.5 m rapiers man...
  9. Need a dispenser here need a dispenser here
  10. Got it down to 10 rapiers so far XD I will probably post it sometime later
  11. Now I'm gonna have to fix mine to be as efficient XD
  12. Wow only 4 rapiers and a turbojet?! And I takes orange tanks to orbit.... Wow man, it is clearely perfectly optimised! My mk3 ssto for taking 40 tons to orbit has 14 rapiers and 6 turbojets XD