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About EpicSpaceTroll139

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    Space Toaster programmer

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  • Location 'Merica
  • Interests Aerospace Engineering, Science, Insanity

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  1. New Runway

    Ok I got your craft flying by reducing the amount of fuel by about half, replacing the rear landing gear setup, and adjusting the wings a little bit to put the COL a little behind the COM. I would recommend adding more wing area though. The craft has to fly at a significant angle of attack just to stay level, adding drag, which seems to keep it from going supersonic. Edit: I forgot to mention I also activated pitch to the aeilerons, turning them into elevons .
  2. New Runway

    I have to go to dinner soon, but I've downloaded the relevant mods and your craft and will take a look at it
  3. New Runway

    This too, though I assumed (maybe wrongly) that there are gear some gear more towards the COM on the aircraft itself. If not, it might be advisable to as mentioned, add canards at the front to lift the nose, or move the rear wheels forward so they are only a short distance behind the center of mass, or a combination of the two. Think of the airplane like a lever, with the rear wheels being the pivot, and the control surfaces being the forces applied to it. You want your control surfaces to have a good moment arm to move that lever with. I would also advise perhaps removing some fuel from the fuselage tanks as it looks rather heavy, which might be another part of the problem if you found you didn't have enough power with additional jets.
  4. New Runway

    SCRAM = Supersonic Combustion RAMjet. You have to be going about mach 4 before those engines start producing appreciable thrust, at least if they behave like what they're called. Lets say mach 2 for the scaled down KSP system, although I have no idea what that particular mod sets them to. Point is, you're not going to get those things running on the runway, whether the runway is as long as you suggest or not. I would advise ditching that giant rocket cart and adding other jet engines to bring the plane up to high altitude and speed, and possibly some small (1.25m) rocket boosters to give it a kick from there if needed to get to the operating range of the scramjets. Edit: If you're going for an SR-71 remake, I would advise using the stock Whiplash Turboramjet engines, or something similar. They would do much better at approximating the engines the SR-71 had than a scramjet.
  5. New Runway

    Could we have a screenshot of this craft you are trying to make take off? Many things can affect takeoff distance, such as wing area, flaps, and gear placement.
  6. New Runway

    I happen to work with atmospheric craft quite a lot actually, and rarely have to use solid boosters to take off. Why should the stock runway be changed to accommodate mod aerodynamics?
  7. New Runway

    In real life a maxed out B-52H in certain conditions can require a 2.65km takeoff run, which is a little bit longer than the KSC runway. But, that's in real life, with real aerodynamics. Stock Kerbal aerodynamics allow planes to take off at much lower speeds than in real life, and our jet engines get better TWR as well, so taking off from the KSC runway really shouldn't be a problem. I mean, I wouldn't reject another runway, but I don't think it's needed, and I feel like it would look like a scar on the face of the planet if made that big. Since Kerbin is 1/10th the radius of Earth, things become noticeable from orbit at a much smaller size.
  8. Yah I knew reaction wheels provided constant torque, hence why I suggested the rapiers. I imagine on Strat's design a significant portion of the part count is batteries for the ion engines, which we won't need so that would slash the part count a good deal. Perhaps props could be used to get the arm moving, but I kind of doubt they could get it going to a tip speed of 1km/s. Perhaps a single rapier at the tip of the counter weight beam could be activated once the arm is moving at high enough speed for it to generate some thrust. Keep in mind the arm was heavy, but that was only relative to his small craft, and he was turning it with several ion engines. I don't think we would need to keep the rapier on for long, and it's at high altitude so it probably wouldn't use too much fuel. Alternatively the nukes could be used, if we feel the rapier isn't worth it, or would have too little thrust. Remember as long as we are accelerating on the arm, we don't have to angle up to fight gravity, so it might be worth expending a small amount of fuel to accelerate while still on the arm. Edit: I downloaded the Helios 4 and took the batteries and decorative wings off the arm. I haven't even removed the ion spacecraft or 20 or so ion engines and still the part count got cut by over 100.
  9. If you go back and take a look at the first few minutes of the video I posted by @Stratzenblitz75, you can see a contraption he made, which is effectively a large centrifugal catapult lifted by a quad-rotor, which is able to lift his relatively small spacecraft up to an altitude of 26500m or so and hurl it at a velocity of 1km/s. It would be hard, but not impossible to build a similar contraption with higher lift capacity, swapping out the ion engines that spin the arm for reaction wheels, or maybe rapiers if we think it's worth the fuel. I believe increasing the lift capcity enough might just be a matter of replicating design, but with 8 rotors instead of 4 (I imagine the arm itself is significantly heavier than his spacecraft), so doubling the rotors would do a lot more than double the capacity) and reinforcing the central bearing. I believe autostruts take enough of the weight that the arm itself wouldn't need to be redesigned much. I might try working on one of these, and I'll try to optimize the part count.
  10. Considering we want to do 400-500m/s landings and takeoffs from Tylo, we should definitely look into the height map of Tylo. I have a kOS script that can find high and low points on a given body, and it shouldn't too hard to adapt it to look for places of a certain elevation, and then adapt that to look for flat areas. However I get the idea it might be better to have something looking at the height map from outside the game. Anyways, my point is, we need to make sure that a place long and flat enough exists to do this.
  11. KEA(R) Airliner Size War

    Ok, if costs don't matter, I'll submit this. This big ugly fella can carry 1600 passengers with 4 crew. (Better pics pending) May or may not be a death trap. I've only flown it a handful of times. It needs all of the runway to take off, and most definitely does not go supersonic. Weighs 900 tons, and has 14 Goliath powerplants. https://kerbalx.com/EpicSpaceTroll139/Yumbo-Yet-6000
  12. Ok, sorry for double post, but my understanding is that you won't get notifications if I just edit the one I already made. Olympus station is complete! Mission Summary: Space Shuttle Unity, having received repairs for the minor damage incurred in landing the MulletDyne tank earlier, took off on STS-5-8-3 1 carrying solar panels and a docking hub for the station, as well as a satellite for a survey company. After deploying the satellite, the Unity went to the station 2 and deployed the aforementioned station parts. The Kraken then decided to pay an unexpected visit, however it was in a playful mood and thankfully did not destroy anything. SS Unity then rendezvoused and docked with the unmanned SS Opportunity 3, which was given a thorough inspection by the crew. Once it was confirmed flightworthy, both it and Unity returned to Kerbin. Space Shuttle Intrepid, with the experimental addition of small aerodynamic plates added to the OMS pods at the suggestion of R&D engineers, then took off on STS-5-8-4 4 carrying a service module, hygiene/shelter module, external experiments module, propulsion module, and propellant depot. That's a lot to put in one sentence lol. It rendezvoused with the station and during deployment I discovered I had managed to delete a docking port off the service module, so I had to do some impromptu station redesign. I already needed to shift modules around as I had put them in temporary holding spots earlier, but I had to do a lot more of it than I intended. Anyways, the station had some extra ports, so I was able to get it in a reasonable configuration. 5 Finally the Intrepid returned to computer, concluding the STS-5-8 series of missions. 6 Use these times referenced in the summary if you want to skip to the important bits. 1 0:00, 2 2:30, 3 14:20, 4 22:21, 5 35:50, 6 38:54 Edit: for the record, the station contains: 1 Habitation module with room for 8 Kerbals at max capacity, 1 Hygeine/shelter module, 1 Processing lab, 1 docking hub, 1 External Experiments Lab, and 1 Service Module + 1 Fuel depot + 1 propulsion module + 2 Solar arrays + 2 mini tugs which provide power, propulsion, RCS, and all stock resources.
  13. Hmm... Dunno what I was thinking! I was a bit silly there xD Though perhaps if we put it in the context of the Making History, perhaps it is assumed that the Kerbals will be using the new suits with the sort of balloony helmets. Has anyone measured how wide those are? They appear to not be as wide as the classic ones.
  14. Who says the jr. port is an airlock? In fact it looks kind of small to have its own airlock.
  15. We might be able to go with the large stearable gear, and that's probably advisable given the wheel stress limits, but I think the Mk3 engine mounts would add too much dead mass during the rest of the trip (aren't they like 200kg each?). If possible it might be better to go with fairing caps (or one around the whole thing) which can be decoupled in near-space. As for the Kerbal accommodations I have little doubt that seats will be used. We won't want to carry any service bays to Tylo though, so perhaps the seat as well should be under a fairing. Edit: but I'll look at what deltav margins the mounts would leave, maybe they're worth it if you think we could still have 75% fuel in orbit Edit2: perhaps on the wheels, the medium gear should be used for the ones that touch down on the surface first and bear most of the weight, and the small gear can be used for the stability, or "nose" wheels.