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About Hesp

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    Rocketry Enthusiast
  1. Basically because a (multistage) rocket with that delta-v and a guidance system is often recognized as a ballistic missile.
  2. Try to investigate glycerol. It's been used as a fuel for internal combustion engines even if difficult to burn. The high % of oxygen in the molecule may reduce the oxidizer needed.
  3. You did an outstanding job! First of all, thank you As others already said, the major issue / difficulty to overcome with all these engines is not modeled in KSP... radiation. I'm throwing here a crazy idea, not even sure it can be done without a specific mod. What about an auto-deactivation or performance limitation of all nuclear devices (engines, reactors, etc) when the ship is in close proximity to other vessels or planetary surfaces? Of course this can be tuned accordingly to the part characteristics / need of balance. Let's take the emancipator from KA for an example, I'd like to have the open-cycle-fuel disabled and throttle limited when approaching other ships or stations
  4. CFD. OpenFoam is an open source software. Missing previous know-how, you will need some iterations to correlate between real object and simulation data. Anyway you will need to perform also modal and thermostructural analysis with other simulation software before even building a first engine prototype. EDIT: didn't read @Steel 's answer before replying.
  5. Right now the highest grade peroxide I can order online is a 35% solution, at about 10€/liter. You make things too easy, hot peroxide vapours are explosive and that distillation lab setup, although feasible, is very far from the "amateur" concept. Especially for the quantities needed. TATP , quite popular these days. And it's doable with hair bleach grade peroxide. I bet you'll raise more than an eyebrow buying truckloads of H2O2 (any useful grade)
  6. Just a quick note regarding HTP... Propellant-grade hydrogen peroxide is available to qualified buyers. In typical circumstances, this chemical is sold only to companies or government institutions that have the ability to properly handle and utilize the material. Maybe I missed in the discussion HOW you plan to retrieve, store and handle fuels and oxidizers, but anything good enough to fuel an hybrid rocket is equally good enough to make a bomb.
  7. It's exactly the opposite... I haven't got numbers at hand right now, but orbital period in LMO (50km) is higher than in LKO (150km), so cosine losses are lower (and the burn is way shorter too!). Regarding the ejection angle, just zoom out the map and focus on the ejection trajectory. If the timeframe (mun position and node position in munar orbit) is right, the trajectory will follow.
  8. Actually, it helps quite a lot in reducing the size of the transfer stage. All my interplanetary missions are leaving directly from a refuel station in Mun orbit (fuel is refined and shipped from Minmus). Of course if no refuel is planned, starting from LKO is way cheaper.
  9. Try to multiply all them together rather than adding up Something like this: (MaxSpeed/10) * (Range/100) * (PassengerCapacity + (FlightAttendants*3)) * (1+(BonusPoints/1000))
  10. TWR on the pad with only rapier boosters (Cutlass dual-mode engine LH2 / LH2+LOX from Nertea's Mk4) is around 0.8. I used a half filled twin-boar as a liquid booster on the free docking port. It gets ditched really soon (recovered 10km from KSC with parachutes), only to get the ship supersonic when the rapiers start to shine. I'll be able to adjust the maximum payload to LKO tuning the thrust and fuel amount in the twin-boar. Forgot to take screens during testing, maybe I'll attach some pics this evening
  11. Hi, I found a small bug on the LH2 patch for the Cutlass engine. The intakeair request in airbreathing mode is insane, it should be about 18 times lower. (rough assumption). Probably the propellant ratio should be modified. Actually I am not able to feed it with two 2.5m shock cones and two 2.5m heavy precoolers... Added these lines to the patch, now it's working correctly @PROPELLANT[IntakeAir] { @ratio = 0.327 }
  12. Thanks! The tanks for LF/O are in the main fuselage (the mk4 system holds the equivalent of mk1 tanks at the side of the structure) and in the tail. Some other fuel (mostly LF) is held in the wings. I'll give you the exact figures when I get home. By the way, the tanks are huge if the purpose is limited to LKO operation, I only used 30% for launch and 145km orbital insertion. The trick for this ship is lift! I could almost fly it up like a spaceplane, following a very shallow gravity turn. I'm curious to see what is its payload to LKO The Hammers are a quick and dirty solution for an easy liftoff. I feel that the first stage can still be optimized, though. Before adding them, I reached LKO with LH2 boosters alone, even with an anemic 1.1 TWR off the pad. If you look carefully, you can see a 2.5m docking port on the back of the vessel. I see it as the right place for the SRB stage. After decoupling, it would be free and ready for a rendezvous with an interplanetary transfer stage (Nuclear/ion/VASIMR engines and tanks, hab and science facilities, life support, etc). The cargo bay would still be helpful to haul smaller craft, like a lander or some probes. -- I don't think your idea would be feasible. After all, the airbreather engines are good only for the first 20-25km. If you cover the first half with solid rockets, you're bringing a lot of complication in for little returns. Anybody tried a RAPIER booster stage (like 4 rapiers with 2.5m tanks and shock cone on top)? Maybe I'll give it a try this evening, if the numbers are right. Edit: If i remember well, Nertea's mod has a 2.5m LH2 rapier engine. I'll definitely pick that one for the booster!
  13. That's not correct... As I showed, it's easier to reach 2000m/s than carrying 400 kerbals. IMHO, I think that all the challenge parameters should be multiplied and not added, i.e.: Speed X Distance X (Kerbals+Staff) X Bonuses It's the only way to make all the entries consider every design aspect
  14. Actually, I like the idea of including suborbital spaceplanes. The only requirement needed for a fair challenge would be to have ONLY airbreather engines to avoid entries like mine
  15. Some tips based on my FAR experience: - Weight is everything, if your landing is at the end of the mission, dump everything (fuel, supplies, monoprop, unwanted kerbals, etc) when you know you'll hit the runway. - Same weight concern applies during craft build: Set the strength/mass slider for wings and ailerons at around 0.4 (depending on how many g you want to pull, 0.4 is good for 7-8g). Don't overdesign the plane, add lightness. I was pleasantly surprised at the first landing with this plane, it just wanted to keep flying!