Avo4Dayz

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About Avo4Dayz

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  1. Avo4Dayz

    Deploy Range Limiter

    I was hoping to put in a request to modify landing legs to have a minimum and maximum deployment range. Like how cargo bays can have a max deploy limit, but for both min and max.
  2. Avo4Dayz

    Falcon Heavy to Duna

    Anyone try to build recoverable fairings yet? I have.... I flew one on top of my stock falcon 9 design, running 9 Rellant engines Initially built in VAB, turns out created heaps of lift causing instability issues of rocket.... So then I put my fairing in a fairing so I could test just the fairing coming home. https://imgur.com/gallery/1e6sl I went on to design Fairing 2.0 which flew waay better, but I am not sure if I feel the points awarded for just this bit are worth it.
  3. Apologies if in the wrong area for this. i was wondering two things. Why don't the landing legs have deploy limit options? Additionally, I attempted to add a line into the landing gear cfg, but it appears it made no difference. So where would I add this it if possible at all? Also would it be possible to add in a min as well as a max deployment.
  4. Didn't realise they were considering ditching the smaller fairing. Also to my understanding the plan is for the BE-3U to be used for the optional third stage (if that even ever comes into reality as well). Being the same engine used on the New Shepard but with an extendable nozzle, so perhaps worth considering when the New Shepard is in development for the mod. But given the only the New Shepard and BE4 exists so far the rest is a bit of a guess haha. Side note your Vulcan is an awesome development to!
  5. Love your work @Superpenguin160, I know you have many things in works but was wondering about the following: - 3 Stage New Glenn addition - The alternate small fairing for New Glenn (Yes the SSTU fairing with PBR could achieve this also, but still) Just curious if these were considered and/or thought of?
  6. Avo4Dayz

    Three Skipper efficiency

    I did read, just was always confused on definition of asparagus staging given I saw soo many just using drop tanks haha... Besides I usually specialise in SSTO VTVL rockets.... Hoping some of that can work here to. I used a single twin boar (plus 2 orange tanks) to lift 19t and return the rocket back, so maybe 3 skippers can lift 20-25 t (non returnable)..building now
  7. Avo4Dayz

    Three Skipper efficiency

    Attach fuel lines from outside tanks back to the centre tank. This results in full throttle the whole time and the core stage has full fuel at the moment the strap ons are jettisoned. (Same was Space X plans for falcon heavy and I imagine Delta Heavy would do this to, but not certain)
  8. FMRS was to test the theory to see if it was even worth bothering with. Might give it a go later on at some point depends on if it de spawns half of the craft due to physics limits, might trial sometime. Lots of bad weather at the moment so nothing better to do anyway
  9. Avo4Dayz

    Economy Challenge 1.2 (Reboot)

    Yeah as stated wasn't a submission but more a tria of theory and something to do. Hoping it inspires others to make something new in attempts of getting cheaper lifts without just refining the same designs using different engines and fuels
  10. Avo4Dayz

    Economy Challenge 1.2 (Reboot)

    Copied from the new economy challenge but sharing here for peoples notifications So this isn't an official entry, but something people should look into. I built an Air-To-Orbit design to see if it had merit in an economy challenge. I may make a proper documented attempt later if I get bored but initial tests were very interesting I achieved 4.575 t to 72km Pe on only 1,099 funds of liquid fuel and rocket fuel. The plane portion used 400 units and the rocket uses one of the large 1.25 tanks and one of the smalls. This set up equates to 240 f/t. But to achieve a proper attempt I would need to make a few changes. taking out a small portion of the payload to fit some parachutes or landing legs. This landed at adequate speed, but as I assumed it would never work it I didn't attach legs or chutes to the return rocket. Doing so would drop payload mass approximately 300kg. This changes cost to 258.5 f/t I used mechjeb to orbit the rocket once it was moving and do my initial deorbit burn and FMRS which does a weird quick save hack to allow you to jump back and land early stages of rockets for recovery (not sure if counts funds in career or just for sake of doing space x styled flights). In this set up the hardest part of the entire flight is turning the plane around, it is extremely stable if kept in a straight line. As mentioned not an official entry as I am sure there isn't enough proof that it works. HOWEVER I have attached a craft file for people to play with. Main reason for sharing was to see if other people can come up with more Air-To-Orbit designs. craft file: https://www.dropbox.com/s/z9dyuajr9jlg5ku/strato7.craft?dl=0
  11. So this isn't an official entry, but something people should look into. I built an Air-To-Orbit design to see if it had merit in an economy challenge. I may make a proper documented attempt later if I get bored but initial tests were very interesting I achieved 4.575 t to 72km Pe on only 1,099 funds of liquid fuel and rocket fuel. The plane portion used 400 units and the rocket uses one of the large 1.25 tanks and one of the smalls. This set up equates to 240 f/t. But to achieve a proper attempt I would need to make a few changes. taking out a small portion of the payload to fit some parachutes or landing legs. This landed at adequate speed, but as I assumed it would never work it I didn't attach legs or chutes to the return rocket. Doing so would drop payload mass approximately 300kg. This changes cost to 258.5 f/t I used mechjeb to orbit the rocket once it was moving and do my initial deorbit burn and FMRS which does a weird quick save hack to allow you to jump back and land early stages of rockets for recovery (not sure if counts funds in career or just for sake of doing space x styled flights). In this set up the hardest part of the entire flight is turning the plane around, it is extremely stable if kept in a straight line. As mentioned not an official entry as I am sure there isn't enough proof that it works. HOWEVER I have attached a craft file for people to play with. Main reason for sharing was to see if other people can come up with more Air-To-Orbit designs. craft file: https://www.dropbox.com/s/z9dyuajr9jlg5ku/strato7.craft?dl=0
  12. Thanks! Good to see you're back again. Well I just meant that since I have made a core design with different config options... though for what we are doing really all i would be interested in is the standard and short variant (short glides better as lift to weight ratio is better) but I can make do with just the one design. (Y) I do play with mods, but not in challenges. When I built this shuttle I lucked onto a design where weight never shifts from empty to full in both payload or fuel, which is nice. BUT! Some reason I struggle to launch it without a full cargo bay... so the STS-1b will be easy.. I designed it for maximum load...not minimum also haha Now that I know I qualify, I will progress on with the others.
  13. Avo4Dayz

    Economy Challenge 1.2 (Reboot)

    If you put in a bit more time to attach parachutes and have it land in the water even all the way up to approximately 88km from Kerbin gets you 94% recovery cost..worth a shot if interesting in run at challenge. The 2% is hardly worth it for how efficient it already is.
  14. Avo4Dayz

    Economy Challenge 1.2 (Reboot)

    most deffinitely would lift larger amount to LKO.. would be interesting how cost effective to
  15. Avo4Dayz

    Economy Challenge 1.2 (Reboot)

    I think the point of LKO is just to make it easy to reach allowing for many different designs. You could start an economy challenge for mimmus or Duna or even Jool. But this would result in designs getting more and more a like. An easier goal results in new innovative ideas that in the long run can change the deep space game to. Still fascinating design!