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prgmTrouble

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Posts posted by prgmTrouble

  1. 2 minutes ago, Zacspace said:

    I actually don't know how to make a propeller larger. These each have two of the big rotors stacked together for extra torque already and are being pushed pretty much to the limit. ISRU is definitely part of the plan, it'll just come in the form of a separate craft that docks with it on the surface. As for ditching SSTO, the whole reason for this plane is that Eve is the only body in the solar system that I don't have a reusable landing solution for. It's flight profile calls for it to fly under prop power to ~20,000m where the atmospheric pressure is pretty much equal to Kerbin sea-level, probably higher even than that, and then make the run to orbit on those vectors. at the point where it's failing, it's pretty much just a really heavy regular old airplane and the spacecraft part of it hasn't even come into play yet. I thought I had regular old airplanes figured out. In any case, I do appreciate your help. I'll definitely have to consider some more major design changes.

    Maybe try a stratolaunch? There could be three parts: the air launch vehicle with the propellers, the shuttle that ferries the payload to orbit, and a station with docking ports for an interplanetary vehicle. I think this might be the best option for this kind of scenario since everything can be reused with a bit of elbow grease and a viable base with ISRU. It will probably be quite an endeavor to engineer such a complicated system, but such is the challenge when designing a fully reusable system.

  2. 2 minutes ago, Zacspace said:

    Falling out of the sky is a little bit dramaitic I guess, it just loses airspeed really quickly if I try to climb higher than that, if I'm climbing aggressively as you'd tend to in something that's supposed to SSTO, the effect is that I stall and have to go into a dive to get control again. I can get higher with fewer propeller blades, but then lose the ability to VTOL

    I thing you should try fewer but larger propellers. If that is too unsightly or causes other problems (re-entry, probably), then I would go for an ISRU solution. If you aren't too attached to the SSTO design, I would even ditch the propellers at the 7km mark since they are worse than dead weight at that point (cuz drag). You might as well attach some science and probe cores to them and make them "deploy-able flying drones" to make it seem less like a cop-out and more like a "feature". Regardless, propellers are very difficult to integrate into rocketry because they increase complexity two-fold (which unfortunately means that there are few real-world examples to copy take inspiration from). 

  3. 11 minutes ago, Zacspace said:

    it drops like a rock out of the sky once it gets to around 7000m on Eve

    How exactly is it failing? Is it losing power or does it spiral out of control? The first can be solved with larger propellers to deal with the air pressure gradient (see V-22 Osprey for inspiration) and the second could be a problem with fuel consumption shifting the center of mass (need to set fuel flow priority and perhaps alter the wing position). Regardless, I think ISRU is the way to go since you can capture an asteroid on the way out. If you go this route, the propellers can be smaller and you can engage the rockets earlier.

  4. 1 hour ago, qzgy said:

    Is this a challenge? Or does the construction physically not allow for hinges to be slipped in?

    I'd imagine that it would be the lag. Ships deemed close enough to warrant physics (200m iirc) dramatically increase lag. 

    Source: tried to land a VTOL with moving parts when approaching a massive aircraft carrier. As soon as it crossed the threshold, the game turned into a powerpoint presentation on why this should not be attempted on a potato laptop.

  5. 19 minutes ago, Phantomic said:

    on an unrelated note, i'v spent about 2 1/2 hours building a reaally large prop for my standards, here it is next to my previously most powerful engine with a total of 90 units of torque, the one i just built has about 412 because of the whistance trick, i highly recommend going to bradley whistance's youtube channel if you want to up your props even more.

    That's some serious torque! Is this for propulsion or lift?

  6. 1 hour ago, KerbolExplorer said:

    I think the issue must be on editing the surface authority limiter to more than the stock game has it.Maybe try putting it on a lower %

    A craft file could also be usefull

    I have tested the effect that changing the % has, and the higher magnitudes tend to disappear at higher altitudes. For the purposes I was using them for, -500% was necessary.

    This effect is easily replicated; all that is needed is some plane and an edited control surface placed flat somewhere. When deployed, they should rotate downward.

    This is not an urgent problem, for I am basically misusing these parts and inserting values that KSP dosen't expect. I'm mostly just curious about why this unusual behavior happens.

  7. Contract 8
    Generation 6
    C7R - prgmTrouble
    X-26 Volantis Ala

    The lead engineer was eating tortilla chips while derping around in the wind tunnel. Spotting the chief of management out the corner of his eye, he quickly placed a chip on the test stand. The management chief did a double-take, then asked "what the actual ████ is a half-eaten tortilla chip doing in the wind tunnel?" Thinking quickly, the engineer explained that he was "testing a revolutionary new stealth triangular aero-manifold whatever-o-tron thingy." Apparently, the chief was so impressed that the project was entered into full-scale development the following week.

    Spoiler

    kOe58k7.jpg2iYTnRn.jpgQO5PD30.jpg

    Download on KerbalX

  8. I am making a custom cargo bay using the FAT-455 Aeroplane control surface by editing the control surface authority limiter in the .craft file (-500% in my case). For some reason, they disappear whenever I retract them while moving at a low altitude. I noticed that they are recorded in the F3 GUI as "splashed down hard" when I retract them over water. When I was taxiing on the runway at ~100 m/s, it apparently overheated at temperatures exceeding those on the surface of the Sun. My guess is that the instant the surfaces stop moving, their physics is updated based on how far the part was deployed.

    I usually play with a few mods, but I confirmed that this phenomenon still persists with pure stock + expansion. The engine on my plane is also edited, in case that's relevant. If more info is needed, I'd be happy to provide.

  9. 10 hours ago, HB Stratos said:

    A question to you all that have participated:

    Would you me to announce a winner for each generation.
    In that case I could also send the winning plane "back for further developement to a production model" aka to collaborate with me and maybe @Servo to make the winning designe even more awesome if the designer chooses to do so.

    For every other design you can always pm me on Discord (HB Stratos#0800) if you want to do what was mentioned above. This offer is open as off now, not when the competition ends.

    I would love to see how much grant money the government is paying out. Perhaps that could be some form of system to evaluate how well each plane met contract criteria...

    EDIT: I just had an idea: maybe a futuristic contract involving sub-orbital hops? I think some super spicy space stuff would be fun!

  10. On 2/24/2019 at 7:00 PM, klesh said:

    @prgmTrouble

    What propulsion do these tiny missiles of yours use?  Sepratrons?  How about a MM patch courtesy of @Enceos:

     

    
    // Add a delayed action sepatron
    // Author: Enceos
    +PART[sepMotor1]:Final
    {
    	@name = delayedRetro    
    	@title = Sepratron I-D
    	@description = Same as the Sepratron I but with a delayed fuse.
    	@MODULE[ModuleEngine*]
    	{
    		%useThrustCurve = true
    		%thrustCurve
    		{
    			key = 0.00 0.01
    			key = 0.05 1.00 0 0
    			key = 0.93 1.00 0 0
    			key = 0.98 0.10 0 0
    			key = 1.00 0.10
    		}
    	}
    }

     

    Great idea! I'll use this the next time I make missiles!

  11. 1 hour ago, Aeroboi said:

    I do wonder why you just don't add a probe core to it.The OKTO2 is very small and weighs almost nothing.

    Some missiles that I like to make are extremely small (as in the diameter of a cubic octagonal strut) and even the OKTO2 is too small. Even with missiles that are large enough to fit a probe core, it is a bit of a hassle to switch to the missile and activate the engines quickly. 

    The mod that you linked does look interesting, I'll probably download it later.

  12. One problem that I had while making an internal missile bay was that unguided missiles did not have enough time to avoid crashing into the ship once fired. Since these missiles did not have a probe core on it, the engines on them could not be triggered after they are separated from the main body. 

    I think that some sort of fuse system could be relatively simple to implement, so a stage or an action group could have a slight delay between different but related events.

  13. Contract 8
    Generation 6
    C7R - prgmTrouble
    X-25 Sanctum Silentium

    The newest generation of super-stealth aircraft were getting faster and even stealthier, and the budgets were being cut almost as fast. However, a miraculous contract from the government fell into the hands of the CEO, which granted the relatively small aerospace company the unique opportunity to choose an UNLIMITED number of parts from ANY dumpster in the nation! Upon hearing this news, the engineering team was so ecstatic that they demanded to start rummaging through junkyards near the government's top-secret aerospace testing facility. After dragging back some prototype engine blueprints, the project was completed in the space of one week. After government agents inspected the plane, it is rumored that the CEO was not likely to get another contract from the government any time in the near future...

    Spoiler

    MskiffN.jpgNxlWY4f.jpgTRp89cf.jpg

    Download on KerbalX

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