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griffin247

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Posts posted by griffin247

  1. Hi Guys! This is my first pack released for other players, so I hope you enjoy.

    I call it "Conceptual Saturns".

    Being an avid Orbiter Spaceflight Simulator player, I found myself attracted to the idea of recreating some of the amazing Saturn family rockets in Kerbal Space Program.

    So, using nothing more than F.A.S.A and TweakScale, I have completed the first of three Phases of launcher packs.

    These, are the "Early Saturns". Leading up to the Saturn IB and Saturn V that eventually flew astronauts into space, these launchers never actually flew - but were considered greatly on the papers of the engineers down at the Marshall Spaceflight Center in the early 1960's.

    Included in this pack are 5 unique launchers.

    The Saturn A-1

    http://i.imgur.com/IaQaF43.png

    The Saturn A-1 (never built) was to get large-booster capability as quickly as possible by using a Titan II first stage as the second stage, atop the Saturn booster. A Centaur upper stage finished the stack. Payload was an earth-orbital Apollo capsule, or a notional payload with fairing.

    -----------------------------------------------------------------------------------------------------------------------

    The Saturn B-1

    http://i.imgur.com/nA6pNYe.png

    The Saturn B-1 (never built) attempted to build a larger booster with existing stages. Atop the S-I stage was a cluster of Titan second stages, then the S-IV stage, then a Centaur. Quite a tower of Babel, it was. However, I could not, for the life of me - ensure a stable design with the Saturn I stage under the cluster of 4 Titans, so I have made a special edit to this rocket to instead make the Titan cluster the first AND stage - using 4 entire Titan II rockets, both stages and all.

    ------------------------------------------------------------------------------------------------------------

    The Saturn C-2

    http://i.imgur.com/TToXZlh.png

    The Saturn C-I used the original Saturn S-1 stage with the "high-energy" Saturn S-4 stage. This is the rocket which became the Saturn I, and eventually the Saturn-Ib. The Saturn C-2 would have upgraded the C-1 by putting a high-energy stage between the first stage and the S-IV upper stage.

    ----------------------------------------------------------------------------------------------------------

    The Saturn C-3

    http://i.imgur.com/K7kDQGE.png

    The mid-size Saturn C-3 would probably have been the choice to assemble an EOR-based lunar mission. Basically a C-2, but with an upgraded first stage that used 2 of the powerful F-1 engines.

    ----------------------------------------------------------------------------------------------------------

    The Saturn C-5

    http://i.imgur.com/hhiUtPw.png

    The rocket that launched Apollo...except, as originally conceived,

    with only an S-IV upper stage.

    ***IMPORTANT***

    Required Mods!: F.A.S.A, and Tweakscale.

    This is for 1.0.4, and uses the latest versions of those mods (as of August 25th, 2015)

    Each .craft has a detailed description in it's description box in the VAB, also included - a "test pilot's notes" on how the vehicle behaves, ect.

    It is my belief that you should read these before launching. You may put any payloads you want on these, guys - they are yours to use.

    Curseforge: http://kerbal.curseforge.com/ksp-mods/235389-conceptual-saturns-phase-i

    Since I only recently uploaded it to Curseforge, in the event that is not working, here's a Google Drive link:

    https://drive.google.com/file/d/0BxjyYuBeDaJGZTRvYXRtdlFvb3M/view?usp=sharing

    Thanks for paying attention, and I appreciate any and all feedback.

    ok ive tryed this pack but in the VAB the craft is not built and i cant get it put together proberly, i have tweakscal etc but just wont build right.

  2. not sure if i shud post this here but i having a issue with all my builds inwhich when i go to launchpad all the stageing on the left hand side dissapears and can only get it back when i relise a clamp. i have to do everything manual hitting space dont work . any ideas please ?

    running RSS with open GL and agressive texture etc which i happy with as has deff stopped the random crashes.

  3. To be honest, I have no idea, never tried it. If you feel like trying it and finding out for us, let us know!

    Yeah, I'd give a go to RP-0 if I were you, I should probably add that to the Recommended mod list. I'll do that once I get the CKAN install working...

    Yeah, I'm working on resolving it, I screwed up the installation package file last night, gotta get that fixed.

    rgr and thanks for your work and helping to ensure the best set of mods continue

  4. I'm betting you have Realism Overhaul. In which case, sizes have been change, fuels changed, etc, etc, etc. Craft files that come with the original mod are not going to work, you need to rebuild the craft from scratch. Just delete the old craft files. Any craft with TweakScaled parts also bombs when trying to load.

    ok thanks i thought it was something like that but wast to sure.

  5. ok chaps so first off what iam going to say is not a report of a problem cause i can live with it i just want someone to explain why it is so.

    i have a full tech tree, yet i have some craft files which when load in the VAB dont assemble proper , which is not a problem as taking them apart and reassembling and learn how it all goes together is fun. However none of these craft i reassemble want to take off they absolty refuse to lift of from the pad via mec jab or manal , and yes there is fuel, electric charge etc to icnite the egines etc and yes i have comms disches on the craft and yet still no local control etc and some of them are manned. craft this apllies to is any SLS craft any fusteck dragon craft , some fasa craft and a few others which my old brain cant rememember oh the is a set of 3 craft files called Mars one which just wont load even thou the tech is all there , as i said its not a biggie to me i just want some clarifation as to why this is happening.

  6. Whelp, this is my first time posting a ship design here. Here goes.

    So, context:

    I'm using realism overhaul, along with a boatload of other mods so numerous I've lost track and can't really be bothered to look them all up. Sooo... Sharing the craft file might not be so practical. I'll do it if asked, but I'll be surprised if it works on your setup. Scratch that, I added a list of mods on the bottom. It'll be a bit of a process to get this working but I'll work through it if anyone's interested in downloading this craft once I'm finished with its final tweaks. I'll also include a little guide on how to use it XD

    But here's the mission: I'm landing on Mars, the Galilean moons of the Jovian system, and Titan, all in one mission. The Galilean moons are all similar enough that I decided to use one lander for all of them - I've named, appropriately, the Galileo. That way, I don't have to haul around the dry mass of a lander for each of them - cutting my mass requirements way down. Further inspection showed that taking off from Mars was also close enough in Delta-Vee requirements that I could do that with the same lander, too! (Powered descent + Ascent from Galilean moon = ~ Ascent from Mars). So what I have then, is this:

    http://i.imgur.com/ne1AX45.png

    Since I'll be hauling him all around the Solar System, I decided to go with Hydrolox propellant to cut mass. Hydrogen boils off, yes, but with the right specialized tanks you can actually make that go down to zero (Read: I hacked Realfuels so that LH2 and LOX don't boiloff at all when in a Service Module tank, to simulate this technology). It would doubtlessly require a very large and heavy tank (unsuitable for a small craft such as a lander), so I've decided that for the transportation, all the cryogens (LOX and LH2) will be stored in large Zero Boil-Off (ZBO) tanks on the mothership, then the various crafts can be fuelled up right before they perform their various missions (which max at about a month).

    ///

    A quick overview of the other vehicles that will be on this mission:

    The mothership will carry the Crew Excursion Shuttle (CES) Galileo, the Shuttle Transportation Vehicle (STV) Dragonfire, and Titan Lander (cool, final name pending for that one). Oh, and the Mothership I've decided to name the InterPlanetary Vehicle (IPV) Harmony.

    So, IPV Harmony: Mothership [VASIMR thruster, Fission powerplants]

    CES Galileo: Lander for Mars, and Galilean moons. [Hydrolox MPS, Aerizone+N2O4 RCS/OMS, and RTG power]

    STV Dragonfire: The Harmony will enter orbit over Mars and Callisto, so the Galileo can directly undock for those missions. For Ganymede, Europa, and Io, however, I decided it would save mass to use a tug to carry the Galileo from Callisto orbit to the other Galilean moons and back; that way I don't have to haul the Titan Lander, large habitat modules, heat shields, nuclear powerplants, etc. that are hard-mounted on the Harmony around the entire Jovian system. [NERVA-NTR MPS, Aerizone+N204 RCS/OMS, and RTG power]

    Titan Lander: For Titan, of course. [Hydrolox MPS, Aerizone+N2O4 RCS/OMS, and RTG power]

    ///

    I've mentioned all these other craft because they influence Galileo's design. Galileo, for example, has the omni antenna (500km) by default, but also has a long-range antenna (I needed 2 Gm or so, but the closest I could get that was enough was 250!) for direct communication to the Mothership Harmony AND a medium-range antenna for communication to the STV Dragonfire (which will remain in orbit at 100 km, just like the Apollo CSM). Dragonfire and Harmony will also be in communication. This way, all three vessels will have comms, so if any of the links break, they will still all be connected unless a second one breaks (and even then, two can still be connected). For even further safety/redundancy, the Dragonfire will carry a single occupant Apollo-style for the Io and Europa missions.

    So now that I've explained the circumstances around the craft, and what it needs to do and such, without further adeu, the craft itself!

    http://i.imgur.com/JxawPRY.jpg

    * I hacked the various engine configs on the RL-10 to make myself the fictional "C-4" engine (eheheheh). It's identical to the B-2, except it's maximum thrust is only about 65 kN instead of 111, and it can throttle down to about 12%, as per a study done by NASA. This gives me the ability to land on the various places it needs to land on.

    ** As for the EM Shielding and radiation and all?... That's not simulated in the game at all :P I just decided to include that for realisms' sake, and the EM generator is just a 235 kg procedural structural element.

    *** Goldfinger assembly is part of the STV Dragonfire. It will go to Mars without it, it will go to Callisto and Ganymede with the Goldfinger still on the Dragonfire, but when it undocks in orbit over Europa and Io, the Goldfinger will undock from the Dragonfire, so that it remains attached to Galileo while Galileo goes and lands on Io and Europa.

    I had a long conversation with an old friend of mine over Facebook about measures I'd need to take against radiation shielding (If I had a mod that necessitated that. I'm just such a stickler for realism :P ), and I took some screenshots of this WIP to show him the results of our conversations; the Goldfinger assembly and EM Shield. Then I got carried away and made all this. Maybe I'll do something similar for the other crafts of this mission. Certainly the IPV Harmony (Mothership) will deserve a nice post about it! Anyways, enjoy. Be sure to give me some rep points if you likey, hehe. :D

    Oh, and PS, yes, this craft isn't technically *finished*. I'm still testing it on ascent/descent over the various Galilean moons. The calculations I did are only approximations, and I found I massively over-estimated my delta-vee requirements, so I cut them back by a lot, and now I'm just making sure I didn't cut them back by too much. The only thing that'll change from here, though, is the tank size if anything. The thrust on the RL-10C-4 is a wide enough range that the small changes I make won't necessitate a change in it, and, I probably won't even need to change the size of the Hydrolox tanks at all, seeing as my most delta-vee intense mission (Io) doesn't even need the main tank full if the Goldfinger is full (in fact, if the main tank and Goldfinger are both full, then it has too much weight for the single RL-10C-4 engine to land it, and if I used two of the RL-10B-2's, it produces too much thrust. The main purpose of the Goldfinger isn't to add more Delta-vee, though it does add a little more, but its main purpose is to move a lot of the Hydrolox storage into a position that provides radiation shielding for the crew (X-rays in specific), instead of keeping it in the main tank where it doesn't block as much. And I can't shrink the main tanks because it needs those full to take off from Mars, where for aerodynamic reasons it can't have the Goldfinger attached. Yeah, it's a bit inefficient, but still much better than carrying around an entire extra lander).

    Oh, and I almost forgot, stats:

    With Mars Stage:

    Mars Stage gives 664 m/s (vacuum)

    636 kN - 60 kN (center RL-10B-2 engine is cut off for final moments of descent).

    Total mass with full Mars stage: 48 tons.

    Galileo alone:

    ~5,000 m/s

    510.4 kN - 7.5 kN (4 outboard engines cut off, landing engine at minimum throttle)

    Wet mass: 33.8 tons. 10.5 tons without hydrolox. 9.3 tons without hydrolox or OMS/RCS propellant (Aerizone+N2O4).

    Galileo in Io configuration (Goldfinger assembly attached and full, but main tanks are not full) :

    ~5,500 m/s

    Wet mass: 39.4 tons. 11.3 tons without hydrolox. 10.1 tons without hydrolox or OMS/RCS propellant.

    You'll get to see this baby in action when she's finished and I go to post about my Grand Tour adventure in full ;)

    EDIT:

    Okay, here's some of the mods this uses off the top of my head:

    *Realism Overhaul (and all its required mods)

    *Remote Tech 2

    *Crossfeed Enabler

    *Procedural Parts

    *Procedural Fairings

    *Near Future Solar Panels

    *Near Future Electrical?

    *KW Rocketry (I think that's where the thrust plate multi-adapators come from. I can't recall for sure, though.)

    *TAC Life Support (I think it'll still work if you don't have this?)

    - And I'm not sure where I got the laser descent lights from, I think they're AIES. Same goes for landing gears. For the life of me, though, I cannot find out where the RL-10 engines come from. I think they're part of Realism Overhaul? If anyone's interested in taking the ship for a spin I'll look into it some more. I'll need some help finding a place to upload it, though :P It will also necessitate my personal modification to the RL-10 to add the RL-10C-4 config.

    wow well done

  7. Open the task manager (windows) buy pressing Ctrl+Shift+Esc (much like Ctrl+Alt+Del). Click the "Processes" tab, click "Memory" once or twice to see KSP.exe either near or at the top of the list.

    The memory usage of KSP.exe is what you're looking out for, 1,700,000K is 1.7GB of RAM usage for example.

    standby i will check , then maybe you can advise further on my crazy crashes

  8. Well, you can subscribe to the relevant threads (top right corner, under "thread tools"; you can periodically check your subscriptions by clicking "settings" in the top-top right corner).

    Other than that, I have no idea.

    well i have tryed mod managers etc but they are confussing to use and they always mess up my install. i was wondering if i missed a update because i had it all running perfectly then for no reason every one on my saves just crashes , if i delete the saves it still crashes but sometimes works then crashes toatally random. i even completed the RPL tech tree and was getting well into my master plan then i loaded it up other day and bang a crash for no reason.

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