Alchemist

Members
  • Content Count

    1,723
  • Joined

  • Last visited

Community Reputation

1,070 Excellent

1 Follower

About Alchemist

  • Rank
    PowerTech Chief Engineer

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. The question of lift was about why it doesn't stay upside down, but rolls the other way around soon after SRB separation. By the way, this maneuver is not a thing for Buran - it stays belly-up. Which clearly means the reasoning involves something about the configuration after booster separation - and here Shuttle and Energia-Buran have high thrust deflection in opposite directions
  2. To be fair, with most of the thrust being SRBs and most of the weight being ET+SRBs, the resulting thrust vector should still be quite close to being along the ship. But all of this also means the SRBs have to do most of the work on yaw and roll control And to think of it, with such thrust vector, starting pitch program early on (pretty mush as soon as roll to the proper azimuth is complete) and with noticeable deflection from vertical gives a good option to actually pass maxQ with the Shuttle perfectly aligned with airspeed, while the offset thrust compensates for perpendicular to velocity gravity component. Well, after booster separation SSMEs have to align their pitch axis deflection with CoM, at which point they have perfect control over all 3 axis of rotation. And while air may be too thin for control surfaces, isn't the point of the belly-down roll to have the lift turned up? Given the offset between thrust vector and the longitudinal axis at this point, lift should be a concern. Of course, with the tools we are offered in stock KSP all of this typically boils down to "forget the efficiency optimization, just choose something SAS can handle without wobbling the shuttle apart steering with this gimbal range!"
  3. Alchemist

    [1.6.1] kOS v1.1.6.3 : kOS Scriptable Autopilot System

    And what if you lock steering to target:position? Does the effect still remain or is it specific to vector drawing over longer distances?
  4. I'm not 100% sure on technical details, but there were some moving parts in the nozzle to allow for a bit of thrust vectoring. Probably only a small authority, but you really don't need much for roll and yaw if you also have yaw deflection on SSMEs to compensate for any imbalance on that side
  5. The thing about roll authority on initial ascent is - Space Shuttle actually had some thrust vectoring on the boosters. It's easy to see that those are actually the best positioned to provide roll authority with only minimal perturbations on other axis (and if there still is some yaw effect - with proper flight guidance it can be automatically cancelled by balanced yaw response of all the engines). While it's clear that SSMEs with their large gimbal range were the main source of pitch control, you clearly can't expect engines this close together to handle both roll and yaw while they aren't on the thrust axis Also an advice from my experience: disable roll response on engines too close to CoM - those will likely produce more yaw than roll torque. Handling of my Energia replica greatly improved when I disabled roll on the 2 engines closest to Buran
  6. You can take any size and mass. However, be aware that even class A won't fit in the mk3 payload bay, and with densities they have in stock (styrofoam???), carrying a small asteroid is more about drag than weight. Back when I was doing this mission there was a bug which made all the rocks spawn with 150t mass. Now that was a cool chance to drill it down to whatever mass you can carry while also picking something of a manageable size
  7. Alchemist

    [1.6.1] kOS v1.1.6.3 : kOS Scriptable Autopilot System

    Weird, indeed. Last time I've tested it (when introducing the NAVMODE feature, because SASMODE is a bit useless without that) 1 frame delay seemed to be enough. Is it 2 now? maybe then using wait 0. wait 0. should do the trick.
  8. Alchemist

    [1.6.1] kOS v1.1.6.3 : kOS Scriptable Autopilot System

    Yeah, there is the issue with SAS resetting its mode when you switch it on. (stock behavior) wait 0. (same behavior with any number that happens to be less than a physics tick, like wait 0.001.) is sufficient to make the script skip exactly 1 update tick (wait command always skips at least 1 update, even if the condition is already met before that)
  9. Alchemist

    When We Left kerbin - Chapter Ten: Counter Moves

    Don't worry, once you set the ISRU for spice mining you'll be able to afford proper navigators ...oops, wrong Dune
  10. Alchemist

    When We Left kerbin - Chapter Ten: Counter Moves

    I suspect a suboptimal ejection angle (which is easy to mess up with too low TWR), probably coupled with attempt to get arrival earlier (which can increase capture cost quite a bit). Besides, aiming for low periapsis straight from interplanetary transfer and capturing at the said periapsis is always much cheaper (although, circularization into low orbit might be quite expensive, especially if you don't need to bring everything down there). Yeah, even if intending to put the main ship in high orbit I'd still aim for low pass, capture at Pe into elliptic orbit and then circularize at Ap.
  11. Alchemist

    The Saga of Emiko Station - Volume I - Complete

    True, fusion reactor may require much less cooling than fission reactor of similar power output, because fusion reactor should be capable of harvesting energy from reacting plasma directly through electromagnetic fields. Still it doesn't take all the energy (so you at least have to deal with reacted plasma and there still is possibility to harvest more thermal energy from it), and you definitely still need to cool the coils and reaction chamber walls. You just don't go thermonuclear without having to deal with the thermal part of it. And I totally agree about combining nice design and some fancy extended functionality with the basic intended function - it always makes the mission more lively and individual. That's also why I don't really like minimalism challenges which encourage to strip everything but bare minimum of specified parts. I still prefer to add this (because why not? it's cool addition) and that (to make it a bit more plausible...) and then something more (it's just fancier this way) - and if it ends up several times bigger, then it's go big or go home. And you are just the master of making it both highly functional and very nicely designed. Keep up the good work, and we are faithfully awaiting every next chapter!
  12. Alchemist

    [1.6.1] kOS v1.1.6.3 : kOS Scriptable Autopilot System

    Yeah, that might be a big problem with procedurally generated terrain. But in case of runway landings I found it quite safe to extend the range to couple kilometers Here is an example of almost simultaneous landing from opposite ends of KSC runway And while in the video the carrier touchdown ended up not that far from the already landed shuttle, during the development tests there were even moments when the carrier landed before the shuttle and without issues (apart from hitting the lights couple times while I was working on making that script handle sharper turns and shallower approaches better)
  13. Alchemist

    The Saga of Emiko Station - Volume I - Complete

    judging by toroidal shape, it must be not just nuclear, but thermonuclear (a.k.a. fusion)
  14. Alchemist

    Duna Outpost Mission Architecture Challenge

    several screenshots + Paint.net And thanks, I do like the way this base turned out to be. On another note, I once again redesigned one of the payloads for next window. It's something I was actually considering initially, but got a bit discouraged about due to polar location. ISRU module. It can refuel any landers visiting the base location, and its transfer stage doubles as the tanker for refueling orbital vessels. Now here is the catch - actual refueling of vessels in equatorial orbit is meant to be done by the spacebus mining ore at equator and using the tanker to ship the fuel (definitely a better idea than constantly flying the entire spacebus up and down), but in case of loss of the spacebus the module can drive to equatorial location to provide fuel (using the tanker) both to the interplanetary shuttle and to backup crew transfer vehicles. Yeah, it has only 2 crew capacity (couldn't fill much more in addition to all this hardware), but on the other hand my current base has 16 crew capacity and can feed 18 - so that it's quite well fitting upgrade to fill the gap. There is also the question of power supply - both this module and the one with the greenhouses (since this module is supposed to leave the base in case it is required for fuel production elsewhere, the primary power source has to be doubled) use a power source (it's under the static radiators so it can work when driving) that consumes a resource called Enriched Uranium So, to provide full autonomy (as if this resource is going to run out anytime soon with such consumption), the miner module also has centrifuge capable of extracting uranium from ore.
  15. Alchemist

    Duna Outpost Mission Architecture Challenge

    To be honest, the exact scale of this challenge doesn't really favor full life-support autonomy. Not sure if other mods may have it significantly different, but with what I'm using (Planetary Base Systems + TAC-LS) it turns out that a greenhouse (produces food for 6 Kerbals) + 2 algae farms (needed to produce the fertilizer for the greenhouse) have mass of 4 tons - and that without other resource generation necessary for the operation (water and ore mining, power supply) or support structures Now, enough food for the same 6 Kerbals for 10 years is slightly under the same 4 tons, including the container mass. And then you can get away without mining water (and need to bother with ore only when you need fuel). as for oxygen, PBS has atmospheric filter module that allows to cover the gap in regeneration from CO2 Yeah, I might have shot myself in the leg going for full LS-autonomy (my second module is about to arrive to Duna, increasing base crew to 16 and bringing enough greenhouses to feed 18), at least as far as scoring is concerned. Ah, anyway that's my playstyle - to design for functionality (yeah, totally overengineered, even if it may end up quite elegant as well) and not sacrifice that on overoptimization for scoring. And this mission is actually meant to be me trying out the life support, so why not to try going all the way. P.S. Here we go. And unlike the tests I did back on Kerbin, the wheels didn't pop when surface-docking in lower gravity.