brooklyn666

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Posts posted by brooklyn666


  1. Is there a way to lock the height of the interstages as you increase the width? Or maybe for the next version, have the interstages be really thin? I'm just throwing this out there because it gets to be kind of ridiculous to have an 8m lower stage, and have this massive interstage on top. Especially for larger and wider rockets, they take up precious verticle space, and they don't look great either when they're that big.


  2. So the heat & pressure of the fission explosion causes fusion? So it's basically just a fission bomb made more powerful?

    The fission acts as the primary, which sets of the secondary fusion reaction. And we're talking orders of magnitude more powerful. The most powerful pure fission device was 500 kilotons, which is about the upper limit for pure fission devices. The most powerful Fusion device was ever tested was 50 megatons, but there is no theoretical upper limit for a fusion bomb.


  3. Re: epoch. The epoch is J2000 minus 50 solar years (note that the way the epoch parameter works is actually "subtract epoch from UT to get current time" so times before 2000 get positive epochs).

    Epoch should be set for all CBs.

    The Epoch 1577907488.17727995 that's in the config is 50.0019 years in seconds. So what your saying is that the way the game reads the epoch is basically "The epoch is x seconds until J2000"? But J2000 isn't defined anywhere that I can see.


  4. I haven't really had a chance to test it myself, just changed everything to be exactly like the RSS configs. I think I will make a little test now.

    EDIT: BTW you need to remember it always assumes you are starting your transfer from a 0 deg inclination orbit. maybe that's what causes the inaccuracy.

    EDIT2: It really is way off, at least my tests for a Kerbin-Duna transfer, not sure why though :/

    Inclination is not the problem, I plan my launch azimuth to match the target body. The problem is the planets not beeing where the calculator thinks they are. So far I've tested for Duna, Jool, and Eve, and they all are massively off. I looked through the orbital elements and I can't see anything wrong.

    I am curious about the Epoch being used by the cfg though, because it's not Julian, and there's no other system where the number given works as 1950.

    Nathan, how did you figure out the Epoch?


  5. The angles it gives don't match the ones I calculated, they're off by 3-5 degrees for the most part. I haven't tried it but I doubt they are both correct but I know mine work at least.

    It's not just the angles, I haven't calculated anything myself yet, because I wanted to test out the new calculator, but my windows are either way early or way late.


  6. At the time of the Saturn V design, there were several proposals for recovery and re-usability, but none of them were seriously considered. 2 proposals for recovering the S-IC included parachute recovery, and catching it mid-air with a giant helicopter. Really though, it boiled down to the cost and time constraints of developing these technologies, and the fact the the Saturn V was only planned for a limited number of launches to begin with, making re-usability somewhat pointless.


  7. It makes things simpler but does not solve the problem. If the burn is 20 minutes long, starting 10 minutes ahead does not get rid of the problem with navball maneuver marker becoming unreliable towards the end of the burn.

    1) Like I said before, the navball is inaccurate because it assumes your entire burn takes place as one instantaneous impulse. There's no way around it, so you have to learn some tricks to cope with it. Like I said before, you cab do multiple Pe burns. Shorter burns are more accurate, so that will help. Also, towards the end of the burn, keep pointing towards your burn marker until it starts to move, then stay where it was when it starts to drift, cutting off as close to 0 as possible. Then, if necessary, use RCS to trim.

    2) If you want, you multiple periapsis burns to reduce the length of each burn


  8. Your biggest problem is that you're starting your burn at the wrong time. The maneuver node is telling you your burn time based on your current engine, but it also assumes your burn will be one instantaneous impulse. What you want to to is time it so that you are halfway through your burn AT the node. If your burn time is 24 minutes, start your burn 12 minutes before the node.

    Also, you can try doing multiple periapsis burns. This will make your final ejection burn shorter. And if you're feeling adventurous, try a Jool slingshot. You can save a ton of dV that way.

    My biggest pieces of advice would be to time your burns, and use only one stage for the ejection burn if you can.


  9. Update on my previous post:

    I updated some mods and the second stage works perfectly now, just the first stage SRB left to fix. I tried to see why I couldn't get the thing into orbit with mechjeb, and apparently, my drag losses were going over 1700 ms. Any ideas?

    All launch vehicles have roughly 1500-2000m/s of dV loss due to combined air resistance and gravity drag. Is this what you are talking about, or are you OVER that by 1700m/s?


  10. I'm not sure what I'm doing wrong, but pressurized tanks don't seem to exist for me. I've extracted the PressurizedFuelTanks.cfg to the GameData\EngineIgnitor directory, and the small engines say they require pressurized tanks, but no matter what tank I attach to them, they won't ignite and the fuel status on the engine's context menu always says "Unpressurized".

    Also I get this in the ksp.log:

    [LOG 17:45:59.847] PartLoader: Compiling Part 'Squad/Parts/FuelTank/fuelTankSmallFlat/part/fuelTankSmallFlat'

    [ERR 17:45:59.851] Cannot find a Module of typename 'ModuleFuelTanks'

    [LOG 17:45:59.866] PartLoader: Compiling Part 'Squad/Parts/FuelTank/miniFuelTank/part/miniFuelTank'

    [ERR 17:45:59.871] Cannot find a Module of typename 'ModuleFuelTanks'

    I'm having the same problem, but maybe I can make a suggestion? instead of specifying which tanks are and aren't pressurized, why not just add helium as a resource, and if you have an rcs tank with helium, any tank that is connected to it is pressurized. Because I looked through the config, and there are only a few tanks that are pressurized. Sure, I could add the ones I want myself (mostly stretchy tanks), but why pigeon-hole the user?

    Also, is there a preferred engine cfg for this? I use RftS but it looks like it's meant to work with RealEngines.


  11. no that web app doesn't appear to be able to do the RSS. In particular, it doesn't appear to have a way for you to edit the mass of the sun, which would be the first requirement to be able to use it for RSS.

    Sadly true, especially since AbeS did wonderful work on that. Does anyone have the physics/coding chops to try and make a brand new launch window calculator for RSS, with a correctly sized sun?


  12. Nope roll is on. But MJ isn't trying to roll. It is jus trying to keep it straight (I think), but it is just pitching and yawing all over the place. It manages to shake some previously reliable rockets to bits. And yes, I am using KJR. I will post a .CRAFT if others wish to test.

    It is more likely to be a problem with MJ than anything else, but even on manual control some of the afore mentioned reliable rockets become incredibly hard to control. (Roll control works like a dream though.) I wonder if it would be possible to set a max gimbal angle as a tweakable?

    Is your gimbal mode set to smooth, or precise?