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  1. I don't know if anyone ever came up with the idea but I just had the weirdest idea: Why aren't rockets launch assisted by a hydrolic catapult? We all know that most of the fuel is consumed for just leaving the atmosphere, I mean the Saturn V burned through ~13 tons of fuel per second and clearing the tower alone takes a good amount of time. So why aren't rockets assisted in getting some initial velocity? I mean sure, it would be a huge construction but nothing too crazy. So If you manage to boost up the rocket to maybe 50m/s with a 100m high reusable catapult, wouldn't that decrease rocket size or increase the payload? I mean something like this (behold my epic Paint skills):
  2. The full post for you to enjoy and discuss, from here: http://toughsf.blogspot.com/2017/10/spacex-sfr-small-falcon-rocket.html Performance estimates revised: 24 tons expendable, 12-14 tons recoverable to LEO. The Small Falcon Rocket is a scaled down alternative to SpaceX's Big Falcon Spaceship that fits on top of existing Falcon 9 boosters. We will discuss the advantages and disadvantages of such a design. SpaceX's Big Rockets The BFR, or Big Falcon Rocket, is comprised of the Big Falcon Spaceship and the Big Falcon Rocket booster. It is a scaled down and simplified design based on the ITS, or Interplanetary Transport System. The BFR is a BIG rocket. The ITS was revealed in June 2016, although work on the design has begun in 2013 under the name 'Mars Colonial Transporter'. The ITS promised to deliver 300 tons of cargo to Low Earth Orbit, or up to 550 tons if reusability was ignored. It would have massed 10500 tons on the launchpad. The vehicle had a diameter of 12 meters and a height of 122 meters, making it one of the largest rockets ever plausibly considered. And the ITS was positively massive. The upper stage, called the Interplanetary Spaceship, was supposed to hold 1950 tons of propellant with a dry mass of 150 tons. Without a payload, the mass ratio was 14. The BFR replaced the ITS in September 2017. It is a smaller, more sensible design that SpaceX believes it can actually deliver in the next few years. The diameter is reduced to 9 meters and it will mass 4400 tons on the launchpad. Payload capacity is reduced to 150 tons. The upper stage BFS should have a dry mass of 75 tons, but Elon Musk states that this might rise to 85 tons due to development bloat and overruns. It holds 1100 tons of propellant, giving it a mass ratio of 13.9. It is important to note that despite being up to 78% smaller than the previous ITS design, the BFS stage maintains the same mass ratio. Why? Because we are now going to scale down the BFS again. Why go smaller? How big the BFR's booster would be compared to the Falcon 9 booster. Going big is the best way to reduce the cost per kilogram for sending payloads into orbit. SpaceX jumped from the Falcon 1 to the Falcon 9 because the larger rocket can deliver payloads much more cheaply into space. When first considering options on how to make travel to Mars affordable to the general population, SpaceX immediately came up with a gargantuan tower of rocket fuel over three and a half times larger than the Saturn V! A big rocket is also easier to develop. It is more forgiving of development bloat that increases mass over time as the designs are perfected. It has larger safety margins and room for many backups, such as multiple engines. However, bigger is not always better. The total development costs will be higher, as large components need large factories. It is much more difficult to test the components too, and a full testing regime of the completed rocket will require launching and even destroying a full-scale model many times. Remember the failed Falcon 9 booster landing attempts, and imagine them replaced with a vehicle eight times bigger. There is also the fact that the second sure-fire way to reducing launch costs is to have rapid turnover. This involves loading up rockets, sending payloads into space, recovering the rocket and refurbishing it for another launch in a very small time frame, measured in days or even hours. Rapid turnover and minimal refurbishment would allow the space launch industry to more closely resemble existing airline business models. The main benefit of this approach is that a small number of launch vehicles can handle a large volume of missions, critically reducing the initial cost of the vehicles and reducing the amortization rate. Even if SpaceX manages to develop rockets that liftoff and land several times without needing to go to a workshop, they'd still need to solve the issue that there just aren't enough payloads on the market that need to be lifted into space to fill the BFR, let alone the ITS. For example, even the BFR's 150 ton payload capacity can cover all of last year's payloads in about two or three launches. Three launches is far from sufficient. Elon Musk is betting that the space industry will be able to fill the BFR's cargo bays with new satellites and LEO payloads once the lowered cost per kg is offered to them... but there will be a long delay between the launch costs being reduced and the industry contracts appearing en masse. Cost per kg in orbit is only part of the picture. Waiting for more contracts to appear and bundling them together to use the most of a BFR's cargo capacity is not a good solution. It will force SpaceX to delay launches until the mass delivered to orbit reaches a profitable amount - launching BFRs nearly empty with the usual 2 to 5 ton satellite is surely wasteful and a loss for the company. The SFR The SFR, or Small Falcon Rocket, is a possible solution to the development costs, under-utilization and low expected launch rate of the BFR, or Big Falcon Rocket. The SFR is a scaled down Big Falcon Spaceship sitting on top of an existing Falcon 9 booster. It will carry a smaller payload to orbit, but will have a capacity SpaceX is sure to fill up. Existing Falcon 9 boosters can be mated to a fully reusable upper stage, drastically cutting down on development costs. We will now look at the details of the SFR's two stages. The upper stage is the only new part. It is a BFS scaled down to 3.7 meters diameter, using the same Raptor engines rated at 1900kN of thrust at 375 seconds of Isp. We will call it the SFS, or Small Falcon Spaceship. The Raptor engine. The SFS will be (9/3.7)^2: 5.9 times smaller than the BFS. The dry mass is expected to be only 85/5.9: 14.4 tons. It will be 19.7 meters long. Based on the mass ratios calculated above, the SFS will be able to hold 187.2 tons of propellant. An SFS with no cargo and full propellant tanks will therefore mass 201.6 tons and have a deltaV of ln(14)*375*9.81: 9708m/s. The Vacuum-optimized Raptor engine is quite large, with a nozzle opening 2.4 meters wide. It is unlikely that more than one such engine can be fitted under the SFS. It will provide enough thrust for an initial Thrust-to-Weight ratio of 0.96, which must be compared to the current second-stage initial TWRs of 0.8-0.9. For retro-propulsive landing, we will not be able to fit, or even need, the sea-level version of the Raptors. Instead, we will use two of the existing Merlin-1D engines with 420kN of sea-level thrust, but possibly with a lower pressure rating as the thrust generated makes them too powerful for landing. The alternative is the SuperDraco engines with 67kN of thrust and 235s sea-level Isp. Rocket engines in the Raptor + 2x Merlin configuration would represent 13.2% of the overall dry mass, or 8.1% if the Raptor + 4x SuperDraco configuration is used instead. The Raptor engines are assumed to have a TWR of over 200, so their mass should be lower than 969kg. There are no numbers on the SuperDraco's mass, but it should be at most 50kg. These ratios seem not too outrageous when compared to the 7% engine-mass-to-dry-mass ratio in the BFR's original design. Merlin-1D engines. The SFS's mass is based on the 85 ton figure for the BFR's dry mass, but this is a cautious estimate with room given for development bloat and mass budget overruns. The BFR's design on paper gives a dry mass of 75 tons instead. Using the on-paper mass, the SFS could have a dry mass as little as 12.7 tons. The SFR's booster is the Falcon 9 Block 4. The booster will mass 22.2 tons when empty, and can hold 410.9 tons of propellant. This gives it a mass ratio of 19.5. The nine Merlin 1D engines have a sea-level Isp of 282s and an vacuum Isp of 311s. Because the booster stage does not spend a long time at sea level and performs most of the burn at high altitudes with negligible air pressure, we will use 300s as a low-ball estimate of the average Isp. The true average might be a few seconds higher. Taken all together, the SFR will mass 634.7 tons on the launchpad without any payload in the SFS's cargo bays. It stands 89.7 meters tall. We will now calculate how much cargo it can lift into Low Earth Orbit in expendable or reusable mode, and where else it can go. Performance To achieve a Low Earth Orbit, we will set the deltaV requirement as 9400m/s. In reality, it could be achieved with as little as 9200m/s, but we want decent safety margins. Expendable mode is the easy part. It assumes every bit of propellant is consumed and the SFR's stages left dry. Using a multi-stage deltaV calculator and setting the Falcon 9 Block 4's Isp to 300s and the SFS's Isp to 375s, we work out that the booster provides 1899m/s of deltaV and the SFS provides 7488m/s for a total of 9388m/s with a payload of 13.7 tons. Recoverable mode is harder to calculate. The propellants cannot be completely used up: some must be kept in reserve to perform a retro-propulsive landing burn. BFR landing. A landing burn by the SFS requires that about 300m/s of deltaV be held in reserve. This represents 1.65 tons of propellant with Merlin-1Ds or 2 tons of propellant with the SuperDracos. The Falcon 9 booster needs to retain 15% of its propellant reserve to make an ocean landing. This gives it a deltaV of 3910m/s, which is largely enough to cancel most of its forwards velocity and make a very soft landing. However, holding back 61.6 tons of propellant means it boosts the SFS by much less. In recoverable mode, the SFR's cargo capacity drops to 9 tons. If the SFS follows the paper designs more closely and achieves a dry mass of 12.7 tons, it will have cargo capacities of 16.7 tons in expendable mode and 12 tons in recoverable mode. The SFS could achieve a deltaV of 2500m/s after launching on top of a recoverable Falcon 9 booster and without any payload. This is not enough to reach the Moon, so the range of missions the SFR can take payloads on is limited to Low Earth Orbit. Smaller rockets might solve the problem of having to crane down cargo from the top of a tower. However, if it is refuelled in orbit, then the entire Solar System is available. It can deliver 50 tons to Low Lunar Orbit (5km/s mission deltaV). It can send 35 tons to the Mars Low Orbit (5.7km/s mission deltaV) or 21 tons to Mars's surface (6.7km/s mission deltaV). Refueling the SFS will take between 16 and 20 tanker launches. With 14.4 tons of dry mass and a propellant capacity of 187.2 tons, the SFS has a maximal deltaV of 9.7km/s, enough theoretically to put itself far above Jupiter or even Saturn. Conclusions The SFS is a limited vehicle. It is restricted to Low Earth Orbits and can deliver payloads of 9 tons, up to 12 tons, at most. It is far from the multi-purpose machines the BFR or ITS promised to be. However, it is enough to dominate the medium lift launch market, as it is fully recoverable. The re-use of existing Falcon 9 boosters and the smaller number of Raptor engines (one per rocket) will drastically slash the development costs compared to something like the BFR. The smaller payloads are easy to fill, meaning every launch is profitable. Multiple launches promises rapid turnover and a maximization of the return on investment on the craft. With re-fueling, the SFS in orbit can complete missions that require it to send decent payloads to the Moon and Mars. With minor improvements and operating in fleets of multiple vehicles, it can even match the payload capacity of the BFR to various destinations. What do you think?
  3. We have the runway and the launchpad, but what about a third place to launch your crafts? This could sprout a whole new set of parts, crafts, and vessel types, and open even more possibilities. Maybe a dock for all your sea operations? Or the helipad on the VAB as a separate place for all your VTOL crafts? Maybe even a garage to test your rovers and cars! What do you think it should be, and do you support the idea of a third one?
  4. Title is pretty self explanatory. CTDs on launching or when trying to load a scenario. 1.2.2 was robust and handled mods properly, now I can't even play with 15+ up-to-date mods. No CKAN. This is frustrating as heck. Here's a list of the mods I'm currently using and the last CTD log. Looking forward to an answer. Mods list: Error log: Unity Player [version: Unity 5.4.0p4_b15b5ae035b7] KSP.exe caused an Access Violation (0xc0000005) in module KSP.exe at 0023:013eab22. Error occurred at 2017-08-20_020454. C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP.exe, run by Héctor González. 72% memory in use. 0 MB physical memory [2196 MB free]. 0 MB paging file [0 MB free]. 0 MB user address space [89 MB free]. Write to location 00000000 caused an access violation. Context: EDI: 0xfeed78b0 ESI: 0xfee5c340 EAX: 0x00000018 EBX: 0x00000008 ECX: 0x00000020 EDX: 0x00000000 EIP: 0x013eab22 EBP: 0x0028f474 SegCs: 0x00000023 EFlags: 0x00010202 ESP: 0x0028f468 SegSs: 0x0000002b Bytes at CS:EIP: 89 53 f8 8b 56 04 89 53 fc 8b 56 08 89 13 03 f0 Stack: 0x0028f468: ff109318 00000000 0028f510 0028f4b0 ..........(...(. 0x0028f478: 013eb90b 0000523a 00000018 00000000 ..>.:R.......... 0x0028f488: 0000000c fee5c340 0000523a 00000000 ....@...:R...... 0x0028f498: 00000001 0000000c 0000000c 1800000e ................ 0x0028f4a8: 20000000 0002dea8 0028f540 013ebd5c ... ....@.(.\.>. 0x0028f4b8: 0000523a 00000003 0028f4e0 0028f510 :R........(...(. 0x0028f4c8: fee5c340 ff109338 00000000 dc8332e0 @...8........2.. 0x0028f4d8: e26e9010 00000000 00000003 00000000 ..n............. 0x0028f4e8: 00180000 00000000 00000000 00000000 ................ 0x0028f4f8: 00000000 00000000 00000000 00000000 ................ 0x0028f508: 00000000 00000000 03000000 03000c00 ................ 0x0028f518: 00000000 00000000 00000000 00000000 ................ 0x0028f528: 00000000 00000000 00000003 0007b570 ............p... 0x0028f538: fee5c340 0000523a 0028f59c 013d5d68 @...:R....(.h]=. 0x0028f548: 0000523a 00000008 00000000 0028f574 :R..........t.(. 0x0028f558: 00000000 e968b660 e968dde0 00000000 ....`.h...h..... 0x0028f568: 0000523a dc8332e0 0028f5a8 000000ff :R...2....(..... 0x0028f578: 00000000 00000000 00000000 00000000 ................ 0x0028f588: 02000000 00000000 00000000 dc8332e0 .............2.. 0x0028f598: 00000003 0028f5b8 014194bf 00000008 ......(...A..... 0x0028f5a8: ff109318 00000002 0000523a e5c49870 ........:R..p... 0x0028f5b8: 0028f5d8 0157809b dc8332e0 00000003 ..(...W..2...... 0x0028f5c8: 00000000 00000002 e26e9000 0000523a ..........n.:R.. 0x0028f5d8: 0028f628 0668c2ab e968b660 00000003 (.(...h.`.h..... 0x0028f5e8: 00000000 00000002 e26e9000 0000523a ..........n.:R.. 0x0028f5f8: 0028f638 0668c22c 0028f628 06086aa0 8.(.,.h.(.(..j.. 0x0028f608: 06086a48 e5c49870 0668c281 e968b680 Hj..p.....h...h. 0x0028f618: e968dde0 e5c49870 0028f628 0668c274 ..h.p...(.(.t.h. 0x0028f628: 0028f658 0668c1c2 e968b660 00000003 X.(...h.`.h..... 0x0028f638: 00000000 00000002 e26e9000 0000523a ..........n.:R.. 0x0028f648: 0028f688 0662ee0f e968b660 0028f668 ..(...b.`.h.h.(. 0x0028f658: 0028f688 0669f482 e968b660 00000003 ..(...i.`.h..... 0x0028f668: 00000000 00000002 e26e9000 0000523a ..........n.:R.. 0x0028f678: e968dde0 e5c49870 0028f688 00000002 ..h.p.....(..... 0x0028f688: 0028f6a8 0669f42e e968b660 00000003 ..(...i.`.h..... 0x0028f698: e26e9000 e5c49870 0028f6a8 065e114c ..n.p.....(.L.^. 0x0028f6a8: 0028f798 12222b6a e968b660 e26e9000 ..(.j+".`.h...n. 0x0028f6b8: 3f800000 3f800000 e968b680 e968b670 ...?...?..h.p.h. 0x0028f6c8: e968b670 e968b670 e968b670 e968b660 p.h.p.h.p.h.`.h. 0x0028f6d8: e968dde0 e968dde0 e968de10 00000021 ..h...h...h.!... 0x0028f6e8: 00000000 00000000 00000000 00000000 ................ 0x0028f6f8: 00000000 00000000 3f800000 3f800000 ...........?...? 0x0028f708: 3f800000 3f800000 00000000 00000000 ...?...?........ 0x0028f718: 00000000 00000000 00000000 00000000 ................ 0x0028f728: 3f800000 3f800000 3f800000 3f800000 ...?...?...?...? 0x0028f738: 00000001 06190072 12222740 12224b09 ....r...@'"..K". 0x0028f748: 12222740 00000000 06086aa1 06086a48 @'"......j..Hj.. 0x0028f758: 3a4a7c18 0028f7a0 00000005 e6664a50 .|J:..(.....PJf. 0x0028f768: 00000000 0028f7b8 12224b09 06086a48 ......(..K".Hj.. 0x0028f778: e5c49c30 00000040 06086aa0 00000005 [email protected]...... 0x0028f788: 0028f78c 00000004 e6664a50 00000005 ..(.....PJf..... 0x0028f798: 0028f7b8 12224b09 e5c49870 00000040 ..(..K".p...@... 0x0028f7a8: 0028f7ac 0028f7e8 00000000 e6664a50 ..(...(.....PJf. 0x0028f7b8: 0028f7e8 12224a85 e5c49870 1216d67c ..(..J".p...|... 0x0028f7c8: 3a8fc640 06086a48 06086aa0 25d76660 @..:Hj...j..`f.% 0x0028f7d8: 0028f7dc 0000001c e6690400 25d76660 ..(.......i.`f.% 0x0028f7e8: 0028f818 12224a16 e6664a50 25d76660 ..(..J".PJf.`f.% 0x0028f7f8: 00000001 06086a48 06086aa0 25d76660 ....Hj...j..`f.% 0x0028f808: 0028f80c 0028f888 e6690400 0000000d ..(...(...i..... 0x0028f818: 0028f888 1216d67c e6690400 00000000 ..(.|.....i..... 0x0028f828: 00000018 41200000 1216d228 1221abab ...... 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Module 1 C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP.exe Image Base: 0x01280000 Image Size: 0x011b8000 File Size: 17729024 File Time: 2016-10-12_023656 Version: Company: Product: FileDesc: FileVer: 5.4.0.23386 ProdVer: 5.4.0.23386 Module 2 C:\Windows\system32\xinput1_3.dll Image Base: 0x00400000 Image Size: 0x00016000 File Size: 81768 File Time: 2007-04-04_195342 Version: Company: Microsoft Corporation Product: Microsoft® DirectX for Windows® FileDesc: Microsoft Common Controller API FileVer: 9.18.944.0 ProdVer: 9.18.944.0 Module 3 C:\Windows\system32\atiumdva.dll Image Base: 0x50190000 Image Size: 0x00cf2000 File Size: 13254256 File Time: 2017-08-06_215942 Version: Company: Advanced Micro Devices, Inc. Product: Advanced Micro Devices, Inc. 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Microsoft Corporation Product: Microsoft® Windows® Operating System FileDesc: Device Information Set DLL FileVer: 6.1.7601.17621 ProdVer: 6.1.7601.17621 Module 97 C:\Windows\syswow64\imagehlp.dll Image Base: 0x772b0000 Image Size: 0x0002b000 File Size: 159232 File Time: 2013-10-18_223700 Version: Company: Microsoft Corporation Product: Microsoft® Windows® Operating System FileDesc: Windows NT Image Helper FileVer: 6.1.7601.18288 ProdVer: 6.1.7601.18288 Module 98 C:\Windows\SysWOW64\ntdll.dll Image Base: 0x776e0000 Image Size: 0x00180000 File Size: 1314112 File Time: 2017-07-07_121332 Version: Company: Microsoft Corporation Product: Sistema operativo Microsoft® Windows® FileDesc: DLL del nivel de Windows NT FileVer: 6.1.7601.23864 ProdVer: 6.1.7601.23864 == [end of error.log] ==
  5. So, my Problem is that Ksp will start and will begin to load the files needed for the game After 3/4 or so, the game will close and i get a notification i think that has something to Do with the mods because i tried to download the manually After ckan could Not finden the right gamefolder. So I got all mods out of the gamedata Folder and now i get a Black Screen whenever i launch the game dont know what happend and needed help
  6. So as not to pollute the SpaceX thread with non SpaceX discussion, let us do so here. What would it take, in terms of engineering, to assure all weather launch capability? @sevenperforce @DerekL1963 Feel free to tag any other of the usual suspects in here.
  7. they worked a lot on the general public internet isro portal the past few month ^^ mooaaar launch video moooaaaarrr ^^ http://www.isro.gov.in/gslv-f09-gsat-9/gslv-f09-gsat-9-lift-and-onboard-camera-video on a side note what i wonder since a while is what are all thoose falling stuff just after launch(s)
  8. I am wondering if there is a mod like this already, or if it is even possible. After thinking on the subject a bit, I came to the conclusion that my ideal base construction mod would NOT be something based on any sort of parts themselves. Instead, it would be something that lets you build actual buildings (i.e. the same kind of object that the actual space center's buildings themselves are). Once a building is constructed, it could either be upgraded with funds (if on Kerbin/a populated world), or with some sort of "Parts" or "Supplies" resource (if on NOT-Kerbin/an unpopulated world). At its core, it could simply be a mod that lets you build the Kerbal Space Center the way YOU want it to be layed out. You would start out with a single building that lets you purchase/place another building, in a vaguely sim-city style, where you want said building (in a career mode, the first one you'd get would probably place would be the rocket launchpad, and some of the administrative buildings, which for purposes of balance would all cost 0 for the level 1 version). The starting building itself could be upgraded to increase the number of different buildings you can build. A necessary aspect of the mod would be the launch button in the vehicle designer bringing up a short list of all nearby launchpads and runways (in case you decide to build more than one, such as having two runways facing different directions). Another necessary aspect would be the ability to switch between different space centers, and a part that allows you to build the lowest level version of the building you build all other buildings from (in a sense, using the part places a new space center at that location). So you could build another KSC on the north pole if you wanted or something. Lastly, there would need to be a tag or value for a planet that basically tells the mod whether or not it is a populated planet, so that you can't just construct bases on other planets that work the same way that the KSC does. Either way, once you had this, the next step would be to apply it to other planets. On other worlds, instead of currency, there would presumably be some combination cost of ore (easy to get there), parts/supplies (have to bring with you until you have a building capable of manufacturing it from ore and energy), and in some cases construction time based on energy and how many kerbals are there to work on it. In the event a building is destroyed, it would leave rubble behind that you can select and repair for the appropriate resources, just like the default buildings. If the mod were to just keep itself light, it could be that you can only build structures for things like hangars (buildings that store/unload a nearby vessel until you want it to be spawned again either outside the hangar, or at the base's launchpad), habitation (basically, like the training center except you cannot recruit new astronauts there, only store the ones you have so you can put them into any ships you take out of hangars). If you wanted to go further, you can also have VABs and/or SPHs, which could only use parts that you actually have there, or which can only work if you have some sort of factory building to produce the parts there (the level of which could effectively correspond to what research level of parts can be used there). I could go on listing various things that could be cool, but I've already rambled enough. Are there any mods that let you build actual BUILDINGS? Not just building-like parts, but true, proper buildings? .
  9. Fixed by deleting all files in the ckan folder
  10. I recently reinstalled KSP after a long period of not playing it. It worked perfectly fine for two days with no bugs, then yesterday it wouldn't load past "Loading Asset Bundle Definitions" upon launching. I have uninstalled and reinstalled the game from several versions and it always has the same problem. I am at my wits end for how to fix this issue, please someone help me? Computer: Razer Blade Stealth Software: Windows 10 Home, Version 1607 Processor: Intel(R) Core(TM) i7-6500U CPU @ 2.50 GHz RAM: 8 GB System Type: 64-bit operating system, x64-based processor
  11. I have not been playing KSP a lot the last few years after I quit building space planes. Was a bit hard to find something fun to do motivating me to play but eventually I decided to use KOS and do some scripting. I cant code or script realy so that was interesting After doing some scripts that could take a specific rocket up in orbit or a spaceplane up and land I decided I needed something "Universal". Even with a handful of scripts and rockets when I played career with limited parts one have to invent rockets as the parts are unlocked so realy my new shiny rockets and there scripts where useless until the "end game". So I needed something that worked with most rockets. That is when I started to work on my "Universal Rocket Launch System" or URLS as I like to call it. Its written for KSP 1.2.2 and KOS, I suppose never versions "should work"? You can download the script here. https://dl.dropboxusercontent.com/u/27196441/urls.zip The goal with the scrip is to put ANY payload in a 100-103km Low Kerbal Orbit. Now Im no programmer or scripted, And Im definitely not good at maths so my "formulas" might be a bit strange but they get the job done at least tough there not always as precise as I would like them to be. The script consist of a number of guidance modes. But basically the rockets pitch is calculated and set based on its altitude using a formula I created. The rockets velocity is calculated based of altitude to using a formula I derived and the engines are throttled accordingly to maintain proper acceleration trough the gravity turn. I actually derived my gravity turn formula used for the pitch with a rocket I called the Delta I. It could naturally do a gravity turn so I recorded that data, created a simple script that mimicked that and also tuned the thrust of the stages accordingly. Once I had this simple script I had enough data to create the gravity turn formula I mentioned earlier and the formula for the target velocity and all other formulas I needed. Now the problem is that not every rocket behaves like the one I used as a benchmark, the Delta I. The most common problem I noticed was either a to powerful first stage and a weak second stage and this created a problem. If the second stage is to weak aka low TWR it will not gain altitude fast enough, basically it will fall short of the intended profile of the gravity turn. Since the velocity is calculated based on altitude a second or 3:e stage could actually find it self costing at a pitch up attitude and just run out of fuel since the script did not demand full thrust because the orbital speed at that altitude was meet. As fare as the script was concerned the orbital velocity at that altitude was correct and sure it was but since vertical velocity was around zero the stage would just cost until the fuel ran out. So my next guidance mode I had to create is also based of altitude BUT the formula I derived calculates what time the rocket should be at that altitude. If we assume the rocket turns as programmed by she script and accelerates properly we should always know at what time our rocket should be at a specific altitude. So this secondary guidance mode basically calculates the time the rocket should be at Altitude X and it checks that against the time since launch and if we are ahead or behind to much this guidance mode takes control over the throttle. This mode wont allow the velocity of the rocket to go below 90% of the velocity that was the target, simple reason is that we dont want the rocket to fall out of the sky but other then that it can override the velocity as much as desired to "catch up". This secondary guidance mode will allow even a second or 3:e stage to coast in to orbit. Usually when the second or 3:e stage struggles to get in to orbit its usually enough just to move fuel from that stage to the previous stage, that gives more D/V on previous stage and a lighter second or 3:e stage giving them better TWR. The last guidance mode is basically there to put the rocket in LKO and this mode is activated either when the AP is deemed high enough or the rocket is high enough in orbit. To be able to understand what the script is doing I created a User Interface. It will show useful data the script uses and what guidance modes are in use and what part of the script has completed. This is very useful when designing a rocket to fly with the script. One can pretty easily determine if a stage has the proper TWR or not for example or adjust thrust limits on solid rocket boosters for example since the script has no control over those. I will now explain what the screen shows from top to bottom Apoapsis altitude - this is just apopasis altitude in meters so pretty strait forward Periapsis altitude - this is your periapsis altitude in meters. Vertical speed - this is your rockets vertical speed in m/s so useful to tune thruster limits and engine configurations. Vertical speed target - this is the vertical speed in m/s your rock should travel at the first 1000m after launch. Orbital Velocity - this is the orbital velocity in m/s of your rocket and its used for simplicity from launch to LKO. Velocity deviation - this shows the difference between the calculated velocity and the actual velocity in m/s the rocket is travelling at. Positive number and the rocket is going to fast and a negative number and the rocket is going to slow. Time in flight - this is the time the rocket has been flying since launch shown in seconds only. Deviation from ideal trajectory - this will show you how much behind or ahead in time in seconds the rocket is on its trajectory, ideally you want no deviation but some will eventually occur as the rockets vertical speed declines the accuracy is reduced. Target pitch - this shows the pitch the rocket is suppose to have not what it is, apparently it was very "hard" to script something that would show the rockets actual pitch so you should check this pitch value against the navball to make sure your rocket actually has the authority to pitch over as demanded. Then we have guidance modes. Only one guidance mode can have full authority at a time and what mode has authority will be shown with the word "Active" next to it. Vertical Velocity - This guidance mode is used the first 1000m of the accent, the rocket tries to go strait up and accelerate at a predetermined rate. Orbital Velocity - This is the primary guidance mode for the gravity turn and the one you want to spend most of the time in. It controls the velocity of the rocket according to altitude and should work for any rocket with good enough TWR. Time deviation - this is the secondary or fallback guidance mode. Its primary job is to take control from "Orbital Velocity" guidance mode if the rocket for example has an excessive TWR, like solid rocket boosters that was not properly configured with a thrust limit. Its more commonly activated when a second or 3:e stage has a to low TWR and it will make sure full throttle is used to try and coast the rocket in to orbit. I have also had instances where boosters smashed one of my main engines of and then this mode could save the rocket to. You dont realy want to be in this mode because then your rocket is not balanced to work well with the script but since this guidance mode is based on altitude it will be less accurate at say 50km or higher since the vertical speed decreases and the rockets starts to level of so even the best rockets might spend 10-20 sec in this mode before going in to the last guidance mode. This mode is also triggered if the rocket is 5 seconds behind or ahead of its intended point in time. Orbital Manoeuvrers - this is the last guidance mode and its basically there to get your in to LKO. It is activated either when the rocket has high enough altitude or when the AP is high enough. We dont want the AP to go higher then the intended LKO do we. The last part in our User Interface is Mission parameters. The word complete will be shown next to a mission parameter when it has been executed. Gravity turn - gravity turn is completed. LKO - rocket is in a stable Low Kerbal Orbit. Payload delivery - payload has be deployed. Deorbit burn - the orbital stage has done a retro burn and will now reenter Kerbin at 30km altitude and burn up. Now there area few other things that needs to be mentioned about the script. If an attribute in the User Interface reads "null" the that only means the data is no longer correct or available and therefore no data is shown to confuse the user. The script will check for engine flameouts and will stage as long as there are flamed out engines. The script will also check for active engines and stage until active engines are detected. Every time the rocket stage it will default to full thrust on the engines just to make sure it wont fall behind on its intended trajectory since the TWR will usually be lower with a new stage then an empty one. The scrip uses action group 10 to jettison faring or anything else you want to get rid of, this will happen at 54000m. If you want to jettison your faring earlier you can have that in your staging sequence as usual. The reason I opted for 54000m to jettison fairings is the the fact that I got destructive wobble with 3.75m parts up to about 50000m. Since the script is universal I need a safe altitude to deploy the fairings. The script will stage one last time in orbit to jettison then payload, but action group 9 is also triggered and can be used to separate a payload from the last stage and also extend antennas if you need an uplink to control the payload. Also the scripts formula to estimate velocity is a bit off in the early part of the gravity turn compared to the rocket it was designed for (Delta I) so its pretty common for it to report that the rocket is a bit behind in velocity but still show that the rocket is on time aka no Time Deviation. Try out the Delta II rocket supplied with the script for a good benchmark rocket to use as a reference. For the first stage I usually use a TWR of 1.5 based of the Vacuum numbers, if I use the atmospheric numbers I tend to go with 1.3. The scrip is primarily intended to make launches easy and routine and not to make them the most efficient to save that little bit of fuel. You should tune your rocket so it spends most time in the "orbital velocity" guidance mode for best performance but the script is intended to fly pretty much anything that can be flown manually tough its not designed for space shuttles. I have tested pretty much all my rockets, good and bad once and also most stock rockets in KSP and they do work (staging order might need tuning tough). You can download the script here. https://dl.dropboxusercontent.com/u/27196441/urls.zip It will include the Delta II rocket (improved version of the Delta I but performance the same) and also a Soyuz ST (picture below) that I designed using the script. I would recommend flying them first to get an idea of how the script works and how you can use it to tune your rockets. So now its up to you to break my script and tell me what it cant do So feel free to post any good or bad launches in this thread.
  12. The CYGNSS satellite constellation is launching on an air-launched Pegasus rocket. Watch it here! https://www.nasa.gov/multimedia/nasatv/#public UPDATE 15 Dec 2016: Launch successful!
  13. Hello everyone! This is a thread for you to submit your own spacecraft for me to launch in my 1.2 game, where I'm doing commercial launches now. I'll feature them here on the thread so you can see them in action. Some basic rules: 1. Must be unmanned 2. Tell me the weight 3. Tell me what it's purpose is (Relay network, communications, scientific, etc.) 4. Tell me where to put it (Like in a 100x100 km Kerbin orbit or something like that) 5. Tell me what it's supposed to do 6. Tell me the company that it's from (Like Kerbodyne or something of your own) 7. Must be stock 8. Don't make it like on of those rediculous 100-relays-in-one-launch kind of things. I can launch only 4 small probes per launch. 9. Send me the link to it on Kerbal X. That's it! It may take me a while to get to launching your spacecraft depending on where you want it or whoever has submitted something before you. Like if you want something to Moho or Dres, you'll have to wait until my rockets get advanced enough to do it. Special thanks to @TheEpicSquared for giving me the idea and letting me do this.
  14. Solved: So the update was a Steam update, and that somehow corrupted some drivers for the graphics card. I realized that after trying a few other games and seeing them fail to launch too (including non-steam games). The specific problem was "Failure to Initialize Direct3D" which I learned when the Hearthstone error message actually specified the exact issue (steam crashes didn't for some reason). The issue was fixed by running windows troubleshooter to fix the corrupted files and restarting the computer when prompted. Posting this because nothing is worse than coming to a forum to find a solution to a problem and seeing something like "NVM I solved it, thread closed" and there being ZERO explanation as to how to fix the problem. Seriously that is the WORST. STOP DOING THAT. Last night (11/04/16) when launching KSP steam preformed a very short update that I assume was just some minor tweaks and whatnot. After this however, whenever I try to launch the game it immediately crashes. To be clear I had no issues launching the game after the "Loud and Clear" update, only after this small tweak last night (haven't played in a couple weeks so not sure which day it came out). Reverting to previous version only shows the last major update (w/out loud and clear). I tried uninstalling and reinstalling the game a few times and that hasn't fixed the issue so I'm kinda at a loss. Here is the error it spits out
  15. Hello i'm back and i decided to put a rocket on the back of my boat this time... and land it........ on the boat Take a look (Same mods) KAS/KIS, VaporVent All pictures here http://imgur.com/a/Di4BB
  16. It should be doable to create an online launcher performance calculator using Orbiter analogous to Dr. John Shilling's calculator: Launch Vehicle Performance Calculator. http://silverbirdastronautics.com/LVperform.html It should have an GUI where you could just plug in the specifications of your rocket and get a reasonably accurate estimate of the payload to Earth orbit, without having to be familiar with Kerbal programming. Bob Clark
  17. Follow the livestream of the Vega launch from Kourou, French Guiana : http://www.arianespace.com/mission/vega-flight-vv07/
  18. The definition of a perfect gravity turn according to Wikipedia (always reliable) is an ascent path such that at any given point (after the pitchover maneuver), your angle of attack is zero. Here's my issue: I want to test using this definition to optimize my gravity turns by keeping my angle of attack at zero, but I have no idea how to calculate the angle of attack for my rockets. Most internet information, such as pages on Wikipedia, focus on angle of attack for aircraft. What is the definition of angle of attack for a rocket? How do I find a rocket's angle of attack using tools in KSP?
  19. I would like to put a ship into orbit around minmus with a minimum of fussing around. I've heard that a 'direct launch' is the lowest dV way to get where you're going. Basically, skip the parking orbit and just go for what you want. Okay. Fair enough. What I want is a rendezvous orbit around Minmus with this here tanker, so that it can refuel an on-station lander. This means that in addition to burning directly into my minmus rendezvous, I also want to have inclination. I'm assuming, since I have zero control over where the KSC is that flying directly into the minmus encounter's no good. But how do I know which way to point my navball to get the properly 6-degrees-inclined orbit after I circularize into LKO? (I'm aiming for an 80km parking orbit to go for my rendezvous burn from.)
  20. Are there any general tips or methods on how to launch REALLY HEAVY STUFF into orbit. I'm talking about 1 Million kg.(It's going to go to EVE and then to Gilly and land there. Then back home, but it has tons of science equipment from mods and it has a science lab and 2 command pods so thats why its so heavy.)
  21. Is there a rule of thumb for getting a rocket out of Kerbin's atmosphere? All that I've gathered thus far is that powerful rockets can get into space at shallower angles. Alternatively, a rocket solely designed for Kerbin orbit requires about a 45 degree angle when it's all said and done. Since target assist is not an option from launch, how do I know from rocket to rocket what the angle should be? Also, does career mode build off of the tutorials, or am I better off playing around in sandbox first?
  22. In 64-bit KSP 1.1, with only one mod (the docking alignment indicator) - launching a fairly large rocket (174 tons in 6 stages): If I save and then attempt to load the vehicle, it shows up on the vehicle list as "116 parts in 13 stages", but there are only six stages on the sidebar. I click "launch". I go to the pad. If I don't do anything for a few seconds, the spacecraft settles in. It appears to be intact, but the first three stages disappear from the stage sequence on the left. If I activate the staging sequence, I get the fourth stage. If I hit the "stage" button before the rocket "settles in", stage one fires as it should, but controls then appear to be locked. I have checked visually - in both of these scenarios, the rocket appears to be intact, just the controls are misbehaving. If I leave the pad after the rocket settles in, then come back, the top half of the rocket falls to the pad immediately upon my return and lights everything on fire. I do not see the bottom half. The spacecraft in question has three probe bodies and no crew. I have tried quitting and reloading, shuffling the stage sequence, and similar with no apparent effect. Has anyone seen similar behavior? Any idea how it might be fixed?
  23. Hello all, KSP has just started crashing inexplicably as soon as I double-click it to start. It had been crashing frequently before, and after one crash I tried starting it again and it gave the "the game crashed" message almost instantly. I tried again, same thing. Happens when I launch from Steam and directly from the Kerbal Space Program folder. I thought it might be my mods, so I removed them. Still, the game crashed on startup. It doesn't even get to the loading screen, it just crashes. I just tried it in 32-bit, no mods, and it loaded fine so it seems to be a problem with 64-bit. Modlist (started with them in Gamedata but the crash still occurs in stock): output_log.txt, from a modded crash: And one from after removing all the mods from Gamedata: Here's my system specs (or at least the ones I could find ): Insight is appreciated, although be aware I will be travelling on Tuesday and won't be able to try anything from then until July 8th. Thanks!
  24. Super rushed. Just wanted to put something together for a proof-of-concept for something I'm working on. Good headphones or sound system required.
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