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Found 114 results

  1. -IMPORTANT: PLEASE READ The first stage seperation destroys some of the Rhinos in the second stage, the rocket still reaches orbit however, so don’t freak out. -Basic Description This is a stock ultra heavy lifting two stage launch vehicle which can carry 10000 tons into LKO, all of this is accomplished with absolutely no autostrutting. This rocket was largely inspired by He_162’s own heavy lifting exploits, a prime example of which you can check out here https://kerbalx.com/He_162/He3000-ton-lifter . This rocket is by far the largest and most complex craft I have ever made. Made more so for looks than efficiency. Download Link: https://kerbalx.com/Kronus_Aerospace/10-Kilotons-to-LKO-no-Autostrut Craft Mass: 51299.88 tonnes Part Count: 2088 -How to Fly -This craft just barely has enough Delta-V to make orbit, so maximizing the efficiency of the launch profile is key to a successful mission. -The craft should point prograde throughout most of the early flight, as such a gravity turn must be used, an optimum gravity turn will have the craft reach 45 degrees at 500-550 m/s. -After the the first stage separation the craft will need to be pointed above prograde to prevent it from falling back to Kerbin. -the craft should run out of fuel after reaching very low orbit, orbits above 71 kilometers are not recommended.
  2. Hi! This is actually my first post... be nice for my sake! So i've been playing KSP for about a year now and have devoted a lot of that time to finding decent mods. I have a relatively powerful iMac (2013-14) so the size of capabilities of the mods don't matter. Right now I only have two installed: TweakScale MechJeb I would like to find a mod that is easy to understand and useful as well. Thanks in advance!
  3. TRY TO BUILD A VERY BIG ROCKET ALSO POST A PICTURE I WILL ANNOUNCE A WINNER IN MARCH 20 AT 5:00 PM PST
  4. To any who decide to take this challenge: I may change things around for the challenge itself. There are some geniuses out there who are phenomenal at this art and skill, and I'm one of them, and in the very beginning (before I even started on this challenge myself), I gave set rules that must be met to succeed at this challenge. Those set rules, as I have come to find out, were easily met. As an overall point to be made, if you beat the original rules, that is easy mode, at least for this challenge. All is subject to change, however, if things are changed to be harder, then I will say it is for that reason alone, and will give a harder version of the original challenge. My weight limit WAS below 50 tonnes, and that was beaten 50 times over by one vessel, literally. Before we start, I'll give an example. Or two. Can range from a drone thats simply 6 pieces to a full blown barge that has 256. Like the one I built. Sadly my barge didn't make it out of LKO, and I used some of it's fuel to make that orbit stable, it wasn't gonna make it out of Kerbin's influence. However, it is a step int he direction I want to go, and this is what I wanna bring to the Micro-engineering challenge, so attempt 1 failed. Here's the challenge. Make the smallest vessel you can that can go to any planet in the system and is reusable 100% Requirements: cannot use any big parts (or if you do, use less than 5) Any part bigger than the OKTO drone core is too big, but I'll allow a small limit of 5, ya know, for a science JR or some such, maybe even a nice powerful relay/antenna cannot be over 30 tons. Previous original version (50t) was beaten, literally 50x over with 1 measly drone. Props to you, ya brilliant prick. Must have a stable orbit when changing planets (Optional harder version) Must be able to make a voyage between at least 2-3 planets in one trip Unrequired: Does not need to be an SSTO Does not need to be the size of a penny Going to and from the surface of celestial bodies Having a kerbal pilot the craft ___________________________ I wanna see what you people will come up with. I will be taking this challenge up myself, but I'm gonna be doing it in career mode. Extra props if you do it in career mode before I do Extra challenge, if you do it in career mode, the end product cannot be over 50k Because I don't know how much a xenon ghost engine costs, that pruce may be subject to change I plan to use about 6-12 ghost engines, soooooo....yeah, probably subject to change. They sure sound expensive. ___________________________ Micro-engineering challenge 2.0 (Med) Weight limit of 20t has to be able to go to and from a planet's surface, or two. That does not mean you have to do all of this without refueling Stabilized an orbit around every existing celestial body ___________________________ Micro-engineering challenge 3.0 (Hard) Weight limit 50t Must go to the surface and back to orbit of every celestial body in the game (except that one moon rock thing that's too small to have a gravitational pull) Hell, if you can land something on that damn rock, you get the overachiever award get something into kerbol's local atmosphere and fly it back out Good Luck. You wanted a challenge, WELL HERE IT IS, YOU MASOCHISTIC [REDACTED]!!! ___________________________ The original concept was build something out of nothing but small parts. Yeah, you can have a 1000 piece object if it doesn't exceed 30 t for easy, 20t for medium, and 50t for hard, and it can even be as big as a space station for all I care. You're really just supposed to use nothing but small parts, but whats the fun in not using something bigger every once and a while? Majority part limit is 0.625m.
  5. I have a rocket that I want to show and ask about, but I can't get the attachment onto here. How do I upload the photo without using other sites?
  6. It would do me great pleasure if you guys would check out my new video! https://www.youtube.com/watch?v=ewEVni-bPQY
  7. Hi everyone, I'm trying to figure out what is the most efficient way, fuel-wise, of landing on a celestial body. What are the equations that I must plug my values in? What is the T value that I should start retrograde burning so that just when I'm going to touch base I'll have a velocity of 1 m/s or so? How to figure out this physics problem?
  8. Today I tested the Kertimis Rocket! In case you were wondering, it didn't work. I don't know what went wrong, but I think one of the parachutes overheated and exploded, dooming all of my Kerbals to a firey death. Thank god for the Revert button! I'm still working on the Kertimis II, but it will be even bigger and even better than the Kertimis I! (note: I don't have any pictures)
  9. Ver 1.3 Launch vehicle for the HOYO CSM. Includes first stage solid rocket booster with 2 textures, J2X second stage engine, liquid fuel tank and decouplers/adapters. This mod is intended for the latest HOYO CSM (ver1.5) link at the end of the post. Supports RealPlume and Engine Lighting. These mods are not bundled with the release but are highly recommended. This mod comes bundled with dependencies. Module Manager, TexturesUnlimited (For Reflections) and FireSpitter (For SRB texture switching). INSTALLATION Unzip and merge with your GameData folder. The folder GameData/LonesomeRobots from the zip must be merged with, not replace, any existing GameData/LonesomeRobots folder. DOWNLOAD https://spacedock.info/mod/1314/ARES I-X. LonesomeRobots Aerospace Licensing. This mod is licensed under: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License Redistributed with this mod. Firespitter created by snjo. Redistributed as per license. TexturesUnlimited created by Shadowmage. Redistributed as per license. ModuleManager created by Sarbian. Redistributed as per license. If you haven't tried the HOYO CSM yet check the following link http://forum.kerbalspaceprogram.com/index.php?/topic/154088-122113-lonesomerobots-aerospace-hoyo-csm .craft files for all LRAERO ships can be found here . These are saved from the latest KSP 1.3.1. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Ver 1.2 Launch vehicle for the HOYO CSM. Includes first stage solid rocket booster with 2 textures, J2X second stage engine, liquid fuel tank and decouplers/adapters. This mod is intended for the latest HOYO CSM (ver1.3) link at the end of the post. Supports RealPlume and Engine Lighting. These mods are not bundled with the release but are highly recommended. This mod comes bundled with dependencies. Module Manager, TextureReplacer (For Reflections) and FireSpitter (For SRB texture switching). INSTALLATION Unzip and merge with your GameData folder. The folder GameData/LonesomeRobots from the zip must be merged with, not replace, any existing GameData/LonesomeRobots folder. DOWNLOAD https://spacedock.info/mod/1314/ARES I-X. LonesomeRobots Aerospace Licensing. This mod is licensed under: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License Redistributed with this mod. Firespitter created by snjo. Redistributed as per license. TextureReplacer created by ducakar. Redistributed as per license. ModuleManager created by Sarbian. Redistributed as per license. If you haven't tried the HOYO CSM yet check the following link http://forum.kerbalspaceprogram.com/index.php?/topic/154088-122113-lonesomerobots-aerospace-hoyo-csm .craft files for all LRAERO ships can be found here . These are saved from the latest KSP 1.3.1. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Ver 1.1 Launch vehicle for the HOYO CSM. Includes first stage solid rocket booster with 2 textures, J2X second stage engine, liquid fuel tank and decouplers/adapters. This mod is intended for the latest HOYO CSM (ver1.3) link at the end of the post. Supports RealPlume and Engine Lighting. These mods are not bundled with the release but are highly recommended. This mod comes bundled with dependencies. Module Manager, TextureReplacer (For Reflections) and FireSpitter (For SRB texture switching). INSTALLATION Unzip and merge with your GameData folder. The folder GameData/LonesomeRobots from the zip must be merged with, not replace, any existing GameData/LonesomeRobots folder. DOWNLOAD https://spacedock.info/mod/1314/ARES I-X. LonesomeRobots Aerospace Licensing. This mod is licensed under: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License Redistributed with this mod. Firespitter created by snjo. Redistributed as per license. TextureReplacer created by ducakar. Redistributed as per license. ModuleManager created by Sarbian. Redistributed as per license. If you haven't tried the HOYO CSM yet check the following link http://forum.kerbalspaceprogram.com/index.php?/topic/154088-122113-lonesomerobots-aerospace-hoyo-csm .craft files for all LRAERO ships can be found here . These are saved from the latest KSP 1.3.0.
  10. The Gyrfalcon is a heavy lifter designed to move Kerbals and cargo into LKO. Some experience is recommended when flying these rockets. https://drive.google.com/file/d/1iYfbFZ7IE8UJC_vOUXRl70oDiGrKiM9c/view
  11. How do I fly this thing? it "should" work. I built it myself. Sorry its so small
  12. Anyone experience loss of craft control in the Xbox One Enhanced Edition? I have launched a pretty simple rocket (Twin-Boar engine, fuel tank, decoupler, Skipper engine, fuel tank, decoupler, MK1 control pod, heat shield, parachutes) into orbit around Kerbin. While checking out the Kerbal cockpit view, reviewing controls via the Manual app, and browsing through Kerbin planet info, contract info, etc, I have now lost control of my rocket orbiting Kerbin. Some things I have tried: I am not time warped. I am currently in 1x time mode, and have warped forward and put back to 1x mode.....no change in control ability. I have not run out of electric power. More than 40 of the default 50 electric charge remains. I have fuel remaining for my engines. Checked engines to ensure somehow engine was not shutdown. I have tried clicking on the MK1 Command module, and choosing Control From Here to make sure I didn't accidentally select a part or set control somewhere else.....no change in control ability. I have gone into the Settings menu and switched from Cursor to Radial, saved.....no change. Set back to Cursor.....no change. I have ensured I have pushed in Left Stick to make the cursor go away while attempting to control the craft. My vessel has Jebediah at the helm, so it is not a probe. The vessel is also close enough to Kerbin that it would not be out of range of communications. I cannot press B to turn SAS on/off, however, if I go to the NavBall, I can manually click SAS on/off with the cursor. The D-pad does not respond to any controls to either throttle up or down individually, or go to 100% using LB plus d-pad up. The needle for the throttle control never moves. If I press A to attempt to invoke the next stage, a decoupler, nothing happens. As a user of the previous Xbox One version of the game, as well as a user of the PC version of the game for the last several months, I've never run into a situation like this before and tried everything I could think of that would possibly prevent control of the craft. I'm stumped. I didn't want to revert my game. A few minutes after posting, I decided to take a chance going back to Space Center, then go to Tracking Station to get back to my vessel. I now have control of the vessel. Still very odd, that some sequence of menus caused a lockup of controlling the rocket.
  13. Hello everyone! I have been playing KSP quite some time now and I've just been getting into RSS. I really like the mod but the rockets I make don't lift off the launchpad anymore. They worked fine, but not anymore. I think that it has something to do with the second stage. If I build a rocket without a second stage it works perfectly fine but the second I add a second stage it doesn't lift off and is stuck "hovering " in the air. I can fire up my engines and even do flips but it just won't move further up into the air. It's like this for every rocket that I build. Has anyone had this problem? Can someone help me? P.S.: I wanted to attach a picture but I don't know how.
  14. Hello there felow space explorers. I´m pretty new to this forum however not so new to KSP. Now to my problem. In screenshots below you can see a rocket. By my design (inspired a little byt by Scott Manley). And there are few problems with it. When I launch it in around 4-8 km it is almost uncontrolable. It starts to swing around and so on. When I successfully arrive at orbit I don´t have enough fuel to get me to the Mun and back I always end up with only fuel in lander. And when I land on Mun I don´t have enough fuel to even get to orbit of Mun. So any suggestions ? I know this downstage can get me to the Mun because I used it for launching 2 satellites around Mun with almost same weight as my lander on this rocket. So will you help me with this particulary hard quest for me ? screens: https://ctrlv.cz/fFRm https://ctrlv.cz/hOeQ
  15. What's your favorite rocket engine? Be it the RS-25, Merlin 1D, or even the V2's engine! Personally, mine is the Raptor engine. High reusability, high thrust, high efficiency, uses methalox, beautiful exhaust, full-flow staged combustion, and an awesome name!
  16. is proud to present.... The Zenit 3SLB launch system! This mod was originally created by the wonderful @stubbles, who at that time created one of the best rocket packs out there. This pack contains the Zenit-3SLB booster, updated for KSP 1.2.X by @MeCripp, who also included support for Animated Decouplers and Procedural Fairings. Unfortunately, after the release of v1.2, meant for KSP 0.23.5, all work on this project was terminated. After a long hiatus, @MeCrippand I are excited to bring this mod back to the KSP Community. The Zenit booster is a medium-heavy launch vehicle, capable of carrying heavy payloads to Geostationary orbit. This Zenit can bring ~10-15T to Geosynchronous orbit. It is compatible with FAR, KWRocketry, MechJeb, and DeadlyReentry. For more information about Zenit: Click here! Download from SpaceDock License: Non-Commercial CC BY-NC Future Plans: Mods included with this download: REQUIRED (If you want to use the craft file; I'll make one without the struts at a later date) Recommended mods (soft dependencies) HAPPY LAUNCHINGS!
  17. Hi! I've got something new for y'all! Liquid Rhenium Solar Thermal Rocket The maximum temperature concentrated sunlight can heat a material to is 5800K. How do we approach this limit? We will describe existing and potential designs for solar thermal rockets. Solar thermal rockets The Solar Moth The principle of a solar thermal rocket is simple. You collect sunlight and focus it to heat a propellant headed for a nozzle. A rocket engine's performance is determined by its thrust, exhaust velocity and efficiency. A solar thermal rocket's thrust can be increased by sending more propellant through the nozzle. Its exhaust velocity can be increased by raising the propellant temperature. Doing either required more power, so more sunlight needs to be collected. Efficiency will depend on the design. The main advantages of a solar thermal rocket are its potential for high power density, high efficiency and high exhaust velocity. Collecting and heating with sunlight does not need massive equipment - unlike solar electric spacecraft that need solar panels, extremely lightweight reflective metal films can be used. A heat exchanger above a nozzle is compact and masses much less than the electrical equipment and electromagnetic or electrostatic accelerators a solar electric craft uses. Radiators are not needed either, as the propellant carries away the heat it absorbs with it. Put together, a solar thermal rocket can achieve power densities of 1MW/kg while solar electric craft struggle to rise above 1kW/kg. Sunlight would follow the same path as the laser beam here. As the sunlight is being absorbed by a propellant and expanded through a nozzle, there are only two energy conversion steps: sunlight to heat, then heat to kinetic energy. The first step can be assumed to be 99% efficient. The second step depends on nozzle design, but is generally better than 80%. Exhaust velocity will be determined by the root mean square velocity of the gas the propellant turns into. The equation is: Exhaust velocity: (3 * R * Temperature * 1000 / Molar mass ) ^ 0.5 Temperature is in Kelvins. Molar mass is the average g/mol value of the propellant at the temperature it is heated to. R is the molar gas constant, equal to 8.314 J/mol/K. For the very hot gasses we will be considering, we can assume complete dissociation of all molecules. H2 (2g/mol) will become atomic hydrogen (1g/mol), water (18g/mol) becomes a hydrogen-oxygen vapor (6g/mol) and so on. Low molar masses are preferred, with the best propellant being mono-atomic hydrogen unless other factors are considered. These advantages are all the critical elements that allow for travel throughout the inner solar system without requiring vast quantities of propellant. This means smaller spacecraft and lower travel times. Heat exchangers and exhaust velocity The limiting factor for solar thermal rockets is how hot they can heat the propellant. Directly heating the propellant is a difficult task. The lowest molar mass propellant, hydrogen, has terrible absorption. For all practical purposes, it is transparent to sunlight. Seeding the propellant with dust particles that absorb sunlight and heat the hydrogen indirectly through conduction has a major catch: the dust particles get dragged along by the hydrogen propellant flow and increase the average molar mass. A single millimeter-sized carbon dust particle in a cubic meter of hydrogen increases the molar mass from 1g/mol to Indirect heating involved using a heat exchanger as an intermediary between the sunlight collected and the propellant being heated. So far, designs have required the use of a solid mass of metal that is heated up by concentrated sunlight. The propellant is run over the metal, or through channels in the metal, to absorb the heat. Tungsten is often selected for this task, as it has a high resistance to heat, is strong even near its melting point and has a good thermal conductivity. Testing a Hafnium/Silicon Carbide coating. More modern designs make the most of the latest advances in materials technology to allow for higher operating temperatures. Carbon, notably, stays solid at temperatures as high as 4000K. Tantalum hafnium carbide and a new Hafnium-Nitrogen-Carbon compound melt at temperatures of 4200 and 4400K respectively. However, looking at our exhaust velocity equation, the limits of modern materials technology will only provide a 21% increase over common tungsten. This is the reason why so many propulsion technologies that rely on exchanging heat between a heat source, such as a nuclear fuel or a laser beam, and a propellant using a solid interface are said to be 'materials limited' to an exhaust velocity of 9.6km/s with tungsten, or 10km/s with carbon. THC or HNC would allow for an exhaust velocity of 10.5km/s. This is the deltaV equation, also known as the Tsiolkovsky rocket equation: DeltaV = ln (Wet mass / Dry mass) * Exhaust Velocity Wet mass is how much spaceship masses with a full load of propellant. Dry mass is the mass without any propellant. The wet to dry mass is also referred to as the 'mass ratio' of a rocket. We can rewrite the rocket equation to work out the required mass ratio to achieve a certain deltaV using a rocket engine's exhaust velocity: Mass ratio = e ^ (DeltaV required/Exhaust Velocity) 'e' is the exponent 2.7182... in simpler terms, the mass ratio increases exponentially as the deltaV required increases. Or, put another way, the mass ratio required decreases exponentially as the exhaust velocity rises. It is critical to have a higher exhaust velocity for rapid space travel without requiring massive rockets and towers of propellant. You might also have noticed that 'solid' is a keyword up to this point. Why must the heat exchanger remain solid? Liquid Rhenium There is a method to achieve the true maximal performance of a solar thermal rocket, which is heating up the propellant as far as it can go. This is incidentally the temperature of the surface of the sun (5800K). At this temperature, hydrogen propellant reaches an exhaust velocity of 12km/s. A rare, silver-black metal. Rhenium is a rare metal with a surprising number of qualities, one of which is a very high boiling point. Rhenium melts at 3459K but remains liquid up to 5903K. The trick to achieving higher exhaust velocities is to use a molten heat exchanger, specifically liquid rhenium at a temperature of 5800K. Rhenium is also very stable and does not react with hydrogen even at high temperatures, which is something carbon-based materials struggle to survive. It has already been considered as a heat exchanger, in solid form, by NASA. Here is a design that can use liquid rhenium as a heat exchanger: The diagram is for illustrative purposes only - a functional schematic would be more detailed. Here is an explanation for each component: Solar collector: A very large, very lightweight reflective film based on solar sails that can collect sunlight and focus it through a series of lens onto the heat exchanger fluid's inner surface. Rotating drum: The drum's inner surface contains a liquid heat exchanger. The outer surface is actively cooled. The drum is dotted with tiny channels that allow the propellant to enter the liquid from the bottom and bubble through to the top. It is made of Tantalum-Hafnium Carbide. Fluid surface: The fluid here is liquid rhenium. Its surface is heated to 5800K by concentrated sunlight. The lower layers nearer the drum holding the fluid is cooler. The centripetal forces hold the fluid in place Pressure chamber: The rotating gas mix gets separated here. Dense rhenium vapours fall back down, hot hydrogen escapes. Bubble-through heating: The rotation induces artificial gravity, allowing the hydrogen to heat up and rise through the denser rhenium. As it rises, it reaches hotter layers of the fluid heat exchanger. At the surface, it has reached 5800K. Small bubbles in direct contact with the rhenium allows for optimal thermal conductivity. More detail below. Active cooling loop: liquid hydrogen from the propellant tanks makes a first pass through the drum walls, lowering the temperature below the melting point of THC. It emerges as hot, high pressure gaseous hydrogen. High pressure loop: The heated hydrogen is forced through the channels in the drum. It emerges into the fluid heat exchanger as a series of tiny bubbles. Here is a close up of the drum wall, which contains both active cooling and high pressure channels: The configuration displayed above allows the hydrogen to enter the basin bottom at 4000K, then be heated further to 5800K before being ejected into the pressure chamber. If higher quantities of liquid hydrogen for active cooling are used, the drum and high pressure channel temperatures can be lowered to 3800, 3500, 3000K or lower. This pebble-bed nuclear thermal reactor has most of the components of our solar thermal rocket, except that instead using pebbles of nuclear, fuel, we use a liquid rhenium bed heated by sunlight. If the liquid hydrogen active cooling cannot handle the full heat load, radiators will be needed to cool down the drum below its melting point of 4215K. Thankfully, these radiators will receive coolant at 4000K. Their operating temperature will be incredibly high, allowing for tiny surface areas to reject tens of megawatts of waste heat. Electricity can also be generated by exploiting the temperature difference across the radiators' entrance and exit flows, and at very high efficiency. Operation The design is a Rotating Drum Fluid Heat Exchanger Solar Thermal Rocket (RD-FHE STR). It allows for hydrogen propellant to reach 5800K and achieve the maximum performance of a Solar Thermal Rocket. Liquid rhenium does not boil at 5800K, so it remain liquid and can be held inside the basin by simple centripetal forces. Vapor pressure of rhenium at 5800K (0.was determined to be low enough for our purposes. A surface of rhenium exposed to vacuum at that temperature would lose 0.076g/cm^2/s, or 762g/m^2/s. It is unknown how much centripetal force affects the loss rate of rhenium. The pressure chamber would operate at several dozens of atmospheres of pressure, which is known to increase the boiling point and reduce the evaporation rate of fluids. The same techniques used in Open-Cycle Gas Core nuclear reactors to prevent the loss of uranium gas can be applied to reducing the loss of rhenium vapours. At worst, the rhenium heat exchanger loses 0.76 kg of rhenium for square meter per second of operation. Looking at the designs below, the mass flow rate is measured in tons of hydrogen per second. This is a ratio of 1000:1, to be improved by various rhenium-retaining techniques. It should also be noted that rhenium is a very expensive material. A tungsten-rhenium mixhas very similar thermal properties and is much cheaper. Sunlight at 1AU provides 1367W/m^2. A broad-spectrum reflecting surface such as polished aluminium would capture and concentrate over 95% of this energy, so more than 1298W would be available per square meter. Solar sails materials such as 5um Mylar sheets are preferred, massing only 7g/m^2. More advanced materials technology, such as aluminium film resting on graphene foam, might mass as little as 0.1g/m^2. The 'Solar Moth' used inflatable support structure for its mirrors. Based on data for the Solar Moth concept, we have estimated that a solar thermal propulsion system can attain power densities of 1MW/kg. So, each square meter of collector area will require another 1.29 grams of equipment to convert sunlight into propulsive power. Performance Robot Asteroid Prospector We will calculate the performance of two versions of the RD-FHE STR. The first version uses modern materials and technologies, such as a 7g/m^2 Mylar sheet to collect sunlight and a 167kW/kg engine power density. The second version is more advanced, using 0.1g/m^2 sunlight collectors and a 1MW/kg power density. Modern RD-FHE 5 ton collection area => 714285m^2 927MW of sunlight focused onto the drum. 5.56 ton propulsion system Exhaust velocity: 12km/s Thrust: 123.4kN (80% efficiency) Thrust-to-weight ratio: 1.19 Overall power density: 87kW/kg Advanced RD-FHE 5 ton collection area =>50000000m^2 64.9GW of sunlight received 64.9 ton propulsion system Exhaust velocity: 12km/s Thrust: 10.8MN Thrust-to-weight ratio: 15.75 Overall power density: 928kW/kg The principal argument against solar thermal rockets, that their TWR is too low and their acceleration would take too long to justify the increase in Isp, can be beaten by using very high temperatures and very low mass sunlight collectors. For example, a 50 ton propulsion system based on the modern RD-FHE STR design, would be able to push 100 ton payloads to Mars (6km/s mission deltaV) using only 97 tons of propellant. It would leave Earth orbit at a decent 0.24g of acceleration, averaging 0.32g. The departure burn would take only 20 minutes. Using the advanced version of the RD-FHE solar thermal rocket would allow for a positively impressive acceleration of 3.1g. With 12km/s exhaust velocity, multiple missions that chemical rockets struggled to do with low-energy Hohmann transfers can be avoided. A chemical rocket such as SpaceX's BFR might achieve an Isp of 375s, which corresponds to an exhaust velocity of 3.67km/s. It would need a mass ratio of 5.13 to barely produce enough deltaV for a Mars mission. Earth to Destination. If our solar thermal rocket is granted the same mass ratio, it would have a deltaV of 19.6km/s. This allows for a Mars mission to be completed in under two months (10km/s departure, 9km/s insertion). It is also enough deltaV to reach Jupiter with a single stage. Other benefits include a vast reduction in the propellant-producing infrastructure needed to supply orbital refuelling depots and the ability to land on Mercury. Alternative versions: Blown hydrogen: Instead of bubbling hydrogen from the bottom of the liquid rhenium basin, hydrogen is blown into the pressure chamber from the top. It is heated by simply passing over the fluid heat exchanger. The advantage is that the rotating drum does not have to be riddled by microchannels, allowing it to be stronger and rotate faster, which would reduce rhenium losses, and also accept a higher rate of active cooling by leaving more room for liquid hydrogen channels. Another advantage is that there is less chance of hydrogen bubbles merging and exploding in showers at the surface, dragging along rhenium as they escape. The disadvantages is vastly reduced heat conduction rate between the rhenium and the hydrogen. This would require a long and thin pressure chamber to increase the time the hydrogen stays in contact with the rhenium, potentially making the propulsion system heavier than it needs to be and forcing sunlight to enter the chamber at very acute angles. ISRU propellants: Instead of hydrogen, other gaseous propellants might be used. Nitrogen is a good choice, as it is inert and only reduces the exhaust velocity by a factor 3.7 compared to hydrogen. Powering a hydrogen extraction process on Mars requires huge areas of solar panels. Nitrogen is easily sourced from Earth's atmosphere by gas scoops. Other options, such as water or carbon dioxide, are also viable and available on other planets. The advantage is that non-hydrogen propellants are easy to contain and are much denser than hydrogen, so their propellant tanks can be lightweight and small. They are easily sourced and only need to be scooped up and filtered, unlike hydrogen that has to undergo electrolysis. The disadvantage is that there propellants cannot serve as expandable coolant for the rotating drum. A radiator using a closed gas loop is necessary - helium is a likely candidate. This adds mass. A lower exhaust velocity also removes the principal advantage the RD-FHE STR has over other propulsion systems.
  18. Hi there, I've poked my head into the KSP forums a few times, though have omitted a formal introduction as such. So here I am. I'm an engineering school dropout and had been lusting for a game like KSP ever since I had spent weeks on end playing "Buzz Aldrin's Race into Space". I've been playing KSP (badly) for a while, sandbox only. It's one of very few computer games I can still play, as I've lost most of my vision in a traffic collision a few years ago. Consequently, when I bought my present computer, I hadn't expected to play any graphics intense games again, ever. Consequently, not the hottest graphics card. Which you can see in my first KSP video. Well, more like my seventh KSP video. Just the first one that is even remotely watchable and that I didn't have "Eraser" scrub from my harddrive. What you see here: A mission to the mun. On rockets under 500 tons. Yes, the plural. I'm dead certain somebody else has done this, probably when the game version was still below 1. But here's how I did it. No engine with ISP over 310s, so in the Apollo-era ballpark. Rockets weighing about half what the RSBstock Saturn V brings. I don't play career mode, but if you have to make a Munar landing happen with smaller rockets, here's an option. The mission profile: Jeb flies to the Mun, alone, in a 2-seater spacecraft with plenty of ∆v to spare. In case something goes wrong. What would go wrong would be part of Valentina's flight. On a second rocket, carrying the actual Munar landing craft. After flying to the Mun and landing, she goes back up with the ascent stage, and then heads to rendezvous with the waiting Jeb. The rest of the mission should be obvious. Not so obvious, until I flew it for the video: Taking off from the Munar surface, Valentina had enough ∆v left to make it back to Kerbin without Jeb and his big rocket. So I might use the hardware from this video to try a direct ascent flight in a later video. If such is desired, please do let me know. Anyway, here's the video. Caution: The title is no joke. Clumsy is, also, not something you do with your hands. It's a state of mind. So even where I had the right idea about how to do something, I certainly did it in some way that will make you cringe so loud, your neighbors will file a complaint. So don't watch this if you don't wanna deal with being subpoenaed over noise pollution.
  19. Dev Program - K1 (Designing and flying Rockets for the Kernow Space Exploration Agency) Greetings fellow forumites. My name is Robert J Powell and I have recently gotten back into KSP after an absence of a little over a year. Recently I posted a few teasers in the what did you do in KSP today thread promising that I would not only post the mission I had run but continue forward and produce more. The result of that is this thread. I intend to move the thread forward one program at a time, generally having one program per post although more complex programs will probably be spread across several posts. Best estimate for updates based on my proof of concept (in this post) would be 1 per week, with the possibility of more when I am on annual leave from my job. More complex designs may require more time, although in the case of a launch not happening in a week, i will try to post a mini development update in the interim. I expect to spend anywhere from 5-20 hours in the VAB designing my rockets with another 4-8 hours allocated for simulation giving a total development time of 9-28 hours. It will then take about 2-3 days to edit the images together into the format I have chosen and to write the AAR (After Action Report). The entire program will be run in what I have termed 'career lite' mode in that i will be using the Career mode for the play through but editing the save file as I deem necessary to modify science or funds etc within a set of parameters (tbd) from here on out known as 'the rules'. I will also be adding my own modified engines into the game as and when needed which will follow a very specific set of rules as laid out below. Long Dart Munar-I (KSEA proof of concept build and journey) Without further ado, I present to you, my fellow forumites, the LDM-I rocket. Sadly this rocket uses a few 'cheat' engines as I designed and flew the rocket before coming up with the rules above. All further rockets in the play through will use only engines available as stock or through the mods I have installed and those I modify. All modified engines will be listed as they are developed and used in the program. The Design: The Flight:
  20. I'm playing a Career mode game with no mods (except MechJeb), and this is the largest rocket I've been able to build. It works well for traveling within the Kerbin system so far, but I want to start going to other planets, but it clearly lacks enough Delta-V to do so (only 7500 m/s). I only have all the 90-Science nodes of the tech tree researched, plus Heavier Rocketry and Command Modules. I would like to increase its Delta-V to (hopefully) 10000 m/s, but am unable to do so. Adding more boosters renders its TWR too small to lift itself. Any ideas? Picture here
  21. Hello everybody! My name is @Shadow Wolf56 (duh) and I have a question to present to you!!! What are some ideas for rocket fuel in real life? I know that potassium nitrate And sugar is available, but other fuels!(idk everything from vinegar+baking soda to ethanol+liquid oxygen). come up with anything! maybe if you have heaps of info about your suggestion, maybe you know where to buy it! Feel free to post your ideas/suggestions and maybe I can even (one day) test them...
  22. Hey there So I had some trouble with this career games first landing on the Mun. Figured I'd not got the balance of the lander correct. When I went in the VAB, I found that any rocket I designed had a lift vector. I tested with an unmodified game, and I guess it's not supposed to be like that, since it didn't happen then. Has anyone encountered this before? Thought I'd ask here first before I start trimming mods to find the problem. Possibly something that updated recently, as the unmanned lander I sent previous didn't have any difficulty landing. Thanks to anyone who takes a look. KSP.log output_log.txt
  23. This story will be based on Real And Fictional craft but Alternate History Events. The Kerbal Space Programs
  24. I made a algodoo scene called Kerbal Space Program? and it was a tiny bit similar. Screenshots: After that, share your photos to me after you built your rocket.