RedDevilEA
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Would you use these?
RedDevilEA replied to RedDevilEA's topic in KSP1 Gameplay Questions and Tutorials
Oh, I will, believe me. It's actually been a lot of fun figuring out how to do it. I'm still designing my rockets, but I'm doing them from the point of view of a parts manufacturer, I guess. The math is a lot of fun to work out. And then I model them and load them up. I'm going to just make a set and put them out there. If they get legs, great. If not, I'm still going to have fun building them. -
Would you use these?
RedDevilEA replied to RedDevilEA's topic in KSP1 Gameplay Questions and Tutorials
Yeah, like I said, it just got to be so mundane getting modules into orbit that I sort of just automated the LKO portion of the missions. That's all I use them for is getting into LKO, but it is what it is, I guess. -
Would you use these?
RedDevilEA replied to RedDevilEA's topic in KSP1 Gameplay Questions and Tutorials
Yep. I can re-skin and re-scale them, but yeah, that's basically it. -
Would you use these?
RedDevilEA replied to RedDevilEA's topic in KSP1 Gameplay Questions and Tutorials
I guess I just figured this would be a good place to ask since this forum is likely to have some frustrated players. My apologies if that was misguided. -
Would you use these?
RedDevilEA replied to RedDevilEA's topic in KSP1 Gameplay Questions and Tutorials
What I mean is I made some custom parts. So, let's say I built a satellite to orbit Kerbin. It weighs 10 tons. I have one custom part that I can slap on the bottom, like one srb, that has been re - coded to provide exactly 5000 delta v and a starting TWR of 1.5. I can make them for any given payload. I was just wondering if there was any interest in building a few standard sizes and putting them out there. I worked out the math (with a little help in one of my previous posts) and it works perfectly. -
I built some custom boosters that provide 5000 delta v for various payload sizes. It just got so repetitive and boring launching modules into LKO that I said screw it and built them. Basically I just figure my payload and build a booster to get it into orbit. It's totally cheating but handy. If there's interest I can make them available. Maybe a handful for a list of payloads?
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inverting the motor in wheels?
RedDevilEA replied to Macko939's topic in KSP1 Gameplay Questions and Tutorials
Jeez, you guys...just turn the keyboard around! -
Asparagus staging with Orbital assmbly
RedDevilEA replied to kinnison's topic in KSP1 Gameplay Questions and Tutorials
You might be able to attach six tanks around a seventh with docking ports. If each tank is connected to the two next to it, you might be able to disable cross feed to create an asparagus effect. Make sure you have time between stages, though, because it might take some time to detach the empty tanks. -
Help needed: Kethane Miner
RedDevilEA replied to psyper's topic in KSP1 Gameplay Questions and Tutorials
I did something similar to this but I didn't bother with kethane tanks. I just stuck a converter and two small drills on the lander, and designed it to be able to carry four large 1.25m fuel tanks back up to the ship, in addition to the fuel needed to get up there. I connected everything with docking ports, so I could transfer fuel where I needed it, and used Mk55's for the lander. They're not as efficient as nukes, but the thrust was essential. Sometimes I had to make a couple trips to the surface and back, but it was reliable. Also, I threw solar panels and parachutes on EVERYTHING. You never know... -
A Question About TWR
RedDevilEA replied to RedDevilEA's topic in KSP1 Gameplay Questions and Tutorials
I've always understood it to be a resultant force. Like one side of a triangle, I guess. Not the actual force, or the hypotenuse, but one part of it. But, as I've said before, I am not a clever man. -
So, I know that T/WR on the pad uses 9.81 m/s2 as gravity. But if I want to calculate my T/WR at, let's say, a 100km orbit, should I use 7.21 m/s2? I got 7.21 by multiplying 3.53E+12 by 700,000^2 since the radius of Kerbin is 600,000m + 100,000m orbit.
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Thanks. I am not a clever man.
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Out of curiosity, how did you get from 9Md+x = yMd+yx to (9-y)Md = (y-1)x ?
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I used 10:1 because I'm using KW tanks. 20t tank = 2 tons empty. At any rate, thanks for the replies, guys. I was completely lost.
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Wow, that's awesome. Thank you so much!
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I'm trying to write a formula to determine which fuel tank to use for a rocket, based on the mass of the tank. I'm working backwards from the rocket equation: ÃŽâ€-ν = ISP â— ln(MFull / MEmpty) â— 9.81 If I know the mass of the fuel tank I'm using, I can add it's empty mass to MEmpty and calculate the amount of fuel burned with this: MFuel = MFull - MFull/{e^[ÃŽâ€-ν/(ISPâ—Â9.81)] } My question is how do I determine the weight of the fuel tank I would need for a given ÃŽâ€-ν and ISP and mass of everything but the tank? The assumption is that for whatever mass of the tank, 10% is the empty tank and 90% is the fuel. Oh, man. I hope that made sense.
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Reverse Engineering, legit design strategy or intentional robbery?
RedDevilEA replied to that1guy's topic in KSP1 Discussion
Here's my take on the whole morality debate concerning mods and craft files and whatnot: are you having fun? If not, then find a way to have fun! I think it's absurd to beat one's chest over maintaining some level of purity of gameplay. Because that's what it is - a game. My 4 year old son loves Legos. He had a regular old Lego set and eventually got bored with them, so I bought him a Millennium Falcon kit. He loves it! Do you know why? Because it's effin' awesome! So relax and have fun! -
This is my first post here in the forums. Today I planned a schedule for establishing a base camp on the Mun. I've made it to the Mun with a small lander, and launched a couple satellites around Kerbin, so now I'm going to try to execute a 6-mission plan to get a base station going. I'm not exactly sure how to build all of the components, but I guess I'll figure it out. Here's the schedule: Mission I) Travel to Mun, orbit a couple times, launch a small satellite. Mission II) Travel to Mun, drop an unmanned lander with an unmanned rover, launch a large satellite with command capabilities, recover small satellite and return it to Kerbin. Mission III) Travel to Mun, launch a re-fueling station that will dock with the large satellite and use it for its command pod. Mission IV) Travel to Mun, drop a manned science station (with no initial crew), and a rover housing with a manned rover (no initial crew) that will also have a small bay for the existing unmanned rover. Recover unmanned lander from Mission II and return it to Kerbin. Mission V) Travel to Mun, drop manned lander with 3-person crew. This first crew will prepare the science station, and test the manned rover. Mission VI) Travel to Mun, drop base station with 6-person crew. There are now 9 Kerbals on the Mun. After they get everything set up, the Mission VI vessel will return to Kerbin with the original 3-person lander crew. After 6 missions, the Mun has a large satellite with an attached re-fueling station in orbit. On the surface, the base camp consists of a rover housing with one manned rover and one unmanned rover, a science station, a base station that can accomodate 6 Kerbins, and a manned lander that can be re-fueled in orbit and travel to Minmus and back on an exploratory mission. *Edit - I'm going to leave the small satellite docked with the large satellite, and leave the unmanned lander, so that once the missions are over, I can launch the unmanned lander with the unmanned rover to refuel and take the small satellite to Minmus, and then land and turn the unmanned rover loose. Then I can launch half the crew in the manned lander to go check out Minmus for themselves. (Theirselves? Awkward.)