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Rakaydos

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Posts posted by Rakaydos

  1. 1 hour ago, sevenperforce said:

     

    I would still imagine that having positive T/W is important so that you can actually separate from Superheavy. What if Superheavy catches on fire but remains standing?

    Shelter In Place behind your fireproof steel hull, start draining fuel to get above TWR=1 as a precautionary measure, and let Pad Emergency Services handle the problem.

  2. 1 hour ago, sevenperforce said:

    Elon has always insisted that if there is a problem with Superheavy on ascent, the upper stage can just boost way. But it cannot do that if it cannot pull a gee.

    Bullship. You'd be right for a pad abort, but in flight... "You don't have to outrun the bear, you just have to outrun your buddy." The Superheavy will stop accelerating in any conceivable abort scenario, so any Starship acceleration, even sub-G, creates relative acceleration to increase separation distance.

    Now for Pad Abort... With dual-nozzels on the vac bells and running at qualification power (110%), Starship only accelerates at around .9g at sea level. Which means that, from a Superheavy height of 68m, it takes a bit over 6 seconds to reach the ground, at an impact speed of 12-13 meters per second. And THATS a simple drag race constant acceration calculation, that doesn't count the starship getting lighter as it burns fuel and oxidizer, nor does it allow for dumping excess fuel through the refueling lines.

  3. 8 minutes ago, RCgothic said:

    I work in nuclear engineering. It's not actually very good engineering. Very reliable, but as far from cutting edge as you get. You get away with a lot of sins with a safety factor of x10 and no consideration of mass penalties. We can't afford to fail and so we don't learn much.

    I bet SpaceX learns loads.

     

  4. Just now, sh1pman said:

    I don’t understand, SpaceX has been very useful to NASA over the years. Is it really worth it to throw a wrench into their relationship just to signal to some Shelby person?

    Careful where you speak that name. The Senator of Huntsville Alabama has a long history of gutting any space program that looks at him sideways.

  5. 4 minutes ago, Elthy said:

    Two things:

    What happened to Mk2? All current updates are about Mk1 in Texas...

    I realy wonder if they will be able to lower the dry mass from 200t to the proposed 85tons from the 2017 presentation. They need top add lifesupport and other interior stuff with that budget, too, it seems realy optimistic...

    Rumor is that workforce was transferred to texas to help meet the presentation deadline. Mk 2 wil speed back up once the workers go back to florida.

    It sounds like they are aiming for 120 tons for the mk 4-5, so 85 tons will me, like, mk 10 or later.

  6. 6 hours ago, Jacke said:

    This SAS locked-on thing might be a disaster waiting to happen.  It's inherited by parts of MIKE that undock.  I can imagine this screwing up at least the LAYTHE craft.

    Don't know what caused it, but it was already in the state of MIKE on the LATEST I received.  Just confirmed that to be sure.

    It was in the state that I received, and was already causing problems after docking until I changed which core controlled mike.

  7. 1 minute ago, magnemoe said:

    Makes some sense, however this makes reentry very sensitive to the fuel weight in the nose tanks. And no I don't think you can store some fuel in the main tanks for reentry. You also need to insulate the tanks not only for long stays in space but also from the reentry heat. 

    The payload volume already needs insulation from reentry heat. The "Hot structure" main tanks don't. So you actually need less insulation in the payload area than in the empty tanks.

    As for fuel weight in the nose tanks, they are always full until you land.

  8. 14 minutes ago, Wjolcz said:

    What's the point of header tanks anyway? Are they like spare fuel just in case other tanks fail for some reason/run dry?

    Specifically, they are SMALLER tanks that don't slosh because they are full, and have less surface area exposed for evaporation over the course of a flight. 

    Also, being in the nose, the are useful for trimming reentry.

  9. 1 hour ago, Wjolcz said:

    I'm really curious as to where the legs will be. There's really not much room to fit them under the tanks. Especially since there will also be VacRaptors somewhere under there. Unless they are planning to have 2 instead of 3 of those, or something.

    Probably extending-ram legs from the corners of the "aft cargo" area on either side of the vac bells.

  10. Thing is, you aren't asking about thrust per engine mass, you are asking how much thrust you can get out of each unit mass of propellant. Or, for chemical propulsion, how much energy you can extract from a given fuel, by mass.

    Which correlates to ISP, a rocket engine's fuel efficient. Hydrogen is the current clear winner. Antimatter is the theoretical clear winner.

  11. 37 minutes ago, The Dunatian said:

    Looks great! Perhaps a link to the original challenge in the OP would be in order?

    On another note, do you ever intend to complete the original challenge yourself? For someone this interested in Caveman tech is seems incredible that you have never actually completed the challenge and submitted proof. I'd love to award you the badge. :)

    I've done it a few times on the lowest level, but never really documented it. Half the time it starts as a "normal" career that turns unto caveman when I decide I COULD be upgrading facilities, but keep going without them for the challenge.

    Added a hyperlink

  12. Our kerbals have accomplished it all, exploring Kerbin, Mun and Minmus and learning all they can learn from the un-upgraded KSC. But there's still a way to go further.

    Each body has a Green Monolith, which when approached will grant a tech not yet unlocked. And this can bypass the R&D Center's restriction. 

    The task will not be easy. The Space Center still is not upgraded- Size and mass restrictions on the pad still make advanced missions difficult, the inability to place maneuver nodes makes planning interplanetary transfers difficult, and the limited commnet range means even being ABLE to find a monolith with caveman tech will be a major undertaking.

    But it will- must! be done. For Science.

    --------------------------------------------------------------------------------

    This challenge is to locate and activate as many green monoliths as possible, without upgrading ANY of the KSC buildings. Generally, you will want to start with a completed Caveman save file- this challenge is Cavemen 2 for a reason.

    I am looking for badge icons for caveman Greenoliths, identified by planet. Kerbin Greenolith may be a needle in a haystack, but the Tylo Greenolith will have it's own mad props involved. Experts in Caveman Interplanetary navigation are welcme to chime in. The caveman tech relay antenna needs something on the order of 300 antennas on both the kerbin and the Eve/Duna ends for an interplanetary relay, which is required to use Kerbnet anomaly scanning, but if you can track down greenolith's with a caveman surface rover, that works too.

  13. 4 hours ago, Muetdhiver said:

    Well, I will for sure include delicious Greenoliths in my NCD run now :)

    This is getting better by the hour ^^

    Now, to locate the darn things...

    I've never been able to get a clear view of how Kerbnet's "Anomaly detection" works. There's a caveman part that has a "5%" chance of anomaly detection, but is that per update, per orbit, per frame? Do you have to stay focused on the part while it runs? does it detect anywhere in the field of view, or only directly below?

  14. So I docked one Tango and 1 foxtrot. My debris clearing technique for the Tango booster, however, may have slightly tweaked the orbit of Mike. It is currently in a 79.95x86.49 km orbit. (edit: corrected before Ape would accept upload)

    Also since the Foxtrot docking, mike sems tohave developed an oscillation problem. (Edit: setting the probe core in the ladder pod as the control point seems to have removed the problem)

  15. 6 hours ago, ManEatingApe said:

    As a last-ditch plan B (although I would strongly encourage folks to make an effort to use Github) you can:

    • Download a ZIP of the latest save file when it's your turn from
      https://github.com/maneatingape/community-caveman-jool-5/releases
      (deleting any previous versions)
    • Fly your mission
    • Upload the "latest.sfs" file somewhere publically available e.g. Dropbox
    • I will download the file, review it, and if all is well, merge it to the repo in Github on your behalf.

    Is there a different Github link? I tried installing version11, and there are no flights in progress for me to rendevus with.

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