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PUNiSH3R

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Everything posted by PUNiSH3R

  1. I can verify it is; deploying a Comm. 16 omni inside of a fairing while in atmosphere will snap it under FAR high dyn pressure. I made that mistake early on (more than once...) I mount the DP-10 externally (i.e., unshielded) on the trans-atmospheric stage; once you're over 70km or so, deploy your primary comm via an action group when you decouple your fairing and kick loose the TA stage at will.
  2. I think that was the point of the Reflectron DP-10; just enough range to get you exoatmospheric, then forces a 'staged' deployment of longer range communication.
  3. I've had that on all 'toggle' buttons since I installed RT2 1.4.0 (e.g., activate/deactivate, Lights On/Lights Off, etc). Have to re-right click the object to click the toggled state.
  4. Tweaking dV in the VAB: "Tout Petit Moineau" - Igorrr Taxiing from the SPH and takeoff: "Slay It" - Cryptex Hangel doing KSS maintenance on EVA: "Lights" - Ellie Goulding (Bassnectar Remix) "Burn" - Ellie Goulding (At Dawn We Rage Light It Up Remix) Sunscraper mission at periapsis: "Bullet Train" - Stephen Swartz Dudtop and Nedbo doing Munbase maintenance: "Elements" - Lindsey Sterling "Crystallize" - Lindsey Sterling Aerobraking into Laythe followed by an unpowered landing hitting that ONE hex on land with an ore deposit overlapping a Kethane field: "Weapon" - M4SON1C Generally: "I Can't Stop" - Flux Pavilion
  5. With respect to Duna and setting up bases: the best option I've found is to pre-land a small probe parallel to the dune ridges, scout a box canyon and pop smoke for your main lander; similar to the 'center of the crater' concept for Munar bases.
  6. 1. Parking orbit is more efficient if you're not computing transfer angles; you can brute force an encounter, but you'll burn massive dV depending on the angles. Parking orbit is a compromise position; technically you don't need the >72km periapsis to get there, but it makes transfers easier once you're used to it and you're automatically moving faster, so the Oberth is more pronounced. 2. Mun in the 'right place' is on the horizon (90 degree intercept angle). This is what I usually do. Makes a gravity assist off the Mun for interplanetary transfers way easy as well. 3. Declines any benefit of the Oberth Effect, see Vexx above. EDIT: Holy guac, QUAD LASER NINJA... [No one can defeat the quad laser...]
  7. My thought is that there is a difference between a level of zero and and a level of none, much as zero and null are not the same thing. I rather prefer it as is, serves as a reminder of how much environmental damage I've managed on the poor Mun...
  8. Thanks boolybooly, it's an honor to join the list! And yes, despite the forum rule against it, D4 PUNiSH3R iZ Sup3R 1337Z0R! (See, now you've got me reminiscing about Jolt cola and the harmony of an acoustic coupler SYN/ACK...)
  9. My 2.7t SSTO entry (with runway landing): See Below for new gallery
  10. http://forum.kerbalspaceprogram.com/threads/52080-Basic-Aircraft-Design-Explained-Simply-With-Pictures
  11. I can confirm that you don't have to rescan; go into the map view while drilling and you can watch the deposit shrink in realtime. I discovered this after completely draining a 380k deposit on the Mun. That's when I also discovered that the deposit amount shown is shared between all the hexes in a group, not just the one you landed in...
  12. Single stage limit: Delta-V as a function of Isp and fuel fraction. Easier to visualize if we take a "slice" at a particular Isp value: You grok?
  13. You work from empirical data for a known airfoil known as a "polar diagram". Dr. Hepperle has a decent explanation on his site, http://www.mh-aerotools.de/airfoils/hdipolar.htm. There is also a decent book for the non-mathematically minded called "Understanding Polars Without Math".
  14. The critical design feature for Kethane turbine use on Duna is the multiple air brakes. You have to keep them deployed at all times except for takeoffs and landing. Otherwise the KE-J65 will provide too much thrust even at low throttle and high trim settings. V2 is around 50 m/s. Control airspeed with your trim and altitude with your throttle. From my previous post, service ceiling is 10km and VNE is 310 m/s (feels slow until you remind yourself: that's about 700 MPH). Range on 3000 units of Kethane is 900 km with a 10% reserve. Good luck, it's a great feeling when you get the right combo up in the air.
  15. I personally like it the way it is, it presents a unique challenge (I spent a good ten hours in-game designing the bird I referenced above (the XR-19 Albatross) to run well on Kethane, on Duna) but I understand how it could be frustrating. I think the biggest complaint comes from the inability to perform an in-flight restart after a flameout. You can technically 'windmill' the KE-J65 to an in-flight restart under its current design, but I've only managed it twice and both times had the yoke to the floor at <50m altitude and required a fresh pair of MAGs for Bill... Perhaps a forgiving Kethane microturbine? With miniscule thrust and horrible fuel efficiency? I retract this suggestion, Majiir has an excellent point: "I'd rather not introduce new parts, since Kethane is fundamentally a resources mod, not an engines mod."
  16. That's an excellent description of an axial-symmetric stall (aka, compressor surge), but the finicky KE-J65 makes me envision a rotational stall where a given blade row is at critical load, the airfoils generate a low pressure cell aft of the row and the pressure drop propagates, causing a flameout. I think the intent was to replicate the issues inherent in early, zero-bypass designs that were prone to rotational stalls and keep us from enjoying too much benefit from burning straight Kethane...
  17. Revert to the VAB, sometimes my bigger ships get bugged on "Revert to Launch" and CATO without the TO...
  18. Yes, the best way I can think of to describe it is as a compressor stall (the KE-J65 kIntakeAir model is BaseRate + (PowerRate * engine power) + (SpeedRate * air speed)). Essentially, the turbine is 'outrun' by the velocity of the airflow, the blades stall, aaaaaaand flameout... Hope you've got a good glide ratio until you can windmill that baby back up to operating speed. (AKA: it's not a bug, it's a feature) Lower your airspeed and increase your drag coefficient; the theoretical service ceiling would be dependent on your design (read: Cd), but keep in mind that Eve's atmosphere has a scale height of 7km, so flying at 12km on Kerbin is equivalent to flying 28km on Eve. I haven't tried Eve on KE-J65's, however I have on Duna, with a service ceiling of 10km, which would be just under 46km (45,900ish) on Eve. See the XR-19 "Albatross" album in my sig for the design. As a side note, the Duna SSTO on KE-J65s was horribly inefficient; replacing the turbine mass with LF/O for the single aerospike more than doubled the ÃŽâ€v.
  19. Sorry, more acronyms (at least it's not a TLA, right? ), LV = Launch Vehicle, indicating the lifting system as a whole (fuel, engines, structure) so LV would be total mass minus payload. Initial mass (LV + Payload) is AKA wet mass, fueled mass, start mass, m0, ms, mstart. Final mass ((LV - Fuel Mass) + Payload) is AKA dry mass, m1, mf, mend, mfinal. Exactly, but if you can maintain a TWR>1 for any given launch phase and remove engines, you're reducing dry mass without sacrificing specific impulse, thus you're getting extra ÃŽâ€v. However I'm not familiar with your mod's thrust sources so that may not be an option for you.
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