Jump to content

westamastaflash

Members
  • Posts

    475
  • Joined

  • Last visited

Everything posted by westamastaflash

  1. I'm having good luck with this. I also ran the MapSatAltitude octave script for the 24hr day configuration. I'll be creating some wiki pages on the GitHub site to display the results, if that's OK?
  2. Excellent! In fact I was thinking of this for remotetech :-) In the meantime, I at least have the ability to specify a specific SMA and can make it so only one contract shows up at at time. Is there a way to make it so that if I have 3 of the same contracts going, only one of them is completed when I reach the designated orbit?
  3. Question - Can I define an Orbit behavior that uses an expression for some of the orbital parameters? for example, if I have completed one contract where I've reached a specific orbit, I'd like to have the "next" contract in progression be "same orbit but off by 120 degrees" (likely a change to the EPH/MNA values or LPE)? Maybe a better way would be some type or behavior or parameter that defines a radial distance from another object in the orbit (that object being defined by a prior contract) Essentially, the goal is to create a series of contracts to launch satellites that are "spaced out" along an orbit. So can i use the persistent expressions in behaviors or parameters?
  4. For a suborbital launch of just 70km straight up and back down again? No angle really to go at. I added some drogues to deploy at 50km and it has done the trick though.
  5. Ah! Thank you :-). I installed via CKAN, didn't realize the weren't compatible. Also, I seem to have solved my reentry suborbital speed troubles by sticking on some high altitude kevlar drogues that deploy at 50km.
  6. Just started a hard mode .9 career game with FAR, Deadly Reentry, Realchutes, and a bunch of other stuff. I launch a suborbital flight to exit the atmosphere. But when I reenter I can't slow down to under 200 m/s before I hit the ground, because my chutes break going faster than that. Even Drogues break. And then I smash into the ground going 300+ m/s. Only way to deal seems to bring along extra fuel and attempt to do a powered descent. Any other ideas on how to slow a reentering capsule that is almost all vertical velocity?
  7. Very strange - this appears to break with CKAN Crowd-Sourced science logs installed. I can't run any experiments. Removing crowd sourced logs and it works fine! Maybe it's something wrong with how CKAN is installing crowd sourced science, not this mod?
  8. Is the launch stick supposed to stick into the ground??? I put it in my rocket attached to the side and the rocket just falls over on the lvl 1 pad.
  9. It would be helpful for the numbers to be directly editable as well. So that way you don't have to get your mouse click on the slider exactly right.
  10. Sent in a little pull request if you're interested. Just added a text box next to the hyper warp slider to allow for manual entry of a specific hyper warp rate.
  11. I can't seem to get the Scansat SAR sensor into an ideal altitude. If I take it up to 1230k on the mun, it says I'm "too high".
  12. Thanks :-) Loving the 6.4x sized kerbin though. Getting even one fully loaded MKS module to the Mun cost about 200,000 kerbalbucks!
  13. Whem I'm walking around on the mun, my kerbal clips about 1/2way through the ground... then he dies in a puff of smoke... Not sure if it's specific to 6.4x kerbin. I've got a boatload of mods. I'm building my MKS base with KAS, and not being able to walk around without dying is frustrating..
  14. Excellent. Thanks, I'll give it a try. I'm loving 6.4x kerbin with RealFuels & TAC. I really have to work to make sure I'm not over or underbuilding my launchers.
  15. So really, the cost of the engines configured for hydrolox is actually underpriced, if it's the both the expensive engine and the expensive cryogenic tanks? Is there a way for when you tweak the fuel type for an engine in the stockalike mode, you can also tweak the cost of the engine as well?
  16. Are the Heavy Lifters' LH2/LOX ISPs at ground level supposed to be even better than RP-1/LOX? Big tanks are a hassle, but you can get some serious payloads up. It does cost more for the bigger tank & fuel. Is that the intended trade-off?
  17. Thanks for your answer! Those aren't real rockets, mine tend to follow what you said there, with about 3-4km/s of delta-v in the first stage. I was just trying to find a way to compare engines with the two fuel types. I've been messing with this some more. Once I get into trying to launch 50t, 100t, 150t payloads, the LH2 tanks definitely get *huge*. Cost definitely becomes a factor for the huge payloads. In the stockalike configs, LH2/LOX at sea level still has a better ISP and *the same* thrust as RP-1/LOX. The main advantage seems, as you said, reduced tank size and cost. Even with the stockalike configs, the engines seem to be under-thrusted, as a 3.75/42m tank (like the falcon 9) can't even lift off with the KW Griffon XX's configuration for RP-1/LOX. I guess that's OK given that 6.4x kerbin is smaller and easier to launch from..
  18. I'm using Kerbin 6.4x, so I need a lot of dV to get to orbit (7.5k). I'm also using the RealFuels Stockalike configurations. I have a question about heavy lifters. For example, The SpaceY R5: With H2 and O2, it can lift itself plus a cyrogenic procedural tank with ~1.9ML of H2 and ~650kL of O2. (TWR 1.0 on ground level), with 10245m/s dv, 6 minute burn time, total mass 937Mg, max TWR ~14 With RP-1/O2, it can lift itself plus a cyrogenic procedural tank with ~327kL of RP-1 and ~540kL of O2. (TWR 1.0 on ground level), with 9762m/s dv ~5 minute burn time, total mass 920Mg, max TWR ~26 The only significant differences I can see here is that the H2 burns about a minute longer, doesn't reach higher TWRs as it flies, and costs about 60% more in funds. My question is - Does that difference in Max TWR work out to a savings of delta V later since I can go faster earlier, getting out of the atmosphere quicker? For that extra minute of burn time, do I lose a lot of delta-V to counteract gravity? I know the real Saturn V used a Kerosene/O2 first stage. Is there any math I can use to help figure out when it makes sense to use RP-1 versus H2?
  19. Is there a way to set an alarm that doesn't kill warp, or message, or anything - Just a way to track certain "important" times? I have an alarm set for Minmus launch times when the angle to the Rel AN/DN is close to 0 (using 24hr day 6.4x kerbin, 500dv of plane change in orbit is a lot). I have it set to repeat every 12 hours, but I don't always have something built yet (kerbal construction time).
  20. I'd love to see parameters for Orbital Period, Eccentricity, Inclination, and other orbital parameters (Arg. of Periapsis, Long. of AN, AP Height, PE Height, or just Semi-Major and Semi-Minor Axes). It'd be really cool if there were some pre-defined orbits as well using the celestial body's parameters (so it'd work with RSS and 6.4x kerbin). "Tundra" orbits, Polar orbits, Keostationary, Keosynchronus, etc etc... Maybe I'll play with the code and see what I can do...
×
×
  • Create New...