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Everything posted by GoSlash27
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So you want to build a space plane (.25 stock)...
GoSlash27 replied to GoSlash27's topic in KSP1 Tutorials
That's definitely not what *she* said Seriously, it's delivering 6+ tonnes of cargo, so <13 tonnes total is pretty small. Best, -Slashy -
Need help for my spaceplane and FAR.
GoSlash27 replied to cosmos33's topic in KSP1 Gameplay Questions and Tutorials
cosmos, Sorry, I know I have zero experience with FAR, but I need to point this out: FAR derates turbojet thrust, so you can't have a turbojet powered spaceplane like you do in stock. You'll need to use either RAPIERs or a turbojet/ rocket hybrid with a lot more DV from rockets. I know a guy who's really good at FAR spaceplanes. I'll see if I can get him to help you. Best, -Slashy -
According to that pic, you're right in the 25-32km "wall". The objective in that portion of the flight is to maintain 20-22* AoA and let speed build on it's own. The faster you go, the more air will be shoved into your intakes. Eventually, you will begin to climb at a more rapid pace. Just gotta be patient... Remember: 22* pitch and let the speed build. Also, you don't have to start throttling back until the engines are pretty dim. If you'd like, I can post pics of what it should look like with your plane. Best, -Slashy
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Because saving DV <> saving weight or cost, and these are both engineering priorities. A low t/w launcher may come out lighter overall than a high t/w launcher when the mass penalty of fuel & tankage is less than the mass penalty of adding engines to achieve higher t/w. Likewise, fuel and tankage is cheaper than an equivalent mass of engine, so it can be economically advantageous to design a low t/w launcher. I'm working this problem, and I need accurate numbers to find the solutions. It makes a huge difference if the model is overestimating the "minimum bound" by several percentage points when there's less than 0.1% change in overall vehicle mass between t/w=1.3 and t/w=2.6 (which is, incidentally, the case when using LV-1 engines on Gilly according to arkie's model). Best, -Slashy
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^ What arma said. Placing ram intakes and engines is easy (they only attach in one spot). Radial intakes... it's just a matter of lining them up according to the local landmarks. And they don't have to be perfect. A little misalignment there won't throw you noticeably out of balance. You just don't want to use symmetry when placing engines or intakes on a multiengine plane or it'll wreck everything*. So what I do is this: While setting up the airplane and getting everything tweaked and balanced, I'll just slap it together using symmetry. Once I've got everything where I want it, I will yank the engines and intakes and place them individually. *Except where you have a single subassembly that contains an engine and all of it's intakes. You can place that using symmetry without suffering starvation thrust asymmetry effects. Best, -Slashy
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So you want to build a space plane (.25 stock)...
GoSlash27 replied to GoSlash27's topic in KSP1 Tutorials
Cosmos, Sorry, I should've specified: This is only for stock. It will not work for FAR as FAR derates turbojet thrust. I don't use FAR, so I'm not qualified to speculate about what works well using that mod. Sorry! -Slashy -
Fire Dragon, No problem! All I had to do to fix it was remove the intakes and engines, then reinstall them without symmetry enabled as I show in the tutorial. First I placed the left intakes, then the left turbojet, then the right intakes, and finally the right turbojet. I removed the references to MechJeb (had to to open it) and set up an action group on button 1 to toggle the intakes and turbojets. You probably want to apply this fix to your original model in order to keep MJ and your action groups how you want them. Good luck!, -Slashy
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Arma, I think you can surmise that it would be, simply from your personal experience launching from airless bodies. Any V above Vo is going to exhibit vertical acceleration. It's unavoidable. The argument seems to be whether or not this is important at V< Vo. I think the consensus here (please correct me if I'm mistaken) is that it is. Best, -Slashy
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True, but I'm referring to t/w >= 1, which was the initial condition. Once you're at Vo, that's plenty to get you to orbit or escape with no DV penalty worth mentioning. In fact, if you don't start throttling back around that point, you're liable to overshoot your intended apoapsis. You could hold on longer for Ve, but not a whole lot. That's what I'm sayin'. -Slashy
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Okay, that's what your problem was; asymmetric flameout due to o2 starvation. (how on Kerbin did you manage to fly that thing so fast with that going on??) Please check out my tutorial here http://forum.kerbalspaceprogram.com/threads/102182-So-you-want-to-build-a-space-plane Look at the sections regarding multiengine spaceplanes and launch profile. I'll get you the craft file back shortly. Best, -Slashy
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Sorry, not following. What do you mean when you say you "can't"? What's happening? Is it running out of fuel, or you can't get it to accelerate on rockets? Something else? *edit* I tried downloading and installing your craft file, but it says you have "locked or invalid parts". *edit again* I didn't realize MJ was a "part". I've removed the references to it in my copy. Hope it works... Best, -Slashy