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Gaarst

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Everything posted by Gaarst

  1. You need to think in terms of angular velocity (or time to cover a given angle of the sphere). If you're going 200m/s at 5km over the ground, your angular velocity is 2π*v/r = 2π*200/605000 = 0.002 rad/s If you're going 100m/s at 10km, then: 0.001 rad/s Even though traveling at lower altitude seem faster, remember that 10km over the surface is not twice as high as 5km, what counts it 610km to the centre against 605km. Now going 100m/s 10km over the surface is as fast as going 200m/s 620km over the surface (610km v 1220km to the centre).
  2. My thoughts exactly. The Mammoth being classified as a sustainer engine means we don't have any lifter engine for large first stages. We can use liquid boosters with clustered engines, but having the choice beteween LF boosters and 2.5m SRBs would be nice, we need them more than ever if we are to follow this classification.
  3. I guess that KSP's accelerometer only detect acceleration experienced by the centre of mass. If your craft is symmetrical, then the natural centre of rotation is at the same point as the CoM and therefore it doesn't experience any acceleration even if the craft is rotating.
  4. A stack that can be lifted by two Mainsails can be lifted by a single Mammoth. Stacks that require several Mammoth (at 4000kN) are going to need some serious redesigns.
  5. Yes, it's basically what I realised afterwards. On my modded save I'm already almost exclusively using surface attached engines (with the surface node thingy if necessary), and I tend to forget how much I "need" it for my designs, so yes the surface attachement is a great thing. Still not sure if it will make up for the thrust losses of the higher power engines. I'd rather a few powerful engines than a stupidly complicated cluster using many weak ones.
  6. I like DLC. And by DLC I mean Expansion Packs: the things you buy that are basically a game inside the game; not this new trend of paying $£€5 to get a different skin or to have the "too lazy to train in the beginning of the game" pack. The idea of expanding a game you like is awesome. The current idea of DLC everyone (including game dev/editors) have is terrible.
  7. So there is a file included in PorkJet's revamped parts showing the changes to engine models to be made in the future: Besides the engines redesigns (that I personally like, but let's not discuss this here) there are some pretty heavy changes made to existing engines thrusts, especially for the "heavy" engines which were mostly nerfed. The changes: LV-T30 (Reliant) boosted from 215kN to 300kN, asl Isp nerfed from 280s to 270s, vac Isp nerfed from 300s to 295s LV-T45 (Swivel) : asl Isp nerfed from 270s to 250s, vac Isp nerfed from 320s to 315s, gimbal boosted from 3° to 6° Twin Boar boosted from 2000kN to 2200kN Vector nerfed from 1000kN to 750kN, and extended to size 2 (2.5m) Mammoth nerfed to 4000kN to 3000kN (to equal 4 Vectors) 909 (Terrier) boosted from 60kN to 80kN 75kN, asl Isp increased to 90s (was 85s), vac Isp decreased to 340s (was 345s) Rhino nerfed from 2000kN to 1200kN Also note the addition of: the LV-T15 Valiant, a 100kN 1.25m engine (nice numbering here: 15 = 100kN, 30 = 200kN, 45 = 300kN), dry mass 0.750t, Isps of 240s (asl) and 270s (vac), alternator and 5° gimbal the KR-1 Boar, a 900kN 2.5m engine (with quite a few similarities with the F-1) to fit in the gap between the Mainsail and Skipper (note how the Twin Boar is 2.4 times as powerful as a single Boar ) the 303 Pug, a 20kN 25kN 1.25m vacuum engine (then again, 20kN is one quarter of 80kN while 303 is one third of 909) with Isps of 150s (asl) and 320s (vac), dry mass 0.175t So discuss here. (Please don't talk about the redesigns, but focus on the thrust changes) My opinion: at first I was against this as nerfing the most powerful engines will restrict the possibilities for very heavy rockets (also note that we are still missing 2.5m SRBs to give some kick to rockets); but on second thought, I realised that the different versions (especially the compact) will allow surface attachments, and therefore easier clustering to achieve higher thrusts. Still don't really know what to think at this point. I also don't really see what to do of all these 2.5m engines we are suddenly given since they have similar thrusts (maybe atm performance and Isp will make the difference). Edit: corrected some information for 1.25m engines thanks to @Armisael's screenshots.
  8. Only the one loaded using Merge must have a free node at its root part. Obviously you also need a node on the Load craft if you want to attach the Merge craft, but it can be anywhere, and surface attachement also works.
  9. The EDS (Earth Departure Stage) that was to be developped for Ares V and later SLS should have used J-2Xs directly derived from Saturn V's J-2 engines; but Ares was cancelled and the EDS was replaced by the EUS (Exploration Upper Stage) using RL-10s for SLS.
  10. The SSSRBs provide most of the thrust in normal flight conditions, so the thing sitting on its boosters is basically the same as the thing lifting off, save the aerodynamic loads. Also the entire thing sitting on 8 bolts seems reasonable: when you start looking at the components of a rocket engine when firing, you'll find that these bolts have it easy. Most rockets are attached by clamps/bolts/glue themselves attached to the thrust structure of the rocket first stage. Since it's made to handle the thrust of the engines lifting the whole thing up, it can handle the rocket sitting on it at rest.
  11. Great mod you have there. Mod works fine with 1.1.3, even with loads of mods (including Real Fuels changing engine behaviours). Only issue I saw is that deactivating launch commentaries (sound) doesn't seem to work. But I tried this on a heavily modded install, so the issue might be on my end, I will try this on a stock install when I'll have time to.
  12. I don't think so. I don't see how a simple cfg file could prevent that since the "change propellant" function is not a property of the tanks.
  13. I don't think Energia-Vulkan (or -Polyus) and Engeria-Buran would have different engine mounts. The booster is meant to be the same and changing the placement of engines essentially requires a complete redesign. So the drawing might be wrong. I didn't pay attention when I pasted it. (And now I'll be waiting for an Energia expert to settle this.) Edit: The RD-0120s are centered around stage 2. They appear not centered because the boosters actually reach further in the ventral side than the core.
  14. Tank-sas-decoupler-engine junctions are known to be wobbly (a lot). Magical solution to wobbling is struts. (Also KJR but it's a mod) Your rocket is tall for KSP standards, so even if a real rocket with the same proportions (which actually seem reasonable) would have no problem flying, in KSP it's going to be extremely wobbly. So either use struts, or go for a wider design.
  15. Nice pdf you got there. Actually gave me the will to have a n-th take at recoverable launchers for my RSS save (note that my n-1 previous attempts did not produce any viable/useful/practical vehicles)
  16. If the Soviets managed to do it, the Americans should be capable of doing it too. (Is that Magyar/Hungarian on the picture? Edit: Slovene actually, sorry to for being bad with languages)
  17. Smash the backspace key; Press 0 or not depending if you want to survive or not (doesn't work if your chutes are not in action group 0).
  18. You should probably ask @Crzyrndm himself.
  19. Use sepratrons. Best way to get simple clear separations is to orient them upwards and inwards.
  20. I don't know a lot about PC hardware, but I know for sure that's too hot. Most laptops (including mine) cap at 80-85°C (that's CPU temp though) even in summer and start slowing down when going over this limit. And desktops are supposed to be cooler than laptops. I'll say the usual stuff: clean your fans, check/update your drivers... or even start to think about changing your cooling system if it doesn't work.
  21. Yes. Pair production is basically reversed antimatter annihilation: a photon spontaneously disintegrates into a particle and its antiparticle. Also causes some wicked supernovae.
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