-
Posts
1,113 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by jrodriguez
-
Pretty impressive work! I need you to tell me one thing asap. Which is the texture package you are using for RSS? Yours look much better than mine! I'm using the 4096 DDS package for RSS. Also, are you using the full RO package? BTW, I can't see any solar panels, how are you charging your batteries?
-
Sorry for the delay Devinci but I have been working on this during the last month! And finally: I think I'm getting ® 100+50 = 150. And (H) 100 + 80 =180. Total = 330!
-
Hi all, I'm glad to present my master piece. PegTop: A full reusable SSTO to deliver payloads up to 30 tons to LEO Specs: Delta-V : 9.7 Km/s Mass: 1100 tons Main fuel type: Hydro-lox Main engines: 8 x Soviet RD-0120 http://en.wikipedia.org/wiki/RD-0120 Landing maneuver engines: 2 x CE-7.5 http://en.wikipedia.org/wiki/CE-7 RCS fuel type : UDMH+NTO
-
[1.12.3+] RealChute Parachute Systems v1.4.9.4 | 02/06/24
jrodriguez replied to stupid_chris's topic in KSP1 Mod Releases
Thanks! -
[1.12.3+] RealChute Parachute Systems v1.4.9.4 | 02/06/24
jrodriguez replied to stupid_chris's topic in KSP1 Mod Releases
Hi! Currently I still playing 0.90 (I'm using the full Realism Overhaul pack). I have the 1.3.1 version of RealChutes and I was wondering if the latest version has backwards compatibility with 0.90? Do you recommend to update it or to stick with 1.3.1? Thanks, Jesus -
[1.12.3+] RealChute Parachute Systems v1.4.9.4 | 02/06/24
jrodriguez replied to stupid_chris's topic in KSP1 Mod Releases
Hi! In my opinion 350 m/s is realistic. 350 m/s is almost Match 1 I think it will be quite dangerous even the smallest chute. If you want to reduce your speed, I would use spoilers and when you are at 100 m/s - 150 m/s use your drogue chutes and then your main chutes. -
Thanks Nathan. I did some testing yesterday. I swapped the WIP Procedural Heat shield for the standard DLR Heat shields (same sizes but less weight due to the amount of ablative material) . And......I MADE IT! (And I still having about 500 m/s for landing). Besides, I didn't see the extreme temp change from -200 C to -1.5 C but I can't assert yet that the WIP Heat shields is causing this (I will do more testing and send you feedback about this) Taking into account Nathan's answer I guess that there is a lot of things that can be causing this, some of them expected (ISP, ascent path, boil off) but other caused by limitations on the current KSP version or possible issues. Thanks all for your comments, I will post my SSTO on the spacecraft exchange as soon as I finish the optimization phase.
-
Hi Nathan, Find below some screenshots with the ambient temp at -200 C. As you can see there is a extreme temp change between 185km and 198km from -200C to -1.15C. However, I'm not sure this can be related with my delta-v problem. Also you can see there that my speed is about 4100 m/s and my remaining dV is about 4277m/s
-
haha fair point. I think this is the reason why I'm trying to do it I think is do-able. I'm not sure if my goal is possible though. I'm trying to do is a full reusable SSTO with heatshields that can move 180 degrees to cover engines in order to survive to the deadly reentry! - - - Updated - - - hmm sounds interesting and something that I need to check. In fact I have a procedural tank covering 2/3 parts of the engines (just because aesthetic I have to say) . But I didn't think that this can be causing a increase on the boiling off rate, but I guess that even a small increase on the temps can be causing this. Do you have any advice Nathan? If I change the type of the tanks this will be any better? Maybe if I make shorter the tank that is covering my engines this will be better. I will test this this evening - I'm at the office now Thanks.
-
Thanks guys for you answers. @TheXRuler: My ascent path is 50% aiming to a 220x220km LEO with Gravity turn beginning at 2200 m. @Streetwind: I'm going to provide more figures: dV Vacuum = 12.6 km/s .TWR = 1.52(25.59) dV Atmospheric = 9.95 km/s TWR = 1.20(20.19) I have 8 x RD-0120 engines with ISP 359/455 Thanks for your explanation of the ISP but actually what I found strange is that when I see that my Delta - V is consumed more quickly is when I'm finishing the ascent! I will provide some pictures and a chart with my speed and the remaining delta-v but as an example it could be something like this: Altitude Speed Delta-V -------- -------- -------- 18000m 360m/s 9500m/s 25km 600m/s 9000m/s 60km 1400m/s 8000m/s 120km 3500m/s 5000m/s 180km 5500m/s 3000m/s 200km 6500m/s 1000m/s 220km 6900m/s 0
-
Hi, I have been trying to do a SSTO with RO, but I have some problems. I need some advice, tips for this I have some issues with my Delta - V. At VAB my Delta-V is about 12500m/s. Doing the ascent let say when my speed is about 2000m/s I still having delta-v 7400 m/s, but I don't know why the faster I go the quicker my delta v is consumed (this is not linear at all) and finally I finish my ascent at i.e 6900 m/s (very sad haha) Details of the SSTO: - I'm using Balloon Cryogenic as Fuel tank type - HydroLox fuel used 86% utilization (4 tanks in total) - 76 tons dry more than 1000 tons wet. - I'm limiting the acceleration to 18 m/s2 and switching off engines to maintain a reasonable thrust throughout all the ascent. Thanks
-
One question. Is the successful re-entry of the SSTO part of challenge? I think it should, taking into account that from a realistic point of view, it will be nice to have a full reusable SSTO If the answer is "of course!" haha. Did you achieve this? I'm struggling at the moment haha.
-
I like this challenge!. I thought it wasn't possible to do a SSTO with RO!
-
Military Procurement: Strategic Bomber Concept
jrodriguez replied to Aanker's topic in KSP1 Challenges & Mission ideas
Thanks @Aanker. It makes sense for me, and I will try to submit a bomber for each category! -
[WIN][1.0.X] KSP x64 Total Unfixer [v2.2 04/08/2015]
jrodriguez replied to jrodriguez's topic in KSP1 Tools and Applications
Hi all, I have to say that we don't need this tool any more. After spending some time investigating other x86 options to reduce my memory usage. I have found that the best option by far is to use the parameter to force DirectX11 or OpenGL and to convert to DDS your entire GameData folder textures (DDSLoader + ATM aggressive for those textures that can't be converted or are hard-coded) Now I'm using like 2.5 Gb with 32 mods (even with 4096 RSS textures!) Thanks all for your kind and constructive feedback. (By the way, I'm using DDS4KSP I have created a fork on GitHub because there are some improvements/bugs that I want to do) -
Military Procurement: Strategic Bomber Concept
jrodriguez replied to Aanker's topic in KSP1 Challenges & Mission ideas
Hi all, I was wondering if it is allow to use tweakscale (then do maths for the engines thrustScaled/thrustStock to calculate the number of stock engines used?) . Regards, Jesus -
Hi all, I'm glad to present this crazy rocket. It is much more massive than efficient, but if you want to conquer the Solar System with a 1500 tons spacecraft, then this your rocket Some figures: - More than 600.000kN of Thrust - Close to 50.000 tons at Lift Off - Size: 164m Height x 65m Width (bottom) / 17m Width (Top) Stages - First Stage + Boosters: 15xF1A(10m-46.000kN). Delta-v: 2023 m/s - First Stage: 7xF1A(10m-46.000kN). Delta-v: 4118 m/s - Second Stage: 7 x RocketDyne F1A/B(5.5M 9400kN). Delta-v: 3589 m/s Total Delta-V = 9731 m/s LEO at 220km*220km
-
Nice. So can we assume that DDS is going to be a standard and recommended format for KSP textures? After reading all the posts of this thread I have spent 2 hours converting my entire Gamedata folder with 32 mods to DDS and leaving some NRM due to issues trying to convert them for ATM + using OpenGL. And I have to say that the result is quite amazing, my KSP with 32mods (RSS is one of them of course) is using something close to my KSP Stock!
-
I had a dream...Kerbal using the Frostbite engine! Or Cryengine! Can you imagine landing on the Crysis jungle? OMG that will be awesome!