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Everything posted by Solarapple
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"Return-to-KSP" SSTO design(s) & questions
Solarapple replied to Solarapple's topic in KSP1 The Spacecraft Exchange
Thanks for all of the advice so far! Though there is one more question about delta v. Whenever I switch to rockets I'll always have only around 1000 delta v to work with. How do I make sure I have plenty when I switch to rocket mode?- 11 replies
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"Return-to-KSP" SSTO design(s) & questions
Solarapple posted a topic in KSP1 The Spacecraft Exchange
So after a summer-long hiatus I've decided to return to KSP to conquer Kerbin's moons, Duna/Ike, and Laythe. So I'm gonna have an SSTO carry base parts which are then taken and landed by a tug and a sky crane. Here's the issue: solar cant into space. I'm currently trying to make an MK2 spaceplane design for carrying 2t to orbit and returning. When burnout happens, I'll run out of rocket fuel at 25 kilometers above Kerbin. I've tried these ascent profiles: 45 degrees on takeoff, 25 degrees/10 km, 10 degrees/15 km 40 degrees on takeoff, 35d/600 m/s or 5 km, 30d/1000 m/s or 10km, 20d/? m/s or 15km, leveling at burnout Same as previous but no leveling (20 degrees/20km) 30 degrees entire flight SSTO designs: 6x Rapiers, 8x air intakes, very fast 4x Rapiers and 2x 45s, 4x air intakes, very slow (not pictured) 4x Whiplashes and 2x 45s, 6x air intakes, in-between speed Images below: So I need help perfecting this design because I also want to make an Mk3 part 40t ssto to go along with it. What are good parts for SSTOs depending on design? Engines (rocket and jet)? Air intakes? Wings and control surfaces? Stability (SAS)? My SSTOs are pretty agile because of the 1.25m SAS. What's a good spaceplane design for SSTOs? CoM and CoL distances? Position of wings? Fuel weight? Fuel oxidizer amount? And lastly, What is the best ascent profile depending on design? Please respond if you have answers to ANY of these questions. I could really use the help.- 11 replies
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The Apollo Applications Program: 1.0 Edition
Solarapple replied to Whirligig Girl's topic in KSP1 Challenges & Mission ideas
Ah okay. Looks like the KW rocketry approach is good to go! -
The Apollo Applications Program: 1.0 Edition
Solarapple replied to Whirligig Girl's topic in KSP1 Challenges & Mission ideas
How modded does this have to be? Just an engine and lifesupport modded, or full on KW rocketry modded? -
Nice job! I really like the science pod and service bay idea. Pretty new, though maybe not as impressive as packing in years of science in one service bay (credit to a redditor: http://i.imgur.com/I4ry59F.jpg ), but it's pretty good. Though I do suggest to edit your config a bit because the 1.0.2 aero is a bit.. soupy. In other words, entire stations will survive reentry (except for hitting the ground), and shuttles touch down at 25 m/s. Of course, the 1.0 atmo (what I'm using now) is, IMO, a bit too light since you can lift around 60-100 tons into orbit with 3 of the tall kerbodyne tanks and one of the 3.75 m 4 engine cluster kerbodyne engines. But hey, I also started halfway through .90, and I've only been on the Mun, Minmus, Duna, Ike, Dres, and Gilly (I returned a kerbal from all of them except gilly), so take this with a grain of salt. Also, I like how you used a Soyuz-style rocket for an Apollo-style payload.
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What did I do wrong in my Duna mission?
Solarapple replied to Invader Jim's topic in KSP1 Gameplay Questions and Tutorials
I dunno. Just aerobrake it, or do you not have a heatshield? -
Inclination (Dres mission)
Solarapple replied to Solarapple's topic in KSP1 Gameplay Questions and Tutorials
Thanks! -
I am currently awaiting a Dres mission for the first time (after my successful Duna and Ike missions, and failed return from Gilly mission, I have landed on the bodies listed within these parentheses and the Mun and Minmus) and I am a bit worried about how to approach it. Should I change my inclination while in Kerbin orbit, or during my Hyperbolic trajectory to Dres? What are the Delta V differences? Please respond soon.
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Solar orbit. Periapsis by Eve, AP just a km away from Kerbin.
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1.0 Bugs at Tutorials and Scenarios
Solarapple replied to kookoo_gr's topic in KSP1 Technical Support (PC, unmodded installs)
Have a bump because bug 2 just happened to me. -
Laythe Colony Ship: The Community project!
Solarapple replied to DMSP's topic in KSP1 The Spacecraft Exchange
Yeah, it pretty much is that, but instead of it all being seperate it's power+habitation+lifesupport+exploration(optional) in one. However yours are also very neat and tidy so they may be a better choice over this idea (Unless Rune's base pack is more ideal). Also, just remembered that I was inspired by a constellation mars pack for KSP. -
Laythe Colony Ship: The Community project!
Solarapple replied to DMSP's topic in KSP1 The Spacecraft Exchange
Don't know if anyone else mentioned this, but there was a thread showing how solar panels were useless past Dres, and I was thinking that instead of using a whole bunch of RTGs we have a module at the front that holds an asteroid and mines from it to generate power by making fuel, instead. Of course, stability would have to be maintaned but other than that, -Free fuel -Reusable heat shield Also, for propulsion I recommend Skippers. Four of them can carry around 30-55 tons of weight to Duna with about 3,000 delta V and a decent TWR >1 Lastly, for colony designs I had this idea in my head for a while now. Basically, it's similar to one I've seen a while ago for Duna where it's basically launched sideways and lands on it's side. The idea is like this: [FUEL TANK & SIDE ENGINE][battery,Hitchiker][rover(optional)][Mining kit for center. Includes ground scanner, miner, converter, fuel cells, & solar panels][rover(optional)][Hitchiker,Battery][FUEL TANK & SIGE ENGINE] Just imagine that all on one line and you'll get the idea. Then add a fairing and parachutes, and it's done! Land a couple of these and a colony is ready to be used! -
Well... I... Uhh...
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What's your "just one last mission" for 0.90?
Solarapple replied to ShadowZone's topic in KSP1 Discussion
Random what I don't even. Also, my Duna mission: -
Thanks for the answers! Time to restart my progress.. Everything I ever done... More Minmus farming... Oh god I don't wanna. ;-; And this is science mode on easy, too!
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So today may not be so important to you, but it was for me. For the first time I have landed 3 kerbals on Duna and returned them alive to Kerbin without cheats. Enjoy. Here's a direct link if it doesn't work: http://imgur.com/a/mIJk8
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So before 1.0 comes out I'm going to clean out all my KSP mods. This includes -SCANsat -Remote Tech 2 -Nova Punch (to be permanently removed. I don't like it too much) -KAS (rarely use it. For now) -Kerbal Engineer (who could live without it?) -Kerbal Alarm Clock (see above parentheses message) Question is, for the mods that include parts, will this screw up my game in any sort of way? I have about 15 comm satellites in orbit and a couple of abandoned ships including parts from Nova Punch, some mapping satellites, and many ships which include all of these parts. If I remove the mods, will these ships bug out? Will they just not have the parts on them? Will KSP be corrupted? Please answer.
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Question about the mobile lab.
Solarapple replied to Solarapple's topic in KSP1 Gameplay Questions and Tutorials
Thanks. I just needed to know this for my first trip to duna where I don't cheat to get home! -
About to use it. Does it require the craft it's with to be active (like a kerbal in a command pod or a probe) for it to work? Please answer as soon as possible.
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I really liked it, especially the docking scene and the tesseract. "MMUUURRRPPPHHH"