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Nefrums

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Everything posted by Nefrums

  1. It all depends on what you define as a launch, If you can launch any number of atmospheric craft from the runway before launching anything from the pad it will be possible to complete all prerequisites and make a maned mun landing with the first launch.
  2. That is true when you have a very low angle of attack and are flying slowly. Drag increases rapidly with the angle of attack. Even when exceeding terminal velocity you still suffer less losses from drag then what you gain in decreased gravity losses. (For a low drag rocket pointing prograde.) Fun thing about the gravity turn definition, I was the only one suggesting "the" gravity turn as the best method, even without calling it that. And using prograde lock in SAS helps to perform the gravity turn on less balanced rockets.
  3. Thanks! The trick is making the ship in orbit as small as possible. Using air breathing engines as the first stage also cuts the ship weight in half. The first stage I used had 57 Panthers, and they needed only 6 mk1 liquid fuel tanks. The first stage is only 25% of the mass and takes the rocket to 800m/s at 20km atetude Then I light up all chemical engines in the LV at once, So no mass in wasted on engines not running. Edit: It might be worth investigating if Whiplashes give better performance than Panthers. It would add about 34t for the same stationary thrust, but a higher speed at the end of the first stage at 20km would be possible. (probably around 1200m/s) So later stages could potentiality be made smaller witch might make up for the heavier Whiplashes engines.
  4. I made a 335t rocket for jeb/bills level. Got almost 3% payload fraction to LEO from this one.
  5. To make an efficient launch the most important is to limit drag. Having done that more twr is always better, never throttle your engines. The angle of attack is the one thing that affect drag the most, therefore hold prograde as much as possible. Make a small 5-10 degree turn right of the launchpad how much depend on your twr and drag. After that hold prograde for the rest of the launch. If your AP gets out of the atmosphere before your PE is of the ground you need to turn more at the start. If you fail to keep the AP in front of you your initial turn where to big. I get the most efficient launches with a twr of 2-2,5 for most of the launch. This thread is full of examples of efficient launches: Stock Payload Fraction Challenge: 1.0.5 Edition
  6. Yes both in the same flight. SSTO is feasible from Tier-5 now in 1.0.5. with the new Panther engine.
  7. About 130k. Not really cost optimized. The first stage with the 19 Panthers can be done a lot cheaper with 7 kickback solid boosters, it would cost just over 100k but have a mass of ~240t.
  8. I made a small 100t ship that took one kerbal to the moon
  9. RSS is really hard. I'm getting less than 2% payload fraction to LEO. I could have put my ship in LKO with a 20t plane, to LEO I need a 500t rocket. Reentry is a lot deadlier as well. I'll see if I can finish the challenge tomorrow. Might be Jebs level depending on what you mean by "no docking"?
  10. I have to try this! Never tried RSS. RSS with the stock isp engins sounds hard. Probably best to use engins like nerv or dawn that is a lot better in stock than irl, and not use so much of the chemical engins that have isp balanced for the tiny planets of stock solar system.
  11. Just to prove that SSTO is cheaper, I've done both mun orbit and minmus landing for 194 funds per tourist, 12 tourists on board.
  12. Yeah you don't need to have a big ship go get good fuel fraction. mine is about 70% fuel when fully fueled, witch gives it 9450 m/s dV. I then added another stage with better twr to make the first Kerbin exit burn in a better way and save about 100 days flight time to Eeloo. I made it small to be able to do burns with 4x physics warp without to much wobbling. The 7.9 km/s dV capture bun at Eeloo is by far the biggest single burn I ever made in KSP.
  13. Yes it is a bit hard to fly with wasd and in the middle of the turn hit "x" to kill the engine and then hit the brakes and land without anything braking. To be able to turn fast you just need to have high Lift/mass ratio. Jeb liked that 24 G turn
  14. adding a decoupler below the intake would do the same thing as the fairing and would probably be lighter
  15. craft file for my ship: https://www.dropbox.com/s/kua70rgxqovrz10/plane%202.craft?dl=0
  16. Here is my stock ship Falcon: It completed the kessel run (decreasing order) in 4y 61d, stopping to refuel three times. Complete album: If I interpret the point system correctly this will score 13 points year MET elapsed: -4 refueling stop: -3 verified encounters: +14 Docked in Kerbin orbit: +1 decreasing order: +5 Edit: Increased the brightness of some of the darker images in imgurs edit tool, gui got really bright thou.
  17. I'we found that i get to the hugest attitudes if I go straight up from low attitude.
  18. Well the challenge could be to do the trip in lest than 12 of unit some of distance rather than a unit of time to more accurately reflect the inspiration source, but I guess that would be hard to measure. And I see nothing in the rules that prevent staging. But As the dV requirements are kind of large you are better of refueling, as even with staging it is hard to get enough dV. I don't think cheep Hohmann transfers is enough to do this in time.
  19. This challenge is lots of fun. You get to do stuff you normally don't do when you go for speed rather than efficiency, like: Piloting 5 figure dV transfers. Powered gravity assists inside Jools atmosphere. Constantly being on an Kerbol escape trajectory I found a better launch window with allowed for Kerbin->Eello->Jool->Dres->Duna in less than one lap around Kerbol
  20. I'll upload the craft file when I get home from work. This ship proved the "mooore booosters!" concept. 86 engines And the intakes would not be allowed in the other challenge, that is true..
  21. I'v started a attempt of this, It is defiantly doable in 8-9 years, with a couple of refuels. But I think I picked a bad launch window. Kerbin->Eeloo->Jool was done in well under 2 years, (with a refuel at Eeloo) but I got crappy transfers to Dres and Duna. I have put stations in low orbits around most planets beforehand, to be able to refuel as needed, I hope this is allowed.
  22. then I'll also add my entry from the other challenge: speed 721,6 m/s. Altitude: 33,115 m
  23. I have found that airbrakes are better than drogue chutes at slowing you down enough for the main chutes to be deployed safely.
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