Nich
Members-
Posts
1,226 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Nich
-
A mammoth seems like a lot of thrust for a craft that small could it have been a structural failure?
-
Calculating DV on a Spacecraft in orbit
Nich replied to gilflo's topic in KSP1 Gameplay Questions and Tutorials
I thought they were 5 kg/L Oscar-B Fuel Tank 0.225 full .025 empty 40 L 200kg/40L = 5kg/L -
Not to mention you would need a balloon the size of KSA to lift a 1t satalite
-
Jebediah Kerman's Flight School Challenge
Nich replied to Samniss Arandeen's topic in KSP1 Challenges & Mission ideas
Cant wait to try this one I have been getting pretty good at dead stick landings (well grass field and coasting to the runway) -
Brute Force Station Rendezvous
Nich replied to Binary_Digit's topic in KSP1 Gameplay Questions and Tutorials
I am going to have to disagree pushing or pulling your markers does not work well when you are 50km away from the target. I would say zeroing your velocity and checking the map for a proper orbital rendezvous is better. If your behind slow down, ahead speed up. Try to get the encounter around the AN/DN or fix the AN/DN on the way to the intersection. -
The new GE90 has a static twr of 6.3:1 which is higher then the rapier and the wheesly. Sadly I have forgotten how velocity effects thrust but I thought thrust was constant for jets and power is constant for piston prop setups. This goes against a rule I remember that a jet engines static thrust is lower then its max thrust and there is some way to convert at a specific speed. for an ideal engine with no frictional losses F = (mdot *V)e - (mdot*V)o mdoto = density*A*Vo mdote = mdoto(1+1/14.7) Ve = Vo + (enegry added by fuel burning at stoic) F = ((density*A*Vo+1/14.7)(Vo + energy)) - density*A*Vo^2 F = density*A*Vo^2 + (1+1/14.7)*density*A*Vo + density*A*Vo*energy +(1+1/14.7)*energy - density*A*Vo^2 F = (1+1/14.7)*density*A*Vo + density*A*Vo*energy + (1+1/14.7)*energy Assuming level flight density, A and energy are all constants thus F is proportional to 2V
-
Goddard-Problem: Maximal launch altitude Challenge
Nich replied to mhoram's topic in KSP1 Challenges & Mission ideas
Ha ha ya I play windowed mode and use alt+PrtScn then paste them in paint so I can save them as jpg's. Converting default screenshots is a pain to me I wish we could set the default save type lol -
Goddard-Problem: Maximal launch altitude Challenge
Nich replied to mhoram's topic in KSP1 Challenges & Mission ideas
Manual entry 61,762 was my actual I am not going to argue 1m Manual 100% to 600 1/3rd to 8000 2/3rds to empty -
May I present the Neagle Infinity (cost is 30215) -36 cost 4 kerbals = 8 3t LF = 12 9t LF = 18 3t LF = 3 Total = 54.2 (forgot minimus multiplier) She is a little sluggish off the end of the runway. You could take out 1500 ore as she has TONS of dV to make minimus For some reason she can vier on takeoff roll (any tips?) I just set her to 10 degrees off the end of the runway (or you will slap nukes) Watch the solar panels they get hot (any tips? i thought they would be shielded from most the heat there) At 17km follow propagrade At 22km light the nukes with space When PE is 30 seconds away press 1 to switch the rapiers When AP hits 60km you can press 1 again to turn off rapiers nuke can finish the job If you need to you can make LF while floating up to AP but it should have enough to circularize 2 deploys solar panels 3 opens bay doors 4 deploys the drill Re-entry No idea how to keep the gigantors from blowing up (any tips would be much appreciated as I am going to try a grand tour with this craft) There is a solar array for backup power (keep some OX handy) Once in a 100x100 orbit lower PE to 45 Balance craft -40 LF to front precooler -Up to 1000 LF to front MK3 LF tank -Rest in the wings MK2 LF tanks Enter ATM with 90 degree bank until orbit dips into KSA Follow propagrade with air bakes on and it should hold its path. Might want to aim just a bit short Once you are slower then 800 m/s you can move fuel back so the tail is only producing a little down force to make it less of a lawn dart
-
Mining at Night, I need more power Scotty.
Nich replied to SgìobairOg's topic in KSP1 Gameplay Questions and Tutorials
How do you have the ISRU and not the 1k batteries? Also mining on the Mun is not recommend with miniums's low dv to get off and has shorter nights -
Slashy, I think you forget this is a kids game. Think back for the very first times you made an SSTO imagine if you had to have the perfect amount of thrust, lift, fuel and find the perfect flight path otherwise you wouldn't make it to orbit. The problem is in order to make this possible to a non-engineer without a PhD in aerospace engineering you need plenty or margin. Rockets are easy just point them up with enough TWR and you will probably make it and thus need a lot less margin. Once you get closer to an optimal design/flight path you quickly realize planes can perform a lot better. That being said show me an SSTO that can lift a 100t ring station to orbit and I will agree Space planes are OP
-
Different Air N-S as opposed to E-W on Kerbin?
Nich replied to GarrisonChisholm's topic in KSP1 Discussion
1000 m/s is max cruse speed at 10 km I normally don't cross 1200 until past 18km otherwise I heat up too much. -
Ok I agree you should be able to refill SRBs, however why would you ever want to? Even getting off Eve LFO engines pack more dV per pound and have more then sufficient TWR to get off the planet. xenon is a must.
-
Larger planes are harder to design and pilot in my opinion. A botched landing or slight miscalculation can doom a project. My revised Neagle would have a cost of 250,000 and 6 dead kerbals, my revised Neagle MK3 would have a cost of 145,000 and 4 dead kerbals. Neither plane has a chance of getting positive so I have not even bothered submitting them. I apologize for changing the rules most craft will not be effected but I have implemented a diminishing returns and given a little more incentive for payload +2 per Kerbal rotated at a station (1-6) +1 (7-20) +.5 (21+) +4 per ton of inert payload delivered to a station or orbit (0-3) +2 (4-12) +1 (13+) +4 per ton of fuel delivered to a station (units of fuel *5 /1000) (0-3) +2 (4-12) +1 (13+)
-
Updated the Multicord to point to the original post (finally figured out how to do that) I plan on doing this for the rest of the craft when I have more time. I also checked the Neagle MK3 while it was better it still needed a minimum of 1500 LF in the front tank to maintain stability. I have started development work on the Neagle Infinity -Checked empty COM COL -Checked full COM COL -Solar panels -Batteries -No removable payload to worry about. -Stiffness looks good dropping it on the runway. -Added a 2.5m reaction wheel to ensure control authority. Begin low fuel testing after work today
-
I 100% agree. I hate changing the rules but I think we need to give payload more of an incentive because it costs more kredits to deliver some loads then points you get. Would 3 points per ton throw it off? Maybe 2.5? Also I was hoping someone wouldn't do it but I had a feeling it was about to happen. I was just about to implement a 6 kerbal limit but since you already made 20 kerbal craft and it makes sense (1 command pod and 1 passenger cabin) I think a 20 kerbal limit is fine. I am thinking 6 kerbal EVA limit from 6-20 you are required to have a docking port or sr docking port for tourist transfer. (can you transfer tourist?) Congrats on developing that craft for only 6,836 although you took quite a bit of risk as you could have had -200 points for dead kerbals. I think that does kind of balance it out and you still need someone to successfully fly it. I have not had a lot of success with those wings as I cant figure out the entry profile and they tend to get explody on me. As for PB2.0 since it is a top score craft I am going to be a stickler about the rules and yes you would have to add my costs. I have been lenient with lower score craft as I know how hard it can be. You only lost .075 points for the missing solar panel so I would just wait for someone else to beat my score with it.
-
but more thrust = more fuel I think it is really based on the amount of lift and angle of attack. The less lift you have the faster you want to go. If you have a lot of lift you will probably want to get to 10 km before you accelerate. I would have to do some testing but I am guessing 5-10 degrees AOA is around what you want 8 degrees is probably optimal but I would have to do some testing.
- 3,147 replies
-
- spaceplane
- k-prize
-
(and 2 more)
Tagged with:
-
Space Station Docking Arrangement Tips
Nich replied to Kyrt Malthorn's topic in KSP1 Gameplay Questions and Tutorials
For rotating stations best bet is to turn off SAS. Hold until you start to move then just let it rotate. GO VERY SLOWLY wobble will diminish on the 2-3 minutes it takes to reorient. I normally only use one 1.25m reaction wheel for stations up to 100t -
excel and do the math your self. There was a cheat sheet with every formula you need on the wiki but I cant find it now. All the parameters you need should be found in game but if the mod has not updated the info they can be derived pretty easily
-
Will I ever be able to make myself play this amazing creation?
Nich replied to p1t1o's topic in KSP1 Discussion
I would say play now. However if you want to find a good time to pick it up again after the unity 5 update the game should be vastly improved. I would guess more stable shortly after that point as well. -
Good point launch a chair with a kerbal in it. Plant a flag recover it then launch your actual craft. All you would have to do is add .2 for the chair from the first launch.
-
I have a basic design down for an SSTO with 17.1t to Minimus. I have some more work to do because it becomes unstable when it is on empty but you can use the basic setup/engine ratios/fuel ratios to build your own http://forum.kerbalspaceprogram.com/threads/129374-Pro-SSTO-builder-pilot-Challenge?p=2116049&viewfull=1#post2116049
-
Well I am definitely not a Pro SSTO builder. Apparently if you have less then 3000 LF in the Neagle MK3 it is impossible to balance..... I must have checked it, moved the wings and forgot to recheck it. edit... In retro spec that was the craft without asymmetric wings. I will check the original craft and see if it is any better. I remember setting the lift way behind the loaded COM in an attempt to prevent this when it was empty. Oh well fingers crossed no idea how I am going to get through work wondering about this all day.
-
Take command wouldn't help because you still need two flags but yes you do need to count the decoupler and lander can in the ship mass IMO