-
Posts
2,342 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Zorg
-
Not really. As mentioned a page or two ago, the current Timberwind models are sort of a remix of various contemporary designs and I'm not particularly motivated to try to come up with something from scratch. If on the other hand you find a reasonably detailed drawing/schematic/picture of a Timberwind 250 from a reliable source we can talk I am working on 1 more post NERVA but Project Rover related engine though... this uses a reactor derived from the Pewee design from Project Rover and was meant for the shuttle payload bay hence the odd sideways folding nozzle. There was room to the size but length was at a premium. Its going to be a bit shorter than the Timberwind 45 model but less performant obviously. Stowed it fits in a 2.5m profile.
-
NERVA XE (bleed cycle) and NERVA full flow (final flight engine for reusable nuclear shuttle etc) are now on the BDB development github. Along with NERVA II already uploaded Full line up including the Timberwinds on the left and the big NERVA II already in game. And yes thats a surprise aerospike variant of the full flow NERVA. It was considered for length reduction (not alt compensation) but was discarded for poor performance and usual cooling issues.
-
The two on the left are project TIMBERWIND/SNTP particle bed reactor (PBR) engines. The actual engine designs for timberwind are hard to come by and information is sparse and scattered given the classified nature of the program and not too much visual detail is available on the follow on civilian SNTP program either. The second one specifically was modelled by Maffif for BDB but he wasn't able to complete it and so I helped it over the line. Both designs take heavy inspiration from the modern concept by BWXT and I believe Maff also combined some inspiration from the LE-9 engine since this is a lox augmented booster sustainer. Although the two engines are somewhat fictitious in design the small one has accurate stats for the "SNTP 45" configuration and the larger one still respects the theoretical capabilities of a PBR reactor configured in that way. FYI this is the only "detailed" image I know of for a Timberwind/SNTP flight engine. IIRC this was a later stage layout from SNTP. very different to the two above and using a bleed cycle which the SNTP program favoured later on.
-
There were a bunch of inaccurate articles going around recently. As power drops instruments are slowly powered down. Its a continuous process and the Voyagers are still estimated to keep going with active comms till around 2030 iirc. Someone wrote an article after hearing something was being powered down and as is typical these days most articles regurgitate other news instead of checking things themselves.
-
I have a sea level atmospheric TWR of 1.19 with orbital config SM and full ablator with original config engines. If you're playing with life support you may just need to make some compromises and upgrade your engines, reduce ablator, reduce life support supplies maybe even solid fuel in the abort tower etc.
-
EOSS, ie Early Orbital Space Station. I had previously assumed it would be a more advanced follow up to a basic wet workshop but actually it seems like an accelerated program to get a space station into orbit by 1972 (makes more sense given the name). I dont know the exact context that places this study against other AAP ideas but the only detailed (or otherwise) document I've found is only available on Aerospace Projects Reviews/Scott Lowther patreon backlog so I can't share it in full. The timeline seems super agressive though since it seems way more generously outfitted than Skylab with the Lox tank fully utilised and even a centrifuge module etc. A little excerpt though: https://up-ship.com/blog/?p=33990 See the human scale centrifuge with 2 seats above the lox tank Pace of development on BDB varies up and down depending on the authors free time/motivation etc. And the later always goes down in the final polishing phase before a release We genuinely don't know the timeline until its almost ready.
-
We've discussed this internally and I think its best dealt with in one go, rip the bandaid off so to speak. The longer the old version is around the more it will affect crafts and at some point the old one needs to go even when soft deprecated and a second model file. Despite the generous colliders not making the old one that problematic its still not what I intended and I would prefer to fix it up.