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moar ssto

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Everything posted by moar ssto

  1. I assumed single staged tug, I am not sure how much you can get the tug lighter for the chemcial desing if you split the tug into two stages for the chemical approach. But I guess the launch mass is still something more than 3500t.
  2. Assuming using chemical rockest for lauch if using my usual leo payload fraction of 2%, a ion powered option will have a takeoff mass of around 1100-1300t, while a nuclear powered option will have a takeoff mas of around 2000-2100t, and probably not less than 4300t for apurely chemical option. There are exotic options that can cut the booster mass a lot, such as a rapier-nerv ssto or rapier-nerv asparagus in a fairing rocket, but those will have superhigh lauch costs and will have unworkable part counts(unless using merged parts, since even part welding can't save you from the lag created by thousands of meshes).
  3. For lunar landing, just use an ionchair, and you will have a rocket of less than 100t on lauchpad, and if using jet powered first stage, the mass can be further reduced..
  4. I created some stock part and semi stock(contains merged stock tanks for part count reasons.) ssto, one of them carries 3400m/s of vacuum dv after reaching LEO and capable of isru and taking off from Titan using dlc rotors. However, it requires an elongated runway made by kerbal konstruct since it has 66t takeoff mass per rapier with fairly high wing load and requires autopilot for pitch and roll control, also all parts are heavily clipped for aerodynamic reasons.
  5. What kind of pid loops does Kramax use for pitch holding? Does it go stright from target pitch to control authority or from target picth to angular velocity then to control authority?
  6. Hi, thank you so much, I just tried that. It worked.
  7. Hi, when clicking on the icon of the mod, the mod seems to be completely not responding, since no pop-up windows were shown. I am using KSP 1.8.1 with Making history and Breaking ground, I have several mods installed: Module Manager, Modular Flight Integrator, Tooolbar Control, Clickthrough Blocker, Unblur, Kopernicus, Real Solar System, Kramax Autopilot, Mechjeb for All, Hyperedit, Kerbal Wind Tunel, Smoke Screeen, RealPlume , RealPlume Stock and Kerbal Konstructs.
  8. Hyperedit seems to be not reesponding when trying to use ship lander to land crafts on planest of RSS and REX.
  9. I haven't tried low mass Munar, missions, though I have done a low mass(maybe not very low) Lunar crewed land and return mission with a less than 90t stock part rocket, there is also a slightly heavier version of it that can land on both Ceres and the Moon.
  10. Playing RSS with stock parts is a great fun. I have returned from every body except Miranda, but I needed the best engines available, like mammoth, vector, rhino, wolfhound, dawn and rapier. Its so hard to imagine how did you do that in career mode, when you have the worst engines at the beginning. Also, I usually tend to over engineer my craft so that it has a lot of dV, especially those ion powered transfer stages, the only time I got marginal was an Earth SSTO (just enough to deorbit itself).
  11. Thank you very much for answering these questions. For the case of Trappist-1b, I do not have problem when at x1 speed, even with a kerbal on external command seat, but as soon as I go into time warp, overheating kicks in. By the way, this doesn't happen even if I am at 1/4 of the distance of Trappist-1 b from Trappist 1, so there is clearly something strange with the planet. (I am outside of atmosphere, so the main source of heating should be the star.) By the way, I am planning on a mission that will involve heaps of gravity assist off of b, so maybe I need to exit warp every time I flyby?
  12. Isn't Trappist-1 supposed to be located very close to the ecliptic plane close to one of the equinoxes? In the game with RSS, Trappist-1 is in a quite inconvenient position far away from the ecliptic. Also I discovered an overheating bug during timewarp over Trappist-1b that looks very similar to the overheating bug around the hot neptune orbiting the furthest star in the Constellations mod.
  13. A full stock part Earth ssto, based off Bradley Whistance's nerv only ssto. Requires a runway on the equator though. https://imgur.com/a/yNc33du
  14. I noticed a bug while testing my ssto's, around Trappist-1 e and f, maneuver nodes set will drift a lot with time. Also its a bit uncomfortable to have a region above atmosphere that doesn't allow time warping.
  15. Very detailed and beautiful planets, surprised how detailed the terrain is for real scale planets(and a bit bumpy for weak landing gears). The Trappist-1 system is especially interesting with their various surface and atmospheric conditions. The system is also surprisingly stock part friendly(except the distance), 4 out of 7 planets can be orbited by stock part ssto (with aero tricks though)
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