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Everything posted by SkyFall2489
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SkyFall2489 replied to Dr. Kerbal's topic in Forum Games!
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SkyFall2489 replied to Dr. Kerbal's topic in Forum Games!
Dunno what happened earlier, reloaded the page and it was all fine. 3070- 7,500 replies
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Increasing Delta-V of Rocket SSTOs
SkyFall2489 replied to SkyFall2489's topic in KSP1 Gameplay Questions and Tutorials
I'd prefer at least 200 or 300 m/s for docking then. As for low TWR, what it means is that: 1. if I try to launch vertically with a standard gravity turn, it takes a lot of time to build up vertical speed - during all that time gravity is pulling down and costing delta-v. 2. If I use my plane ascent profile, I lose slightly more delta-V to drag. However, I cans till get going quickly as the wings help provide lift to keep the SSTO in the air, while the engines provide half vertical and half horizontal thrust. 3. TWR is really only an issue during the earliest parts of the ascent, as when the craft burns off its fuel it becomes much lighter. As for wing placement, the center of lift is where it should be on a good plane. It's slightly below the center of mass so the wings can sort of shield the fuselage, but the plane flies well. The plane is balanced so that the center of mass does not shift when fuel drains, like a jet SSTO, and there is enough wing area to not be too much of a brick. A fighter jet it is not, however. -
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Increasing Delta-V of Rocket SSTOs
SkyFall2489 replied to SkyFall2489's topic in KSP1 Gameplay Questions and Tutorials
My TWR for the planes I'm building is a little low, around 1.0 to 1.2 at launch. That seems very low, so that is the reason for the 45 degree ascent - the wings can help lift the craft as well as the engines. Also, how much delta-v should I budget for docking? I want to go from a 72KM circular orbit to a 100KM station. I tried using MechJeb to gravity-turn it, but that resulted in running out of fuel, likely due to gravity or drag losses. Also, I need the high wing area because my mission profile is to get to orbit, refuel at a refueling station, fly all the way to Gilly to drop some crew off at a base, and return from interplanetary using an aerobrake. To survive, I will need a medium-high wing area. Gilly and back, once in orbit, is slightly less than the delta v needed to reach orbit, so if I can get to orbit I can get to Gilly. I figure, the plane is re-entering on an empty tank, though, so I may be able to get away with less. I have several different prototypes all suffering from the same issue. I'm pretty good with SSTOs, and am confident that those designs, if the engines and fuel were swapped out, could function as jet SSTOs. I was thinking, for a single aerospike design, I could swap it out for 2 Thuds and a Terrier, and the other, 2 spike one I could maybe swap for a Vector. I'm also considering the Swivel, Reliant, and Kodiak for future designs. I'll try increasing the TWR and going for a vertical ascent later today. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
SkyFall2489 replied to Angelo Kerman's topic in KSP1 Mod Releases
Welp, that's going to become the next hardest challenge in the game. Harder than Moho. harder than Eve Sea Level. Harder than anything we have ever done before! -
Increasing Delta-V of Rocket SSTOs
SkyFall2489 replied to SkyFall2489's topic in KSP1 Gameplay Questions and Tutorials
After som research, I think having a lower efficiency, higher TWR engine might work out better as well as switching to prograde a little later. However, I'd like to see if anyone else has any good tips. -
Working hard on my rocket SSTOs.
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I spent several weeks trying to figure out why a high performance SSTO was spinning out of control during ascent before I found the issue to be engine flameouts. Turns out, the devs made the RAPIER use more intake air but never told anyone. If it counts, the project has also been shelved for at least a year...
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Cannot transfer fuel...
SkyFall2489 replied to Mirek's topic in KSP1 Gameplay Questions and Tutorials
I think I saw a while ago that some fuel transfer bugs were fixed by mousing over the checkboxes next to the amounts in the resource panel. -
If you're looking for tips on space missiles: 1. Macey's missiles are no good anymore. we've moved on to much more advanced missiles and armor since that ancient time 2. You want a part with a high impact tolerance making first contact so it explodes stuff before it gets exploded 3. a good impact speed is around 300-400 m/s (source: digging through the naval battle club thread) - lower and less damage, more and they phase through 4. high mass projectiles work well, so they can punch through multiple layers 5. missiles are no longer the KSP combat meta - I've found that fireworks are much better against most ships, except heavily armored ones. plus they are often easier to aim. They can be often deflected, but will do lots of damage to other parts. As for collision physics in general, they are kinda wonky. Firework shells at 100 m/s are deflected by making history structural tubes with impact tolerances of 14 m/s. Impact tolerance only deals with impacts, however- there are some breaking tolerance things that also affect how parts that are connected break apart during stress. I don't know much about that. But once some connection snaps, the rest of the rocket is likely gonna blow.
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Increasing Delta-V of Rocket SSTOs
SkyFall2489 replied to SkyFall2489's topic in KSP1 Gameplay Questions and Tutorials
My current ascent profile: 1. take off from runway 2. pitch up to 45 degrees 3. at 450 m/s, hit prograde 4. when apoapsis at 75 KM, cut engines and circularize -
I'm trying to make a rocket-only SSTO spaceplane that can get to orbit and dock to a station. I have managed the first part, but only with like 30 m/s remaining - not enough to get to a station and return home. My current design uses a few aerospikes, and has a vacuum delta v of around 4 KM/s. Why I decided to use a rocket SSTO: 1. easier to fly than a jet SSTO 2. noting to have to balance or otherwise deal with, compared to a shuttle 3. cooler than a rocket How can I increase the delta-V in orbit of my space plane to be able to dock to a station? Of course, if all else fails, I might be able to add a few drop tanks or boosters, but I'd like to try and go fully reusable.