Jump to content

cutterjohn

Members
  • Posts

    35
  • Joined

  • Last visited

Everything posted by cutterjohn

  1. Ooh, I made a heavy freight rocket that would qualify for this. Its designed to bring massive loads to the munar surface. The trick is.. that large tank? Thats completely full. 30 tons of fuel, baby! ~36 or 37 tons for the total lander mass at touchdown. 8)
  2. You need to average it, since as I said, the fuel mass inside a part is determined by that part. The stock parts are near enough that the difference could be ignored, but mod parts could be waaaaaay off, which would then affect the Isp calculation if you just assumed that every part follows the same 0.0044 mass per unit fuel. Most do, some don\'t.
  3. Put a toggle for mun/kerbin, and you can halve the width of those columns. S1-x instead of Stage 1-x Parts count is probably superfluous. Instead of Liquid Fuel just call it Fuel, narrows the column. Instead of RCS Fuel just call it RCS, narrows the column. Round stuff if needed. 3 significant digits of accuracy is more information than I need. Actually, you could probably put a toggle for all the columns. Then I can hide the ones I don\'t care about and it frees you up to add as many columns as you want. For Isp, the calc is easy enough. Its just (Thrust/Mass flow rate)/9.8 So for the stock 200 thrust engine and the stock 500 unit fuel, its.. 2.5full - 0.3 empty = 2.2 fuel mass 2.2 fuel mass / 500 fuel units = 0.0044 mass per unit the stock engine uses 8 fuel per second. 8 x 0.0044 = 0.0352 mass per second 200/0.0352 = 5681.8, divided by 9.8 = 579.7 Isp. Since fuel mass is calculated on a per part basis, you\'d have to average it out between the tanks(fuel in the small tank is slightly lighter than in the large tank.. 0.0042 instead of 0.0044), and of course would have to average out the Isp of the various engines. It still may not be entirely accurate, since you\'re going by stage rather than actual connection, but it\'d be close enough for government work. 1 thrust accelerates 1 mass at 1m/s^2 Exact same relationship as 1 Newton accelerates 1 kg at 1m/s^2. I like assuming 1 mass is 1000kg, and 1 thrust is 1 Kilonewton.
  4. While I understand your opinion here, I feel you may be carrying it a bit too far. I\'d totally understand this argument if used against making a fully self contained cart. However, I don\'t feel this is all that much different than the extendable landing gear we already have, where it comes complete with a pad. Kerbal is certainly \'build your own\', but it does wave away some stuff. On the other hand, if you just don\'t want to do it, I totally understand. And yeah, I really love this mod, much more than the other cart mod, because you do build things. Oh, and one last thing, a feature request. Can you add a variable to the config file so I can adjust the power of the wheels?
  5. Interesting bug/feature... If you land two vehicles next to each other, you\'ll control both with one set of controls. No big deal, just odd.
  6. Still WIP This will be a high tech, fully customizable capsule, with fitted parts so you can decide how complex, heavy, and expensive(eventually) your capsule is. Done so far -2 bodies. 1 with landing/emergency escape thrusters, and 1 without. Both have 4 bays for fitting RCS fuel and thrusters. -Fuel tank that fits under the body. -Optional heat shield. Pointless now, but best to plan ahead. -Detachable nose cone Still to come.. -Custom parachute. -Cubbyhole with a panel covering it. I plan to make a tiny version of each autopilot(ASAS, Mechjeb, etc) that you can plug in to this cubby, then cover up. Out of sight, out of mind. -Deployable landing legs(legs will have to clip until we get support for animations). -I think I may add a protrusion to the fuel tank as well, so fuel can be routed up to it easily. Maybe a premium model. If it looks high poly, thats because it is. You can only use one anyway, so its not a huge deal. I\'ve no plans to make a low poly version. Thoughts? Comments? Criticisms?
  7. Very nice mod. 1 issue I\'ve seen with it so far.. the wheels hang when flying, and will hit things beneath them. Any chance of making them fully retracted until the stage they are in is activated? Also, making them retractable like the new landing legs would be awesome. Making them wide enough for rover ops looks somewhat klunky.
×
×
  • Create New...