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maro

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Everything posted by maro

  1. Made some Apollo-8 style Missions and all together 10 Aerobraking tests back at Kerbin with my new ship (Aagaeon 239), yesterday and today. Here are the results Orbit was every time 27.300 AP Aerobrakings starting with 3.209m/s at 70.000m With PE 60km resulting AP was 22.560km (-17% AP) With PE 55km AP resulting into 22.878km (?) With PE 48km AP resulting into 14.826km (-45% AP) With PE 45km AP resulting into 9.995km (-63% AP) With PE 42km AP resulting into 6.314km (-76% AP) With PE 40km AP resulting into 4.030km (-85% AP) With PE 38km AP resulting into 2.530km (-90% AP) With PE 36km AP resulting into 1.385km (-95%AP) With PE 35km AP resulting into 1.028km (-96% AP) Was a bit surprised at the first try, that cutting 10km into Kerbins atmosphere had so little effect. For the moment we do not have som heat effects at reentry - probably it will not be possible after such an upgrade to brake that hard. I will do another set of tests when i have a ship that is able for Kerbol star and back, but i am not sure if i can aim that exact to be able to make such entrys interplanetary...(?) Therefore i started to look at the atmospheric density - and made some tables: Preassure scale (roundings) starts at sea level: 1,2 1000m: 1,0 2000m: 0,8 4000m 0,55 6000m: 0,35 8000m: 0,25 10000m: 0,15 15000m: 0,06 20000m: 0,02 25000m: 0,009 30000m: 0,003 35000m: 0,001 40000m: 0,0004 45000m: 0,0001 50000m: 0,00006 55000m: 0,00002 60000m: 0,000005
  2. Dear Kerbonauts After an extensive flight test program maro design bureau gmbh is proud to announce that the new “Aagaeon A199†rocket is certified and approved for operations within the KSP. The system should enable low to medium experienced Kerbonauts to orbiting a Command Pod Mk1-2 from LKO (Low Kerbin Orbit) up to GKO (Geostationary Kerbin Orbit) for training orbital maneuvers like rendezvous training, support of space stations, and landing back at Kerbin. The “Aagaeon A199†has extensive orbital maneuvering qualitys and fuel quantities. The use of Aagaeon Class rockets shall lead to enhanced orbital steering qualities of all Kerbonauts using it. - Aagaeon Class rockets will not be fitted to support landings other then back to Kerbin. - Main stages will be build only with 2m parts using mainly stock parts and will be build in parallel staging design. - All Aegaeon Class rockets are fitted with the LED (Launch Escape and Deorbiting) System. - All Aegaeon Class rockets will have Zoxygene life support system with buildt in limitation to simulate real life shortages. ------------ Delta-V Budget and TWR of A199 LED retros: 514m/s @ TWR: 1,17 LED liquid: 461m/s @ TWR: 0,41 Upper stage: 1.477m/s @ TWR: 0,07 Center Stage: 1.875m/s @ TWR: 1,88 Booster Stage: 2.140m/s @ TWR: 1,93 ------------ Total Delta-V budget of A199: 6.467m/s ------------ Plugins/parts required - Mechjeb (http://kerbalspaceprogram.com/forum/showthread.php/12384-PLUGIN-PART-0-16-Anatid-Robotics-MuMech-MechJeb-Autopilot-v1-9 ) - Zoxygene Life Support ( http://kerbalspaceprogram.com/forum/showthread.php/8949-PLUGIN-PART-0-16-Zoxygene-%28Life-Support%29-mod-v0-6-2-%2812-08-22%29 ) - Nova Punch (http://kerbalspaceprogram.com/forum/showthread.php/3870-NovaPunch-Remix-Pack-1-2Beta-%28May-31st%29-Requires-0-15-2 ) - Fix for weak TR-19A decoupler ( http://kerbalspaceprogram.com/forum/showthread.php/15491-16-Fix-for-weak-large-decouplers-plus-reduced-wobble? ) Further system description including, operational procedures, Test Program History and check list for launch and landing you will find in this attachment (pdf): http://www.filedropper.com/aagaeon199
  3. For all who did not recognised it: Wiki has updates of the new bodies - basicly the names - no datas until now: http://kspwiki.nexisonline.net/wiki/Celestials
  4. Used Mechjeb but with the wrong settings, i launched the second ship in a 25km higher orbit 150x150 instead 125x125. Therefore falling back on Kosmo-not`s rendevouz table: http://kerbalspaceprogram.com/forum/showthread.php/8915-Orbital-Rendezvous-Made-Easy?highlight=rendezvous+table worked well and get me to ~1.000m distance. I like that tool very much - quite easy! From there i used Mechjebs rendevouz A.S.S. functions and after a while....managed to get as close as 8,7m - but only with the main engine - because RCS is useless with Mechjeb. Altough i did not used RCS the infos from the RCS101 video turorial where very usefull: http://youtu.be/C3ejSWAFY1Y
  5. Hello One...small(?)...problem I am usualy put the tanks together with the decoupler in the same stage - because i make liquid parallel boosters with different timings. so you have to know when you what tank decouple. But when tanks and engines are not in the same stage there is no Delta-V reading. anyway would be nice to have..but the readings for the stage weights are gold anyway....saving lot of time.
  6. Look a the orbital Information Panel at "Inclination" - during you fire the engines this number you have to look at.
  7. Use NML+ or NML- form the Smart A.S.S. option will alter your inclination
  8. In order to start a DSN network you have to launch comsats, at least a few. the smartest way is to put three in kerbostationary orbit 2.868,4kmx2868,4km in a perfect triangle formation. place the first somewhere over the KSC, then placing nr 2 and 3 is easyer. but you can also put a few more - lets say eight equaly separated - in a 100kmx100km orbit. next step are the ground stations i have so much plugins im sure it wont work for you. but try mechjeb - had no problem to land this with mechjeb.
  9. eager to research where the green colour comes from :-)
  10. Basicly i start my designs pure liquid. But sometimes, when a finished design gets some addon like an extra part or more fuel to the upper stage for fullfilling a slightly more energy consuming mission, then i addon some small solids to th first stage to help of the pad and raising overal DeltaV budget. But i dont like solids from beginning and ever try to avoid it.
  11. Hello Folks Proudly presenting my RemoteTech Relay Network DSN Station In order not do fill up my orbits with further comsats i developed a DSN Network Antenna Array Lander/Station for Kerbin Further read about and craft file download here: http://kerbalspaceprogram.com/forum/showthread.php/18246-RemoteTech-Relay-Network-DSN-Station?p=248096#post248096
  12. Hello Folks In order not do fill up my orbits with further comsats i developed a DSN Network Antenna Array Lander/Station for Kerbin for the RemoteTech Relay Network plugin. General idea behind is something like a copy of the Deep Space Network of planet Earth. To support missions far away from Kerbin a reliable communication system has to be set up. This Rocket has an upper stage with 13 sat dishes - 7 of the 500mio. km class and 6 of the 50.000km class and a omnidirectional 5000km antenna as also fuel, retro/landing engine, stabilisation brake/parachute and landing struts. There are also reserves to add some stuff like Mechjeb and solar panels if you like. Will probably also work on Mun and Minmus - but not tested right now. Rocket itself has six liquid boosters jettison three times two after liftoff, a center stage that moves you out of atmosphere and a transfer stage that will orbit and deorbit Kerbin as and probably transfer to Mun and Minmus. Beside of KSPs Tracking Station i decided to place on of each at 0° 0' 0 / 46° 34' 0 E and 0° 0' 0 / 178° 55' 0 E Staging 9 - liftoff 8- boosters 1&2 drop 7 - boosters 3&4 drop 6 - boosters 5&6 drop 5 - center stage drop 4 - fire transfer stage engine 3 - drop transfer stage 2 - fire retro/landing engines 1 - release brake/parachute 0 - (landing struts put in her for manual pre landing activation!)
  13. Like the Idea But i would suggest THIS one..... it has ~roughly the right adress.... 00°41′15″N, 23°26′00″E
  14. condolences from Vienna
  15. Broken, not broken. Mechjeb uses RCS the wrong way, or lets say more correct, it uses RCS every time the same way. When your in landing or ascent mode its ok to use RCS full burning and make as much correction as fast as possible in order to stay on course. But when you go interplanetary it would be no problem to limit movement dynamics radical. So there should be some °/sek. limiter in order to mimimize RCS fuel. For example - you want turn from PRO GRAD to RETR GRAD in Smart A.S.S. (its a 180° turn) and you want do this with mimimum RCS usage. You would use the thrusters for a mimimum push in one direction and then waiting until you reach your target and then you wil make the same mimimum push again to stop the turn. Therefore i think MechJeb must learn to limit °/sek. turning and not pushing further when this °/sek. turnrate is reached or correct to less °/sek. if there is more. And this is valid with or without RCS - Mechjeb turns MUCH to hard. For the moment using RCS with mechjeb is only usable during ascent or landig mode. To make it usefull interplanetary i would say between 2° and 3°/sek. could be the usefull maximum.
  16. After the release of the latest remote tech update that had a 500Mio. km Antenna in it I started today a probe tinto Kerbol orbit. I had two test targets. - trying to control a probe throug the remote network altough long round trip delay times. - testing of my first deep space probe launcher – how far I can go with liquid fuel? Launcher weights 100,2t on the ramp (100 was my target) The probe itself was build with parts of the RemoteTech and the MMI SatellitePack addons – with ion engine and Mechjeb, mapsat antenna and Camera – total weight 7,3t The rocket itself is buildt with 1m parts out of the NovaPunch addon Upper stage has an HH-77 tank with a K2-X engine Center stage has a FL-S100L tank with a K2-X engine Six liquid boosters around each with FL-S100L & HH-77 powerd by M50 engine Boosters brought the ship up into a 15Mio x 16Mio. orbit around kerbol star At apoapsis (day 64) I burned the center stage very slow – was about 30min. burn time- about half a litre per second. Delay time was 55sec. there. Brought periapsis down to less then 7Mio. km At day 106 i reached periapsis with 15,7km/s – delay time 47 sec. Altered apoapsis with upper stage to 31 Mio. km – only 90l fuel left then. At day 192 I reached apoapsis with 247sec. delay time(!). Command path length 37Mio. km Burned last fuel there and reached 5,71Mio. x 31,40 Mio. km Orbit with 88days between APO and PE. Will now make some movements with ion engine – but that’s not included in the basic liqui fuel test. Maybe I try to go into a polar orbit and/or trying to use Kerbin gravity for a swing-by Results: Test target 1 some funny things happen with the steering with such long delay time. Some of the commands where not affected. The ships start to turn without delay if you put in command in the mechjeb Smart A.S.S. But if you fire the engines it will take the whole delay time. Otherwise RCS thrusters will start instantly. You even can affect engine burn tim by activating time warp. Engines will only start to burn after delay time passed AND time warp is deactivated. If you start engines, activating time warp and let it so, engines will never start. It seemed to me helpful to calculate command delay with tools like this: http://www.online-stopwatch.com Test Target 2: You will not need powerfull engines out there. Never used more then 5% of the thrust . Even the weakest engine can move you – so it is better to take more fuel and less engine weight with you in order to maximise your ability to alter your course. Therefore my upper and center stage where large overpowered. I was able to go a long way with more then 7% of launch weight - and it can be even better with a better fuel/engine combination. Most critical seems to be the weight you want to move - playing around in the Kerbin system is fun - if you want to go far out its thinking about every part or puting together big ships.
  17. for the time beeing thats my best result spending a night (6-7h) at 91° and a day (10h) at 80°
  18. Ok Folks 1.014,9t at launch 85t orbiting 1.725x1.737km Minmus that looks like a FIFTH place right now - Name of the Ship is "Artemis B". on ramp: http://imageshack.us/photo/my-images/844/screenshot192f.png upper stage in parking orbiting http://imageshack.us/photo/my-images/571/screenshot193t.png orbiting minmus http://imageshack.us/photo/my-images/198/screenshot196s.png/
  19. http://img821.imageshack.us/img821/7621/screenshot189.png Uploaded with ImageShack.us Plan is to land - release the rover and make EVA and then to start again and put the radail attached stages away from the center stage. Ships works well until rover is detached - then stages 3,2,1, 0 get all merged to 0.... Tried different rovers, tried different decouplers, tried with and without Remote Pods/Antennas....ever the same result.
  20. I have a rover attached at the bottom of my lander - with a decoupler. but when i land and decouple the rover all stages (4 other) are gone with one hit of [space] and the whole set of stages left are merged into stage zero. what is wrong ?
  21. Yes Epic ! :-) Mooving that capsule on Minmus was a real challange. First it mooved very easy. Then it rolled back. And then it stuck and mooved not from and in any direction. Tried to punch with the rocket pack but didnt work. So i pushed it from every side several minutes and had luck as it startet to move again - and then i fight and did not let it roll back again. I feared taht it will roll back again when i change to the capusle crew to make the EVA...but that did not happen, Munrick was steady like a rock. And yes - i adapted my Artemis A upper stage. But im now in construction of a much bigger multifunctional lander with 3 man capsule, crewtank and rover Name will be Artemis XTRA (Extended Research/Rescue Advanced)
  22. Hello Nolam Do you have the Nova Punch addon installed ? The workaround is simple take the rover and the skycrane. Put the mechjeb on top of the skycrane and put a decoupler below the rover. Then put the 3m aeroshell around the set and then build your rocket below. When you reach 70km put the shell away and then make your way to mun or minmus. The skycrane itself has plenty of fuel. Not only is it able to deorbit and land but it can also insert you into Mun or Minmus orbit. And if well planned it can also make the whole way from Kerbal Orbit to the surface of your target. That big Engine that Lionhead provides is something for future and much larger tragets like a real planet - for those small moons we have right now its some sort of overkill. :-)
  23. pod 600,- chute 422,- decoupler 975,- 3x2x FTL400 5100,- 3 x LVT45 2850.- 2xTT38K Rad-decoupler 2550,- 2 x FTX2 fuelduct 500,- 12.997,- (80x328km orbit + deorbit + 50l left(could be more)) For the time beeing liquid paralell staging and feeding fuel inwards trough the stages is the most economical way i have found. Works with 2-4-6-8 boosters and so on. Example - inner core with 6 boosters you stage - inner core - boosters 1&2 - boosters 3&4 - boosters 5&6 - engines start inner + 1 to 6 all paralell fuel ducts are running from 5->3->1->inner and 6->4->2->inner when you launch all engines running using fuel only from boosters 5+6 you drop 5+6 and all other stages are still full of fuel and you have not break in acceleration because engines running trough during separation. there is also no dead weight of unused engines to carry (except of an upper stage)
  24. I know two ways a) The Nova Punch addon has a working escape tower with solid rocket boosters, as also a parachute and a decoupler for this system in it: http://kerbalspaceprogram.com/forum/showthread.php/3870-NovaPunch-Remix-Pack-1-2Beta-%28May-31st%29-Requires-0-15-2 The Mechjeb Autopilot addon has a PANIC button in the "Translatron"-part Press PANIC will work out as follows - Kill Throttle - Seperate everything but the last decoupler ( The decoupler in the Nova Punch Escape tower not counts in this calculation ) - fires the last stage for about 5 sec - Engage landing autopilot So you can work with the mechjeb - using PANIC in case of emergency Or you can work without mechjeb using the NP escape system - first killing thrust with (X) (works also without - but is safer this way) - and then staging through up to the escape system
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