Innuce
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Everything posted by Innuce
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Unfortunately, they're only images, no data like a csv file.
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It's going to take massive amounts of fuel any way you slice it. A large craft will end up being the solution here. Especially if we're talking a manned craft. Has anyone successfully taken a manned, rocket-only SSTO spaceplane to 100Km orbit over Kerbin yet? If one can accomplish this feat, I'm sure Eve wouldn't be too far out of reach.
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Seems to me it will take a very massive craft to do this. Especially if we're talking a true SSTO from KSC. Maybe reduce some size if it were allowed to be carried to Kerbin orbit first using a lifter stage...
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Might be able to turn on selective RCS thrusters using action keys. Perhaps creative use of linear RCS thrusters even. I have been wanting to experiment with this myself, but have been distracted on other things... Ideally, I'd like to see MechJeb make use of the rocket engines and torque as priorities before using RCS at all. I mean, it does this already with the Rendevous Autopilot and other maneuvers. Sadly, for now, it only makes use of RCS in Smart A.S.S. and Auto-Docking.
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So it might not even be worth using ion engines at all? Getting a manned, horizontally launched, ion/jet engine powered spaceplane into orbit probably wasn't the best solution either. Probably could have replaced all the ion engines with a couple aerospikes and a tank of fuel to accomplish the same thing. I think I did it just to see if it was possible, not for the sake of efficiency.
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It's not an issue of whether ion engines can compensate, but at which point they would contribute. The unique problem with ion/jet engines on Kerbin is the inability of throttling up the ions to full-throttle at the same time you need to throttle-down the jet engines. Once I was well over 40Km, I was able to shut down the jet engines entirely and finish the orbit with ion alone. In this case, on Eve, we can supplement the main engine(s) with ion at around 40Km (once the solar arrays can be deployed), at full power. Presumably, exhausting rocket fuel after 70Km, then switching to 100% ion drive and perhaps RCS for docking (unless you have a docking port on the nose).
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I have done this on Kerbin. Only with jet engines and ions. Problem is, the jet engines do about 90% of the work getting you up to speed, then it's up to the ions to circularize. To emulate the same thing on Eve, you'd have to essentially do the same thing I've done on Kerbin, but with aerospikes in place of jet engines. So, we're talking about a manned SSTO that can take off from Kerbin, make it's way to Eve, land, then take off again back to orbit. A couple of refueling stops along the way of course. I have been working on another project, but I may have to put that on hold now, haha.
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Does anyone know what minimum altitude you can deploy solar arrays on Eve? Once you can get your craft to that altitude, ion engines should do the trick! I know on Kerbin, you can deploy them safely around 27Km. Sounds to me aerospikes/ions are the way to go, that is, if this is even possible at all.
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The Simple Heavy Lifting challenge.
Innuce replied to Ryu Gemini's topic in KSP1 Challenges & Mission ideas
What can I say, I'm a sucker for utility... I'm thinking of adding a small tug craft to my megaship. Technically, my fueler/station functions as a tug, bringing the lander/rover to whatever world I want to explore. But at times, it would be nice to have a smaller, nimbler craft to jockey things around. My initial concept was to just dock together the modular fueler/stations, but it would actually add alot of redundant parts to the overall station. I have a redesigned lifter stage to get 2 of the fueler/stations into orbit simultaneously. Once in orbit, they would detach from their vertical connection, then redock radially. Ready for liftoff... Two (mostly) full Jumbo tanks in orbit after staging complete. This payload ends up being actually 104t, heavier than my other craft with the lander/rover! Re-docked radially. This craft could conceivably power itself to another world with it's 8 engines now, with accomodations for 2 more kerbals, or just hang out as a station/refueler. Perhaps all I really need is one of these in the center, and add on extra fuel tanks to the four sides with a small tug? Basically leaving off the command pod, ASAS, and mechJeb stuff from the outer tanks. -
The Simple Heavy Lifting challenge.
Innuce replied to Ryu Gemini's topic in KSP1 Challenges & Mission ideas
Reducing this challenge to "let's see who can launch the most empty fuel tanks into orbit" seems cheap to me. So I agree, the scoring is flawed. I would add some kind of requirement that the final "payload" not be a bunch of empty fuel tanks strapped together. I would emphasize the "payload" be something useful rather than empty fuel tanks. A payload would be defined as delivering something, such as fuel, or crew, or an interplanetary craft. Perhaps even penalizing for emptied fuel tanks. But one could argue that the empty fuel tanks indeed are the payload if your mission is to build some uber refueling station. -
I managed to get a stock, manned, ion-powered/jet-powered SSTO into orbit around Kerbin. I'd have to modify it with a couple aerospikes and some fuel. Probably need to have my refueling station in orbit around Eve to top off the tanks. The biggest problem will be carrying the dead weight of the jet engines. That is, unless I remove them altogether and replace them with the aerospikes. Hmmm, but that would mean more fuel/weight to get off Kerbin... I know I have seen people make rocket/ion spaceplanes before. Anyhow, here's a video of my craft going to orbit over Kerbin...
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How to build a heavy lifter that doesn't collapse?
Innuce replied to Troberg's topic in KSP1 Gameplay Questions and Tutorials
Could always build a JetRocket! They're slow getting up to speed, but are incredibly fuel efficient! In this video, it gets a full Jumbo Fuel Tank (complete with RCS and extra accomodations), and a large rover/lander to 100Km orbit around Kerbin... -
I think you can toggle RCS thrusters with an action key. Not sure if MechJeb overrides this or not. Never tried. What I would like to see is MechJeb use all available resources. Like using main rockets for moving forward, use torque for roll/yaw/pitch, then use RCS as a last resort for fine tuning or emergencies. For larger crafts, this could be quite cumbersome and slow. Perhaps an aggressiveness setting?
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Agreed. So far I have only seen this bug using the Cubic/Octagonal Struts. But who knows, it may crop up again with some other parts?
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Even if MechJeb was stuck on, you can still at least roll the craft. It wasn't that. As you can see I had plenty of power with the lights on.
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Yes, as you can see it makes for a little space between the Jumbo tanks. That's what I wanted in case I need to mount something else inbetween there such as RCS. Also, the Octagonal Struts are very light weight compared to anything else you can mount radially, or vertically for that matter. The next lightest parts are the Oscar-B tanks or one of those really small decouplers (which don't mount radially). The BZ-52 Radial Attachment Points I used on the side weigh .04 compared to the .001 for Octagonal Struts. Also, there's a clearance issue with my lifter stage, so I needed something low-profile. I guess I didn't have to put anything extra on top, I just liked it sticking out more. Sometimes need things elevated more. The bottom line is, there's a bug with those parts, so they should either be made not to attach to docking ports, or fixed. I'm thinking fixing them would be the easier solution. Other than that, I use the Cubic Octagonal Struts for all kinds of things like extending the reach of landing gear, or mounting things in other useful places.
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Docking/Undocking Freezes Controls Update: Ok, I think I figured this mess out. It is in fact related to the Octagonal Struts (both kinds). I was told to put something inbetween Octagonal Struts and docking ports since the struts have some kind of physics problem. Well, that didn't solve the problem. It happened less frequently, but it was still there. I believe the definitive solution is to not use the Octagonal Struts anywhere between ANY docking ports and your crafts. I had removed the Octagonal Struts from the side ports on my craft, but not the one on the nose, and it still had problems even if I used the side docking ports. I basically created 2 sets of crafts. One set with a single Octagonal Strut on the nose, one set without. The one with the Octagonal Strut would lock up the controls no matter how I docked, nose to nose or onto the side (without Octagonal Struts). The set without Octagonal Struts never gave me any problems at all. As for large space stations. I cannot verify at what point Ocatagonal Struts will have an impact on your craft. If they simply cannot be between docking ports and a major piece like a fuel tank? Clear line to the nearest SAS? Command module? All my testing was with the assistance of MechJeb2 Dev build 65, no other mods installed. This is the successful test crafts I used...
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Docking/Undocking Freezes Controls Update: Ok, I think I figured this mess out. It is in fact related to the Octagonal Struts (both kinds). I was told to put something inbetween Octagonal Struts and docking ports since the struts have some kind of physics problem. Well, that didn't solve the problem. It happened less frequently, but it was still there. I believe the difinitive solution is to not use the Octagonal Struts anywhere between ANY docking ports and your main craft. I had removed the Octagonal Struts from the side ports on my craft, but not the one on the nose, and it still had problems even if I used the side docking ports. I basically created 2 sets of crafts. One set with a single Octagonal Strut on the nose, one set without. The one with the Octagonal Strut would lock up the controls no matter how I docked, nose to nose or onto the side (without Octagonal Struts). The set without Octagonal Struts never gave me any problems at all. As for large space stations. I cannot verify at what point Ocatagonal Struts will have an impact on your craft. If they simply cannot be between docking ports and a major piece like a fuel tank? Clear line to the nearest SAS? Command module? All my testing was with the assistance of MechJeb2 Dev build 65, no other mods installed. This is the successful test crafts I used...
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Try getting closer before engaging the docking autopilot. The Rendevous Planner usually gets you to around 40m. Sometimes you have to repeat the "get closer" and "match velocities" to get nice and close. Also, you can play with the "speed limit" on the docking autopilot if you want to go faster. But, I find that wastes more fuel. For me the docking autopilot is great. I just can't control my crafts anymore once they're docked. I have to escape back out to the space center, then reload my craft again from the tracking station. Still trying to get to the source of the problem. I have heard everything from problems with Octagonal Struts to MechJeb itself as being at fault. I have limited time to troubleshoot this.
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Having this discussion on a couple other threads. Glad (or not so glad) I'm not the only one this is happening to. It's driving me crazy! I can replicate the craft freezing up thing everytime on a large craft. Seems to happen less the smaller you go. My crafts wobble alot with SAS on, you can see the gimbal of the rocket engines going crazy even though they are not active. Seems worse when SAS is on than with MechJeb's Smart A.S.S. Support forum is blaming mods. But I have removed every mod except MechJeb2 and have all the latest dev builds. Unless it is MechJeb2, but nobody is admitting anything on either end. I kind of half wonder if it's SAS and Smart A.S.S. not getting along together. I have both ASAS and MechJeb2 on my crafts.