Briefmoment
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Everything posted by Briefmoment
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That is basically what you just said on the tin, completely disregarding ballistic reentries, when you point the nose of a conical blunt object (with the top of the object being the nose, or point of the cone, and the bottom being the heat-shield or blunt end.) above the horizon, you angle the blunt side down, and when oncoming gasses hit the blunt side they get push down. this is called lift, and the created force pushes your flight path higher. This is all vice-versa when you point the nose below the horizon. Ultimately reversing the direction of lift, pushing you deeper into the atmosphere. Here is a fantastic relic of a video to watch to help! (https://www.youtube.se/watch?v=aW5ozq4Tqew) Skål! hope this helps! Now regarding ballistic reentries and lifting reentries, look at this page (http://www.quora.com/In-regards-to-atmospheric-reentry-what-exactly-is-a-ballistic-reentry). It will help greatly, on where to point and what type of reentry you wish to do, keep this in mind when you design your space craft!!
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Hey guys, sorry I have yet to post any progress on any configuration files or development of my Delta family pack! .-. If any logical student knows, finals week sucks. XD
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Sadly there is no exact tool for what you want :/ But that is the best so far and seems to work fine. The main reason that it is under calculated, is because it is supposed to work for stock KSP. not a scaled up, real solar system! xD Hopefully someday something can replace that! .-.
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I suppose that is why DRE is not required as of now. I have launched before with 1.73 TWR rocket, and haven't neared burning up, or even going in a too high of an orbit? Either way, I will gladly embrace Realheat if they can get the Procedural Heat shields working properly!
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As for DRE, if you burn up on liftoff, then the accent profile is too harsh.
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Deadly Re-entry works fine with RO. The default settings work pretty well, because of this, you will need to know how to create a lifting re-entry. Also, you do not want to go down to steep when re-entering the atmosphere. Otherwise you will die if not by G forces, by overheating the heat shield.
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I do not think it will be hard. Maybe you can try it out by creating some textures or configs!
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Do not worry! They work perfectly! If you look back to page 27 or so on this thread, you will find a Imgur album of me using the RS-68s for my mock Delta IV Heavy. Imgur: HERE (If you'd like proof-of-warranty, I imagine the non-ro titles will be removed some near update)
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To start, you must know a fair amount about aerodynamics. A rocket like the Delta IV, that uses a RS-68(A), will not have any gimbal range on the actual motor nozzle. Instead it has a small vernier motor extruding from the combustion chamber to control roll and some attitude control. As the rocket will rise, it will nose it over slightly. From there on out, if the rocket has over a 1.0 TWR, it will stay pointing Pro-grade all the way to MECO. Aerodynamic forces pretty much keep all rockets pointing where they will need to go, that is why if you launch a rocket like in Stock KSP and nose it over 45 degrees at 10 kilometers, it will flip out and disintegrate, that is why rockets in the real world do not do that. It takes me maybe two stages to get something about the size of a small satellite into Geosynchronous orbit. The goals you should look for, is 1.3 TWR for liftoff, around .8 to 1.0 TWR for the upper stage. As you will be close to vacuum, there is no need for any high TWRs here. I like to keep a goal to myself when I create a liquid booster that the booster itself should have a 1.7 TWR. That way, when I stack a upper stage and payload, I can adjust the thrust of the engine accordingly or the amount of fuel accordingly. I can post a download link to my Delta IV Common Booster Core for Realism Overhaul. You will need AIES, and Procedural Parts (I take it you will obviously have all the required mods for RO.) I sort have just answered this question. Most rockets will only allow a set amount of payload weight, that is the point to where they cannot achieve an efficient launch. I try to build my payloads as small and light as possible. Please refer back to my ideals for TWRs on this. Or you can go look at Farram's guides for RO on the first page of this thread. Yes, you can use Transfer Window Planner, and Trajectories. I will link both, they are quite the tool for RO. Transfer Window Planner: HERE Trajectories: HERE
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I place the Bottom tank on the Radial Decoupler and strut the nose of the booster the the core. It works fine. Why? Physics... xD
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United Kerbal Alliance Launch Pack [WIP]
Briefmoment replied to Briefmoment's topic in KSP1 Mod Development
Yes I saw! I am making mine slightly for Realism Overhaul! So these will make perfect sense to include! -
http://forum.kerbalspaceprogram.com/threads/49756 Keep an eye on this!
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Mod please delete this forum. Otherwise I cannot find time to actually work on this project. Welcome to the site of United Kerbal Alliance! Here we develop Delta launch vehicles, just like the real ones! With all seriousness, this thread will be the future site of the UKALP development. Stay tuned or visit back weekly if you'd like to see where this is going? Or not, I do not care . Primary Development Green means it is currently in development. Orange means progress has yet to commence. Delta II Series Delta III Series Delta IV Series Atlas V Various solid boosters for each Textures Download links will be provided soon as well as pictures.
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Haha yes I know Felger, I just wanted to say that... .-.
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I see MASSIVE amounts of tank butt. XD ...And that is exactly what I had in mind.
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So I felt a little out of it earlier. So I opted to launch a Delta IV Heavy with a 4 meter DCSS and my KROL-001 satellite on top of it. It was odd since it had close to 18000 m/s Delta V. which is extremely close to being able to launch to the moon... .-. Edit: This entire thing should only have around 15000, and I was 1000 m/s Delta V off of my estimate earlier... .-. PS- Also I was extremely tired when I made the Imgur Album. Please excuse the minor "mistakes" xD
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I think I have an idea of what you mean. Maybe some pictures? Currently I have the Delta IV CBC tank modeled, then onto the strap on cone and engine shroud! I am thinking of actually modeling the engines last, to buy some time to get used to the whole workflow. I will post some pictures once I can get the proper textures set out straight.
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Realism Overhaul Discussion Thread
Briefmoment replied to NathanKell's topic in KSP1 Mods Discussions
Just going to leave this relic here for whom ever. https://www.youtube.com/watch?v=aW5ozq4Tqew9 -
I would gladly help! Also I am working on an entire Delta series of launchers pack for KSP. Currently in the modeling phase!
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Also, Nathankell, it seems to me that SDHI (With dependencies) and Aerojet Kerbodyne are already configured for Realism Overhaul. So maybe next release to make sure it does not classify it the two as "non-RO." They seem to be working great!
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Procedural Engines? One way to make it happen...
Briefmoment replied to Briefmoment's topic in KSP1 Mods Discussions
I do know that XD, but it is about convenience now! Who wants to exit KSP, edit a .cfg file, and wait 5 minutes for it to relaunch and possibly crash? Procedural motors would be the way to go! -
Procedural Engines? One way to make it happen...
Briefmoment posted a topic in KSP1 Mods Discussions
So I have been thinking for a while. I have always had a singular problem with Kerbal Space Program--and some add-ons--. I have always had the idea of procedural engines, just like there is procedural fairings and wings. This is a time of low memory and the strive for efficiency. So why not turn all those bulky engines from numerous part packs into on modular one? Here, I have a method I hope could solve that problem. The hopeful lust of more memory. So, what if you can use a asset from Procedural Parts mod? I have been thinking if you could re-arrange the Procedural SRB, and effectively turn it into a modular engine nozzle. The way I have been devising it (As well as testing it [Will post pictures at a later time]), you could change the fuel types, thrust curves, et-cetera. I have only briefly tested this in KSP, with my RO install mind you, until it crashed. So I will install a fresh directory and test from there. I hope this could lead to some decree of reducing RAM on 32bit KSP games. I know this has been a subject for a while, and has been attempted before--and may be in development right now, I am a moron, so I would not know XD--. A Little Disclaimer: Yes I may be using an asset of a mod and publicly modifying it. I will not however release any milestone of that part in respect for the mod-author until I get permission, ect. Also, I am almost positively sure this had came up before in the world of add-ons for KSP. I have yet to find any release of a mod of the kind, as it is very difficult to do, yes I realize that. PS- This thread is subject to change in the future. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Briefmoment replied to RedAV8R's topic in KSP1 Mod Releases
Hey RedAV8R and other Realism Overhaul peeps! With this new update supporting the Soviet Engines pack, you may want to include a link to the download for the pack! As if you get it from Bob's forum, it takes you to the old spaceport, and it is no longer supported. So the mod's download is slightly frustrating to find! Just a bit of info there. -
[0.22] UbioZur Welding Ltd. 2.0 Dev STOPPED
Briefmoment replied to UbioZur's topic in KSP1 Mod Releases
Pertaining to re-scaling the already welded crafts, how would someone, like myself, re-size a craft and keep it? Sounds weird at first, but when I re-scale a welded part in the SPH or VAB, it doesn't hold it's scale when I launch it, and resets the welded part to it's original size at the time of welding... I suppose it's something I am currently overlooking, although it is postponing my mega-ship project. :/ -
[0.22] UbioZur Welding Ltd. 2.0 Dev STOPPED
Briefmoment replied to UbioZur's topic in KSP1 Mod Releases
So I'm curious, is there any way to adjust the amount you can re-scale in the Tweakscale mod? I have a base ship model, and want to say, rescale it up 6000% than it's original, but it locks me at 400% anyone know how to increase that limit?!