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Halsfury

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Everything posted by Halsfury

  1. download's there but there is no way to get it to move since it can only push 80% of itself in normal gravity I suggest going to my Proton Zond if you want to fly a smaller version http://forum.kerbalspaceprogram.com/showthread.php/26546-0-20-x-Soviet-R-7-to-Soyuz-Rocketfamily-v1-3-%28more-stuff%29/page17
  2. Here's the LOK it's 7.3 tons and it comes complete with an EVA ladder to perform the EVA crew transfer once circular mun orbit is reached http://www./download/pn7ibq03jc2c8pi/Soviet_N1_Payload.craft
  3. well I'm about ready for the LOK and I have a mockup lander which follows the original somewhat the LOK with 1300Dv is going to be 7300kg and the lander is looking like it will need to be a total of 2812kg if it uses a powerplant of 3 Ant engines, right now mine is far too large That means that 15 to 20 tons to LKO seems to be our target (Blok D & E stages will probably come out to 5-10 tons between the two of them) 20 tons seems to be the amount that we need in LKO
  4. Oh and btw though I like the slimness of the Mini N1 I think that it could afford to have another couple meters of diameter around the base and could be taller too It really is quite a bit larger than a Proton, My proton next to that would be about 1/2 the size when the scaling looks like this http://www.russianspaceweb.com/rockets_launchers.html as you can see there is room for more rocket, and your still looking at a monster about the height of the VAB The real thing was supposed to lift 90 metric tons I calculated the mass scale of our rockets and found that Lazarus's R-7's and my proton are about 1/3 the mass give or take so your rocket at out scale needs to lift 30 tons! so for a 30 tone rocket in space with a 1/10 payload fraction (serial staging) you come out to 300 tons on the pad
  5. You know that it might be advisable to "cheat" a bit and use higher ISP engines with better thrust output and use lesser engines to fill in the gaps,
  6. Sick the N1 is ready for the pad better get the LOK ready @ Lazarus I've been going through the rest of the R-7's looking for bugs and I found that on my version the Voskhod has a problem with it's first stage, The rockets in the middle of the first stage (not the boosters) flame out at launch and only the vernier engines (the ant engines) fire in the middle But I have a fix: Just pop that last rocket tank out and make a new one with the same setup just don't attach those 8 radial rocket engines to a central cubic octagonal strut (let them hang out attached directly to the tank) and they will get fuel flow again @GusTurbo What is the payload presently? how much can it lift?
  7. OKB-1 Energia OKB-1 is a design group and a repository for stock KSP designs of Russian rockets Team: Darth Lazarus: R-7 Soyuz Rocket Design, Probe Design GusTurbo: N1-L3 Rocket Design, LK lander Design Halsfury: Proton Rocket Design, Payload Design for the mun orbital module of the N1 Contributors: stg_flyer Kliper & Onega Angara Rocket family GusTurbo Munstrosity 1 (Stock N1) Headless Horseman (Payloadable Soyuz launcher) Darth Lazarus R-7 Rocket family Projects: Mini N1 (GusTurbo) Proton K/M, Zond & Mini Mir (Halsfury) The Craft Files Coming Soon! How bout minus the vostock poster?
  8. Alright, but I think it's safe to keep the second poster I looked up translations, the first one says some typical propagandistic stuff but the second one is more toned down The heading on the second poster reads: "Navigation in space is open" and all the flags of the former soveit bloc are to be seen so I'm thinking that that one will be ok since the message is pretty muted by comparison and historical flags shouldn't ruffle feathers
  9. OKB-1 Energia OKB-1 is a design group and a repository for stock KSP designs of Russian rockets Team: Darth Lazarus: R-7 Soyuz Rocket Design, Probe Design GusTurbo: N1-L3 Rocket Design, LK lander Design Halsfury: Proton Rocket Design, Payload Design for the mun orbital module of the N1 Contributors: stg_flyer Kliper & Onega Angara Rocket family GusTurbo Munstrosity 1 (Stock N1) Headless Horseman (Payloadable Soyuz launcher) Darth Lazarus R-7 Rocket family Projects: Mini N1 (GusTurbo) Proton K/M, Zond & Mini Mir (Halsfury) The Craft Files Coming Soon! EDIT: Is this a good starting point for a rocket builders page? I'm a little hesitant about the old propaganda, it's not exactly a nice bit of history
  10. I'm planning a simple page right now which we can add to as we go Basically I'm busy aggrandizing our achievements and projects from this thread http://www./download/6b88sykyba74zo4/Soviet_Soyuz-DL3.craft Here's my version of the DL3, mind though I didn't change the name (Also running on a mac) but I fixed it and this craft is stable on my computer
  11. I was thinking that the forum headline should be OKB-1 [stock] Russian Rocket Repository and BTW what is the parts count on the mini N1 shaping up like? also @Darth Lazarus I found that the docking setup on your Soyuz (The DL3) glitches out when you dock it with an identical craft (The port on one of the crafts went nuts and I had to jettison it), I expect that this is caused by the parts clipping with the two probe cores (the stayputnik with the large OCKTO inside it mounted on top of two Cubic octagonal struts) and I have had the same problem with using the debug menu in order to clip parts. As a result I choose to get rid of all that stuff and "hand place" the clamp-o-tron jr. on the stayputnik probe core, saving the weight of the OCKTO probe body and two cubic octagonal struts. I therefore suggest that on all future Soyuz type designs using the stayputnik to symbolize the orbital module that the clamp-o-tron be hand placed and that parts clipping be kept to a minimum around functional components If you want Darth Lazarus I have a version which is exactly the same as yours but for the fact that the clamp-o-tron jr is hand placed and all that clipped together stuff is gone
  12. @Darth I think that the three of us should send out a message together to show that it isn't a half baked scheme and that it has some good designers on it If you guys have no problems with it I'll be sure to mention you guys in connection with this project BTW what's our name gonna be?
  13. Alright then I'll PM you the link the second it's made and then you can dump craft links in which I'll edit into the page one thing though if you have pictures to send send the links so that I can add the pictures, I don;t think I'll be able to just copy paste pictures It'll take a couple of days I think to make it really good (Need to brush up on HTML)
  14. By any chance could the three of us do a whole new rocket builders post on this stuff? make it a company? I think that between Darth's R-7 Family, My Proton and Gus's Munstrosity we could make a repository of all Russian based designs I'll even design the page/forum post And the Headless Horseman (I forgot about that)
  15. I did it 1 man Zond circummunar loop with a Proton M variant It also needed a slightly more powerful service module launches 5 tons or so into orbit (9 tons maximum lift capacity) The service module has about 900 Dv once in orbit, (I'm planning a 1300Dv LOK) http://www./download/n9dgyyqwolf1ub6/Soviet_Proton_M_Zond.craft Edit: This .craft file was taken down, just thought I'd warn you, you can find the new version in the OKB-1 Energia post in the rocket builders http://forum.kerbalspaceprogram.com/showthread.php/34125-Rocket-Builders-OKB-1-Russian-Rocket-Design-Firm-and-Repository
  16. I did download the Munstrosity but the payload didn't seem to represent the real deal (somehow I think that if it did it would be 1000 parts or more) The link I gave in my last post also has all kinds of stuff on the LOK and LK and I think out of all of it the LOK would be easiest since it is a supersized Soyuz payload I tried to make an LK lander using a similar style to the Soyuz (with the clipped together RCS fairing and a stayputnik on top for docking) but it fell flat I'm off to make a Proton mun flyby (Zond) with everything I've learned so far and see where that leads
  17. GusTurbo I see that you're pretty talented with parts clipping, if you don't mind helping out I'm looking for a LK lander like this: http://www.russianspaceweb.com/lk.html I know Mulbin has been all over the LK system with his Muna LK-2 and Duna LK-1 but he has yet to do a version using the Mk1 Landercan which came with .20 I think it would require some crazy parts clipping since you would need to turn the faceted Mk1 Landercan into something that looks like a bathyscaphe with rockets If not I'm also needing an N1 which is to scale with the 1m Soyuz so that I can make a LOK LK system for Mun missions (I'm thinking of something with a 4m ish maximum diameter)
  18. Back @ Darth Lazarus I haven't had any problems with it but I suppose it would make docking different maybe it needs a linear RCS thruster system somewhere near the back would be more realistic like that I guess
  19. I found a way to make the 1m Soyuz even more realistic What I did was use x6 RCS stratus tanks and flipped them inside to make the shroud that goes around the engine but it was a complex job putting it all together I like the angle of the engine shroud, Sadly I don't think it is to scale I used the R7 pack DL3 Soyuz (I think that's what it's called) and I think that I negatively impacted the amount of bi-propellant since that RCS literally weighs a ton
  20. Hi I was researching into spaceflight some more and I found two interesting things, firstly a Fuel tank on a modern rocket is about 4% structure and 96% fuel, in KSP an orange tank is 4 tons structure and 32 tons fuel which is a ratio of about 11% structure and 89% fuel. So tanks are heavier in KSP Then there are the engines themselves The SpaceX merlin engine has a thrust equal to the thrust of KSP's "skipper" engine at 650KN (At Sea Level) The Total Weight Ratio for the Skipper is roughly 18g The SpaceX Merlin engine has a weight ratio of 150g! To sum up then, the tanks in KSP are 7% more useless (quite literally since I can't burn the structure of them, least not in a "nominal" flight) and the Skipper is 132 times worse than it's real life counterpart. My question is why did the devs decide on the current arrangement? was it so that our rockets wouldn't rip themselves apart? or just balance since our orbital velocity is only mach 7 ish in KSP
  21. All true I remember the Angara from before and really it gave me the concept for this, as you can see I don't have a launcher "family" like you've done, instead I have a 3 stage "system" (at least thats how I'd characterize it)
  22. Hi I know but this is a bit different, Payloader is not used at all since all the individual parts of the rocket come stacked how they are supposed to be put together and can be freely edited without needing to load sub assemblies Note: I didn't say first ever rocket kit I said first ever which doesn't need sub assembly loader at all. In short it's intended to do the same thing as your rocket kit but working within the stock game limitations. (mainly cause I was unwilling to download sub assembly loader and I'm sure there are others who don't want to either)
  23. Presenting the first ever rocket kit which doesn't need pay-loader, the K12 IV and VI class Rockets Each Kit comes with an Example .craft which contains: -A radially attachable liquid booster designed for up to 6x symmetry without risk of failures on the pad -A lower stage with either 4 or 6 engines (depending on whether it is a class IV or VI rocket respectively) -An Example upper stage with a sturdy advanced attachment system -Two examples of rockets built with the kit Procedure: 1) Open one of the kits and save it as a new rocket with a different name 2) Do anything you want since as of .20 you can even change the payload to suit your needs! Just remember not to move detached parts of the rocket into parts folder in the VAB Pics: The K12 IV for payloads of 39 metric tons or less The K12 VI for payloads up to 55 metric tons Rockets can range from light lifters for orbital operations to mun capable rockets and beyond Craft Files http://www./folder/257b9a5i93g3f/K12_Rockets
  24. I don't know how cause I have several designs which I recycle every update or redo by memory and they all work the same as before, then again I tend to use serial and parallel staging for realism
  25. I think it's not your rocket so much as KE redux which is having the problem. I have a saturn V Mun rocket which I have used in 0.19 and it's stats are not much different in 0.20 except the new skipper engine is a bit less powerful than the Atlas which it replaced from the KSPX parts pack Part stats weren't actually changed with the new update and looking at your rocket I'm inclined to believe that it actually is more like 14000m/s as opposed to just 7000 Kerbal Engineer Redux was out of date by 0.19 (it has been obsolete since 0.18.x) If you want something which can do exactly the same thing but is up to date try Mechjeb it has more features other than an autopilot
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