Jump to content

sgt_flyer

Members
  • Posts

    1,840
  • Joined

  • Last visited

Everything posted by sgt_flyer

  1. Hello, i have found a case where Kerbal Engineer Redux does not take into account the fuel lines, when you 'enter' a part with no fuel crossfeed and you get out of the same part with another fuel line . i use this technique when i have a Rockomax fuel tank surrounded by 12 FLT tanks (the FLT tanks have fuel lines going to the rockomax) to be able to pump fuel from the rockomax (and not mess with fuel flow) i can use a long part (for ex, an I-Beam) going from the rockomax to the exterior of the tank. the fuel lines will be placed from the rockomax to the I-beam, and then to the I-beam to the target parts i want fuel to flow to. this way, the FLT tanks will empty at the same time in the rockomax, which will transfer it's fuel through the I-beam (because i connected fuel lines going into the i-beam, and then out of it, else it would not transfer fuel as it's a non fuel crossfeed part) here's three pictures describing the case : (i have a structural panel between the FLT-800 and the control unit - in both cases, the engine will burn ingame for 1 minute and 10s doing a test burn on the pad, and the FLT tank will empty first) 'standard' fuel lines fuel lines going through a part which is not fuel crossfeed capable Test burn on the pad with the special case: Regards - Sgt_flyer
  2. Thats would be more or less how the real would work the ullage is done by the interstage ring srb's
  3. Mmh, i don't remember if it was on this version or on one of later test versions of it, but it should work like this : Srb's on the interstage fire up on decoupling, pushing the upper stages away from the first. During the srb's burn, the second stage engines are ignited (spent enough time on making this fully hollow interstage ring ) Then, after the fairing srb's stopped burning, the interstage ring can be dropped.
  4. @giggleplex Between 2nd and third stage, there is braking srb's on top of the second stage, and ullage srb's on the third stage. The third stage j-2 engine was supposed to ignite during the ullage srb's burn." @deepspacecreeper mmh - the best would be to 'Pick' the rockomax x-200 fuel tank of the third stage - this will detach the rocket from the payload. Then simply save the rocket as a subassembly (with 0.22) gor adding it below your payload, or delete the old payload, add a rockomax decoupler as the root part, and attach the rocket to the decoupler.
  5. Isn't torque force based on the part's weight (in addition to the torque values) ? In this case, the heavier part gives slightly more torque force in the end.
  6. there's an easier way for that i used a x2 symmetry on a modular girder segment, which i clipped inside the fuel tank - then, i added the decouplers on the modular girder, and finished by attaching radially the SRB's to the decouplers
  7. my Saturn V has a 1.33 TWR on first stage, with 1821 m/s of delta-V (with it's payload) a TWR of 1.51 with the second stage, with 2090 m/s of delta-v, and the third stage has a bit less than 1.42 of TWR with 2124 m/s of delta-v (the real number is a bit less, as Engineer redux don't count the payload fairing panels in it's calculations) also, due to how the decoupling works here, you lose some delta-v at each separation - notably on first stage separation, as i recreated the ullage ring workings (first stage separate from the interstage fairing, with SRB's burning, then the second stage fire it's SRB's and jettison the interstage - then while those SRB's are firing, the second stage's engines are fired up) whole rocket weights 687 tons on the pad. the payload (CSM + Lander) should weight around 22 - 23 tons. (10-11 tons for the CSM, 12 tons for the Lander)
  8. Mulbin's munbug series and my own saturn V should lift a bit less than 20 tons to a trans münar injection - and from the construction technique we used to make those would not be able to lift much more without adding several mainsails and jumbo tanks A 40 tons to TMI 3 stage rocket like saturn V with stock parts would be quite a challenge. (severe risks of crushing the first stage with the rocket's weight in a 3 stage configuration) Asparagus / booster assisted staging would be a much more likely candidate for this kind of weight
  9. they would need to apply a 0.x drag multiplicator to all parts placed inline below a nosecone to really change something to the drag model (would be a simple solution i think - but much less difficult than FAR ex : the nosecone keeps it's drag, but all drag from the parts with the same size attached inline behind it is multiplied by 0.5 - here halving the resultant drag of the pieces without risking to have negative drag (which would prove... interesting to say the least )
  10. for 'starting out' easily on the first points, simply EVA your kerbal from a command pod, make him take samples of the launch pad and do an EVA report, then board back and make a crew report, then recover note : it seems you can have multiple EVA reports / soil samples aboard you command pod - regarding multiple eva reports, you can have a report from each location your kerbal has been EVA'ed (i had 5 or 6 eva reports - like in LKO, HKO, High Mün orbit, close mün flyby (on several locations, i could make eva report of 3 different locations as i made a low pass on mün (PE at 5 km) - mün midlands, 1 crater, and mün highlands. (each time after hitting eva report, boarding back the capsule to store it, and eva a new time for making a new report (without counting the mystery goo and science capsule experiments) - this single mün low pass mission gave me nearly 300 science points alone (ex, high mün orbit science capsule was giving me 75 science - after i brought it back safely to kerbin)
  11. well, stock Hinged bay doors was possible before 0.21 but with the modification to the structural pylon capacity to bend of 0.21, it has become too random to be used reliably http://forum.kerbalspaceprogram.com/threads/39481-new-motorized-hinge-system-now-with-a-cargo-spaceship-and-a-MK3-cargo-bay
  12. of course you can use only one rocket engine it's up to you to balance your Thrust to Weight Ratio vs ISP (ex, you can very well propel a massive vessel with a tiny engine - but it will require lots of time to change the velocity, due to the sheer mass of your vessel. most people try to have a Thrust to weight ratio of at least 0.20, in order to have playable burn times (under a 0.20 TWR you can end up with very long burn times, especially when you want to go to other planets - which is boooring to watch - as you only have physical warp when the engines are active )
  13. you should be able to use cubic struts too blue they are fuel crossfeed capable too
  14. quick ! before they invade us ! anyway, really cool looking kethane miner
  15. of course it's possible to do LES which covers both a docking port and a parachute 1 way to do it is to attach the parachute upside down, on the top attach point of the command pod, then, just add a docking port radially on top of the command pod. you can then use the lower attachment point of the docking port to put a decoupler and a launch escape tower (for easier mode snapping your decoupler on the lower attachment point, simply connect an I-Beam on the upper one) - just don't forget to strut the escape tower to the command pod, as docking ports are kinda wobbly here's one of the stock launch escape tower i did, by 'sinking' the parachute inside the command pod (basically, a cubic strut connected 'inside' the command pod top attachment point, and a drogue turned in the good way attached onto the lower point of the cubic strut. (note, all my escape tower use more or less the same system i used here : there's 12 separatrons at the bottom of the escape tower (clipped 3 by 3 with x4 symmetry inside each other - only for the looks ), x2 symmetry separatrons at the top of the escape tower, and 2 other separatrons at the top, this time with a slight offcenter (one of the two is a bit more to the exterior than the other one, but they have the same angle) - this slight assymmetry of thrust allows me to curve the escape tower trajectory away from the rocket in case of abort - also, now that we have pod torque systems, i usually add the 'disable' line of the pod inside the abort action group - this way, the SAS cannot correct the command pod's angle anymore after abort - regardless of the SAS state, if it's turned on or note. the partial clipping of the escape tower's base on the docking port will forcefully eject it when it's decoupled after abort. during normal ascent, i usually only use the top separatrons when i decouple the escape tower from command pod when it's no longer useful to make it go away from the rocket without risking damaging it. here's the escape tower's album : here's the .craft file with the test system if you wish to take it apart : http://www./download/90p67g4otta9oqm/escape_tower_test.craft (this escape tower use more or less 43 parts - including the struts) - the test system is 52 parts. the abort sequence is set up inside this test system, the staging only shows the 'normal' escape tower separation from an ascending rocket. (press 0 to decouple the escape tower after abort, and 9 to deploy the parachutes - because it's too long to mash spacebar through all the stages when aborting on the pad, when your complex rocket starts crumbling under it's weight ) note : i used Z-200 batteries to build the escape tower's mast, because they are taller and lighter than the TR-2V's or TR-2C's i used before the Z-200 batteries became avaible - but you can still use the TR-2C blue and white decouplers to build your escape tower for the look it gives
  16. That's a known problem - if you need to strut a booster to a rocket, you will need something to push the booster away - usually separatrons
  17. We won't be able to access 'your' folders from another dropbox account Imgur is way easier for sharing images, as it can give you directly the full code for displaying an image in the forums
  18. Yes, they do not require fuel lines to work - but you need to create two versions of the subassembly : one built from the top down, and the other from down to top, in order to make them work in both conditions : when the rest of the craft is built after the command pod is placed, and the other one for when the command pod is placed after the rest of the spacecraft.
  19. Well, i wanted to create a TEL system since quite some time, but a standard TEL rocket launcher was not motivating enough, so i wanted it to carry a mün capable rocket - which i built first, using several of my techniques to try to build it lightweight and sturdy enough to withstand the horizontal to vertical transition. Then, the vehicle design itself was made in a lot of iterations, including trying to raise the rocket with rocket engines on the support structure, but that ended to require a too careful timing to be easily used (due to the sheer momentum carried by the rocket) or too destructive for the support structure. Also tried out having the articulation point ahead of the rocket's center of mass, which proved to be difficult to control. This carrier vehicle is maybe the fourth or fith concept i toyed with, each one giving me hints on how to improve the later versions so it took the equivalent of a few days building and refining it on the game, but even more time outside the game thinking about the concept mechanics
  20. my mün lander : (for my brand new TEL launch system )
  21. Hi, i presented it in the TEL thread a few days ago, here's the files for my Transport Erector Launcher and it's mün rocket ! (because, if you want to launch a mün mission away from ksc, you can now ! ) also contain the mün rocket alone, if you just want to test out the rocket itself. i spent quite some time working on a way to verticalize the rocket with stock parts without needing to use difficult timings on separatrons or rocket engines - and why bother with a simple rocket ? it's more fun to do it with a mün capable rocket ! - so i ended creating a mün rocket lightweight and resilient enough to withstand the transition from horizontal to vertical. before anything else, here is the mission album (note, the lander has been slightly modified since these pictures, to have slightly more delta-v and illuminators (for nightside mün landings): now, the big part : ground and flight instructions ! Action Groups : abort key : separate the command pod from the rocket, and ignite the escape tower to make the pod veer away from the rocket (it also disables the pod's torque to prevent the torque from messing with the offcentered thrust of the escape tower) key 1 : shutdown the lander's engine (to use after mün landing, in preparation for mün liftoff) key 2 : reactivate the lander's engine, and decouple the drop tanks and landing legs. (for liftoff from mün) key 3 : toggle the lander's solar panels key 4 : toggle the vehicle's rear landing gear (the ones who serves as claws) key 5 : toggle the support structure's legs key 9 : deploy the parachute key 0 : decouple the escape tower from the command pod (only for use after an abort) Ground Operations (if you only took the rocket, you can switch directly to the ascent profile): the launch system consist of 3 elements, all carried by the vehicle until in position for launch : the rocket (with a launching pad attached to it's engines, and axles on each side for resting on the support structure) the support structure (which has an RTG and a probe core in order to manoeuver it's landing legs) the vehicle itself, which has rear 'claws' which are used when raising the rocket. there's not enough RTG's to power permanently the wheels, but there's large batteries to sustain long trips. (and if you need to quickly recharge the batteries, you have two solar panels for that when you stop the vehicle - do not try to use those on the move before trying to roll the vehicle out of the runway, raise the rear claws (key 4) to prevent the claws from hitting the ground. (note, KSC's buildings pads are too step to climb up safely with the vehicle, it's easy to snap a wheel on those - although you could go down from them without much problem) raising the rocket : once you are in the position you wanted, you can start to raise the rocket as follow : 1 - make sure that you rear 'claws' are down (key 4), and engage the parking brakes. 2 - deploy the support structure landing legs (key 5) (they have the clearance to deploy on each side of the vehicle) 3 - hit spacebar once, for decoupling the rocket from the vehicle. (at this point, the rocket will simply rest onto the support structure, as the articulation point is at the COM of the rocket) 4 - switch to have the focus on the vehicle itself, and click on the forwardmost clamp'o'tron to decouple it. (the second clamp'o'tron should decouple at the same time, if not, simply click it and 'undock' it). (at this point, the rocket will entirely rest onto it's support structure) 5 - with the vehicle in focus, disable the parking brakes, and start moving forward. the rear claws will catch the rocket's pad I-beams, and this will start to rotate the rocket (don't go too slow nor too fast, to not break or pass through the claws). 6 - once the rocket is in vertical position, engage the vehicle's parking brakes, and switch to the support structure to toggle it's landing legs (G or key 5 at this point) - the support structure will lower the rocket to the ground. (at this point, the rocket will rest onto it's launch pad) 7 - switch back to the vehicle, raise the rear claws (G or key 4), and drive forward to get out of the support structure. 8 - switch to the rocket, engage it's ASAS, and hit space once to eject the two axles. at this moment, the rocket can now lift off any time for the mün mission Rocket Ascent profile / mün mission: climb straight up until 8000m, then start tilting the rocket and make a smooth eastward curve to reach : 45° at 20000m, 30° at 30000m, 20° at 40000, and 0° around 50000m, then continue burning at a 0° angle until your apoapsis is around 80000m. at this point, shut down the engines and let the rocket coast until you are near apoapsis, then circularize. eject the first and second stage as they are emptied, the lander's fairing will be ejected with the first stage, and the escape tower with the second stage. the third stage is used to finish the ascent, and then to make the mün transfer. once in space, you can deploy the solar panels (key 3) to replenish your batteries (no RTG onboard ). mün transfer : the third stage should have enough fuel to make a Free return trajectory : place your manoeuver node near the correct ejection point for a mün transfer, modify the manoeuver's orbit with the prograde handle until the apoapsis is a bit higher than the mün, then click on the manoeuver node's ring and drag it along your orbit until you have something which looks like a Free return trajectory. (try to have a mün periapsis near or under 40000m, and that the return path just end up in kerbin.) make your transfer, then eject the lander from the third stage. (the third stage will move with you, and then continue past the moon to come back to burn in kerbin's atmosphere - or you can switch to the third stage and use the onboard core probe and make a burn to crash the third stage in the Mün with the remaining fuel ) when you are around 25 / 30s before your mün periapsis, start burning retrograde to circularize around the mün (if coming from a free return trajectory). for landing, the most efficient way remains Kosmo-not mün landing profile : drop your mün periapsis to around 4000m, then kill your horizontal velocity when you arrive near your periapsis. (as the speed drops, start tilting the lander in order to not lose altitude too fast - keep an eye on the vertical speed indicator left of the altitude indicator), once all horizontal speed has been killed, finish your descent vertically and make a slow & nice landing . once landed, shutdown the lander's engine. (key 1) mün ascent : push your throttle up to 2/3rd, then hit the key '2' to separate the return spacecraft from the landing legs and reignite the engine for ascent. (i usually do my turn towards when ascending from mün 270°) - almost as soon after liftoff turn to go 45° above horizon, and once you are over 4000m, start going for 0° above horizon, and burn until your apoapsis is near 20000m - then shut your engine, and coast until you reach your apoapsis to circularize. once in mün orbit, place your manoeuver node, use the prograde handle, and then grab the ring to check for the least delta-v transfer back to kerbin (you can deploy your solar panels for the trip back). when reaching kerbin, the reentry landing is a traditional one. (you should even have enough delta-v remaining in the spacecraft for circularizing after an aerobrake) here are the .craft files (both for the spaceplane hangar): 'Earwig' TEL with the mün rocket (515 parts): http://www./download/ufmcbiz8vsy7o0o/Earwig_TEL_Mun_rocket.craft mün rocket alone : (228 parts) : http://www./download/qut7hg4q1mxkgf6/Mun_rocket_alone.craft Have fun !
  22. @blue : here's an attempt for 2.5m escape ring (with only the nozzles protruding, like on my small escape ring): (taken with engineer redux to show the delta-v / TWR) the escape ring in this form weights 1.8 tons. in this version, basically everything is attached to the TR-18A decoupler thanks to those cubic struts, so it's easy to build the ring from top down (for spacecraft escape ring) or from the ground up (escape pod) basically, on each cubic strut (symmetry x4) i have : 1 round 8 at each end of the cubic strut, 1 Z-200 battery attached at the lower round-8, and 2 ant radial engines attached at the z-200 battery. (as all the parts are 'inline' with each other, the engines will be able pump fuel from both round 8 tanks. the small octo strut is just there to 'space' the TR-18A so the connection with whatever below make it look like a regular rockomax decoupler
  23. Yes, the key is to only have the "thrust" origin point outside the collision box. (I usually try to keep only the nozzles of the engines out of collision boxes)
×
×
  • Create New...