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sgt_flyer
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Everything posted by sgt_flyer
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Ion Engines: When and Why?
sgt_flyer replied to hawkwing's topic in KSP1 Gameplay Questions and Tutorials
Several people use the ion engine as a spoiler for their rovers on low gravity moons or planets, giving the rover's wheels a better grip -
Fuel lines and struts have a nasty habit of being munched by subassemblies mods - because they don't save the parts in the correct order, so when your assembly is loaded, the fuel lines can be loaded before their target - and so won't connect. One way to do it was found by temstar himself, and very easy to do now is to save your craft as a perfect subassembly. Basically, you build the parts you want to turn into a subassembly in the vab or the sph, starting from the payload's decoupler, in case of wanting to turn a launch vehicle into a subassembly. Once you finished building it, name the craft and save it with the game save system, then alt-tab to windows, copy the .craft file into your save's ship folder, and paste it into your subassemblies directory. This way, when you load this 'perfect' subassembly afterwards, the parts will be loaded in the correct order, and the struts and fuel lines should not get munched.
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[Part] Advanced SRB [WIP v0.7] by Kerbal Science Foundation
sgt_flyer replied to kujuman's topic in KSP1 Mod Releases
A quick question about the other diameters planned - will you try to make a special nozzle to transform the smallers srb's into an launch escape srb ? (Ex, 4 ways angled nozzles to fit below your srb stack, with an attachment strut below the nozzles ?) this, combined with your asrb system would allow to make much better escape towers -
What operating system do kerbals use?
sgt_flyer replied to Apature rocket science's topic in The Lounge
I don't know about their os's, but i think they program in KOBOL -
Whats the deal with mainsails and jumbo tanks overheating?
sgt_flyer replied to LostElement's topic in KSP1 Discussion
I use a 1x1 structural panel between the mainsail and the fuel tank - with some struts and a fuel line. Added bonus is that you can precisely control how your fuel flows this way -
This massive rocket that i am trying to build
sgt_flyer replied to LostElement's topic in KSP1 Discussion
Check your fuel lines, you may have a problem of fuel going from one tank, to two tanks and back to one, which won't work correctly - also, fuel lines directly connected to engines can pose problems. -
yup, the vostok 8K72K used a small upper stage with a single engine, under the capsule, powered by a RD-0109 engine - stage which ended up to be named vostok-Block E
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Onega launcher + Kliper reentry ship for 0.20
sgt_flyer replied to sgt_flyer's topic in KSP1 The Spacecraft Exchange
The physics slider at max to the right (0.03) serve to 'smooth out' the flight. Basically, the game will run slower, but it will not skip physics calculations, resulting in a smooth rendering. (Most of my part heavy rockets (near 1000parts like the onega 'monster', the saturn V skylab and the UR-700) slow down the game to around 1/3rd of it's normal speed for me. (On a i5 2500k with 8gb memory) - of course, the game gets back to it's normal speed once you dropped enough parts -
Onega launcher + Kliper reentry ship for 0.20
sgt_flyer replied to sgt_flyer's topic in KSP1 The Spacecraft Exchange
Congratulations the kliper was not made to land like that but you pulled it off Did you add solar panels ? There should be an RTG inside normally (well, theoritically, kliper is supposed to use a fuel cell, but there is no stock fuel cell in game yet ) -
How do I abort?
sgt_flyer replied to thereaverofdarkness's topic in KSP1 Gameplay Questions and Tutorials
Yup - for abort sequences, you will have to add several actions in the action abort group, for your kerbals safety. Ex : You can set it to stop your main engines and separate the command pod from the rocket, but that may be dangerous : if you rocket is broken in half (and that´s why you want to abort ), you won't be able to stop the main engines, as they would not be part of your rocket anymore . Which in return, add the neccessity to add some form of high twr escape tower to the command pod, to pull it away from the rocket when you abort. (Like on real rockets ) -
Onega launcher + Kliper reentry ship for 0.20
sgt_flyer replied to sgt_flyer's topic in KSP1 The Spacecraft Exchange
yup i really like how Kliper is handling it's reentries and landings too (took several iterations to make those wings properly - i ended up creating the wing inside the spaceplane hangar, copying the hitchiker can with the wings attached to it with Subassembly loader, and rebuilding the thing into the VAB after that (starting with the lander can in the VAB). also ended up making some SRB launches of the Kliper to test out it's gliding capabilities -
Onega launcher + Kliper reentry ship for 0.20
sgt_flyer replied to sgt_flyer's topic in KSP1 The Spacecraft Exchange
have fun (don't melt your computer though ) - i made the original onega launcher because i did not know how to prevent the kliper's wing from 'tumbling' my rockets at this time, except by brute force and sheer weight the problem is solved with the angara and it's flight instructions (by being more gentle with the throttle, to prevent wings from generating lift ) if you wish to try out your computer, i have two other 'monsters' in terms of part count my UR-700 : http://forum.kerbalspaceprogram.com/showthread.php/48026-Soviet-lunar-rocket-concept-the-UR-700-pretty-much-kerbal-! and my Skylab atop it's Saturn V launch vehicle : http://forum.kerbalspaceprogram.com/showthread.php/35416-Saturn-V -
How to separate from your radial Stage.
sgt_flyer replied to MalfunctionM1Ke's topic in KSP1 Gameplay Questions and Tutorials
i have a new technique i created for radial decoupling - i have explained it into the album, but basically, it allows to make boosters fits much more closely to their core stage than what is possible with radial decouplers, and the partially clipped M-beam (it's possible to use something else, as long as you don't clip it for more than it's half inside the core stage) allows me to mechanically eject the boosters (the same way the decouplers ejection force works) but this trick will not be canceled by struts the way decouplers does (basically, at the instant the decoupling occurs, the M-beam attached to the boosters is still partially clipped into the core stage, and they will be 'forced' outside the core stage because they became separate entities) here's an album showing the construction technique. -
This works through the help of the infiniglide bug here Basically, in ksp flight model, control surfaces work by generating a slight amount of thrust when you move them, instead of fighting against the air flow like in real life , so basically, here, especially with such a high angle of incidence (enough angle to prevent the winglets from generating lift through rotation) the deluxe winglets control surface 'thrust' your drone into the air
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[Showcase] Replica Craft thread!
sgt_flyer replied to Mr. Pseudonym's topic in KSP1 The Spacecraft Exchange
well, i tried to recreate a soviet moon rocket concept, the UR-700 with stock parts (was a rival for the N1 rocket at the time, and featured an early version of a fuel crossfeed system - years before Space X ! ) post with the .craft file and flight instructions -
Onega launcher + Kliper reentry ship for 0.20
sgt_flyer replied to sgt_flyer's topic in KSP1 The Spacecraft Exchange
ok, i reuploaded the good version of the Onega launcher after removing the engineer redux chip. note : the .craft file has been saved under KSP 0.21 this time and corrected the link in the first post. also removed the link to the version of kliper launched by temstar's shllv, and instead of it put a direct link to the post with kliper launched by angara (the angara version has way less parts than the onega or onega lite versions - but the version launched by my A3 only goes to LKO, contrary to the onega or onega 'lite' which have enough delta-v to reach the other atmospheric planets or moons. -
Onega launcher + Kliper reentry ship for 0.20
sgt_flyer replied to sgt_flyer's topic in KSP1 The Spacecraft Exchange
which one ? must have forgotten to remove engineer's redux chip -
Onega launcher + Kliper reentry ship for 0.20
sgt_flyer replied to sgt_flyer's topic in KSP1 The Spacecraft Exchange
Yup, the orbital module has a standard docking port -
i made this 'Krabe' engine used on this demonstrator http://forum.kerbalspaceprogram.com/showthread.php/34058-Demonstrator-SSTO-for-the-new-KRABE-engine basically, there is intakes on cubic struts hidden inside the radiator part, which makes it looks like compressor blades i clipped 3 engines in one in this assembly : the 2 different turbojets (so the thrust level is pretty stable until 15000m) and an aerospike
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Ok, here's a rocket i built upon the designs soviets created for an alternative to the N1 lunar rocket, the UR-700. the LK-700 lander was intended to make a direct moon landing, there was no separate lander (intended to reduce risks for the cosmonauts, as a moon orbital rendez-vous was deemed very dangerous. (a problem, and the cosmonauts in the lander would have been stuck there) it featured several interesting designs, one of them being to put additional fuel tanks at the top of the boosters, those additional tanks where set to directly feed the core stage of the rocket. (crossfeed style, years before space-X falcon 9 heavy !) the upper stage would have been made of a modified proton rocket first stage, with only 3 strap on tanks and engines instead of the proton's usual 6. the moon landing was intended like this : the braking stage was used to slow down the lander to a speed of 30m/s at 4.3 km above the moon, was jettisoned, and the lander would then land by itself, using almost none of the lander's fuel for the landing. here's the .craft file : http://www./download/iznq1oyxm5md428/UR-700.craft a note of warning : the rocket is made of 986 parts at liftoff (slowed down my i5 to about 1/3rd of the normal game speed, with physics slider set to the max) action groups : key 1 : open the antenna (to use after the orbit has been reached) key 2 : toggle the ladders key 3 : toggle the lander's engines (not really needed) key 8 : deploy the command pod parachutes (in case of abort) key 9 : separate the command pod from the escape tower (in case of abort) key 0 : toggle the gimbals on the booster's engines. abort key : separate the command pod from the rocket, and fire the escape tower to clear the rocket (it also disable the command pod's torque, to prevent the ASAS from messing with the escape tower's movement). Mission profile : lift off at full thrust. climb straight until 8000m. at 8000m, start your G-turn with a smooth curve to reach 45° at 15000m. keep your 45° until the boosters are empty, and stage them. you can then jettison the various fairings in order : first the escape tower with the conical fairing, then the transfer stage fairing, and last the upper stage's fairing. continue your smooth g-turn to reach 30° at 20000m, 20° at 30000m, and 5° at 45000m. (the core stage will burn out during this part) once at 5° angle, keep burning at this angle until you reach your desired apoapsis for your mün transfer. once your apoapsis is good, jettison the upper stage (so it will burn up in the atmosphere, and circularize with the transfer stage). once in orbit, make your mün transfer burn, and once your burn is done, you can drop the transfer stages. (the 3 tanks with engines around the braking stage) when you arrive at mün, brake into orbit with the braking stage, then deorbit to land where you want. slow down with the braking stage until you are around 30m/s at 2500m above münar surface, and drop it. (the braking stage has an automatic fuel cut-off system when you stage it, so you can keep your thrust) deploy your landing legs, and land mün ascent : the landing legs platform will act as a launch platform : when you stage it, the CSM will 'fall' onto it, you can then increase your thrust for lift-off. fly straight up for a few hundred meters, then make your g-turn to get into mün orbit. (i usually set off to a 45° angle until i reach 5000m, then i burn to 0° until i get the apoapsis i want, and then coast and circularize) once in mün orbit, make your transfer burn back to kerbin. once there, when you are deorbited, you can stage to eject the command pod from the service module. (the antenna's support will also be ejected to make way for the drogue) note regarding the rocket : i took some liberties on the design, as the various informations we have on this rocket are mostly based on the concepts the soviets made for this rocket. notably, the payload in KSP is bigger compared to the design concept - but the rocket has an high enough part count as it is also, i used winglets on the boosters for the rocket, although the rocket was supposed to use Grid fins (but those are not really doable in stock KSP - or at a really high part count ) - As always in KSP, have fun
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[0.20] Angara rockets family. (rockets in kit !)
sgt_flyer replied to sgt_flyer's topic in KSP1 The Spacecraft Exchange
Well, i based myself on this picture, or a similar one, and there are vernier pods on it http://www.capcomespace.net/dossiers/espace_sovietique/lanceurs/A2%20soyouz%20block%20I%20fregat.jpg i picked the block I directly from my earlier soyuz rockets for angara That's a rd-110 main nozzles are fixed on the rd-110 it´s the improved block i which is supposed to use the rd-124, which have gimballed main nozzles. In the end, the 124 is heavier, has slightly less thrust, but has a much better isp thanthe 110. -
[0.20] Angara rockets family. (rockets in kit !)
sgt_flyer replied to sgt_flyer's topic in KSP1 The Spacecraft Exchange
@gusturbo the angara's expanded fairings are made by creating a 'flat' base from cubic struts or beams starting from the radial decouplers, which allows me to correctly angle the fairings at the base, then i build then from the ground up, with a x2 symmetry. @giggleplex the main problem i have with those, is that the rocket stacks are supposed to be of smalled diameter than the upper stages - but this would utterly defeat those rocket purposes to try to limit their size : the part count would skyrocket i keep using these angara's various components for when i have a payload + transfer stage weight up to 60 tons. (without those heavy fairings, those are effective and with a part count not too high, and easy to adapt to your payload ) else, one main element i would rebuild, is the Block I (maybe to add a engine fairing which splits in 3, and maybe try to make it a bit wider, in order to match a bit more closely the real angara's shape. - else, they still work in 0.21 ) -
Progress is the soyuz style spacecraft with no manned pod (the one behind the station )
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be careful that hidden moving parts (such as control surfaces) are not clipped through more than 1 part else, a spontaneous disassembly may occur