

sgt_flyer
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Everything posted by sgt_flyer
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Use Subassembly Loader
sgt_flyer replied to rockbloodystar's topic in KSP1 Gameplay Questions and Tutorials
someone created a quick patch, waiting for the original author to do it http://forum.kerbalspaceprogram.com/showthread.php/30696-0-20-Subassembly-Loader-0-20-Compatibility-Patch?p=380100 - basically, install the 0.19 version of subassembly loader, then overwrite the DLL with the one this guy created, it will move the icon and prevent some errors. -
here's the 0.20 download for my stock Kliper (mounted atop Temstar's supernova SHLLV for the moment, till i can get a soyouz to not tumble with it on top:p) http://www./view/biio8wikes7l448/Kliper.craft a pic on the pad : new pic for the orbital module jetisson final approach on runway : (overshot KSC again on reentry )
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Here is my attempt with my kliper (100% stock) (ok, i designed it specifically for a gliding reentry ) the reentry section of the Kliper is 48 parts. clic on the images for larger versions here it is on the launch pad, atop temstar's supernova SHLLV (not that the kliper is heavy, it's just that he make a lighter rocket tumble during ascent - still working on this part:p) in orbit (after deorbiting the supernova's core stage): deorbited (just after deorbit burn and separation from the orbital manoeuver module, that you can see in the rear - the orbital module contain the engines, liquid fuel / oxy for the engines and the rcs fuel - so full glider after deorbit) Reentry: KSC runway approach (Overshot KSC at approx 15000m altitude, turned around with the Kliper, and lined up for final approach) Landed on runway Jebediah and doodny thanks you for watching ! some specifications on the kliper : i made it so it's a excellent glider under 200m/s, landing speed under 50 m/s - can land anywhere on kerbin (except on water ) it's sturdy enough with a low landing speed. the kliper has room for 2 pilots and 4 more kerbals it's orbital manoeuvering module gives it 1266m/s of delta V in orbit, at a TWR of 0.81. (weights approx 20tons with it's orbital manoeuver module - the glider itself is a little under 7 tons) by using only linear RCS ports, the pod's torque is largely enough to compensate for a change in the center of mass without the RCS overcorrecting under ASAS during docking manoeuvers. here's the file, if you want to try http://www./download/biio8wikes7l448/Kliper.craft ascent profile : use ASAS for ascent - else the wing lift will veer the rocket off course start a gentle G-turn after releasing the second set of boosters (generally around 12000m) the escape tower will separate at the same time than the third set of boosters - then circularize in orbit (if your a little patient, the command pod's torque is enough to rotate the supernova's core stage not too slowly, so no need for RCS a this stage) note for the escape tower : disable ASAS before aborting - else the ASAS will mess with the kliper flight while escaping and make it uncontrollable - you can reactivate the ASAS after the escape sequence after deorbiting : separate from the orbital module. reentry : the craft is stable on reentry, with or without ASAS, just make sure your heading in the good direction - you will not be able to steer much while over 200m/s during reentry, the kliper will want to follow a point a few degrees above the prograde marker. gliding : aim for a gentle touchdown, with a prograde marker less than 5 degrees under the horizon, under 60m/s (the kliper is sturdy to whistand rougher landings, but this works wonders )
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Here is the file for my Kliper. i added an escape tower and large decoupler with structural panels below it - normally the Kliper is all stock (file removed) but you will have a lot of problems making it fly on your rocket (only manage to bring it to orbit with a supernova SHLLV rocket for the moment - not that it's heavy, it's a pain in the ass keep flying straight on lighter rockets ) Have fun ! (and remember, on reentry, it lose more speed to drag than a caspule )
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i'm trying to create a new payload for one of those Soyouz rockets i'm working on a Kliper (currently, the kliper and it's orbital module are done, the kliper itself is a fantastic glider, but it's wing lift cause the launch rocket to tumble when attempting to do a g-turn. here's some pictures : on the pad with it's orbital module : the craft separated from it's orbital module, in flight (separate after deorbit burn or with an emergency escape tower during ascent) handles really great under 100 - 150 m/s - above it tend to want to follow a ballistic curve (it want to go for the prograde marker as soon as you release the inputs ) smooth landing at less than 50m/s with the orbital manoeuver module, it has a delta V of 1266m/s at 0.81 TWR. total craft weight 20tons - with enough space for 6 kerbals aboard (1 lander can and 1 hitchhiker module) and can work without pilot Kliper is 48 parts, the orbital module has 55 parts. no more need of parachutes ! so if someone has tricks to reduce the effects of the wings on the rocket ascent profile, i'm taking it ^^ Here is some more shots of it (used a supernova SHLLV rocket to get it to orbit, the size of that launcher allowed me to not tumble during g-turn ) orbital pic : landed back at KSC pic : (with one of the 4 standard control surface destroyed by one of the supernova boosters) - overshot KSC, managed to turn around and stop on the runway, even with damaged control surfaces - which tended to make the Kliper to spin:p 2nd launch pics : after deorbit burn, separated from the orbital module Reentry (max g forces : 3.5g - finished his deceleration at 20000m - much more softer reentry than what we usually have with capsules ) :
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A quick question about geosync orbits.
sgt_flyer replied to IllicitMedic's topic in KSP1 Gameplay Questions and Tutorials
when you create your manoeuver node, alternate between the purple triangle and the retrograde node on your manoeuver marker if you want to create the good flight plan - problem is, if you only use the purple triangle, the other side of your orbit is increasing because the angle changes, and the more the you turn, the more your thrust will shift towards a prograde burn along your orbit. the manoeuver node, even if you see that it changes his angle with the projected course angle - but that's false consider your manoeuver node stay at your current orbit angle, no matter what modifications you make to your flight plan. -
A quick question about geosync orbits.
sgt_flyer replied to IllicitMedic's topic in KSP1 Gameplay Questions and Tutorials
for that, you need to do an orbital inclination manoeuver (purple triangle on the tool) at south or at north pole (basically, the axis around which you want to do your inclination change will be where you put the manoeuver node - here, at north or south pole) but, judging from here, that will be a high delta V manoeuver at such a low orbit -
well i'll try with my specially fitted MLLV A1 MKII it embarks all five satellites (each one is smaller than 1.25m, all five fit into the 2.5m KW fairing i put around i normally designed it to be able to correctly deploy it's satellites once in orbit the final ascent stage will go for a 100 km equatorial orbit - release a 45° orbital transfer stage (embarks one KASB and one KASS) this orbital transfer stage will deploy the KASB once reached the desired inclination, then head to 45° GTO for deploying the KASS. the final ascent stage will then release the second orbital transfer stage, this one for the 135° inclination, then the 135° GTO. lastly, the final ascent stage will release the equatorial KASB i'll see if it's feasible
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question : can we attempt to launch multiple satellites at the same time ? (example : a KASS and a KASB) - plus the satellites are not the good weight at all for previously made rocket designs... they are waaay too light compared to the previously made rockets payloads note : i plan to use one of the previously designed rockets in order to lift off the multiple sats - the one which will be the most adapted for it. all my sats are individually under 1.25m diameter of course and can be fitted on top of the SLLV rockets.
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okay, here is my report for the MLLV part of the challenge Balance after last mission : 292118 KCU (i corrected on the previous mission report too - i did not at first took the 'funds', only the rewards when i made the first mission report) A1 MLLV launch : A1 1st funding : 35000 KCU A1 1st launch | A1MLLV rocket mkI | launch cost : 73298 KCU result : Failure (not enough gimbaling capable engines to steer the rocket) - rocket crashed after loss of control. MKI model design scrapped. Balance after failure : 253820 KCU A1 2nd funding : 28000 KCU A1 2nd launch | A1 MLLV rocket MKII (KW rocketry/KSPX)| launch cost : 53155 KCU result : 9.1t Payload brought to full geosynchronous orbit on second launch. (tier 4) No remaining fuel after orbital stage Deorbit Burn note : an engineer has asked where was his Engineering tool after the rocket launch - he claimed he found a battery unit and a ASAS unit where he left his engineering tool- strangely, ASAS was not working aboard the inflight rocket - whoops ! hopefully, there was a good controller steering the rocket, he managed to pull off the mission without ASAS and additional battery (could still steer the rocket at daytime but not at nightime - thanks to the designer who thought to place some small solar panels on the rocket ) Reward : 68000 KCU Needless to say, A1 MLLV launch was my black cat of all launches A1 2nd launch cost include the lost engineer redux chip of 160 KCU. (updated model A1 MLLV MKII bis will include ASAS and battery and no engineer redux tool - projected cost : 54185 KCU on launch) A1 MLLV costs : 126453 KCU A1 MLLV income : 131000 KCU Net gain : 4547 KCU Balance : 296665 A2 MLLV launch : A2 funding : 45000 KCU A2 launch | A2 MLLV rocket (KW rocketry/KSPX) | launch cost : 67886,5KCU result : 12.2t Payload brought to full geosynchronous orbit on first launch(tier 4) 115 liquid fuel and 141 oxy left after orbital transfer stage deorbit burn. rocket starting to be too slow to turn with guidance unit torque forces - RCS needed for bigger upcoming rockets Reward : 85000 KCU A2 MLLV cost : 67886,5 KCU A2 MLLV income : 130000 Net gain : 62113,5 Balance : 358778,5KCU A3 MLLV launch : A3 funding : 60000 KCU A3 launch | A3 MLLV rocket (KW rocketry/KSPX) | launch cost : 87251 KCU result : 13,4t Payload brought to full geosynchronous orbit on first launch(tier 4) 91.66 liquid fuel, 112 oxy and 143 monopropellant left after orbital transfer stage deorbit burn. Reward : 100000 KCU A3 MLLV cost : 87251 A3 MLLV income : 160000 Net gain : 72749 KCU Balance : 431527,5 KCU A4 MLLV launch : A4 funding : 65000 KCU A4 launch | A4 MLLV rocket (KW rocketry/KSPX) | launch cost : 106224,5 KCU result : 22.5t Payload brought to full geosynchronous orbit on first launch(tier 4) 26.26 liquid fuel, 32.09 oxy and 31.48 monopropellant remaining after orbital transfer stage deorbit burn. (note : i reaaaally went overboard with the A4 - she's really overengineered 4712ms DeltaV in ascent stage, 1335ms DeltaV in orbital transfer stage. payload + orbital transfer stage weight : 38.146t - total rocket weight (payload, orbital transfer stage + ascent stage) = 193.546t (so orbital stage + payload weighted 19.71% of the rocket) Flight profile : central core of the ascent stage dropped when i had an Ap at 100km, and a pe at 22km - the orbital stage finished the mission on it's own after - and there was not too much fuel for all the small corrections needed for having a good geosynch orbit At the end, going ultra efficient is not that interesting for this challenge - i saved 12000 on the rocket price KCU from the less overboard (and more error permissive) first version - basically, what you save on quantity of fuel, you pay in parts costs. Reward : 105000 KCU A4 MLLV cost : 106224,5 KCU A4 MLLV income : 170000 Net gain : 63775,5 KCU Balance : 422554 KCU Here are the pictures of the 4 rockets : MLLV A1 MKII: MLLV A2: MLLV A3: MLLV A4: (left the Engineer redux infos on this one )
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i reread your mission report, and i did not used took into account the initial funds provided in my report (i thought you only have the 'funds' if you succeeded the mission) - that's why i thought the rewards where not high enough. i'll correct my previous post to take into account the initial funds into it, but basically, it adds 150000 to my balance (i only took into account the first 10000 KCU and the rewards only as income - not taking into account the funds given before launch) - now it's really possible to do with the right funds
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that's because we simply multiply the fuel units per the multiplicator - no conversion to Kg in fact, it's just the unit CSX_Ind gave arbitrarly - basically, you just multiply the units shown in game per the multiplicator CSX_Ind gave to find the final price. so if you have an FLT800 tank, you'll have 360*2.5 + 440*1.5 = 1560 KCU of fuel fee to fill this tank. (i remove the payload for finding the exact number of fuel units i have, as long as i dont hit the space bar, i think it's fine to say the mission has not started yet )
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note : i think CSX_ind calculated on the basis of 1 unit of liquid fuel = 1kg of liquid fuel, because he did not know what unit the fuel was (plus it would be reaaaly harsh to convert everything - and it would be simply impossible to launch the first rocket with 40000 credits if you dont go for any achievment. so we have 360 liquid fuel and 440 oxydizer, and the flt 400 half that. the A1/A2 SLLV has 8 flt 800 and 1 flt 200. all of that contains 3060 liquid fuel and 3740 oxydizer (in the resource tab on the launch pad, with the payload removed). launch vehicule cost before paying for the fuel : 25190 KCU. liquid fuel cost : 3060*2.5 = 7650 KCU, oxygen fuel cost : 3060*1.5 = 5610 KCU. final cost : 38450 KCU. my orbital transfer stage + the payload weight between 14 and 15% of the rocket (the orbital transfer stage is there for circularizing after ascent, then bringing the payload to full geosynchronous orbit - Tier 4 achievement)
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after trying to design with various ways the A1 MLLV launcher, i find that the rewards are not high enough for MLLV onwards (at least if you try to do the challenge with stock parts rockets - KW rocketry tanks are much cheaper than the rockomax 32 and the jumbo 64 tank) - my cheapest tier 4 stock capable (by it's specs) cant get below 80000 KCU (and that's really dumbing down reliability) maximum payout is 75000 credits if you get tier 4 with an A1 MLLV Rocket (after all, as a tycoon, you're here to make money, not lose money ) there's really an enormous gap between A4 SLLV and A1 MLLV rocket in terms of necessary fuel.
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ok thanks
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well, i'm trying to create a rocket for the MLLV, but, could you clarify the point 'payload stage must be able to hold 1.25m parts ?
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sooo i completed the SLLV part of the challenge i'll put in a first report of my progress in this challenge (you tell me if i calculated correctly the rewards) Initial Phase : 10000 KCU A1 Funding : 30000 KCU A1 launch | A1/A2 SLLV rocket | launch cost : 38450 KCU result : 2.5t Payload brought to full geosynchronous orbit on first launch. (tier 4) no fuel remaining after sending the transfer stage on kerbin escape trajectory. reward : 70000 KCU Balance : 71550 KCU A2 Funding : 35000 KCU A2 launch | A1/A2 SLLV rocket | launch cost : 38450 KCU result : 2.8t Payload brought to full geosynchronous orbit on first launch. (tier 4) no fuel remaining after sending the transfer stage on kerbin escape trajectory. Reward : 75000 KCU Balance : 143100 KCU A3 Funding : 40000 KCU A3 launch | A3 SLLV rocket | launch cost : 44915 KCU result : 4.5t Payload brought to full geosynchronous orbit on first launch. (tier 4) Remaining Fuel in transfer stage after Deorbit burn: 41.61 fuel / 50.86 oxy Reward : 80000 KCU Balance : 218185 KCU A4 funding : 45000 KCU A4 launch | A4 SLLV rocket | launch cost : 56067 KCU result : 5.5t Payload brought to full geosynchronous orbit on first launch. (tier 4) Remaining Fuel in transfer stage after Deorbit burn: 29.92 fuel / 36.56 oxy Reward : 85000 KCU Balance : 292118 KCU Here are the 3 launchers i used for the SLLV part: basically, there's a 1500ms delta/v transfer stage below the payload with a TWR between 0.5 and 0.9 - the asparagus staged rocket below the transfer stage is just there for Kerbin ascent to a 100km apoapsis. I only drop the central core when i raised my periapsis near 22km, the transfer stage then circularize on it's own after, before heading to geosynchronous orbit and releasing the payload there, before deorbiting the transfer stage -i like to keep space clean (no remaining debris in kerbin orbit apart from the payload itself:p)
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So, the 'funds' noted into the mission package are just the rewards (you should change funds by rewards in your post) i originally thought that those funds where provided before launch (so you'll start with 10000 + 30000) then, in case of success, you have a reward
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interesting challenge. a few questions though : could you detail how the 'handsome rewards please' works ? it's not very clear at the moment Dummy payload - can we use full fuel tanks in the payload decoupler ? it's easier to have weight with it (as long as we do not use any fuel from it, it starts full and will remain full until the payload is released) example payload : 1 FLT-200 tank + 1modular girder adapter, total weight 2.5t mods - Engineer redux : i just use it while in the VAB, then i restore the engineer part - (it's 160 KCU) is it counted into the total price, or is the total price only what ends up on the launch pad ? also, can we use the cost listed in engineer redux ? (saves time for cost calculation, like that : remove the payload and the stability enhancers, and substract 160 KCU to the cost given by Engineer redux (that the price of the engineer redux part,which will not stay on the rocket)) challenges the SLLV A1 and A2 payloads are really close one to another. can we use the same base rocket for the 2 payloads ? in the test i made, my 3 stage rocket (2 stage asparagus ascent + 1 orbital transfer stage) is powerful enough to lift one payload or the other (on it's maiden flight, it pushed the 2.5t payload to a 100km orbit, the to GTO, then in geosync orbit, then on escape trajectory - all that in 38450 KCU(fuel cost included ) - the same rocket, on it's second flight, pushed to full Geosynch orbit the 2.8t payload before escaping kerbin SOI with the payload. so if i do the maths correctly, (still during mission 1, as an example) before 1st launch : 10000 + 30000 KCU. : A1 launch : 1550 KCU remaining. Tiers accomplished : all 4. so the reward : 40000 for the 4 tiers, and that's what i want to know about handsome rewards : do we get 30000 credits now, or after the SLLV A2 A3 and A4 finish their missions ? I'll just post my first missions profile (the two first missions did similar flights, with A1 and A2 payload) Rocket parts : Orbital transfer stage : 1xLV-909 1xFLT200 1xocto strut 1x1.25m ASAS 1xz500 battery 1xOKTO core (the big one ) 4xOX-STAT solar panels 1xTR18A stack decoupler Core Rocket Stage : 1xLVT-45 2xFLT800 3xTT-38K Radial decoupler 1xTR18A stack decoupler Asparagus Booster (i have 3 of them around the core stage, all dropped at the same time): 1xLVT-30 2xFLT800 2xEAS-4 Strut connector. Total weight without payload : 44.4t Mission Profile : Ascent on full thrust till 10000m, then begin the G-turn. few moments after beginning the g-turn, the asparagus boosters will empty - dropping the boosters. continuing with the G-turn(turning till reaching horizon at 50000m altitude), then pushing the Apoapsis to 100km. at Apoapsis : pushing the periapsis at 22000m, then droping the core stage. circularize at 100km with the orbital transfer stage. push to GTO. on GTO apo : Circularize to geosync orbit. (then for the fun and the remaining fuel onboard the orbital transfer stage, Escape kerbin SOI with the payload.) I flew the SLLV missions A1 and A2 with the same rocket, and had the same mission profile for both.
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How to reduce the fuel amount needed?
sgt_flyer replied to etse's topic in KSP1 Gameplay Questions and Tutorials
Temstar gave some informations regarding how he created is Nova series in this thread. http://forum.kerbalspaceprogram.com/showthread.php/28248-Is-asparagus-the-best-staging-system-%28might-contain-science%29 note : you'll have to tweak around yourself to see what works or not, but that's a good start regarding the maths required (just go down a few posts to find Temstar's how to) -
i once made a mün lander with 8 nuclear engines which worked pretty well (it was for kethane mod) it was able to deorbit, land, fill it's Kethane tanks, refill it's fuel tanks (i added a kethane fuel converter on it) and go into orbit:) (net result after topping my fuel tanks once in orbit was almost 2/3rd of my kethane tanks still full, ready to be transfered to my tanker waiting to take it back to earth ) (basically, the lander was in cross configuration, 1 3man capsule, 1 rockomax /16 tank, and 4 of the second largest kethane tanks extending horizontally around it. (+ 2 nuclear engines strapped onto the sides of the kethane tanks) + all you would need on a lander (RCS, landing legs, etc) one advantage it had, is it also worked as the transfer stage to mün with it's 8 nuclear engines (i just added a decoupler and a rockomax /32 under the lander for having enough fuel for the transfer) and jetisonning the extra tank when i just started my descent to mün