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Neici

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  1. Were the canisters destroyed or riped off the crew pod after landing? Yesterday i had the same issue. It seems that if you lost you canisters after you did some sience and befor recovery the sience of the experiement is lost.
  2. Interessting Report architeuthis! Especially the real life mission remake. Well but keep it in mind. If you launch a SST to orbit with enough fuel to fire 2 or 3 Payloads of 10 t for example without refueling, you would already compensate the fuel waste with less launcher fuel and part cost plus less Tug part cost. Then you could refuel it and do the same again. In case of very low weight payloads, like little probes you could take a ionengine SST with enough batteries and enough engines to do the burn and then just recharge the batteries.
  3. yea nice thougth about minmus refueling. But don't you need much luck to have a minmus encounter after slowing down from a interstellar trajectory that actually hit duna for example? Well actually a SST is e interplanetary stage. But you return it to LKO fur further use. If you let it burn out it would be just a simple interplanetary stage. It would be possible to designe a SST for Jool, but it would be very fuel wasting. and hard to hit Jool System with the payload. Cool to see some interesst
  4. Hi dear rocket-sience colleagues Today i thought of a intersting concept for accelerating sience crafts into interplanetary trajectories. (Yea i relate to KSP in this "Off-topic" forum, but it is a very physical concept) Concept principle: You have a SST(SlingShotTug) in your LKO. After you have launched, rendez-voused and docked your craft with the tug you will burn prograde into a direct trajectory to your target. Duna for example. So you have a trajectory that leads direct into dunas SOI and you are still around 100km over kerbin. Undock now your craft from the tug and let it fly. Change to the SST immediately, turn it around and burn retrograde. Reaccomplish LKO. The SST is ready for further use. To reduce fuel waste with a tradeoff to use more time, you could burn to hold the SST trajectory in the SOI, lower ti periapsis into atmosphere and do an aerobrake with recirculation afterwards. Pros: + Reusable interplanetary tug that stays at Kerbin.(Less part costs for economics) + You don't have to Launch new Tugs befor every launch. + (In KSP)You may save some gametime(gaming time not ingame) if you launch several crafts to other planets + No interplanetary debris, or at least less if you count your crashed craft Kons: - It wastes some fuel because of spending the delta v for the trajectory one time and for returning the tug into LKO a second time. - You have to set up a accurate and direct trajectory. - Not recommendable for a journey further than dres. My thoughts: - Pro 1 speaks for it self - Pro 2 is realated to 1. You also don't have to build big launchers to bring a interplanetary stage into orbit. - The game time you save is: Pro 2 and you can designe a SST that can launch more than one craft without refueling. You only have to rendez-vous a new craft with the tug. So minus refueling launches. But plus the time you need to refuel it later and bringing it back to LKO after use. So you need to balance the the SST between Partcost and fuel waste. - Pro 4 speaks for it self - Yes you waste fuel, but it is much less than used for launching your craft. Because you have less fuel and no payload to slow down again. - The last two Kons are related. Accurate trajcetories out of a SOI into an other one can be difficult.(In KSP because of the shakeing orbital lines.) But it is allowed to bring some sort of low delta v trajectory ajustment device in your payload. My thought example: SST = a half Tank (18t) + 4 LV-N Payload 1 = 25t Payload 2 = 10t Duna delta v = 1100 m/s start SST + Payload 1 delta V = 2820 m/s slingshot burn time = 54s remaining delta V without Payload = 3093 m/S (1100m/s will be used to return to LKO) Delta V left with payload 2 (SST + Payload 2) = 1149.7m/s So in theorie it would be able to launch a second payload with 10t to duna but not to reaccomplish LKO again. Well with only 2 LV-N it could have enough delta v to bring 2 payloads (20t and 10t) to duna without leaving Kerbin. But needs as twice as long to burn => gets on a higher orbit after slowing down => wastes more fuel to lower orbit. It's all a matter of designing. As more crafts the SST should launch without refuelling as more fuel gets wasted. You can design a SST for almost every payload and for any Planet it should get.But this i leave to to you as spacecraft engeneer. ^^ Tell me what you think about this concept! PS: It would also be a cool challenge to land a lander on duna, but you are not allowed to use any thrust generating part at the outside of the SOI of Kerbin. Neici
  5. Tw1: Well i think it would be luck if you get a encounter for a munar reverse assist. Or at least time consuming. But your aerobrake suggestion could be a nice idea. Just burn as much you need to not leave the SOI. From there you can time warp, lower your periapsis into the atmosphere, do a aerobrake and recircularise. rodion: Well yes, but you could design you SST to support more shots than one. So you would need less refuel launches. it would be less effective for the SST but you would require a lot less fuel than launching a refuel mission. Thanks!
  6. Hi dear rocket-sience colleagues Today i thought of a intersting concept for accelerating sience crafts into interplanetary trajectories. Concept principle: You have a SST(SlingShotTug) in your LKO. After you have launched, rendez-voused and docked your craft with the tug you will burn prograde into a direct trajectory to your target. Duna for example. So you have a trajectory that leads direct into dunas SOI and you are still around 100km over kerbin. Undock now your craft from the tug and let it fly. Change to the SST immediately, turn it around and burn retrograde. Reaccomplish LKO. The SST is ready for further use. Pros: + Reusable interplanetary tug that stays at Kerbin.(Less part costs for economics) + You don't have to Launch new Tugs befor every launch. + You may save some gametime(gaming time not ingame) if you launch several crafts to other planets + No interplanetary debris, or at least less if you count your crashed craft Kons: - It wastes some fuel because of spending the delta v for the trajectory one time and for returning the tug into LKO a second time. - You have to set up a accurate and direct trajectory. - Not recommendable for a journey further than dres. My thoughts: - Pro 1 speaks for it self - Pro 2 is realated to 1. You also don't have to build big launchers to bring a interplanetary stage into orbit. - The game time you save is: Pro 2 and you can designe a SST that can launch more than one craft without refueling. You only have to rendez-vous a new craft with the tug. So minus refueling launches. But plus the time you need to refuel it later and bringing it back to LKO after use. - Pro 4 speaks for it self - Yes you waste fuel, but it is much less than used for launching your craft. Because you have less fuel and no payload to slow down again. - The last two Kons are related. Accurate trajcetories out of a SOI into an other one can be difficult because of KSPs shakeing orbital lines. But it is allowed to bring some sort of trajectory ajustment device in your payload. My thought example: SST = a half Tank (18t) + 4 LV-N Payload 1 = 25t Payload 2 = 10t Duna delta v = 1100 m/s start SST + Payload 1 delta V = 2820 m/s slingshot burn time = 54s remaining delta V without Payload = 3093 m/S (1100m/s will be used to return to LKO) Delta V left with payload 2 (SST + Payload 2) = 1149.7m/s So in theorie it would be able to launch a second payload with 10t to duna but not to reaccomplish LKO again. Well with only 2 LV-N it could have enough delta v to bring 2 payloads (20t and 10t) to duna without leaving Kerbin. But needs as twice as long to burn => gets on a higher orbit after slowing down => wastes more fuel to lower orbit. It's all a matter of designing. As more crafts the SST should launch without refuelling as more fuel gets wasted. You can design a SST for almost every payload and for any Planet it should get.But this i leave to to you as spacecraft engeneer. ^^ Tell me what you think about this concept! PS: It would also be a cool challenge to land a lander on duna, but you are not allowed to use any thrust generating part at the outside of the SOI of Kerbin. Neici
  7. @LeadMagnet: Well i know Macy ^^ He was the reason for inspiration ^^ But he used those engine attachment wings for his Spirit of kerbin. I don't want to use these because i want to build a bigger Carrier, because of bigger fighters ^^ And yes i think i used part clipping? I turned the plates around till they overlap.. is this really the problem?
  8. Hi I like big ships in KSP, so i tried to build a carrier. I'm using B9 and Nova Punch for building. My problem: To build the cargo room for the carrier i took the biggest white plate of the B9 pack to reduce part count. I formed a somewhat round cargo hull with these. Attaching one to the fueltanks and one or two more stacket on top of the attached plate. To reinfoce it i also put on some nova punch struts. So far so good. If i launch now on the runway the whole hull just pops off the ship under the weight of the ship. (it is laying on the hull if it's on the ground) Well it is heavy, so i turned off gravity. All ok it flew around in the atmosphere. BUT, if i touch the ground with 2-10 m/s the same happens. It literally blows/explodes off every single plate. The same if i hit it with some light parts thrown at it. These struts should hold in my opiniton. I used the 220000 strenght struts. Is this a bug or do i miss something? Or is there a problem with clipping these through each other? I can't put up some screens, i'm at work right now. but maybe tomorrow if they are really needed. _ _ / \ O O \_ _/ Well this is the structure. O = fueltank /= plate
  9. 284: If we accidentally deploy chutes while launching a rocket into orbit, we cut them, EVA around the rocket to repack them before the weird aerodynamics let the kerbal fall faster than the rocket.
  10. As i saw in overflying the document nothing has to do with aerodynamics. And this is the only thing that will change in you mentioned update. Most of the equations actually shown are realworld physics. If not all of them.
  11. If you do this document especially for KSP and mod developers eventually consider adding KSP specific equations with values found in a part file. For Example see this thread: http://forum.kerbalspaceprogram.com/showthread.php/24733-Calculating-with-the-ratio-value-of-an-engine
  12. Wow nice jop. 10k posts sence last october.
  13. Nice idea. This would be really cool. It would also be cool to see a formula to calculate the delta V consumptions. Like getting into orbit with a planet of this atmosphere and gravity an so on.
  14. Wow quite impressive collection you have here!! This is really helpful if you don't have to search all those equations in the Wiki. And another + for really clear and understandable text! Not like Wiki. ^^ The only problem is that is saw this too late for my uses ^^ This is the reason i compare with Wiki
  15. Welcome back! But it seems that there is no Post requirment anymore? The message "you have to wait for a mod..." don't show up after a post. imagine the extreme amount of post the mods would have to accept now ^^
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