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Darth Lazarus

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  1. @ Beale i found some helpfull pages for teh Proton rocket. if you are going to rebalance your Tantares Proton, then you should check this out: http://www.russianspaceweb.com/proton_stage1.html http://www.russianspaceweb.com/proton_stage2.html http://www.russianspaceweb.com/proton_stage3.html scrolling down will show you some very helpfull tables, esp. with TWR and more !
  2. cost comparision added to my table. yes the first stage is overpriced compared to my stock first stage, even when considering the minimal more length of the tantares first stage. the rest is pretty fine. i need that oomph
  3. the mighty loaf demaned a comparision .. here it is comparison stock Proton vs Tantares Proton: [table=width: 500] [tr] [td][/td] [td]Stock Proton[/td] [td]Tantares Proton[/td] [/tr] [tr] [td]part count:[/td] [td]173[/td] [td]21[/td] [/tr] [tr] [td]total mass:[/td] [td]186,7 t[/td] [td]203,5 t[/td] [/tr] [tr] [td]test payload mass:[/td] [td]20,25 t[/td] [td]20,25 t[/td] [/tr] [tr] [td]liftoff TWR[/td] [td]1.5[/td] [td]1.38[/td] [/tr] [tr] [td]total atmospheric dV[/td] [td]3.601 m/s[/td] [td]4.482 m/s[/td] [/tr] [tr] [td]total burntime[/td] [td]8m 44s[/td] [td]4m 19s[/td] [/tr] [tr] [td]dV in 70x70 LKO[/td] [td]~200 m/s[/td] [td]~1.500 m/s (2nd stage still attached)[/td] [/tr] [tr] [td]thrust stage 1[/td] [td]2.980 kN[/td] [td]3.200 kN[/td] [/tr] [tr] [td]total dV stage 1[/td] [td]1.890 m/s[/td] [td]2.639 m/s[/td] [/tr] [tr] [td]burntime stage 1[/td] [td]1m 27s[/td] [td]1m 54s[/td] [/tr] [tr] [td]thrust stage 2[/td] [td]860 kN[/td] [td]1.400 kN[/td] [/tr] [tr] [td]total dV stage 2[/td] [td]1.274 m/s[/td] [td]1.528 m/s[/td] [/tr] [tr] [td]burntime stage 2[/td] [td]1m 22s[/td] [td]1m 4s[/td] [/tr] [tr] [td]thrust stage 3[/td] [td]279 kN[/td] [td]390 kN[/td] [/tr] [tr] [td]total dV stage 3[/td] [td]778 m/s[/td] [td]1.043 m/s[/td] [/tr] [tr] [td]burntime stage 3[/td] [td]5m 55s[/td] [td]1m 21s[/td] [/tr] [tr] [td]total costs[/td] [td]67.104[/td] [td]83.278[/td] [/tr] [tr] [td]1st stage costs[/td] [td]38.496[/td] [td]55.600[/td] [/tr] [tr] [td]2nd stage costs[/td] [td]17.314[/td] [td]16.750[/td] [/tr] [tr] [td]3rd stage costs (with payload fairing)[/td] [td]11.294[/td] [td]10.928[/td] [/tr] [/table] comparison of flight characteristics: While the stock Proton is rock solid with no woble, it can be a bit hard to do the pitchmaneuver. The Tantares Protn is easy to maneauver during powered flight of the first and secondstage, but the rocket tends to wobble. Overall the tantares Proton is more powerfull and has more fuel compared to a stock version with similar length. espacily the thrust of the second stage is bigger. with a testpaylod of only 20,25 tons, the tantares Proton is so powerfull, that the secodn stage has still dV to spare when reaching a stable LKO. the direct comparison of the size with a real Proton (Salyut on top) shows, that the first stage of teh tantares Proton is to long while the rest has the perfect size. The stock Proton has a slightly to short first stage problem during testing of tantares Proton: the verniers of the trhird stage engine are not powerfull enough to controll the third stage together with a 20+ t paylaod WITHOUT SAS edit: fixed picture with guidelines for stages
  4. i rebuild my Stock Proton - all hail to the mighty bread edit: the nukeengine is released? ... hell, time for a nuclear UR-700 with Tantares Parts
  5. reworked an upper stage.... Parts: 115 Mass: 11,1 tons dV: 2.756 m/s thrust: 60 kN edit: and now a rocket for my upper stage Payload to LKO: ~20 tons Liftoff TWR: 1.5
  6. well we wil lsee where the development is going. the devs of KSP are by far the most open and friendly devs out here so i'm in good hope that things will go very well
  7. about the stock radiators i'm with Streetwind, the more i think about it, the more i get the feeling that the stock radiators are an "unfinished" product, like teh heatsystem. to fast pushing out new stuff ...
  8. intersting behavior of the stock radiators. as explaned in a KSPTV stream this night with roverdude in the chat, the stock radiators pull heat from the ENTIRE craft, not only the part they are attached too. and they have a kick in treshold and don't work from the beginning. when parts are starting to get too hot, the radiators start to suck the heat out of the entire craft to provide cooling- oh and they don't glow edit: -deployabale radiators suck heat from the entire ship -radiator panels work more like a heat sink and only pull heat from the part they are attched to.
  9. can someone tell me, where to find the "disable temp gauges" mod? i thought it was art of the community fix pack?
  10. yes, each nuclear engine will need a heatexchanger as heatdump. from tehre you could either use heatpeipes to connect every exchanger to your central radiatorarray or just put radiators on the exchangers. for the tanks, normaly you don't need to cool then. and because you have the engines "cooled" with the heatexchangersm the tanks shoudl stay cool too. but you can conenct the tanks with heatpipes too teh radiator array.
  11. not when you plan you maneuvers carefully. when doing an interplanetary transfer, i use kerbal alarm clock to give me a 2 days safe time to power up before a maneuver node. oh and a huge amount of electricity does not hurt...
  12. between the engine and the tank there should be an heat exchanger to suck the heat out of the engine, then use heatpipes and/or radiators @ MaverickSawyer it's a stock problem: by timewarp bigger then 100x, the game handles the ship as ONE part instead of all the different parts. which means all heat goes evenlly to everywhere. to prevent sudden explosion, i turn of teh reactor, wait fo a major cooldown of teh radiators with 50x or 100x and then i warp faster. and it saves on reactor lifetime as well
  13. @ lajosnkler. you can just use teh heatpipes. you don't need to place the big exchnagers. they are meant to have a single part, which collects all the surronding heat and then get rid of it with radiators for example: stick nuclear engines or high power electrical engines from Nerta's Near Future pack directly to an exchnager to keep them cool. and the exchanger has a bigger thermal capcity AND it sucks the heat out of the parts sticked to it @ Jansn sounds lile CKAN broke your mod install. delete teh mod files and update it manualy. maybe this fixes the issue
  14. Nertea ... i love you ... the new parts are awesome so much possiblities ...
  15. so best things is to stay UNDER 100x timwaro until things got cooled enough. good to know
  16. the only thing i noticed is, that when the radiators (or an other single part of the ship) is very hot and you timewarp really fast, the heat is distributed evenly to the whole ship ... which can be very destructive, when you have 4 or more nearly melting radiators ...
  17. depening on the VASMIR setting the dV range is from ~31.000 m/s with 37 kN thrust to ~9500 m/s with 120 kN thrust. overall weight of this ship is lower then 40 tons. but it was only a test ship for the radiator and heatpipes with no payload. my goal was a ship that could travel to moho and back with a small payload (up to 10 tons). and i noticed a main problem with the cooling. while the reactor was stable, the engine overheated... all the problems are sloved with the new version, which got a lander too. this one: http://i.imgur.com/izRCLux.jpg i had to use the "attach engine to a tank" trick and then moving the heat with heatpipes. and yes, the rest of the ship is connected with heatpiepes to the secondary radiatorarray. i still need to confirm how close it can go to the sun, but moho orbit is a piece of cake with full running reactor. edit: mass of the second ship: 58,5 tons dV range: ~31.000m/s with 37 kN thrust to ~9500 m/s with 120 kN thrust.
  18. this is my new favorite mod (together with all the NFP stuff) i need new words for describing the awesomeness of this mod ! sadly i can't give rep .. need to spread some more love here my current "test" ship. reactor running on full power, heatpipes transffering the heat to the main radiatorsystem for the propulsion system. And after trying out some things, it works very good right now. The reactor is so cold like the surrounding space while my crew can vaporzie eggs on the radiators
  19. @ Beale: in theory it can lift 240 tons to LKO ... sadly the stock nuke engines are not powerfullenough. the thurst is way to low compared to the real deal... edit: switchng to LV-T30's ad fillign teh tanks with oxidiser, the payload is 160 tons ...
  20. Tantares UR 700 (nuclear thrid stage) ~10.500 m/s dV TWR of 1.6 no payload missing 4th stage sadly the stock nukes are overheating like crazy and without mods with radiators and heatsinks, the rocket wont be ready for use ... or switching back to good old 45's ...
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