gilflo
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I see you got 2 or 3 main engines at the center of your ship Add 2 or 3 separators below your engines, then join them with a kind of empty tank, add a new separator for this tank with sepatrons, tweakscale them to be bigger, and set one inflatable shield below. You don't need 2 shields, just one bigger enough, 5m diameter or more if necessary.. When your chutes will be fully opened, you should be at your landing vertical speed between 500m and 1000m. drop your shield and drop your empty tank then.....it will free all your engines....then open your gear
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Wait your chutes opened under 1000m and your speed is under 20m/s. Add some ullage engines to help separation
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You can look at my design in this topic -inflatable shield below the engines to protect the whole ship. Must be ejectable with parachutes opened on final -Top device with a bunch of 8 speedbrakes to balance the ship during retrograde descent. Must be ejectable too, -depending if speedbrakes are efficient enough or not, you can set on COG a bunch of 4 to 8 vernors ( even more) WORKING WITH RCS to help balancing during descent. Must be coupled up to an ejectable tank, set with the speedbrakes device for example, and must be ejectable too. -speedbrakes opened all time during descent, as long as overheeting is a factor, will be a great help to avoid flip. So wiil do the vernors with RCS, if speedbrakes are not enough during critical phases. An important factor to avoid flipping during descent is a question of distance between COG and speedbrakes
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Hi Claw here is my attempt i completed the Kerbin Circumnavigation Gilflo
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Thank's for the information.I'll take a look at these thread. yes warp 4 times works fine with my design, whatever is the speed and even for turns. So at 77m/s it's quite interesting, and even more at 125. I got this speed with the same design but with other turbojet engines. Down side is that the weight is 150T for 105000DV and you need to refuel. 4times warp works also find and maybe i am going to try a tour via the south pass with such a boat. I think That with 105000DV If i reach more than 100m/s , 4 refuelling should be enough and I plan to send a tanker aircraft to refuel as quick as possible. Do you know what is the lowest time for the Kerbin circumnavigation?
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I would call it a catamaran. The fact is that i design it so that the center hull would never touch the water. On the design, it was a trimaran and the center hull being in water, the top speed far less. 50m/s for trimaran, 77 for catamaran and i am wondering if i can do better by moving moving COL slightly aftward and may be giving a very small positive angle of attack to the 2 wings joining the center hull. I have to try. What i tried was to pitch up the rear elevons while at max speed in the hope that it would help to lift the whole ship and decrease water friction to increase speed. In fact, despite COL is behind COG, it acts like speedbrakes, no helping at all to lift the catamaran. i tried to set 2 rear and 2 front movable winglets to get a kind of lifting at max speed, but it did not work. I did not try fixed winglets, but i guess the thing is to find out exactly where to set this surfaces and what angle of attack to give them to get lift.
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Hello Is my submission, a few posts ahead, valid for the circumnavigation challenge? I am working on the same ship fitted with jet engine, that required refueling during tour..
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Hello Here is my report for Kerbin Elcano Maritime Challenge. I performed it with a ship designed for Eve Elcano, that i will perform next. I just change a few things from the original ship.
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Hello guys Here is my AGR (amphibious gliding rover) to complete the Elcano Challenge 2 MK1 cockpits, one for the pilot, one for the engineer and 2 B9 aerospace wings joining 2 big OPT spare tanks. 2 big "Torch" nuclear Engine from Atomic Age by Porkjet. These engines are design to run in Eve oxygenless atmosphere, and they run too in Kerbin atmosphere, but with bad engine performance. The good side is that they don't need any fuel, so range is unlimited and COG is not moving, bad side being that they are very heavy. The whole ship with no fuel weights 50T. It's very stable on water and can reach 76-80m/s, nearly 160kts at full power. On earth we can also reach these speed at 40% power and AGR, with its 4 well fitted gears, it is drivable up to 80-90m/s. It can occasionally fly on bouncing but is hardly flyable and you can flare long jumps. So let's go: departure from hangar D239 Time 4:35UT Here is the map of the track leaving base, view from pilot view from rear, engineer cockpit Passing along the first cape, heading SW, time 5:11 UT Stop 1: Island in middle of ocean - D240 0:57 UT First flag Leaving island Abeam Cape 2 point around 1:38 UT Sunset and night fall Kimsei is going to use Scansat Map for navigation precision. He found a flat beach near the passage to north and he is going to land here for a rest until the sun rise. Going out of water, time 5:27UT After a short rest, day is rising leaving at the sunset rear view from engineer side Between islands in the north passage Leaving the north passage, time D241 0:51 UT, we are now heading to a small island in the middle of the sea Last earth view before a long time We are now heading to a small island in the middle of the track to the north earth passage. Approaching island for stop 4 We are here Time to set a flag on the small island 2:22 UT And we leave to the north Passage And suddenly, the accident: Kimsei is ejected from the AGR at full speed!!!. By trying to get a cockpit view, I selected EVA!!! Fortunately the AGR stopped 300m later and Kimsei had to struggle 10mn in water to get on board!! any sharks here?? Here he is nearly on board Finding the best place to land and setting the flag before taking some rest, night is falling and we can't taxi in the land in the night at high speed D241 Time 4:20 UT Now is the most jumping and dangerous part and we leave late after sunrise Reaching the first lake, Stop 6, D242 time 2:06UT, we plant a flag Navigation through the lake earth again Now we set course to the second lake, a small one before the sea Here it is Nearly crossed the last lake Here is the sea again, and we set course to South east to a big island for stop 8. last land before long D242 3:06 UT Approaching Island after 1H15mn Setting a flag, it is stop 8 Leaving for the long cape East of Kerbin Base, it will be the longest cross and we will spend the last night here. Approaching our last stop before the end Night is falling and Kimsei will perform a night landing Now he is an expert!! Last flag, 354M from home. he thinks it's an island, but it's the continent!! not enough rest !! Leaving for last leg D243 4:03 UT Approaching home D243 5:14 Landed Finished: In front of the hangar Result Challenge completed!! A small vid with the jumps and bounces on earth passage...
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[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
gilflo replied to Boris-Barboris's topic in KSP1 Mod Releases
With pilot assistant you have a kind of autopilot able to follow a heading or a track, an angle of climg or a rate of climb, able to fly a level flight. You can adapt it to each plane by setting a lot of parameters. With atmospheric autopilot you can manually pilot trough a fly by wire system like the A320. It means you aircraft is always in trim, that means always balanced in pitch and yaw, wathever is the power you apply, wathever is your rate of climb or your bank......which means that your flight by joystick is very fluid and easy whatever is the aircraft. You just have to set the max g factor you don't want to overcome on 3 axes and some other settings....and you can also personnalize each aircraft settings. There also an autopilot able to do what is doing pilot assistant. My feeling is that Pilot assistant is easier to use as autopilot and Atmspheric Autopilot is much better for manual fly by wire piloting and very easy to pilot low altitude flights manually. -
Hello I am building a modded Amphibious Gliding Rover to make a circum navigation around Eve. It should be able to reach more than 110m/s on water and same speed on ground. It should be able to glide in order to land on Eve. for circumnavigation, what about if it glides from top of mountain in a valley? Is it allowed, because it could be able..... But it can also stay on ground and jump at high speed reaching 20 to 40m high before touching ground again....
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
gilflo replied to sirkut's topic in KSP1 Mod Releases
Hello What are all the packs working with IR 2.0.5 for ksp 1.1.3 With the "legacy" parts from 2.0.5, I got from ksp 1.1.2 a " Rework Expansion", a "Rework core" and a "Rework utility" with a "Rework tweakscale.cfg" Are those 3 part folders downloadable for 1.1.3 or can I use it from 1.1.2? -
[1.2.x] Rocket Factory 1.2x - LeBeau Space Industries
gilflo replied to RaendyLeBeau's topic in KSP1 Mod Releases
Hey Just send your great SIGMA pod to Eve with 11 kerbals.- 183 replies
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Eve and Back for 11 Kerbal tourists - no refuel
gilflo replied to gilflo's topic in KSP1 Mission Reports
Today I launch a tourism twin engine aircraft to join my Kerbal tourist waiting on Eve Perfect launch Orbit at 610 kms, we wait launch window to Eve Then we made Eve orbit interception by aerobraking on a 70 kms Periapsis. Now we got a good experience for design and Eve entry procedures for aircrafts and landers For aircraft, prograde entry protected by an ejectable shield, and balanced by a big tank and its engine used for Eve injection and de-orbitation. Approaching periapsis under 70kms, we close the orbit an get an 1500 km apoapsis after first pass, no using any DV 2 passes, periapsis 73 then 75 kms and we get a circular 110kms orbit with the expense of a few DV. Aerobraking for entry begins at around 50° from target, we are not aligned but it's not a factor as we will join the target by flying when in aircraft mode. Descending speedbrakes open (very important for balance), bank 0°. Authority limiters are set to 150 on tank winglets as well as on pitch flight controls on airplane. Roll and rudder are de activated. descending on prograde to 20kms without RCS. Flight controls are efficient enough to maintain Below 20kms, Speedbrakes shut, ASAS OFF, the whole thing slightly raise nose to horizon. Then ASAS on Retrograde and RCS ON to raise nose over horizon allow to eject shield then tank ASAS OFF The plane lower the nose. Atmosphérique autopilot ON (not really an autopilot) just a "fly by wire" mode like A320, -allowing fluid joystick piloting, awesome!!. All flight control "Authority limiter" around 60, activation of rudder and ailerons. Engines ignition. Looking at the ScanSat map we set heading to target. Cruise control mode, it's an AP to maintain level flight, allowing time warping.... Descending on target, 430kts-85m pass over VoyagEve and the tourists After a 2nd pass we come to land Everybody is boarding. long process, there's no jetway herei!!! You cannot see the cabin windows, they are below the wings so that the passengers can admire Eve To follow -
So what does it take to get off of Eve these days?
gilflo replied to RocketBlam's topic in KSP1 Discussion
Use a fairing for launch and eject when you are over 20kms when air resistance is no more a factor -
So what does it take to get off of Eve these days?
gilflo replied to RocketBlam's topic in KSP1 Discussion
Take a look at my previous post and look on my screen how i dealt with it: -Set at the top of your lander an ejectable device with: +a small tank for RSC vernor engines +6 or 8 speed brakes that you will leave open during all descent to help stabilize the whole ship -Set well dimensioned ejectable vernor engines (tweaked if necessary or doubled or triple set) on the COM of the whole ship-including the top device (all around your lander tank) to help keeping retrograde on descent if necessary -Eject the top device when heating is no more a factor and you are near vertical descent (around 20 kms) - Eject vernors or keep it and eject before take off -Open chutes at 10kms and when they open fully at 700m above ground, eject the shield. it will descent quicker than your lander. -
So what does it take to get off of Eve these days?
gilflo replied to RocketBlam's topic in KSP1 Discussion
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Here is the story of 11 Kerbal tourists landing on Eve
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Eve and Back for 11 Kerbal tourists - no refuel
gilflo replied to gilflo's topic in KSP1 Mission Reports
I made mistakes, please can you suppress my 3 older topics open with the same title? Thank you -
Since I discovered the SIGMA pod, "voyager" class, for 11 kerbals, I imagine how to send them to Eve and back Challenge was to find the right design fora lander able to take off this pod with 11 Kerbals from Eve to orbit and continue to Kerbin and for a launcher able to send it to Eve and set it in orbit. -The pod had to sustain Kerbin atmospheric entry: Easy because shield is included -The lander had to be able to join at least a 100kms orbit around Eve and make it to Kerbin with or without external shuttle. -The lander had to land only on chutes to minimize fuel. -The lander had to be equipped with a desorbiting system, a shield system for Eve interception and a shield system for Eve descent. -Gears, RCS engines, chutes, ladders had to be ejected on Eve take off. -No refuel on Eve. -Design had to allow 11 Kerbals to EVA on Eve -Launcher had to be able to launch the lander fully equipped on Kerbin orbit, send it to Eve, make it intercept Eve orbit with enough spare fuel to intercept in case aerobraking interception won't be efficient -The lowest count of pieces Here's VoyagEve fully equipped: 356T to launch - 251T on Eve landing - 235T on Eve take off 54 MK2 chutes et 6 MK16 chutes allowing 8m/s vertical speed on landing de 8m/s easily support by 12 ejectable landing gears. 3 lower asparagus stages, plus 2 upper asparagus stages, upper center tank being ejectable before Kerbin landing. At the top: ejectable shield, speedbrakes and RCS tank, at the bottom, ejectable desorbiting system plus entry shield. Engines:Tweakable RS 25 Space shuttle main engine, best ratio for mass/TWR/DV on Eve take off. Aerospike engines are not interesting for big weight landers. here's the launcher, only 3 engines, with the fairing including the equipped lander: total weight 2761 for a 356T charge Engines: Tweakable RS 25 Space shuttle main engine, still the best engine for heavy weight to lift This launcher is far better performant than the one i used for Evalander to send 2 kernels to Eve. When we will be in orbit around Eve, the ELEA B9 craft piloted by the 2 Kerbals arrived with Evalander, will reckon the best landing site on VoyaEve orbital trajectory. I want to land near the sea on orbital trajectory, because we have few maneuver margin to choose a landing site outside orbital trajectory. Launch Inside Sigma pod during launch Fairing ejection at 23Kms Separation of asparagus engines and tanks at 44kms From pilot seat Departure to Eve Aerobraking at 74kms for Eve interception is not efficient, we will have to use the launcher main engine to shut the orbit, then we will aerobrake Launcher ejection More than 10 orbits on aerobraking to establish a 110kms orbit End of de orbitation. Altitude 34kms, hottest point on entry. Altitude 19kms, we are very near of "target site" (red cross) Altitude 13 kms: ejection of top (Speedbrakes, RCS tank) 8500m, chutes out 950m: MK16 open, vertical speed 67m/s 650m: total opening of chutes, VS 8m/s, gears down, shield ejected 24m nearly on ground ELEA B9 reckoning aircraft: Low altitude pass over VoyagEve First Kerbal Eva 11 Kerbal in circule waiting for sunset 11 Kerbals and the sunset over Eve mountains The Vid
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Only 54 Mk2 radial chutes and 6 MK16. Vertical landing speed is 8m/s. Landing weight is 253.5T, full of fuel. Pod is from LBSI: it's a Kappa Sigma V5 Explorer " voyager class" for 11 people. Engines are all tweakable R25 Space shuttle main engines from Real scale Booster, and yes it will take off, join a 110km orbit and then leave to Kerbin and land to Kerbin.
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11 Kerbal tourists landed on Eve tonight at 11:00pm UTC time, on the shoreline. They were amazed by the sunset. It's a "one shot" mission, fly to Eve and back without refueling, for so many people together, just to admire the explodium sea and the sunset Story telling as soon as i get time..
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Yes, but you can disable steering just before take off, once aligned on runway.
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I think the best way to perform a take run at high speed is to disable nose steering. As on real plane, the rudder should be very efficient very soon. If plane is aligned with runway you should not have to steer at all. My 455T SSTO take off at 110m/s (220 kts) without needing to steer on runway. I use only steering on landing under 50m/s and i use strong braking plus chutes to minimize landing roll.
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My solution on 1.1.3 -a stable plane in flight will be stable on ground -No need to modify steering curve -Only enable steering on front gears. -All spring to 0.7 and Damper to 1 -Rear and main gear friction to 1.5 and front gear to 1.0 - You can even disable steering on front gears for take off and landing, rudder control should be enough to steer on take off course. -Main gear near COG and don't hesitate to add belly gears on heavy belly craft. -Tweak your gear if necessary to support your plane weight -Use this mod to have all your gears perfectly aligned in 3 dimensions -Brakes always stronger on main and rear gears -If gears can support the weight of your plane, the plane should not dodge on launch and the wheels should not be stressed. -Well dimensioned gears can land a plane without flare at a vertical speed of 10m/s I got a 470T SSTO with 2 6 wheels main gears (130% tweak) behind COG and 2 6wheels belly gears (100%) around COG and 2 front medium landing gears (tweak 175%) built this way.