maccollo
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Posts posted by maccollo
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2 hours ago, Nich said:
Damit maccollo I have been trying to get a 3.75m to work forever but I am stuck around 740/ton
I see a bit of room for improvement. You are using the 2.5 meter nosecones which simply add cost. Use the cone tanks instead as they hold fuel. This might get you closer to 700 assuming. It also seems you are . Overall though it seems that a simple sustainer core with kickbacks is difficult to beat. The combination of cost effectiveness, simplicity and having all the required attitude control in the propulsion system is very compelling.
On that note here's an updated version of my entry. I increased the number of kickbacks to 16 and I added drop tanks on top of the boosters, which is the only way I've been able to justify their inclusion. They don't actually make the rocket more aerodynamic, but they do make it look better.Total cost: 141166
Payload cost: 34540
Launcher cost: 106626
Payload mass in LEO: 160 metric tons
Funds per ton: 666.4
VAB screen dumbs:https://dl.dropboxusercontent.com/u/22015656/cheapLaunch/launcher5.png
https://dl.dropboxusercontent.com/u/22015656/cheapLaunch/payload5.png
Launch video:
https://www.youtube.com/watch?v=TP85eYCd5pkCraft file:
https://dl.dropboxusercontent.com/u/22015656/cheapLaunch/sustainer%207.craft -
@GoSlash27Nope!
Total cost: 123160 funds
Payload cost: 28890
Launcher cost: 94270
Payload mass in LEO: 139.6 metric tons
Funds per ton: 675.3
Beat you by a whopping 2.3 funds! The margins are basically nonexistent though.
Seems like nose cones just aren't worth it, which is a shame, because they do make the rockets look a bit better. I also really wish we had bigger solids. The clustering of kickbacks is starting to get a bit silly on this scale.
VAB screen dumbs:https://dl.dropboxusercontent.com/u/22015656/cheapLaunch/launcher4.png
https://dl.dropboxusercontent.com/u/22015656/cheapLaunch/payload4.png
Launch video:
https://www.youtube.com/watch?v=HOqRBC2QfeQ -
Well I can see (I think) what this rule is meant for. Rockets often have an upper stage that fires before orbit is achieved.
However the relative performance of different rockets is not the same at different destinations.
What I would suggest if the rules were to be changed, is that the payload must be inert. To get a more nuanced picture of the performance the rockets would be graded on their ability to launch payloads to 3 destinations, for example LKO, Eve and Jool.
You wouldn't actually have to get an encounter, just propel the payload to a specified C3. An entry can attempt all 3 of these, but it must be unmodified. It could also get an overall performance score by taking some weighted average from it's performance to these 3 destinations to get an idea of it's versatility.So a 1.5 stage entry might get great cost performance to LEO, but poor performance to Eve and very poor to Jool while a rocket with a big low TWR upper stage might have the inverse result.
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Well this wont do. But as Temstar said there is another way to game this which is to simply add as many engines of the high ISP kind as you need to get the TWR required at 500 m/s from orbit. If I got things right this is to allow us to simulate upper stages that fire before orbital insertion. However, what this does not take into account the cost effectiveness of that stage. Case in point:
https://www.youtube.com/watch?v=OjldySNQcJ8Sorry about the blinding brightness. I forgot to turn down the ambient light I used on the nightside. Also forgot the sound.
Anyway, the launcher portion is exactly the same as before except for the decoupler, so the cost of the launcher is 61262+550, or 61812 funds.
However, the mass in orbit was increased to 110 tons.
Cost per tons: 561.9 funds
While using this many nukes allows me to get the best score I possibly can, it's probably not going to make for the most cost effective launcher since they are extremely expensive.
@Meithan
Having the two orange tanks as another set of drop tanks would only add 34 m/s, while the cost would increase by least 1584 + plus reducing the terminal velocity at launch from 700 to about 600.
So I would need to haul almost 3 more tons to orbit, while also having more drag. Having to go 34 m/s less on the upper stage nets about 0.4 tons, so I'm pretty sure it wont pay off. -
@GoSlash27
It turns out I made an accounting error. I counted the payload engine into the cost of the launcher. When I corrected for that the cost/ton was just barely under 600, so I wont have to refly this thing over and over again to get a slightly more efficient launch. Hurray! -
I will not let this stand! I must admit though, explosive staging was pretty neat. After seeing that I decided to use that too for my next entry because I thought I might be able to breach 600 funds/ton.
I didn't, but I am only 0.4 tons away from doing it, so it might perhaps maybe be possible if I pull of a perfect launch.
Total cost: 87581 funds
Payload cost: 26319
Launcher cost: 61262
Payload mass in LEO: 102.6 metric tons
Funds per ton: 597.1
VAB screen dumbs:
https://dl.dropboxusercontent.com/u/22015656/cheapLaunch/launcher3.png
https://dl.dropboxusercontent.com/u/22015656/cheapLaunch/payload3.png
Launch video:
https://www.youtube.com/watch?v=_QRPhFu9d04
Edit: turns out I did crack 600. Counted the payload engine into the cost of the launcher, and therefore got a higher cost/ton value than I actually had. -
2 hours ago, Temstar said:
Putting guidance into the payload, particularly reaction wheel and engines that complete the final orbit insertion starts to get into the grey area of "what's an upper stage and what's a payload" like Saturn V's upper stage. It also strongly couples payload to rockets in the manner of "this rocket can put your payload into orbit, assuming your payload can supply 500m/s of delta-V and 30 unit of torque in all three axis".
My second entry is basically exactly that. Why have expensive liquid propulsion in stage one when you can just use reaction wheels on the payload to wrestle the rocket? It doesn't really matter how much you use since all payload cost is subtracted.
Actually it wasn't that big of a difference, only about 50 funds compared to my first entry. But I did manage to breach 700, so there's that.Total cost: 34864
Payload cost: 16896
Launcher cost: 17968
Payload mass in LEO: 26.34 metric tons
funds per ton: 682.16
VAB screen dumbs:
https://dl.dropboxusercontent.com/u/22015656/cheapLaunch/launcher2.png
https://dl.dropboxusercontent.com/u/22015656/cheapLaunch/payload2.png
Launch video: -
The insertion burn was 332 m/s
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I really enjoy tinkering with my launchers to make them cheaper, so this is right up my alley =)
Here's my first entry, a skipper powered sustainer core boosted by 4 kickbacks, and an terrier on the payload for circularization.
Total cost: 44066 funds
Payload cost: 16170
Launcher cost: 27896
Payload mass in LEO: 38.0 metric tons
funds per ton: 734
VAB screen dumbs:
https://dl.dropboxusercontent.com/u/22015656/cheapLaunch/launcher.png
https://dl.dropboxusercontent.com/u/22015656/cheapLaunch/payload.png
Launch video:
https://www.youtube.com/watch?v=vA31JnjrbFE&feature=youtu.be -
I tried to do that, and it worked for all of them except the EUS interstage for some odd reason.
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Been trying to reorganize the part categories, but for some reason I can't move the EUS interstage away from the engine tab. Even with no category line in the config it still puts itself in the engine tab
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19 minutes ago, tribulex said:
Maybe this is a dumb question but how do you connect the first stage to the upper stage? Am I supposed to use a 3rd party fairing?
Use the EUS interstage. It should be in the same category as the EUS unless the category thing is messing it up. I will put out an update for that tomorrow btw.
@Dr.K Kerbal You will have to be more specific. -
it's actually 3 sets of parachutes. They use 3 very tiny parachutes to pull off the forward backshell.
https://youtu.be/j1vmVJKqUFE?t=5m24s -
I use maya for the modelling. It's pretty rudimentary stuff so the software doesn't really matter.
Apparently propulsion has been an obsolete category since 0.90. It's seems odd this hasn't caused any problems for me. I'll go through the parts and change that this weekend. It's about time I did this. Thanks for bringing it to my attention -
just getting started on the model
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On 1/18/2016 at 8:13 PM, RoketMan said:
The adapter stuff was scaled to fit the CMES orion when rescaled in RO, but now that seems to have changed... You know what? I'll be making my own Orion for this mod.
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@Nefrums
Nice! How much did the craft cost? -
@parzr
The launch weight was just a few tons under 2700. https://dl.dropboxusercontent.com/u/22015656/MC2.png
Attached the vectors to the mammoths to lower the part count. Think my choise of propulsion for the final stage wasn't optimal. Adding 2 more ants would have dropped the delta v by 20 m/s, but I think the increase in TWR from 0.5 to 0.75 would have made up for it in gravity losses during the lunar ascent. -
Did the stock moon landing challenge in RSS. The landing attempt got pretty dangerous.
https://youtu.be/kuoHpPy4J3Y?t=3m49s -
22 hours ago, joshudson said:
then the precisely timed suicide burn
It's actually not that hard to get a reasonably efficient decent burn that ends up close to the surface. Take the difference in between your current height and your landing location, divide that by the burn time of the decent stage, and there you have a rough estimate of the decent rate.
Anyway, If you liked that landing... here is the Jeb entry at 2700 tons. https://www.youtube.com/watch?v=kuoHpPy4J3Y -
34 minutes ago, GoSlash27 said:
I have decided that I will not recommend a re- tasking of the engine, other than to perhaps reduce it's price tag a bit to make it more economical to use.
The launcher in the video I posted can get 1 ton to orbit for something like 800 funds. It seems to be right inline with the skipper when used in the same role.
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14 hours ago, KerbonautInTraining said:
Anyway, here's the rocket. Once I manage to complete the mission I'll make a lengthy mission report. Nice and sleek ain't she?
Yet again I can't embed the image
I'm sure maccollo will have something much less boring.
Literally a brick XD. How many tons can it haul to LEO?
Anyway, here is my first entry for level 2. All chemical 1862 ton rocket powered by 27 vectors on the first stage. The mission profile is direct to surface.
Not sure this will live up to your expectations =P
https://www.youtube.com/watch?v=y7ZekYiJn28 -
It's a pretty good and cost effective sustainer engine for something like 120-150 tons to LEO. It's just to bad you have to cluster the solids if you want to use those.
https://www.youtube.com/watch?v=Hb4TCJ0-T6g
As for how to make it more useful... I would increase the size of the the Kerbol system. That said, there are uses for it. For example, going to Eve or Tylo and back. Even just sending a single Kerbal require pretty significant payloads. -
Designed two rockets for this challenge. One for level one and one for Jebadiah level. Will try to fly them tomorrow.
The Cheap and Cheerful Rocket Payload Challenge 1.0.5
in KSP1 Challenges & Mission ideas
Posted · Edited by maccollo
Reaching 650 funds per ton.
It's the same launch vehicle as my previous entry. Nothing has changed. I'm just pushing it to the limit by adding an additional 4 tons to the payload. It's probably the most perfect launch I'm capable of doing. Took me 5 tries to get those last few m/s
https://www.youtube.com/watch?v=S7LDbW-dCwI
Launcher cost: 106626
payload: 164.045 metric tons
649.98 funds per ton