Jump to content

NathanKell

Members
  • Posts

    13,406
  • Joined

  • Last visited

Everything posted by NathanKell

  1. The interstage uses explosive bolts, yes. You usually also have retros on the lower stage, and ullage motors on the upper (unless you're hot-staging / doing fire-in-the-hole staging).
  2. Lift is calculated relative to the vessel, not the wing. If the vessel is at 0 degrees AoA, 0 degrees roll, and pointing at the horizon, by definition upwards force and lift will be identical. Upwards force is *all* upwards force, IIRC, including the upwards component of thrust.
  3. Total range AFAIK. It wouldn't know how far you have to fly home unless you told it where home was.
  4. You're most welcome! On the contrary, those dimensions look correct: that's the same diameter but twice the height of the Saturn S-II stage, which was 490t wet (vs 800t for Blok V-II) S-II was a pure cylinder with integral tanks and had a common bulkhead, so that explains the higher volume utilization.
  5. blowfish: I think legoclone09 sees AJE's configs like Realism Overhaul's engine configs, but wants RF Stockalike-style engine configs.
  6. I suggest installing via CKAN, that makes it very easy.
  7. You may lose any action groups you've assigned to engines, however, if they weren't already ModuleEnginesFX.
  8. This should probably be moved to Modeling and Texturing, as that's where folks will best know the answer.
  9. 3% structural fraction for kerolox at OF 2.5:1. 22.3% structural for LH2 only (you'd use a ballooncryo tank instead, not Default, for this reason ). 2.76% for LOX only. You didn't ask, but 6.4% for OF 5.5:1 hydrolox.
  10. For 1, please post a picture of your rocket. That said, trying to turn 10 full degrees is a bit much to do at a time, try going to say 88 degrees at 50m/s, 86 at 60, 84 at 70, and so forth. For 2, you need to wait until you're going < 250m/s to deploy safely on Kerbin. Any faster than the parachute will shred/melt. Right-click on the parachute part during flight, and in the menu that pops up, it will say whether it is safe, risky, or unsafe to deploy right then.
  11. Body lift's cyan arrows (and the body lift algorithm) already exclude lift induced drag (because drag is already calculated for the parts). Wing lift is however fully calculated as perpendicular to the lifting source, and thus it (and the blue arrows) do include lift induced drag. So yes, total lift adds those values together. Upward force is the dot product of that and the up axis, so that may well be what you want.
  12. ebigunso: Thanks for digging! When I get slightly less buried in 1.0.5 I'll try to take a look as well, and go over your report in more detail.
  13. Ravenchant: It's totally possible to add HTP consumption, look at what I did with the Taerobee V-2 engine.
  14. OTmikhail, unless you don't want the fins to count as aero surfaces, welding is a bad idea. EDIT: komodo, FAR will apply drag properly but not lift, i.e. the same downside as stock.
  15. This is indeed how stock RCS works, the thrust it produces is proportional to the orientation cross product.
  16. 250m/s is safe at sea level on Kerbin. The lower the atmospheric density, the higher the safe speed. On Duna, you can open main chutes well above 300m/s, for example.
  17. The toroidal aerospike as modeled in KSP, well, I guess you could move the whole shebang, but it is quite hard, it's usually done by using a ring of combustion chambers; those you can throttle for TVC rather than moving the whole engine.
  18. Gregroxmun, this isn't the first or the fourth time you've said that. Please stop spreading misinformation...
×
×
  • Create New...