Redshift OTF
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Posts posted by Redshift OTF
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I can confirm they don't get ocluded becuse I've clipped them inside fuel tanks and cockpits before and they have still work.
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Are you trying to close to the target with just RCS? Most people use engines for that.
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Are you going to use clipping?
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Awesome discoveries! I could make my own space worm!
If you attached an engine to it could you have some kind over directable thrust or would it be pointless?
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I love part clipping except I wouldn't clip fuel tanks into each other. Anything else goes if it improves asthetics and functionality IMO.
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Looooots of engines, but still good lifting power. To be honest a thousand ton lifter isn't practical, over 6000 tons of fuel would be a pain to pump in... But this is ksp and that is awesome.
The engine stage gets released when orbit is reached leaving whatever payload you lift.
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It's where Bill, Bob & Jeb run their side operations from.
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OK, here is a general purpose lifter that can get a 1000 ton payload into LKO using the new SLS parts.
The top part is just a generic 1000 ton payload to illustrate its capabilities. The lifter is below this.
Using my latest clustered engine design enables all the engines to be placed near the centre top of the lifter. This allows extended fuel tanks to hang down from the side eliminating the possibility of radial detachments hitting the engines, allows extendibility and also allows multiple SAS modules to be placed on the end of the lifter where they are most effective. This should eliminate the need to use more SAS modules or RCS tanks on the payload which would be wasted after separation from the lifter.
This design has a relatively low part count considering the payload it is lifting, (667 - mostly struts), minimal staging and fuel lines and has very high TWR ratio compared to other lifters so you don't have to wait forever to get your objects into orbit. Starting TWR = 2.27 and rises to over 10 at the end of the orbital burn. Total mass with max payload is aprox 6532 tons.
First stage dropping. The second stage doesn't drop until the insertion burn at an apoapsis of 100km which means the SAS units are there all the way up to turn the lifter.
A shot of the engines between the secondary tanks. You will probably need to strut your payload to the lifter to prevent wobble but there is plenty of space on the engine nacelles for this.
The standard gravity turn. The high TWR ratio really starts to kick in here.
Second stage fuel tanks dropped.
Final stage burning.
Made it!
If you want to use it for your own payloads I would recommend detaching the lifter just below the stack decoupler that connects to the payload I provided, deleting my payload, selecting a new large decoupler as the root part, attach the lifter the bottom of that and saving it as a subassembly.
Please note! I tend to use MechJeb to launch these and due to the high TWR it engages Limit to Terminal Velocity until around 16km. If you don't use MechJeb you may want to go easy on the throttle to ensure you don't run out of DeltaV. If this is a problem it should be a trivial matter to add another set of fuel tanks to the ends of the lifter to give yourself a safety margin, (it will easily take more weight).
I hope this is of use to anyone. I have no idea why anyone would want to lift 1000 tons but hey ho. I would be interested in knowing what people think of the design concept as I don't think this was possible in 0.23 due to the fact that mainsail weren't really easy to cluster together like the newer engines.
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My stuff pales into insignificance next to the power of the Whackjob.
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Total ship weight = 3762 tons
Payload weight = 1617 tons
Either way it's getting bigger.
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This is like finding a £20 down the back of the sofa.
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I think we need to re-evaluate what a payload is.
Take the example ship I made above. It can lift just over 250 tons into LKO. However, the ship as a whole can get into LKO with the first stage still intact with a trickle of DeltaV left. This brings the total mass to LKO to around 575 tons. Have I lifted 250 tons or 575 tons? The payload should be the part that gets into orbit intact with out fuel or engines having to be used IMO.
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TWR 2 means you should add 50% more tanks, lol
Cheers
Hah, yeah it was just something I knocked up in 10 mins to do more testing on the cluster. This would be a less wasteful redesign that can lift 250 tons into LKO using only 1 stage.
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I'm currently using this engine cluster design on my lifters.
That's 8 x 3200 kN engines and 1 x 2500 kN engine in the middle to give a total thrust of 28,100 kN or almost 19 mainsails worth of thrust. Not bad considering it all fits on the bottom of one giant fuel tank.
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Wow, this is epic bumpage.
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Over 9000.
Stock? Into LKO?
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The problem I have with the new stack decouplers is if I have 6 in the same stage they only decouple one at a time when space is pressed. Even if I use MechJeb to decouple them they still don't go all at once causing stability issues and sometimes RUD. I'm modifying my design to not use them which makes the lifter more simpler anyway.
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I am currently working on a stock practical lifter that can lift 1000 tons into a 100km orbit.
The bit on the top is the payload. Having some problems with the stack decouplers not firing at the same time even though they are in the same stage.
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Yeah, don't get stressed over our sake.
Sarbian, if it is any help I am still using the .dll from our last chat and it has been calculating DeltaV fine for all the new parts, (I have tried over a hundred combinations now), so I guess you could always use the code from that. If you're not sure which .dll it is now I have it uploaded if you need a copy.
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I'll use the new largest tanks as my new "yardstick".
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That's pretty neat, nice one! You mentioned it is twice the height of the VAB, so how do you build it? You drag the lower part through the floor? Or is there a way to zoom beyond the VABs walls?
You have to drag the top part as high as it can go, detach the bottom section from about the middle and then add extra parts there. This will allow you to push the bottom part through the floor. Unfortunately if you need to change something at the bottom you have to disassemble half the ship to get to it!
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That is on another level to most things I've seen in this game!
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Thank you! Making the engine clusters was surprisingly easy.
1) Enable part clipping by pressing alt+f12.
2) Attach the 2000kN engine to the bottom of a fuel tank.
3) Attach a 3200kN engine in the same place.
4) Attach another 3200kN engine in the same place rotated 90 degrees.
5) Attach the other 2 engines but rotate using shift + Q or Z so it looks even.
6) Get a fuel line and select 4 way symmetry.
7) Attach it to the side of the fuel tank near the bottom and connect it straight down to the side of one of the 3200kN engines.
Because of the way the 3200kN engines overlap each other slightly a different engine side sticks out on a different side of the rocket so a 4 way symmetry fuel line will connect to them all. You can kind of see it from the last album picture I posted. You don't have to build a rocket as big as mine but one of these clusters is extremely powerful and can lift almost anything, (as you can see from the pictures).
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I think this may be considering "Going full Kerbal".
475 parts. 7673 tons. Can lift over 1000 tons to LKO. Total thrust = 107 mega Newtons!
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I was testing a new engine cluster and the only way to utilise the crazy TWR was to build upwards. Side staging long SLS parts are a bit of a pain as there are no decouplers powerful enough to push them away so I decided to make the lifter stage one stage. This means it is not exactly the most practical or efficient design but it looked awesome and I think it is the tallest design to date!
The top stage can be anything you want. I just built something that was around the 1000 ton mark.
It was pretty difficult to build as I think it is about twice the height of the VAB. It doesn't turn too bad but the 32 large SAS modules help. The lifter stage is about 100 DeltaV shy of getting into LKO so you'll need a slight boost from the upper stage but that's good as it lets the lower stage fall back to Kerbin. You don't want that thing as space junk!
The Octowing - 23 part SSTO with amazing agility - Final
in KSP1 The Spacecraft Exchange
Posted
Yeah it's a craft file not a mod.
Nice design! It's not the smallest plane by far but the wing design is pretty interesting. What is it like acrobatically? I would assume a wing shape like that would be pretty manoeuvrable.
BTW, if you want to see a small plane, check out mine.