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TeeGee
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Everything posted by TeeGee
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
TeeGee replied to NathanKell's topic in KSP1 Mod Releases
The FASA Apollo CM heat shield isn't scaled up for some reason. Anybody know how to scale the heat shield up with the rest of the parts? -
I have RSO and RSS installed and for some reason, the apollo CM heat shield doesn't fit the pod, as its too small. Does anyone know how to rescale the heat shield to fit with the rest of the sizes? It's weird that ONLY that part is not scaled up...
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How can I do that?
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Yeah... I was using a 4 F1 stage 1 booster... oops.
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I tried creating a 2 stage rocket with enough delta v to reach orbit, then for TLI but didnt have enough thrust. How is that possible? Well, I tried puting 9000 m/s delta v in the 1st stage WITH the 5000 delta v in the TLI stage, the TW was 0.36 at SL.
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I retract my previous statement, you can't make a 2 stage to orbit lunar launcher with the F1, the F1 doesn't have enough ISP (and in turn, delta v) to reach orbit and maintain a TW ratio of greater than 1. I was just looking at my rocket, I had the TW settings set to MUN, no SLT for Kerbin. It NEEDS to be at least 3 stages OR use a booster to push that much weight into orbit. I'm thinking about using LF boosters like in the energia launcher to cut out the 2nd stage rocket, but I haven't decided yet. I just don't know how my rocket weighs soooo much on top, its destroying my TW ratio at the bottom stages. I've already created a 2 launch, orbital rendevous lunar mission but I think that would waste too much fuel in orbit to dock. 1 rocket is easier.
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So u think that when I reach max twr with my f1, my stacks could crumple? I never thought of that.. So in reality the reason they opted for a 3 stage was to minimize the usage of the F1 beyond initial launch. That engine scares me.
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Why do I get that sinking feeling....? I double checked my numbers, I have enough delta v and TW to make it to orbit, the F1 rocket can push its payload and fuel up in 2 stages... can't it?
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Is that why during staging the srb ullage rockets on the decoupled stages fire? I thought it was just for separating the 2 modules... How did the saturn 5 reignite the 3 stage LF rocket? EDIT: SO THAT'S what a ullage motor does! Cool!!
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Yeah Im using the J2X LF engine as my second stage, she can ignite 3 times. What Im worried about is fuel flow stability. I'm using balloon cryogenic tanks and am worried that it wont be pressurized for ignition... what real fuels tank settings should I be using for orbital ignitions OTHER THAN SERVICE MODULE tank? especially for hydrolox fuels.
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Okay, well... I put on the F 1 rocket, MAN THAT THING CAN PUSH! I've created a 2 stage Moon rocket, the first stage has 9000 m/s delta v, the second stage TLI booster has 4600 m/s (WITH the CM and LM above it), the CM has 2850, LM has 4600 respectively. If any of my numbers seem off, please let me know. I'm going to do some tests in orbit UNmanned before I head out to the Moon... man that F 1 engine blew me away... literally. Why didn't the apollo program just dump the 2nd stage altogether and ride the F1 all the way up? It could have...
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I agree with you 100%, but I am trying to improve on what NASA has done with their Saturn V rockets. The proposed SLS rocket is 2 stage and lifts 130 tons into LEO, thats more than what Saturn V could lift... Im trying to do better. And how about Max TW? If I use boosters, should I be aiming for a MAX thrust to weight of greater than 1? I'm trying to optimize delta v gains and was wondering what I should be aiming for with a booster design?
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Hey everyone! I've got a few questions for the Realism community out there on how to best accomplish a Lunar landing. SO FAR, I've tried to create a single launch rocket with both the TLI booster, lander and CM all as payload, but didn't want to create a 3 stage rocket to do so. I was VERY close to creating a 2 stage LF rocket to carry payload to the Mun, but was short delta v. One option was to use boosters to help push the rocket up, but opted not to. I then decided to launch with 2 seperate rockets, one with the CM on one of my SSTO rockets. And the other payloads on a 2 stage rocket (including delta v to circularize AND TLI). Does everyone think I should do it in ONE rocket launch ala Saturn V OR should I do 2 launches...? Im also struggling to find the best delta v loadout for a lunar mission. I have a delta v map to tell me how much I need, but I usually leave extra fuel to screw around with. How much did each stage on apollo have? Did the LM really have 4500 m/s delta v to land and takeoff?
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
TeeGee replied to NathanKell's topic in KSP1 Mod Releases
I was JUST looking at that exact same map (and even downloaded it)! Thanks! -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
TeeGee replied to NathanKell's topic in KSP1 Mod Releases
Lunar mission delta v... Ive been researching for my next mission. And I'm trying to figure out how much delta v we need from launch to splashdown in a lunar landing mission. I know it takes 9500 m/s delta v for LEO parking orbit. Translunar injection, orbit insertion, landing, takeoff, TEI I am a little fuzzy on. And while I am at it, delta v to every planetary body in RSO and RSS would also be useful... -
[0.23]asmi's ECLSS Mod (current version - 1.0.15) - Life Support Mod
TeeGee replied to asmi's topic in KSP1 Mod Releases
Ok I'm a little confused... should I create a file named eclss co2 tank cfg and paste the code above in it into the RF folder in the gamedata folder? -
Realistic Solar System Crafts - MEGATHREAD
TeeGee replied to Captain_Party's topic in KSP1 The Spacecraft Exchange
I love this game! -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
TeeGee replied to NathanKell's topic in KSP1 Mod Releases
When I am on the launch pad, the CO2 tanks get "refueled" by the launch clamps... how can I stop this from happening? -
[0.23]asmi's ECLSS Mod (current version - 1.0.15) - Life Support Mod
TeeGee replied to asmi's topic in KSP1 Mod Releases
Quick question: When I load up the eclss mod, my CO2 container starts to "fuel up" on the launch pad, is there any way to disable this refueling? -
Ok. I try using Hydrazine, MNH N2O2, NO etc and my rcs wont fire. My tanks have the right prop, but if I try using ANY other config other than "monoprop fuel" the rcs thrusters wont fire. EDIT: It's because this mod doesn't work with procedural tanks. Unless it does and using the service module pressure for the tank isn't what rcs prop is stored in...
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YES its on RO scale earth AND I use real engines AND real engine ignitor AND TAC AND Remote tech AND DR etc. I recently used the energiya rocket to replace the 2 ssme engines and added tail fins for roll control. I decided to use 1 powerful rocket over 2 ssme because... I really don't know. The 2 SSME rocket was smaller. I don't know how much it will cost... but I bet it will be cheaper than launching the space shuttle. =) EDIT: I went back and replaced the energiya booster with 2 ssmes again. They provide better control and are safer for the kerbals. Those are pics of her on the way to her overshot (waay overshot) apoapsis.
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FASA launch clamps If I can build an ssto using NASA designed engines (SSME's) and real life fuels, why can't NASA do it in real life?
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I asked myself that question as well and tested different throttle settings to see if it would work. The problem is the rcs build aid give me wrong information on thrust torque. It isnt until I reach the launch pad that the stupid thing corrects itself.
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Right well... I get my torque down to 0 in the VAB, launch my craft, all of a sudden the ship starts torquing like a nutt job. I revert back to VAB, torque is now 800 kN. The problem isn't me, its the false information that RCS build aid is giving me during my design process.