SanderB
-
Posts
182 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Posts posted by SanderB
-
-
SanderB,
You could try temporarily orbiting the booster and deorbiting it on the back-side. You're pretty close to the DV needed.
IAC I've updated the leaderboard for you.
Best,
-Slashy
this is what I've been trying with about 400 m/s dV after reaching orbit with the 1st stage. I'll first try it with mechjeb today.
-
Hi Slash,
I'd like to call my company Eight Corners Inc.
Fully stock, recovering your 1st stage on KSC grounds is nearly impossible without a lot of dV and in my opinion involves a lot of luck of which I wasn't having any today (having tried about 10 times to do a landing with about 300m/s dV remaining before deorbiting to the grounds with a rocket shaped 1st stage and getting within a 100km stretch each time.)
-
I've made a shot at this. The main launch vehicle in the VAB costs 5,151$. the fuel 734$.
I'm not sure how 99% recovery works in this challenge but if recovery = recovering anywhere on kerbin then the cost of the 1st stage is 51.5$ plus 734$ from fuel. The 2 additional parts on the satellite are 180$. The total cost of launch is then 965.5$. I believe points then are 100,000 / 965.5 = 103.57 Points.
If 99% recovery = on the launchpad then the cost is 2,027$ because the 1st stage was still 66.3% recovered. Points then probably are 100,000 / 2,027 = 49.47 Points.
Click for video of the launch.
There was plenty of dV left on the stage and the positioning was off by about 5°, this probably cancels out any bonus. I realize I didn't fast forward 6 hours, but I hope that the difference in timing between peri and apoapsis prove that the satellite is stable.
-
how do you check your KSO satelite with a vertical seeker?
-
the 2.5m and above diameter engines have very reasonable ISP between 0.0km and 7.5km altitude.
-
If you land on the 7.5km highest peak on eve you can get reasonable TWR and dV with the 3.75m diameter engines, and thus a significant payload.
-
I've managed 3,157m/s vacuum dV to LKO with 1.0.2 pitching to 40° and maintaing vertical velocity at 350m/s until apoapsis is 75km. I think the solution is mostly high TWR, high mass, long elongated rockets and shallow launch profiles.
-
The first 10 min or so of
deal with an equatorial rendezvous.The most important things I can think of are knowing how long it takes for you to reach orbit and how far ahead of KSC you are when you do reach orbit. If you have KER, add up the burn times of every stage until the cumulative dV reaches 3,3km/s or so. Based on that you can decide how far back the target needs to be behind KSC for you to properly time your launch.
Then, while launching when you get within 100km of your target you switch the navball to target navigation so you see your relative velocities, and you push your relative retrograde-velocity marker on to your anti-target marker as close as you can, while monitoring your closest approach until they minimize. The retrograde-velocity marker can be pushed by burning on the far-side of the anti-target marker.
At the same time you need to track your distance and the amount of distance you will traverse to cancel out your relative velocity with the V^2/2A formula ((relative) velocity squared divided by double your acceleration) so you don't let your target overshoot you.
As long as you don't need to burn more than 30° away from your retro velocity marker you don't lose more than ~5% of your total mission dV.
And just practice and practice. You need a lot of practice.
2nd demonstration video, demonstrating the relative velocity anti-marker approach in particular.
-
it is possible tilt a vehicle up 30-45° degrees with a few nanonewtons of upwards thrust (at the furthest point from the center of gravity) if only the main landing legs are directly under the center of gravity. With some fuel transfers between tanks and again center of gravity being over a pair of landing legs, it is possible to do this. All a rocket would need is a single thruster (RCS or otherwise), torque wheels, or center of gravity shifting through fuel transfer. Once the rocket is tilted 10° or more is should be a fairly simple procedure to turn around in whichever direction and go full thrust on any low or non-atmospheric body.
-
a solar sail is limited with the directions in which it can sail as the sun shines from only 1 direction at any given time and thrust can only be captured by going in any direction away from the sun. You'll be having to use very meticulous maneuvers to use gravity assists in order to get places where you cant go because you cant thrust toward the sun with a solar sail.
-
A suicide burn with TWRs below 3 costs about 33% of your dV because gravity is 1. With a retrograde gravity turn (assuming you pitch up bit by bit in order to negate vertical velocity) and a TWR of 1.5 assuming you go for the final vertical descent at 200m has gravity losses of about 15-20%, even though the TWR is low because initially you suffer no losses to gravity and you only really begin to suffer gravity losses later on when your horizontal velocity is lower. This is simply because apparent gravity (that is, actual gravity minus the centripetal acceleration from your horizontal velocity) only begins to exist when you begin to reduce your orbital velocity, apparent gravity is more important than normal gravity for as far as horizontal descents are concerned.
High TWRs themselves also come with extra costs, because more TWR means that you have higher engine mass and thus less dV or higher launch costs. The savings vs costs of TWR begin to converge at TWRs of about 1.5.
Naturally, initial TWR (when you begin the burn) is less than final TWR and this needs to be kept in mind when designing vessels with landing costs in mind.
Pages 8 and 9 of this NASA document may be particularly desireable to read: https://www.hq.nasa.gov/alsj/nasa58040.pdf.
-
With a low sea level TWR rocket (between 1.2-1.5) you want to be going 100m/s when you're 10° pitched, 200m/s when 20° and 300m/s when 30° and continuing to pitch over to horizontal as you ascend above 15km and the potential for flipping your rocket is out of the way. Using guidelines like this i always get to orbit with less than 3.4km/s dV, unless I'm trying to launch something that's very draggy or unaerodynamic.
-
You can quicksave and try different altitudes, or go to higher altitudes than normal and use the aerobrake parts to generate immense drag and turn them off again after you've lowered your speed as much as you needed. You need to be able to control of predict how much you aerobrake. That said, aerobraking is almost free, or at least a lot more efficient than burning almost any kind of fuel.
-
While craft with similar front-shapes (ie. craft built behind a 1.25m heatshield) will have the same drag, increased mass will mean that deceleration from drag will be reduced due to the increased inertial energy from the extra mass.
induced drag from lift isn't going to reduce your AP significantly compared to regular drag. One of the benefits of reentry lift is that you can guide your capsule toward a target (such as KSC) and due a much more precise landing. You can use lift to control your trajectory, but if you don't have some way of seeing what your trajectory will look like depending on what actions you take, there isn't a whole lot you can do to do precision aerobraking especially with the lack of knowledge about the exact flight characteristics of your vehicles in stock 1.0.2.
-
thats damn confusing and annoying
-
Hi all,
I've made this base and landed it on the mun according to the contract highlighted top right. It is wheeled, but the contract wont recognize that it is. Shouldn't landing gear count, seeing as those are wheels?
-
Have you thought about making an attempt yourself first? Getting back and forth to the mun's surface isn't easy. Why would anyone take the challenge serious if you haven't attempted it yourself? And obviously xenon and solid-fuel can't be produced on the mun.
-
I like a cross between the two, where easy is less realistic and hard is less gamey and on hard more realistic features are in effect or to a much greater magnitude than on easy mode (such as weather, life support and construction times).
-
I've launched a 1-stage 100t rocket to orbit with 3km/s vacuum dV in 1.0.2. Horizontal at 20km isn't dead.
-
I think we need video footage to believe that. Fortunately Open Source Broadcasting software is free and high quality.
-
With 1.0.2 my Efficiency Lifter 01 is down to 19.11%
-
I've been thinking about fairings and it doesn't seem very convincing because their mass is about 20% the mass of the payload, and that is fitting the fairing as tight as I can without clipping parts through it. At 0:51 in my video I show the parachute being at a stable temperature of 310 whereas the mk1 pod at the same point is 610 under almost the same conditions, how does that make any sense? Both parts face into the oncoming air stream, the parachute being smaller maybe should get a little less flux, but as it stands it gets a whole lot less heat flux than anything else even though it is in front of everything else and under almost the same circumstances as the mk1 pod. I don't understand the difference, I'm not convinced that this is merely about going too fast too low in the atmosphere because there is a very significant disparity between the chute and the mk1 pod.
-
I don't actually see any heating effects. Up to even 70km near orbital velocity the mk1 pod will be at temperatures of 1200-1400° and the conv flux keeps it there all the way. All the while no re entry effects are visible or any glowing of any part. Almost any part pointed straight into the incoming atmosphere I test at the same altitudes and same velocities have 10-100x less conv flux than the mk1 command pod. How is that even possible?
-
I've achieved 2,746 m/s of vacuum dV in a 100t vehicle, pitching to 30° degrees very early on and lessening thrust to 20m/s at some point to prevent burning up. The heavier, more massive and aerodynamic your rocket is, the less you need to account for the atmosphere and the earlier you can spend dV on horizontal velocity.
KASA "Preferred Vendor" challenge #2 is up!
in KSP1 Challenges & Mission ideas
Posted · Edited by SanderB
I've made another attempt, the launch vehicle cost 15,810$ after subtracting the cost of the satellite. 14,103$ was recovered on the launchpad (this counts as on KSC grounds, right?). The Satellite was off by 7.1° according to KER. The cost of 1 launch is approximately 141.03$ from the launch vehicle (dividing 14,103$ of the recovered vehicle by 100). The cost of the fuel and the extra equipment on the satellite is 1,707$. The total cost of the mission I think is 1,848$. 100k divided by 1,848$ is 54.11 raw points according to my calculations.
http://youtu.be/qKEOh-TmY_M
Edit: Another attempt with the same vessel but this time fully stock: I think performance was the same, although I did not land precisely on the launchpad, I still landed on the flat KSC grounds.
http://youtu.be/YTobNl570_g