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KSP2 Release Notes
Everything posted by Ravenchant
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February 1964, and it has been so for about a month. Haven't found any time to sit down and do that Mars flyby properly
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Testing Bluedog Design bureau parts in RSS. The SOLTAN boosters work pretty well...better than they did in real life, anyway.
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Indeed. Combustion temperatures would be significantly lower as well, around 2000°C, but pressure could become an issue either way. Propane tanks are usually rated for around 17 bar from what I see, which is okay when the tank is full but would quickly drop to less-than-usable levels as the fuel depletes.
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@PB666 @A Fuzzy Velociraptor Peroxide is not easy to handle from an objective point of view, but I suggested it because it was the first thing to come to mind and it's next to harmless in comparison with hydrazine mixtures and NTO. As for catalysts, Black Arrow got by with a silver plated nickel wire mesh for a 85% concentration. Laughing gas/propane would be a much better choice, as you said, and easier to acquire.
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I second the Kerosene/H2O2 combination. Peroxide is just volatile enough to be interesting to work with and its specific impulse with kerosene isn't *that* horrible compared to most hypergolics at somewhere around 280-290s.
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@davidy12 Only the barebones RO/RP0 ones. It's a procedural interstage flipped around, then a rectangular frame of girders is attached to the interstage fairing. Procedural tanks (for the protrusions) and engines attach to that. Then fuel lines and struts are added. The whole shebang is close to 40 parts IIRC. @CobaltWolf I just submitted the first pull request for a couple of command parts on Github, have 6 or 7 solids partially done as well. I'll try to finish configs for solid motors sometime this week
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You're thinking of MAKS
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Go For Launch - Cooperative RO/RSS/RP-0 - About to start!
Ravenchant replied to NathanKell's topic in KSP1 Mods Discussions
Sure I can make some time during weekends, at least. -
@jstnj It just means nobody has made the part explicitly compatible. Impulse and mass will be unchanged from the original- if the mod it's from has been made with RO in mind in the first place, it may work fine, but in general I'd avoid using non-RO parts except for structural ones. For engines it's easy to check: If it uses LFO/oxidizer or Monopropellant, it's not properly configured.
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Thank you for liking them! I'm surprised they work in 1.1 tbh. But I had no problems rescaling the bases to whatever diameter...made a 0.813m one just the other day. Thanks They still look kinda glossy though.
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- totm march 2020
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[1.0.5] Gryphon textures for Procedural Fairings v1.4
Ravenchant replied to Ravenchant's topic in KSP1 Mod Releases
@StickyScissors I actually completely missed that PF has updated already as I haven't even downloaded 1.1 yet Sure, I'll check if any changes are necessary and update sometime this week. I'll also try putting it on CKAN so installing will be less fiddly. (Edit: also, thanks for using the mod! Do you have any ideas on changes you'd like me to make?) -
[1.2.2] Forgotten Real Engines (FRE)
Ravenchant replied to Zarbizaure's topic in KSP1 Mod Development
I meant that I have a list of engines I want to make, most of which I'll never get around to doing, but that works too Actually, the RD-843 was on there too now that I checked.- 161 replies
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[1.2.2] Forgotten Real Engines (FRE)
Ravenchant replied to Zarbizaure's topic in KSP1 Mod Development
They look great! And with the Vikings done, that's one engine off my probably-never-going-to-be-realised master listTM- 161 replies
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Leaving Earth behind (the actual picture is months old, I was just browsing through my imgur and "found" it again.)
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Dual monopropellant supersonic combustion rocket
Ravenchant replied to sevenperforce's topic in Science & Spaceflight
There have been several mentions of "monopropellant engines having high TWRs." Any examples? From what I know their thrust to weight ratios are abysmal compared to bipropellant engines, and the highest I could find is Aerojet Rocketdyne's MR-80 thruster at a whopping 37.1.- 66 replies
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Without RP-0, career is unfortunately unusable as your contracts will be configured for the Kerbin system instead of our own. What kind of problems did you have?
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Is that with RP-0 installed? The time setting is in the game settings under "Use Earth time" or somesuch.
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Everything lookin' good! The quadruple Gamma will make a good temporary stand-in for HM-4 and YF-73 as soon as I can get my grubby little hands on it
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It's like a Korolev cross, except in the end they slam back together and explode.