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deepspacecreeper

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Everything posted by deepspacecreeper

  1. i've done some calc. with that rocket and it gives 1.2 twr at launch. a payload of 120 tons will overload that rocket and the engines will not give enough thrust.
  2. hello, is there a saturn v analougue out there with payload of 120 to low kerbin orbit and 40 to trans-mun injection? also requires good twr (1.7-2.2)
  3. what is all about the crew response function by right clicking on a pod?
  4. hello, are there any tutorials for kerbal space program 0.22 new features?
  5. hello, i would like to ask what is the difference between the commutron 16 and the 88-88 in 0.22?
  6. hello, i would jlike to ask if there are any tutorials that re-create space missions of any countries in reality other than US and soviet/russia? (i plan to re-create them in ksp)
  7. hello, i plan to conduct an apollo-styled mission. i would like to ask if it is in retrograde orbit around the mun , does it need more delta-v for the mun ascent? how much does it affect the required delta-v?
  8. hello, i would like to ask how do i put a satellite into geostationary orbit above ksc and have two more probes 120 degrees away from the first probe?
  9. im at 0.21.1 and i copied the whole engine file to the folder created for mods and modded the cfg but i still dont know what is the cause of the fuselage
  10. do you mean that the reduced gravity and drag cancels out the reduced thrust that fights gravity?
  11. but is the TWR supposed to be reduced when gravity turn has started? the eff. thrust to fight gravity, (the thrust used in calc. of TWR) is thrust*sin(vertical angle of rocket) if i have a mainsail, the thrust is 1500*sin(30)=750 when the rocket's vert.angle is 30 degrees
  12. im getting trouble with self-designed mega launchers breakin up on the launchpad, so i tried out ur rockets. they work good. just one question shown in below post.
  13. i finally succeeded by putting it in the game's rootfolder\Parts, but what i see is a terrible auto-generated fuselage that comes with the engine even if put at the bottom of the stack.
  14. my customized part.cfg: // Kerbal Space Program - Part Config // LV-T30 Liquid Fuel Engine // // --- general parameters --- name = liquidEngine1-3 module = LiquidFuelEngine author = NovaSilisko // --- asset parameters --- mesh = model.mu rescaleFactor = 1 // --- node definitions --- node_stack_top = 0.0, 1.065308, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -1.930788, 0.0, 0.0, 1.0, 0.0, 2 // --- FX definitions --- fx_exhaustFlame_blue = 0.0, -2, 0.0, 0.0, 1.0, 0.0, active fx_exhaustLight_blue = 0.0, -2, 0.0, 0.0, 0.0, 1.0, active fx_smokeTrail_light = 0.0, -2, 0.0, 0.0, 1.0, 0.0, active // --- Sound FX definition --- sound_vent_medium = activate sound_rocket_hard = active sound_vent_soft = deactivate // --- editor parameters --- cost = 900 category = 0 subcategory = 0 title = Rockomax "3000" Liquid Engine manufacturer = Rockomax Conglomerate, modified by Deep Space Creeper Rocket Parts Co. description = An ultimate monster of an engine for super-heavy lifting purposes, the 3000's power rivals that of Kerbin-dominating nations. This engine was upgraded from a Rockomax "Mainsail" Liquid Engine to provide more thrust and a higher efficiency. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,0,0 // --- standard part parameters --- mass = 8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 breakingForce = 200 breakingTorque = 200 maxTemp = 3600 // --- liquid engine parameters --- maxThrust = 3000 minThrust = 0 heatProduction = 500 Isp = 290 vacIsp = 340 thrustVectoringCapable = True gimbalRange = 1.0
  15. are you using the stock spaceplanes? one way to do this is to activate SAS first (not asas, if you have one remove it), accel. down the runway, and at the end of the runway hit the down button. don't hold it or the engines will scratch the runway and doom the mission. the vertical angle should be around 3 degrees to avoid that. once you leave the ground high enough ascend in vertical angle of 30 degrees. while landing also keep the vertical angle not more than 5 degrees.
  16. hello, does anyone have a design for a super-heavy lift rocket that could lift a 100 ton payload into low kerbin orbit with some fuel to spare for rendezvous with a space station in a 122 km orbit?
  17. hello, is there a way of deorbiting debris, or designing the rocket to allow the debris to be deorbited?
  18. I tried the way of creating a new folder and copying the contents of the mainsail folder, and named the new folder "liquidEngine1-3", but it didn't work. my new engine didn't show up
  19. How can i change the fuel consumption? this is what i just see originally: // --- liquid engine parameters --- maxThrust = 1500 minThrust = 0 heatProduction = 500 Isp = 280 vacIsp = 330 thrustVectoringCapable = True gimbalRange = 1.0 I can't see anything which mentions the consumption.
  20. Hello, I plan to make a new engine in the game using the existing model and texture of the mainsail. I will make a liquid engine with twice the consumption of the mainsail, similar specific impulse and 3000kN of thrust. I don't feel like making a new model cause it takes a long, long time. Can anyone tell me how?
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