Jump to content

Search the Community

Showing results for tags 'rtls'.

The search index is currently processing. Current results may not be complete.
  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 1
    • KSP1 Discussion
    • KSP1 Suggestions & Development Discussion
    • KSP1 Challenges & Mission ideas
    • KSP1 The Spacecraft Exchange
    • KSP1 Mission Reports
    • KSP1 Gameplay and Technical Support
    • KSP1 Mods
    • KSP1 Expansions
  • Kerbal Space Program 2
    • KSP2 Dev Updates
    • KSP2 Discussion
    • KSP2 Suggestions and Development Discussion
    • Challenges & Mission Ideas
    • The KSP2 Spacecraft Exchange
    • Mission Reports
    • KSP2 Prelaunch Archive
  • Kerbal Space Program 2 Gameplay & Technical Support
    • KSP2 Gameplay Questions and Tutorials
    • KSP2 Technical Support (PC, unmodded installs)
    • KSP2 Technical Support (PC, modded installs)
  • Kerbal Space Program 2 Mods
    • KSP2 Mod Discussions
    • KSP2 Mod Releases
    • KSP2 Mod Development
  • Community
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
    • KSP Fan Works
  • International
    • International

Categories

  • Developer Articles

Categories

  • KSP2 Release Notes

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


About me


Location


Interests

Found 2 results

  1. There's still some fudging going on with the script. I haven't figured out how to get available_thrust for the engines at sea level, so for now, I just put in the thrust Micro Engineer states for the suicide burn calcs. Same with ISP, which is what I'm using to calculate final mass after the suicide burn. Since available_thrust is giving me the vacuum thrust, the hover throttle calculation is giving me a throttle setting below actual required throttle. Until I figure that out, I added a small proportional gain, but that can lead to some overshoot. Previously, in kOS, I was calculating suicide burns using a time slice method, "simulating" one second at a time. This time, I realized thrust is constant, while acceleration is dependent on mass, which drops at a constant rate, so calculus should be able to handle this. I barely passed calculus in the 90s, but found this post on the kOS subreddit that had an equation that worked (eventually). This really won't be functional in a campaign until a mod like FMRS or Physics Range Extender comes out, and I can control both first and second stage.
  2. I am so close to a perfect RTLS capable rocket. Infact Ive nailed it with my first stage. The second is the issue. By time I get back around to the upper stage its already falling back down into the atmosphere. I'm using MechJeb and BDArmory with an edited 750km load range. This way I don't have to do it the "stock" way which is a ridiculously steep trajectory which puts the first stage at like 100km to give you the time to manually boost the second stage to orbit. No with that 750km load range and MJ I am able to model real life more appropriately with a much more favorable launch trajectory and a 50km staging. And it works. My god it works great. After the boostback MJ lands the first stage square on the runway. But MechJeb is having trouble with the second stage. I don't know whats happening. Either MJ is shutting down the engine not long after I switch away ( despite the massive load range ) or its hitting the target Ap of 150km ( which sucks I wish I could have this much lower ). I need that high Ap to give me the time to land the booster and switch back. But I also need that high Ap so that MJ with corrective steering can fly to orbit in one burn. Or ateast get close. 750km should be plenty enough. Theres no way I'm hitting that mark and the vessels unloading. But something is happening where MJ cannot fly the upper stage down range far enough no matter what target Ap I set. I return to the craft, the engines immediately throttle up where I left them, but I'm at 40km and falling. Its ashame because were it not for this one quirk... this setup is go. Three times in a row this booster lands perfectly, but the upper stage is holding it back. So what can I do? I understand this is a unique approach here, but I'm just curious if by chance anyone has any ideas of what I can do. I'm so close to just moving into RSS and doing this there. Because theres no way MJ will hit my target Ap before I land and should just keep motoring on, but.. I don't know. Bear with me here...I cant just chuck the second stage to some super high Ap. I need this to be efficient. The upper stage needs 1700 Dv left in orbit for a Duna transfer and injection. So in order for the upper stage to not only boost 75% of the way to orbit and reach low Duna orbit it needs something like 3,4 - 3,700 Dv. A large upper stage for a 3.75m rocket that had to fly back home. Its easy to make, but that makes RTLS a nightmare. Because the lower stage needs 1,250 to return. So the heavier the upper stage is the more it cuts into the Dv I can put out with the first stage. Which in turn cuts into the Dv the upper stage needs to fly to orbit. So to help this I can fly a steeper trajectory ( which also helps with ultimate issue here ) But that then cuts into the Dv needed to rtls. What does this have to do with the aforementioned issue? Funds is a factor and I cant just throw an overpowered second stage on an overpowered lower stage to 300km. How the heck does SpaceX do it?! At this point its just like holy crap I can take off the landing legs, the thrusters, the rcs, the air brakes and put 30 tons to LDO.
×
×
  • Create New...