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Spice Launch System [SLS] 0.74


maccollo

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  On 3/10/2016 at 1:37 AM, RoketMan said:

Can the data be recovered?

All the mods, lost. ;.;

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Someone did a backup...there is a torrent available that I'm sure other users have archived that had the full content from the site. The admins of Spacedock said they had a full backup, but were prevented by certain licenses from redistributing some of the content without modder permissions, and were trying to work through the list and contact individual mod owners. It's a small hiccup at most.

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  On 4/17/2016 at 7:06 PM, KerbonautInTraining said:

Don't need to. Place the engine mount under the hydrogen tank and attach the engines to that, then add the engine fairing.

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Is the Real Fuels mod required for the SLS to launch? I connected all the parts but still get no delta-v showing up in the K.E.R. display.

Edited by delta wee
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  On 4/18/2016 at 9:33 AM, delta wee said:

Is the Real Fuels mod required for the SLS to launch? I connected all the parts but still get no delta-v showing up in the K.E.R. display.

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Yes, but I'm pretty sure it also needs realism overhaul and its required mods.

Additionally, welcome to the forums!

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  On 4/21/2016 at 3:03 PM, tenvelden said:

Have you tested this on an RO install? Last time I had it all the parts were labelled non-RO and used liquid fuel/oxidizer

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A RO install is a must and with RO you'll get RealFuels which will make the parts behave much better. Even with the LiquidFuel/Oxidizer the engines won't work as they require LH2/LOX which is only present in RF

 

And also, welcome to the forums! :)

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I'm seeing that the TWR of the upper stage starts at .25 G, and has around a 20 min burn time. This TWR seems to be too small and I'm unable to get the SLS to orbit. Is a 20 min burn time for the upper stage normal?

Edit: I did get the SLS1B to orbit finally, and got around 60 metric tons into a 525 km x 511 km orbit, is that close to the expected LEO capability of the SLS1B?

Edited by delta wee
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  On 5/4/2016 at 11:35 PM, delta wee said:

I'm seeing that the TWR of the upper stage starts at .25 G, and has around a 20 min burn time. This TWR seems to be too small and I'm unable to get the SLS to orbit. Is a 20 min burn time for the upper stage normal?

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Yeah, that's efficiency for ya. 

The upper stage is only for pushing stuff out to the Moon or further. If you want to put stuff in LEO just slap the payload straight on top of the core. 

When using the upper stage you have to use the core stage to push your apoapsis some 3 minutes away just before burnout. Don't worry if you end up in a high orbit, that's normal. 

As for payload capacity you'd have to ask NASA, or better yet, @maccollo

Edited by KerbonautInTraining
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@delta wee

Yes, that TWR is correct. When it comes to payload capacity, the EUS will have a very hard time launching fully fueled with more payload that it can take to TLI. So that's about 42 tons with 1B. Without the EUS the core can throw about 90 or so tons to LEO. With the EUS partially fueled you can squeeze out about 100 tons.

To launch the SLS efficiently you want to hit about 45 degrees just after you pass 20 km. After this you want to lock into a cruise pitch which you will not drop until the very end, when you notice that the EUS will kill the vertical velocity before you reach orbit. The pitch for TLI payload is something like 27-28 degrees for 1B. If you perform the ascent correctly the core will almost flatten out at around 110 km when.

The TWR then catches up and the core should give you a big vertical kick, enough for 2.5-3 minute of lead time. Just keep holding roughly 25-27 degrees and the EUS should pass the apoapsis, and catch itself on the way down. It's sort of like a double-lofted trajectory. If you did it all correctly you should end up in a circular orbit at about 160-200 km.

This is the correct way to fly the SLS.

 

*
Also do apologize that I this mod hasn't gone anywhere in a while. It's been hard to balance work and my education at the same time.

Edited by maccollo
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  On 12/21/2016 at 2:36 PM, RoketMan said:

Is this mod officially dead? :(

there hasent been a update in over 6 months.

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The dev seems to have last been on in late Oct... You could try tagging them, like so: @maccollo , when inquiring about mod status... (As long as no one has already done so in the last few posts... :P )
 

Edited by Stone Blue
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