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The Cheap and Cheerful Rocket Payload Challenge 1.0.5


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  On 2/7/2016 at 5:44 PM, numerobis said:

26 kickbacks. Ouch. How do you pack them in so densely?

The Rhino is not even 10% of your first-stage thrust. I wonder: would it be worth adding a pair of kickbacks and ditching the fuel and fuel lines on the first stage, making it SRB only?

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Every test I did showed that running an upper stage engine at an inefficient time leaves more DV in orbit I am guessing this is due to lower gravity losses being greater than inefficient engines. You also have to remember that most of the vacuum engines have 90% of their ISP by 10000 meters

Has anyone limited their speed at any point in their launch? That is other than of course to keep ap at 80 km

Edited by Nich
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  On 2/7/2016 at 10:56 PM, Nich said:

Every test I did showed that running an upper stage engine at an inefficient time leaves more DV in orbit I am guessing this is due to lower gravity losses being greater than inefficient engines. You also have to remember that most of the vacuum engines have 90% of their ISP by 10000 meters

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I guess my real point was: is it worthwhile adding fuel tanks above the SRBs, because you're only burning a minute's worth of fuel out of them, so they'll be smaller, less cost-effective tanks, plus you have to pay for a fuel line.

Regardless, I'm starting to make progress on flight: I got maccollo's "medium" rocket up with a slightly lighter payload, for 750 per tonne.

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  On 2/7/2016 at 10:56 PM, Nich said:

Every test I did showed that running an upper stage engine at an inefficient time leaves more DV in orbit I am guessing this is due to lower gravity losses being greater than inefficient engines. You also have to remember that most of the vacuum engines have 90% of their ISP by 10000 meters

Has anyone limited their speed at any point in their launch? That is other than of course to keep ap at 80 km

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I limited my thrust, but not my speed (if that makes any sense).

I throttled back my stage 2 SRBs in order to extend their burn time. That may have limited my design's efficiency...

 I tried to get mine to "float" around 45 km without excessive cosine losses until apoapsis was established. This yielded my best efficiency, but I clearly left some on the table since I don't have MJ.

I agree with your findings; using upper stages in parallel is a definite no-no at least until their Isp matches that of the SRBs. I tried a Poodle cluster both ways, and the series lifter was far cheaper (though not cheap enough to bother submitting here).

Best,
-Slashy

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I fired up the poodles att about 3-4km, with ruffly corresponds to when their isp reaches that os the SRBs.

I was thinking about making my rocket twice as big and basically duplicating all parts.   This would allow me to remove the last inline decoupler  and replace it with small hard points as the twin-boars would be radially attached.  This would in theory mean a 0.5 % or 3 funds/ton improvement.

 

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The benefit is a bit bigger I think than what you accounted for: Doubling up, you can also merge the boosters together. That means a Jumbo instead of two X200-32s, and it means you still only need two fuel lines and two hard-points to the twin-boar stage even though you doubled up. That's another 920 funds you save, putting you over 1% savings.

There's also that you win on upper-stage mass: you save 350kg on that big decoupler, most of the way up to orbit, and you can either have twin poodles on a single hard-point (save 50kg to orbit), or asparagus poodles (save a couple tonnes for the last 200m/s). Those mean you can move some mass to the payload.

I'm not counting struts in here, which matter too. Doubling up, you may be able to get away with fewer -- or you might need more, not sure.

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  On 2/11/2016 at 6:19 AM, PacThePhoenix said:

Using your scoring system, I can spend any amount of credits to launch nothing into orbit, giving me a divide-by-zero error and therefore a score of UNDEFINED. Does that mean I win? :D

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Well, if you keep the cost of the rocket fixed, as the payload mass approaches zero your funds/tonne approaches infinity. So you'd have the worst possible score. Sorry.

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  On 2/11/2016 at 2:05 PM, Meithan said:

Well, if you keep the cost of the rocket fixed, as the payload mass approaches zero your funds/tonne approaches infinity. So you'd have the worst possible score. Sorry.

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I am aware of that. Any amount of payload would result in a score >zero. What I was joking about was launching a rocket without a payload, so the payload mass is zero. No matter what amount of credits you divide by zero, it will always be undefined, which could either be the best or worst score mathematically (probably the latter as undefined is not a number and is, really, cheating) :D.

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  On 2/12/2016 at 1:32 AM, PacThePhoenix said:

I am aware of that. Any amount of payload would result in a score >zero. What I was joking about was launching a rocket without a payload, so the payload mass is zero. No matter what amount of credits you divide by zero, it will always be undefined, which could either be the best or worst score mathematically (probably the latter as undefined is not a number and is, really, cheating) :D.

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Well no, my point was that the result of dividing a nonzero quantity by zero can technically be considered to be infinity, so your score would then be the worst possible, not just undefined.

But I'm just joking as well. Let's not drift too much off-topic.

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  • 3 weeks later...

I am getting very, very close to replicating @Nefrums flight with a MechJeb ascent. I just need to lighten it up by a couple tonnes and add a smidge of fuel: an extra T100 on each of the SRBs (they were running dry a bit early anyway) and reduce the C7 adapter in the payload to just 308 OX and no LF. Then I get (103709 - 25567) / 126.790 = 616.31 funds per tonne. I've got 153kg of fuel left in the tanks after circularizing at 80km.

The MechJeb parameters: turn immediately (0.1km, 3 m/s) on a 50% turn ending at 13km and 18 degrees thenceforth, aim for 80.1km. At the last stage, ideally I let time-to-Ap hit 0s exactly at the time that we circularize. 

The SRB stage decoupling is exciting, but seems reliable.

Now I'm working on making a cheaper version by doubling up. Scaling up isn't as easy as it seems. I got a flight at 612, but there's a lot of launch failures.

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  • 3 weeks later...

OK, finally got something very similar to Nefrums' ship up to space, in a repeatable way. Here's the kOS code for it:

  Reveal hidden contents

I reliably end with 5 m/s. I must have a tiny amount less payload onboard than @Nefrums does -- or an extra strut or something --because I get 603 funds per tonne for my build.

I'm curious if this kOS script plays well with other spacecraft. I'll have to try!

By the way, I recommend turning on mechjeb auto staging while running this script, because I didn't implement it.

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  • 2 weeks later...

Some improvements to the program:

  Reveal hidden contents

This gets me a smoother flight and 12 m/s remaining when I hit 70km: eTc8jRC.png

For some reason I can't hit enter to make paragraphs... I love this comment software.

Oh but now I can, after reloading.

So as you can see, 12 m/s in the fuel tanks, 36 m/s to circularize at 80 km.

@Nefrums mentioned being about 30 m/s from empty upon reaching a 80x1km orbit. To get to 80x38 from there costs about 35 m/s, so I'm 47 m/s more efficient than their flight plan. Woot! I have difficulty believing I can do substantially better.

About the code: there are three bits. I start the ascent with just a fixed turn profile, nothing fancy, but pretty steep: I cross 45 degrees pitch at just 5500m altitude, and by 10km I'm pushing down to get to 30 degrees.

Afterwards, what takes over is code to make sure that when I get to apoapsis, I'll be at 38km. The logic is: figure out how much vertical thrust is needed so that we reach 38km before vertical velocity goes to zero.

Finally, near apoapsis, I thrust upwards just enough that am guaranteed never to get to within 20s of actually reaching apoapsis. Improving this logic -- approaching apoapsis a bit more -- might save a few more m/s.

Edited by numerobis
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Try to keep as little angle of attack as possible when below 30 km as drag increases allot if the rocket is not pointing pro grade.  I used prograde lock for the most of the first and second stage.

Also you can save a few funds/ton by attaching the struts from the payload and out rather than the other way,  As the mass of the strut then stays with the payload

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Indeed; my script limits AoA to 1.5 degrees below 10km and eases up after.

There isn't a lot left to save on drag: of that 144 m/s, nearly 100 m/s is in the first 10km. There's a lot more to save on gravity losses, which means pitching over more steeply at the start so I get more horizontal velocity from the SRBs.

I didn't program in your trick of starting the poodles at altitude. The spacecraft has about 3200 m/s of vacuum fuel packed on board and ends up burning 3092 m/s, so that's 100 m/s lost to atmospheric pressure. But there's the risk of extra gravity loss from having an even lower TWR at the start.

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  • 2 weeks later...

I just circularized @Nefrums' build (plus, indeed, two extra struts) at 80km.

Two key bits:

  • Go higher. Establish the initial orbit at about 42km. Lower is not necessarily better, because of the high drag losses on the low-thrust stage.
  • Turn off the poodles for 26s in the lower reaches, so that when they're on they are at higher efficiency. I kept them on for the first 10s, off for 26s, then on again for the rest of the ride. Why 26s is that this makes the SRBs run out of fuel at the same time as the fuel tanks they are pushing. Why have them on for 10s is gut instinct -- I should optimize that -- but you get a huge benefit from marginal thrust at the very start.

There's a few more minor bits in there as well.

I reach the top of the atmosphere in an 80x42km orbit, with a bit over 32 m/s in the tanks. Circularizing that orbit costs a bit over 32 m/s. Coincidence!

The spacecraft I have gets 603.57 funds per tonne. Shifting that excess fuel into the payload would save me money for the fuel, plus increase the payload, so that I'd be at exactly 596 funds per tonne.

 

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Geez... this thread is making it hard to beat the cost with an STS style launcher... and a whole lot more convenient if no recovery is needed to get that cost.

My previous STS style was just under 700 per ton, seeing this thread, I designed one to take a bigger payload (and make use of the vector, since my old design was pre-vector).

I filled the mk3 cargobay with mostly ore tanks, and some other "stuff" to get to 72.31 tons

SRBs cost 19,040 -> no recovery

Assuming all LFO is consumed (not quite true): 17,029 funds for fuel

External tank cost: 22,490

The external tank is recoverable, but the sandbox tests didn't tell me the recovery %

It typically lands near the shores accross the ocean from KSC

Cost per ton at 50% recovery (of ET, 100% of orbiter): 654 funds/ton

Cost per ton at 75% recovery (of ET, 100% of orbiter): 576 funds/ton

There doesn't seem to be much room for a partially disposable system to fit between a SSTO and a disposable.

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