FreeThinker Posted August 13, 2019 Author Share Posted August 13, 2019 (edited) For breaking speed you could also use the (bussard) magnetic nozzle, it is capable of producting a lot of drag without heating effects, and is throtable, so you have some control. but it only function above the atmosphere. A low tech solution would be to make use of ballutes. Edited August 14, 2019 by FreeThinker Quote Link to comment Share on other sites More sharing options...
pmborg Posted August 13, 2019 Share Posted August 13, 2019 (edited) Break is not a problem the ship break until zero horizontally with no issue. Actually found 2 solutions to do the refuel: Brute force from 80 to 200 km using 4 packs of 4 NV-GX, semi-worked, the forces at the end or so big the ship exploded, maybe accelerated to much at the atmosphere. Don't go below 200 at all just at 220km is enough and in a elliptic orbit to allow a fast correction at "AP" if needed. I can say now that the last detail to close the issues list: Still RCS final wheels (to avoid unwanted rotations, without using the engines to control the spins) Edited August 13, 2019 by pmborg Quote Link to comment Share on other sites More sharing options...
pmborg Posted August 13, 2019 Share Posted August 13, 2019 (edited) The goal is done all individual parts and phases of the ship were tested: following some demo videos of some parts. This video belongs to a collection of videos that will describe an Interstellar Journey to the near Star: - Using the physics Simulation "Kerbal Space Program" and "KSP Interstellar" mod - Alfa Centaury, planet "Von Broun" (of Centauri Dreams mod adapted to work on 1.7.3) - The max potential acceleration speed of the ship is 105 Mega delta-v m/s 35% speed of Light InterStellar SHIP version: "Daedalus_and_Bussard-v3_2-Kerbin-tanksEmpty.craft" Edited August 13, 2019 by pmborg Quote Link to comment Share on other sites More sharing options...
pmborg Posted August 13, 2019 Share Posted August 13, 2019 Now on Earth version, smooth like butter Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted August 13, 2019 Author Share Posted August 13, 2019 (edited) The Exhaust is suppose to look something like this Edited August 13, 2019 by FreeThinker Quote Link to comment Share on other sites More sharing options...
pmborg Posted August 14, 2019 Share Posted August 14, 2019 (edited) humm... strange never saw that nice Exhaust ... Edited August 14, 2019 by pmborg Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted August 14, 2019 Author Share Posted August 14, 2019 (edited) 19 minutes ago, pmborg said: humm... strange never saw that nice Exhaust ... well that is becaue I'm trying to add it, which is not trivial. The main problem is that not easy to scale an exisitng exhaust effect. To achieve above effect, I downsized the Daedalus to 0.625m and then rescaled it up with tweakscale to 5m. It works but the default Engine size will be 0.625 instead of 5m. Of cource is you will scale everything anyhow, that will not be a problem, but some people like to keep thing unscaled. It also looks weird in the Part Catalog where you have aprt with only 1kN of thrust, which is low, but becomes 3000kN when scaled up to 5m @pmborg When using a Daedalus for transfer to Jool/Jupiter, you realy don't have to conserve fuel durring transfer, you can spend 100000 dv to Jupiter and don't feel sorry about it. Edited August 14, 2019 by FreeThinker Quote Link to comment Share on other sites More sharing options...
pmborg Posted August 14, 2019 Share Posted August 14, 2019 6 minutes ago, FreeThinker said: well that becaue I'm trying to add it, which is not trivial. The main problem is that not easy to scale an exisitng effect. To achieve above effect, I downsize the part to 0.625m and then rescaled it up with tweakscale. It works but the default Engine size will be 0.625 instead of 5m. Of cource is you will scale everything anyhow, that will not be a problem, but some pople like to keep thing unscaled. It also looks weird in the Part Catalog where you have aprt with only 1kN of thrust, which is low, but becomes 3000kN when scaled up to 5m Are you using realplume? Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted August 14, 2019 Author Share Posted August 14, 2019 (edited) 25 minutes ago, pmborg said: Are you using realplume? Not yet, but I'm investigating if can can achieve what I want to achieve An alternative might be Edited August 14, 2019 by FreeThinker Quote Link to comment Share on other sites More sharing options...
pmborg Posted August 14, 2019 Share Posted August 14, 2019 26 minutes ago, FreeThinker said: Not yet, but I'm investigating if can can achieve what I want to achieve An alternative might be Yes about realplume I was referring realplume-stock, wiki here: https://github.com/KSP-RO/RealPlume/wiki/Adding-a-Plume-to-an-Engine Quote Link to comment Share on other sites More sharing options...
pmborg Posted August 14, 2019 Share Posted August 14, 2019 (edited) "Daedalus_and_Bussard-v3_3-tanksEmpty.craft": Pretty much almost the final version: Notes: - The max potential acceleration speed of the ship is 105 Mega delta-v m/s 35% speed of Light - (with refuel on a planet can go more 87 Mega delta-v ), if we decide not de decouple Scoops. - Stage 1: Go Orbit (Kerbin or Earth) - Stage 2: Do the first 18M delta-V - Stage 3: Do final aceleration 87M delta-V Factory Tank with "Kit Container": Useful Payload: (Capsule to be delivered on Von Broun Planet of Alfa Centaury) - Notes: The Payload can "fly" if needed (electric, infinite range) InterStellar Crew made for 6 pax with 100% life Support. "InterStellarHouse.craft" (Inside KitContainer) House made for 6 pax but can hold in 100% life Support for max: 8 - Note: the house can "fly" if needed (electric, infinite range) the Car have a docking port with the House for parking and refuel Additional Notes: refuel on Jool (stock planet) can be done safely between 250 and 200km height refuel on Saturn (RealSolarSystem Mod) can be done safely between 2000 and 1600km height Additional Features (that are being Study): The interStellarShip will be on orbit of the planet, ready to be used again if need. On ground factory, make a rocket that will do a Rendezvous with InterStellarShip (on stage 3) What do you think @FreeThinker ? Edited August 14, 2019 by pmborg Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted August 14, 2019 Author Share Posted August 14, 2019 Where is the Science Lab? Quote Link to comment Share on other sites More sharing options...
pmborg Posted August 14, 2019 Share Posted August 14, 2019 (edited) 12 minutes ago, FreeThinker said: Where is the Science Lab? -The science lab is one of the components of the payload that will land, can be seen up the FactoryTank in image -Payload, Tank and the House will be linked with KAS for share resources Edited August 14, 2019 by pmborg Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted August 15, 2019 Author Share Posted August 15, 2019 (edited) What about resource scanning and collection and ISRU. KSPIE Has a universal drill that can collect surface collectable resource. Also include several IFS Switchable Storage tanks to hold collected resources. Edited August 15, 2019 by FreeThinker Quote Link to comment Share on other sites More sharing options...
pmborg Posted August 15, 2019 Share Posted August 15, 2019 (edited) 6 hours ago, FreeThinker said: What about resource scanning and collection and ISRU. KSPIE Has a universal drill that can collect surface collectable resource. Also include several IFS Switchable Storage tanks to hold collected resources. Hello, - Resource Scanning is there not appear on images: (opposite side ) About the Universal Drill yes also there: (Oposite-House-Side): About the Tanks are not there on propose, please note that I have a factory and can do what ever I want over there. Right now my payload is about 600tones, don't want to go further than that Have 2 versions of the ship 105M (35% speed of light) and 125M (41.666% speed of light) My dream goal is to have a 570M i.e. go 95% speed of light and break from it. I am studding crazy possibilities to rich that I think that is possible. I record a video of 30mins do show/demonstrate the payload and house working but discovered that the payload is not balanced after tank leave the payload bay (cannot fly balanced due center of gravity changed) Edited August 15, 2019 by pmborg Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted August 15, 2019 Author Share Posted August 15, 2019 (edited) 44 minutes ago, pmborg said: My dream goal is to have a 580M i.e. go 95% speed of light and break from it THe only way to achieve that is go antimatter or use a black hole. You could also achieve that with Laser but its only realy feasible for probes, Kerbals would get squiched, but you could use as scouts to figure out the best candidate for a interstellar colony Edited August 15, 2019 by FreeThinker Quote Link to comment Share on other sites More sharing options...
pmborg Posted August 15, 2019 Share Posted August 15, 2019 (edited) 4 minutes ago, FreeThinker said: THe only way to achieve that is go antimatter or use a black hole. I am studding other more realistic, ways using asteroids and trying to merge them with current ship. Basically I am talking about "almost" infinite fuel and only using things that already exist on KSP. Edited August 15, 2019 by pmborg Quote Link to comment Share on other sites More sharing options...
pmborg Posted August 15, 2019 Share Posted August 15, 2019 The Science Lab / Test Bed is set... uff... Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted August 15, 2019 Author Share Posted August 15, 2019 What mod is that? Quote Link to comment Share on other sites More sharing options...
pmborg Posted August 15, 2019 Share Posted August 15, 2019 3 minutes ago, FreeThinker said: What mod is that? None just pure KSP. Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted August 15, 2019 Author Share Posted August 15, 2019 (edited) Ok, but how did you get it there? Regarding Equipment, why not use extra planetary launchpad mod, and therefore have maximum flexibility. Edited August 15, 2019 by FreeThinker Quote Link to comment Share on other sites More sharing options...
pmborg Posted August 15, 2019 Share Posted August 15, 2019 (edited) 15 minutes ago, FreeThinker said: Ok, but how did you get it there? Went with a balloon type over there at that position Saved the position with notepad++ Recovered the ballon Pickup one of asteroids that are in orbit, changed the balloon "position" with the asteroid "position". This was "Balloon type" position: sit = LANDED landed = True skipGroundPositioning = False vesselSpawning = False launchedFrom = LaunchPad landedAt = KSC displaylandedAt = #autoLOC_300900 splashed = False met = 98.819905757904053 lct = 668475539.79294729 lastUT = 668475638.61285305 distanceTraveled = 515.52345315709022 root = 0 lat = -0.098673705952374346 lon = -74.522388298149977 alt = 64.569542951066978 hgt = 1.47541833 nrm = -0.0250147283,-0.0148511529,0.999576807 rot = 0.583818614,0.800399244,0.0888111591,0.103099555 CoM = -0.00688099861,-12.8979635,1.50726223 stg = 2 prst = False ref = 720921111 ctrl = True PQSMin = 2 PQSMax = 9 GroupOverride = 0 OverrideDefault = False,False,False,False OverrideActionControl = 0,0,0,0 OverrideAxisControl = 0,0,0,0 OverrideGroupNames = ,,, altDispState = AGL cPch = 0.154 cHdg = -0.1739998 cMod = 0 ORBIT { SMA = 300815.41150032368 ECC = 0.99479870470064879 INC = 0.099043526226397088 LPE = 89.970433349832049 LAN = 313.81764215614982 MNA = 3.141592313265114 EPH = 668475638.61285305 REF = 1 IDENT = Squad/Kerbin } Original Asteriod Position: VESSEL { pid = ba66e590e8f0425facce00821031fd42 persistentId = 1221993883 name = Ast. LWN-827 type = SpaceObject sit = ORBITING landed = False skipGroundPositioning = False vesselSpawning = True launchedFrom = landedAt = displaylandedAt = splashed = False met = 668475518.37296772 lct = 668475518.37296772 lastUT = -1 distanceTraveled = 0 root = 0 lat = -0.55781777049346815 lon = -89.290834923992122 alt = 14228200388.274847 hgt = -1 nrm = 0,1,0 rot = 0.00292284274,-0.228961512,0.170795977,0.958330214 CoM = 0,0,0 stg = 0 prst = False ref = 0 ctrl = False PQSMin = 0 PQSMax = 0 GroupOverride = 0 OverrideDefault = False,False,False,False OverrideActionControl = 0,0,0,0 OverrideAxisControl = 0,0,0,0 OverrideGroupNames = ,,, altDispState = DEFAULT ORBIT { SMA = 14032032172.555252 ECC = 0.036964021273038467 INC = 0.63374638306081099 LPE = 34.59915334524969 LAN = 171.97672404410264 MNA = -0.5627157779875509 EPH = 671656361.93986225 REF = 0 IDENT = Squad/Sun } Final Merge: VESSEL { pid = ba66e590e8f0425facce00821031fd42 persistentId = 1221993883 name = Ast. LWN-827B type = SpaceObject sit = LANDED landed = True skipGroundPositioning = False vesselSpawning = True launchedFrom = landedAt = displaylandedAt = splashed = False met = 668475518.37296772 lct = 668475518.37296772 lastUT = -1 distanceTraveled = 0 root = 0 lat = -0.55781777049346815 lon = -89.290834923992122 alt = 14228200388.274847 hgt = -1 nrm = 0,1,0 rot = 0,0,0 CoM = 0,0,0 stg = 0 prst = False ref = 0 ctrl = False PQSMin = 0 PQSMax = 0 GroupOverride = 0 OverrideDefault = False,False,False,False OverrideActionControl = 0,0,0,0 OverrideAxisControl = 0,0,0,0 OverrideGroupNames = ,,, altDispState = DEFAULT ORBIT { SMA = 14032032172.555252 ECC = 0.036964021273038467 INC = 0.63374638306081099 LPE = 34.59915334524969 LAN = 171.97672404410264 MNA = -0.5627157779875509 EPH = 671656361.93986225 REF = 0 IDENT = Squad/Sun } Edited August 15, 2019 by pmborg Quote Link to comment Share on other sites More sharing options...
pmborg Posted August 15, 2019 Share Posted August 15, 2019 17 minutes ago, FreeThinker said: Ok, but how did you get it there? Regarding Equipment, why not use extra planetary launchpad mod, and therefore have maximum flexibility. Yes this can be one of the possibilities, but with the way that I am doing it, I don't need that mod and in practice do the same. Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted August 15, 2019 Author Share Posted August 15, 2019 (edited) 4 minutes ago, pmborg said: Yes this can be one of the possibilities, but with the way that I am doing it, I don't need that mod and in practice do the same. Well one of the reason it might be preferably would be to minimize part count as you would only create the part once you real need it, and there will be plenty of time. Also take into account, you going into at he big unknown, who knows what you need on the other side. Edited August 15, 2019 by FreeThinker Quote Link to comment Share on other sites More sharing options...
pmborg Posted August 15, 2019 Share Posted August 15, 2019 (edited) 6 minutes ago, FreeThinker said: Well one of the reason it might be preferably would be to minimize part count as you would only create the part once you real need it, and there will be plenty of time. Also take into account, you going into at he big unknown, who knows what you need on the other side. Yes that's the pretty thing about "Kit Container", that's why I am using it, I can put over there what ever I want (300 or 600 parts) and will count only with 1 part, until being constructed. So I have 1 "Kit Container" with the Car+House+"Assembly line" inside and 1 Tank-factory (mobile factory) only, that Edited August 15, 2019 by pmborg Quote Link to comment Share on other sites More sharing options...
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