Jump to content

Revisiting an old, simple one: The 10 fuel tank challenge.


Recommended Posts

I took another go at the challenge and tweaked my design slightly to give it just a little bit better performance - basically, I split up the 2 tank final stage from my earlier ship by sticking one of the tanks to the front using a decoupler and adding a couple of fuel lines. I calculated that it would give me roughly 270 m/s better delta V, with a more or less negligible effect on the rest of craft's performance in the earlier stages. The final stage has a low enough thrust that you can kick the fuel tank off sideways and get back on course within a second or so while always staying at full throttle, so you don't lose more than a few m/s there.

I also added a MechJeb unit which I used for information and for the final stage to keep the craft pointed prograde for the ~13 minutes of burn that the final stages take. It's easy enough, but rather tedious, to keep the craft pointed manually. Everything prior was fully manual, though.

Here is screenshot of the result and the craft: http://imgur.com/a/HYLgN

Final statistics are:

Altitude: 1562 km

Burnout speed: 5468.4 m/s

Orbital Energy: 13.3 MJ/kg

Link to comment
Share on other sites

Last one tonight, I promise.

I did one more redesign. Basically, I took one of the fuel tanks normally attached to the aerospikes and stuck it on the top of the central stack, and made it so the fuel systems for the aerospikes and the low-powered engine in the middle were separate. I had to do some weird stuff with the positioning since I was left with 7 tanks total for the aerospikes, so I ended up with tanks in a 3-way symmetry below the aerospikes in such a way that none of them were in line with the engines. At burnout for the aerospikes, there's about 2 and 2/3 tanks left in the central stackup. At this point, the craft can barely make orbit - it actually goes past apogee and starts heading back down before it can get enough speed to raise the periapsis above the atmosphere.

I ended up with this result: http://imgur.com/a/12jwg

Altitude: 1149 km

Burnout speed: 5782 m/s

Orbital Energy: 14.70 MJ/kg

The high energy and speed are a result of having 2 and 2/3 tanks running at a vacuum ISP of 400, as well as basically doing a powered slingshot maneuver around Kerbin, compared to most other hyperbolic escape trajectories from launch.

I'm not sure how to attach files here, otherwise I'd post my craft files. I'd love for someone to duplicate my results to help verify my sanity. I'm hoping between my description here and the images that someone'll be able to do it.

Link to comment
Share on other sites

My submission :3

Altitude: 1933 km edit:bugged results

Burnout speed: 6117 m/s edit:bugged results

Orbital Energy: 17.316 MJ/kg edit:bugged results

with this contraption:

CzhoM.jpg

QbixD.png

(Edited out earlier submission since i'm bad at math and posting)

It had fun top Tank hat thou! =3

O0ZVk.jpg

GqtbC.png

Edited by Nao
Link to comment
Share on other sites

I'll toss a "Wow!" and a "how does that even fly?" at both mathmavin's and Nao's designs. Nice outside-the-box thinking.

I love the fact that both are also best in all three categories at the time they were posted.

Link to comment
Share on other sites

I think I've discovered a fuel bug with Nao's design (and probably mine, but I haven't retested mine yet). The first three tanks have 1200 units of fuel, and the aerospikes consume about 13.1 L/s each while the small engine consumes around 1.2 L/s in atmosphere. The three tanks should last for only about 45 seconds, but they last for well over a minute. If you remove the small engine, they only last for about 45 seconds (which is how long they should last). I think having that extra engine somehow reduces the fuel consumption.

I don't have an entirely dissimilar setup on my rocket, so it's quite possible I've inadvertently exploited this as well. I'll run some tests/do some number crunching tomorrow when it's not late to see if my fuel usage lines up with the consumption rates for the engines. I also don't know if this is a known fuel bug, but if it is not, someone should look into it.

Edit to add:

I did a test run to see what kind of performance you could get if you wanted to really exploit the bug - I ended up with this: http://imgur.com/a/oC6fk

Altitude: 2954 km

Burnout speed: 6803 m/s

Orbital Energy: 22.1 MJ/kg

Keep in these are BUGGED RESULTS.

Upon reviewing my design from my previous run, the small engine and the aerospikes never draw from the same fuel source, and the aerospike powered tanks burn out at 46 seconds, 1:17 seconds, and 1:47 seconds, for 3, 2, and 2 tanks, respectively. At a burn rate of 13.1 L/s, it should take 45.8 seconds, 30.5 seconds, and 30.5 seconds for each of those stages, which match up quite nicely with the timings on my ship.

Edited by mathmavin
Link to comment
Share on other sites

There is indeed a fuel bug in my design! Thanks for finding that one out!

From some more testing it appears that if there is a fuel tank stack of at least 2 with engine at bottom, the fuel directed by fuel lines to other engines from every tank except the bottom one will have fuel drain halved, while still providing 100% thrust and indication of fuel usage by the engines. Engine at the bottom of the fuel tank stack will have its fuel drain counted normally for every tank in a stack.

Now I reeeeeaaaaaallllyyyyy can't wait for 0.17 T_T

Actually does anybody know if its a known bug or should we post it in bug thread? I vaguely remember hearing about it some time ago but didn't understand it until now. :/

Link to comment
Share on other sites

Actually does anybody know if its a known bug or should we post it in bug thread? I vaguely remember hearing about it some time ago but didn't understand it until now. :/

Better safe than sorry! Post it, I'd say.

Link to comment
Share on other sites

Actually does anybody know if its a known bug or should we post it in bug thread? I vaguely remember hearing about it some time ago but didn't understand it until now. :/

I am pretty sure this has been bug reported already, also, HarvesteR has already revamped the fuel flow code to work out the bugs. It's mentioned already in this post here -> http://kerbalspaceprogram.com/forum/showthread.php/15757-KSP-0-17-Update

Link to comment
Share on other sites

Thanks Ziff, I'll pass on reporting this, I'm sure it will be gone with update.

Also moAr success :D This time with mechJeb because it would be a too much pain to fly for 20mins with constant corrections required by the design.

This time i hope no more bugs are involved.

Altitude: 1278 km

Burnout speed: 5855.6 m/s

Orbital Energy: 15.26 MJ/kg

There is still room for improvement but I'm satisfied with its aggressive shape =3

IwPhb.jpg

SS taken a just after reaching 0,0L fuel (i'm slow) - but engine is still warm and acceleration is still not 0 to make a proof.

sg6vY.png

Alzo ...letz go explore Beta Centauri :P

FB2TM.png

Detaching the top tanks was fun since the strength of decoupler was greater than engine so i would yaw the craft 30deg, shoot it, then return to prograde position , with empty tank merrily passing my craft 1m from the side. =3

Link to comment
Share on other sites

Edited with a correct submission:

NIHEJ.png

Altitude: 386 km

Burnout speed 5847 m/s

Orbital Energy: I'm getting a negative number. Will look at it latter

If I stage it I lose control, so this design ended up very inefficient. But I did reach kerbol scape velocity, as planned...

And, after all, the challenge is 10 FL-T400 fuel tanks, as this thread posts appear to be, or 4000 fuel units, as is said in the first post?

Edited by Caroliano
I didn't properly read the first post.
Link to comment
Share on other sites

Unfortunately you need to reread OP since the challenge is more complicated than just 10 tanks.

You need to burn at max throttle whole time and take screenshot at the moment of using all fuel!

Link to comment
Share on other sites

Right, I did burn at max throttle, but I overlooked the "at the moment of using all fuel". I edited my post with a correct submission of the same rocket. And what about using other types of fuel tanks? What is the current understanding?

EDIT:

Ok, I simplified the design, but it got nowhere near the same efficiency... I think I may have hit a fuel cross feed bug in the earlier design, or something like that... The 0.17 version can't come fast enough!

eKcXh.png
Edited by Caroliano
Link to comment
Share on other sites

it's also important to note that slower fuel burning engines like the aerospike, won't necessarily get distance. in some configurations the higher thrust engines will get you further because of the extra speed they allow for early on. by my calculations you have to be going at least 1500-2000m/s once you reach 100K meters in order for the 20 thrust lv909 engines as a last stage, to not fall back to the planet at some point, and to go the distance. otherwise you will lose too much speed from the lack of thrust.

Link to comment
Share on other sites

Ok, with the new fuel bugs found, I'm not even sure how to update the results. I also wonder if this bug was a small factor in some of the earlier designs, but I doubt it since most of them were feeding inwards from two tanks towards 1 engine, instead of the other way around.

Caroliano, the challenge accepts both 10 LF-T400 results, and "4000 fuel" results. 10 tank is preferred, but if there's a 4000 fuel result that's better than the current best 10 tank result for any category, I'll list it separately in parentheses.

Link to comment
Share on other sites

Not related to this challenge directly...I re-piped a ship of mine and now it gets about 1/2 the fuel consumption for the same number of engines and near-identical everything else. I was trying to make a minimalist grand tour capable 3-Kerbal-capsule rocket and this pretty much means it's a pointless endeavor since this bug, coincidentally, kicks in for properly efficient designs (all engines running, sequential fuel piping).

REALLY hoping .17 comes out, soon...

Link to comment
Share on other sites

  • 4 weeks later...

What if we have the fuel bug fix installed? Would we still have to burn at full throttle the whole time?

Without having to burn at full throttle and with the bug fix, it's probably very possiblr to take one of them ships to Minmus. Scott Manley on YouTube got to Minmus with 3 fuel tanks, and did a grand tour with 4!

Link to comment
Share on other sites

[ATTACH=CONFIG]33567[/ATTACH][ATTACH=CONFIG]33563[/ATTACH][ATTACH=CONFIG]33564[/ATTACH][ATTACH=CONFIG]33565[/ATTACH]

This is the best i could do with 10 tanks On V 0.17 I got in Orbit around the moon..lol. Pretty much basic parts that are in all the other Vers of KSP. May have got further without the asas on it. but I figure thats pretty good with just 10 tanks. gonna try to take the asas off and try to orbit Minmus with the same config. I Started the gravity turn at 10km, I turned to approx 50 degrees and when the AP hit 80km, I coasted to around 75km and then fired at 90 degrees till in orbit. I'm not on the forums much, but I'd love to hear what you guys think of it. :)

Edited by combatEngineer
forgot pic of ship in orbit..lol
Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...