sgt_flyer Posted May 25, 2013 Share Posted May 25, 2013 (edited) Here's a WIP of the boosters propulsed by 4 skippers and 2 LVT 45 - still tweaking some things - but they should have a burn time a little higher than half of the core stage burn time (as i do not use asparagus in this design )the boosters in test flight configuration (only 2 boosters around a small core, to reproduce liftoff TWR and TWR at separation) - also the test flight allowed me to study the separatron placements for preventing collisions with the core stage during separation.the boosters are surprisingly solid and wobble free too there's only 8 struts for the booster itself (not counting the struts needed to attach to the core stage) Edited May 25, 2013 by sgt_flyer Link to comment Share on other sites More sharing options...
sgt_flyer Posted May 25, 2013 Share Posted May 25, 2013 (edited) okaaay Onega launcher finished (be careful to not fry your computer, this monster has 944 parts with the kliper on top of it)the rocket is rock solid (almost no wobble, with all engines still gimbaling)this monster has 6302 m/s of delta V in the rocket alone (before releasing the kliper)note, i may replace the LVT-45 engines by LVT-30 for a better TWR at liftoff.stats at liftoff : Weight : 901 tonsThrust : 15400kNTWR : 1.74flight stats :Boosters burn time : 1 mn and 55s58s of burn time remaining in the core stage at separation.rocket TWR just after separation : 1.68 TWR, with 3400kN of thrust.rocket weight just after separation : 319 tonsUpper stage + kliper : Upper stage burn time : 1 mn and 54sWeight of the upper stage + kliper : 93 tonsTWR : 1.48 with 1360 kN of thrust.it's possible to use the upper stage for an injection burn (the upper stage should have around 1400 m/s of delta V remaining after circularizing in LKO, although i usually jetisson it when my periapsis is just under 23km - then circularize with the kliper itself - i'll may add a probe core to the upper stage later for deorbiting it on it's own). the kliper's command pod has enough torque to steer the upper stage without RCS.now for some pictures Core stage + boosters Engines layout Onega + Kliper on the padBlast-off InflightBoosters separationKliper + upper stage in suborbital, waiting the good moment for circularization.Jetisonned upper stage, Kliper finishing the circularization.And now, the big part The .craft itself Kliper OnegaHave Fun ! Edited May 25, 2013 by sgt_flyer Link to comment Share on other sites More sharing options...
ethan829 Posted May 25, 2013 Share Posted May 25, 2013 Good lord, that thing is a monster...in a good way though. Link to comment Share on other sites More sharing options...
GusTurbo Posted May 25, 2013 Share Posted May 25, 2013 (edited) You are my hero, that is amazing. How many Sepratrons did it require to get those enormous boosters to separate enough?here's a new shot in orbit for my Fregat, the 3 RCS 4-way bloc were turned 45° (seen from the side, an X shape), so we have better manoeuverability, and we see much better in which direction they are firing (else, when they were horizontal / vertical, it was hard to see in which direction the thrust was)all in all, the 7 probe core weight 0.34tons - giving us a little less than half of the MK1 command pod torque (still largely enough to manipulate 4 tons loads )here's the .craft for the Fregat stage (for 0.20) http://www./?gkqjky0g4jxv2dcHave fun Also, because the Fregat hasn't gotten enough love, I'm going to throw it on my Soyuz lifter. Edited May 25, 2013 by GusTurbo Link to comment Share on other sites More sharing options...
Darth Lazarus Posted May 25, 2013 Author Share Posted May 25, 2013 insane and that fragt is lovly, will trow it on my buig Soyuz too ... later Link to comment Share on other sites More sharing options...
GusTurbo Posted May 25, 2013 Share Posted May 25, 2013 I can't seem to attach the Fregat to anything, at least when I use Subassembly loader, because the attachment node is on the probe. So I decided to throw together my own. I might change how it's attached to get it closer to the payload. Link to comment Share on other sites More sharing options...
sgt_flyer Posted May 25, 2013 Share Posted May 25, 2013 (edited) You are my hero, that is amazing. How many Sepratrons did it require to get those enormous boosters to separate enough?I have 10 separatrons per booster (6 separatrons at the bottom of the booster, grouped by 3 on each side, and 4 other separatron grouped by 2 on each side a little under the middle of the boosters height. Edited May 25, 2013 by sgt_flyer Link to comment Share on other sites More sharing options...
Darth Lazarus Posted May 25, 2013 Author Share Posted May 25, 2013 working on the MiniSoyuz. i think i will stay with the name minisoyuz, compared to your bigones. i really love KSP version 0.20, it's so easy to change the payload and i don't have to use subassambly (mostly).here are some progress pictures: Link to comment Share on other sites More sharing options...
sgt_flyer Posted May 25, 2013 Share Posted May 25, 2013 I can't seem to attach the Fregat to anything, at least when I use Subassembly loader, because the attachment node is on the probe. So I decided to throw together my own. I might change how it's attached to get it closer to the payload. yes, i made it to be used as a base at first - load the fregat, add your rocket under it, add your payload above - i tried to remake it in another way, but it seems the RCS does not fire in the good directions in this case. Link to comment Share on other sites More sharing options...
GusTurbo Posted May 26, 2013 Share Posted May 26, 2013 Two of my most recent Soyuz craft docked together. The one with the larger fuel tank really pushes my lifter's payload capacity over the limit. It takes more than half of the fuel in the last stage to actually attain orbit. I made it smaller and now it gets into orbit with no problems.I think the little guy also has better proportions. Link to comment Share on other sites More sharing options...
sgt_flyer Posted May 26, 2013 Share Posted May 26, 2013 (edited) here's my new onega, a 'lite' version - it's gone back to good old 2.5meter size, with another technique for making slightly slimmer the core stage, and muuuch less parts than the onega 'monster' (this version is around 600 parts) - the upper stage can deorbit on it's own, it has a small RCS tank for that.the rocket also come with a discardable ladder system, to allow for more kerbals to join in the fun inside the hitchhiker's.note, this one need to take off with throttle at 2/3 instead of full throttle, else the klipper will generate too much lift for the rocket to compensate. here's some pics : in the VABboosters separation (yeah for korolev's cross )this rocket is made by clipping (without the need of the debug menu) 8 lvt45's in the core and each boosters.(not counting the radial engines, those are not copied) (simply, i copied the rockomax x200-8 tank which carried the 4 lvt 45's, and snapped it back onto the existing one), almost doubling the thrust for the core and the boosters. the slimmer part on the core stage is made by encircling an I beam by 8 FLT800 tanks (with the FLTs turned at 180° around the I Beam - so the Ibeam is inside each tank) - plus it helps with the fuel requirements for the core stage. upper stage is propulsed by 4 LVT 45's and 4 radial engines.here's the .craft file : http://www./?1kca8uv1aimvto0commands : 1 - used to separate the escape tower from the kliper, only used after abort.2 - desactivate gimballing on some of the LVT45's, to reduce wobble.3 - deploy the ladders for the access system.abort sequence : hit backspace to separate the kliper from the rest of the rocket, the escape tower will pull it out of harm's way - don't forget to disable ASAS just after hitting backspace. (you can reuse the ASAS after you separated the escape tower with the 1 key)Ascent profile : set your throttle to 2/3 before liftoff, hit G to retract the Kliper's gear, and turn ASAS on.hit space to separate from the ladders.hit space to take off.start your g-turn at 10000 meters, try to get smoothly to 45° around 20000 meters, then stay that way until the boosters are dry (normally, they will only have a few seconds of fuel left after the 20000 meters mark)once you jetisonned the boosters, you can push the core stage to full throttle.continue your g-turn smoothly in order to be at the horizon level at 50000 meters - then continue pushing till you get your apoapsis at the desired height (the core stage will run dry during this part, finish the ascent with the upper stage)once your apoapsis is at the good height, wait to be there to circularize with the upper stage (the kliper's torque enough to steer the rocket at this stage without need of RCS).you can then separate the kliper from the rocket, and you can switch to the upper stage to deorbit it.there should be around 1300 m/s of delta-v remaining in the upper stage once the orbit is reached, so it can be used as a transfer stage too. (the previous onega's monster upper stage allowed my kliper to reach duna, but gravity is too light there, the kliper tend to bounce too much on landing, resulting in a catastrophic failure )note for GusTurbo : i think this version should be able to carry nearly 40 tons to orbit (perhaps even more), especially if the LVT45's are swapped with LVT30's - so it should be able to handle easily your heavy soyouz orbital vehicle Edited May 26, 2013 by sgt_flyer Link to comment Share on other sites More sharing options...
GusTurbo Posted May 26, 2013 Share Posted May 26, 2013 (edited) I hadn't thought about clipping engines inside each other for more power. Good idea!I will say that I am satisfied with the payload capacity of my lifter, since it seems pretty close to what the real thing can put into orbit. Edited May 26, 2013 by GusTurbo Link to comment Share on other sites More sharing options...
Kerbal01 Posted May 27, 2013 Share Posted May 27, 2013 Stupid question but is this formatted for .20 Link to comment Share on other sites More sharing options...
sgt_flyer Posted May 27, 2013 Share Posted May 27, 2013 my .craft files were saved in 0.20 (most notably the kliper vehicle and it's orbital module itself, which was imported from 0.19 without a problem, and the second onega launcher was built in 0.20 and added underneath the kliper) Link to comment Share on other sites More sharing options...
Darth Lazarus Posted May 27, 2013 Author Share Posted May 27, 2013 Stupid question but is this formatted for .20still working on the miniSoyuz, just wait ^^ Link to comment Share on other sites More sharing options...
sgt_flyer Posted May 27, 2013 Share Posted May 27, 2013 (edited) okay, my current project is not a soyouz (although it make uses of part of it ), but it's russian design currently working on creating the necessary components for the Angara modular rocket (i'm currently designin a briz KM, which will be then clipped inside a larger tank to create a Briz M - which are major component for the angara family, along a modified Soyouz's Block I upperstage ) - the angara's URM are easy compared to the other components ^^ - basically, the Briz KM i made is a power house (way too much TWR for it's intended payload, designed to be used at low throttle settings in this configuration (else it will burn out his 1136 D/V in 27s with it's 2.5tons payload ). the TWR / delta-V is approximately right in M configuration, with the additional tank and heavier payload Edited May 27, 2013 by sgt_flyer Link to comment Share on other sites More sharing options...
Darth Lazarus Posted May 29, 2013 Author Share Posted May 29, 2013 (edited) sgt_flyer, your Angara is superb ! have seen teh thread an it is loking awesome. going to try it later this week, when i got time. back to my mini's. after hours or days (!) of working on the god damn engineclusters ... i got a solution, still not satisfied, but it works like a ... well ... like a good rocket xD my goal was to recreate the Englineclusters of the Soyuz2-1, the current standard issue Soyuz. additional i wanted a big shiny smoketrail so i tried different things with hiding biger liquidengines inside of the core stage. there were serveral problems with this idea: fuel, thrust, the limitation of clipping and fuelflow of clipped parts.i learned my lesson about KSP-engieenering. My current Soyuz with my updated Spacecraft is now like a mix of the Soyuz 2-1 and the Soyuz 2-3. Clustered Boosters of the good old one and the single powerfull core engine of the newer 2-3. okay ... i still tricked with clipping several engines together to get my thrust, but it is working really fine now. A surprise was the fuelflow. Before the "hiding" attempt, i lost some speed (50 to 100m/s) during seperation of the boosters. now it looks fine with nearly zero speedlost. (still needs testing to confirm)i "could" build a Soyuz 2-1 with the well know engineclusters. but i'm to tired now. and to quote a good old proverb: "never touch a runing system"during the rebuild for KSP 0.20, i updated teh fairings as well. now coming with the classical twoshell version (thx to sgt_flyer for inspiration!)at last but not least, two pictures:The Engines:The Rocket itselfonly a matter of some hours to build the rest of my rocketpack. so be ready to get your hands on my updated mini's. but know i go to bed... dreaming more about engines and clusters and ... well i think you get it. Edited May 29, 2013 by Darth Lazarus Link to comment Share on other sites More sharing options...
GusTurbo Posted May 29, 2013 Share Posted May 29, 2013 (edited) Looking good! Engine clustering always seems to be a major issue for me too. Placing the large radial engines in just the right spot was always tricky for me.Also, I will soon be posting a thread for this: Edited May 29, 2013 by GusTurbo Link to comment Share on other sites More sharing options...
Keenan Smith Posted May 29, 2013 Share Posted May 29, 2013 OMG is that what i think it is? (will you make an inta-Splode action Group ? so i can replicate the real things 100% failure Ratio? ) Link to comment Share on other sites More sharing options...
sgt_flyer Posted May 29, 2013 Share Posted May 29, 2013 (edited) my own current project (okay, not using soyouz parts anymore, but it's still russian ) 442 parts for the moment - should be able to carry 63 tons of dead weight to LKO - for something bigger, you might be able to put near 100 tons on this, but the rocket will have only around 4200 m/s of delta V, with a liftoff TWR of 1.45, so the payload will have to circularize on it's own (note, this lil' baby flies correctly, with very limited wobble )the decoupler is the first node for this craft, so i could add the launcher to my subassembly (you build the payload, add a small cubic strut and a decoupler to it, and snap the rocket to this decoupler, then strut the payload )i'll add a side cargo bay for the moment Edited May 29, 2013 by sgt_flyer Link to comment Share on other sites More sharing options...
GusTurbo Posted May 29, 2013 Share Posted May 29, 2013 OMG is that what i think it is? (will you make an inta-Splode action Group ? so i can replicate the real things 100% failure Ratio? )What a diabolical idea. my own current project (okay, not using soyouz parts anymore, but it's still russian ) 442 parts for the moment - should be able to carry 63 tons of dead weight to LKO - for something bigger, you might be able to put near 100 tons on this, but the rocket will have only around 4200 m/s of delta V, with a liftoff TWR of 1.45, so the payload will have to circularize on it's own (note, this lil' baby flies correctly, with very limited wobble )the decoupler is the first node for this craft, so i could add the launcher to my subassembly (you build the payload, add a small cubic strut and a decoupler to it, and snap the rocket to this decoupler, then strut the payload )i'll add a side cargo bay for the moment I'm liking this trend toward large rockets. Have you noticed better performance since .20 came out? I definitely have, as I never would have dreamed of being able to launch 700+ part monstrosities in .19. Link to comment Share on other sites More sharing options...
sgt_flyer Posted May 29, 2013 Share Posted May 29, 2013 (edited) yes, i noticed an improvement in performance too.(damn, after finishing Energia, i'll make a polyus first (yes, the upside/down thing, which need to to a 180° flip before firing it's engines to burn prograde - and yes, you will be able to replicate polyus's fate simply make a 360° loop before firing your engines .maybe i'll try later to make Vulkan (Energia based, but way more monstruous ) Edited May 29, 2013 by sgt_flyer Link to comment Share on other sites More sharing options...
GusTurbo Posted May 29, 2013 Share Posted May 29, 2013 So what is this latest rocket a re-creation of? Link to comment Share on other sites More sharing options...
sgt_flyer Posted May 29, 2013 Share Posted May 29, 2013 (edited) the Energia launcher - buran's launcher (contrary to US shuttle, which's has integrated engines which pumps fuel from the exterior tank, Buran does not fire it's engines until after separation, to circularize in orbit - it's Energia who does all the work until near orbit)it basically flew only two times : 1st mission to deliver Polyus, a soviet anti satellite weapon, (energia worked fine, it's polyus after separation who messed up, because it has to flip 180° after separation, and made a 360° loop instead, so it burned retrograde instead of prograde ) the second time was the only buran flight - which worked as intended basically, it's a monster core, with 4 zenit 1st stages attached to the sides as boosters (the zenit rockets were develloped from energia boosters in fact ) Edited May 29, 2013 by sgt_flyer Link to comment Share on other sites More sharing options...
GusTurbo Posted May 30, 2013 Share Posted May 30, 2013 OMG is that what i think it is? (will you make an inta-Splode action Group ? so i can replicate the real things 100% failure Ratio? )http://forum.kerbalspaceprogram.com/showthread.php/32817-0-20-Munstrosity-I-Russian-N1-LOK-LK-Lander%21Press 0 for accuracy. Link to comment Share on other sites More sharing options...
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