Darth Lazarus Posted May 20, 2013 Author Share Posted May 20, 2013 can i have teh craftfile for your new big Soyuz? i wonder how you fixed teh wobble ^^ Link to comment Share on other sites More sharing options...
GusTurbo Posted May 20, 2013 Share Posted May 20, 2013 (edited) I can get that to you later this afternoon, probably around 5:30 or 6PM local time (right now it is 11:09 AM). I haven't actually fixed the wobble yet, but if it's like my previous design, then disabling the gimbal on all the booster engines should do it. Edited May 20, 2013 by GusTurbo Link to comment Share on other sites More sharing options...
Giggleplex777 Posted May 20, 2013 Share Posted May 20, 2013 I would like to see the second stage. I'm curious about how you handled the engine arrangement. Link to comment Share on other sites More sharing options...
sgt_flyer Posted May 20, 2013 Share Posted May 20, 2013 (edited) i'm trying to create a new payload for one of those Soyouz rockets i'm working on a Kliper (currently, the kliper and it's orbital module are done, the kliper itself is a fantastic glider, but it's wing lift cause the launch rocket to tumble when attempting to do a g-turn. here's some pictures : on the pad with it's orbital module :the craft separated from it's orbital module, in flight (separate after deorbit burn or with an emergency escape tower during ascent)handles really great under 100 - 150 m/s - above it tend to want to follow a ballistic curve (it want to go for the prograde marker as soon as you release the inputs )smooth landing at less than 50m/swith the orbital manoeuver module, it has a delta V of 1266m/s at 0.81 TWR. total craft weight 20tons - with enough space for 6 kerbals aboard (1 lander can and 1 hitchhiker module) and can work without pilot Kliper is 48 parts, the orbital module has 55 parts.no more need of parachutes ! so if someone has tricks to reduce the effects of the wings on the rocket ascent profile, i'm taking it ^^Here is some more shots of it (used a supernova SHLLV rocket to get it to orbit, the size of that launcher allowed me to not tumble during g-turn )orbital pic :landed back at KSC pic : (with one of the 4 standard control surface destroyed by one of the supernova boosters) - overshot KSC, managed to turn around and stop on the runway, even with damaged control surfaces - which tended to make the Kliper to spin:p2nd launch pics :after deorbit burn, separated from the orbital moduleReentry (max g forces : 3.5g - finished his deceleration at 20000m - much more softer reentry than what we usually have with capsules ) : Edited May 22, 2013 by sgt_flyer Link to comment Share on other sites More sharing options...
GusTurbo Posted May 20, 2013 Share Posted May 20, 2013 I would love to put that Kliper on my Soyuz lifter and give it a try later. It looks great. Link to comment Share on other sites More sharing options...
sgt_flyer Posted May 20, 2013 Share Posted May 20, 2013 (edited) Here is the file for my Kliper. i added an escape tower and large decoupler with structural panels below it - normally the Kliper is all stock (file removed)but you will have a lot of problems making it fly on your rocket (only manage to bring it to orbit with a supernova SHLLV rocket for the moment - not that it's heavy, it's a pain in the ass keep flying straight on lighter rockets ) Have fun ! (and remember, on reentry, it lose more speed to drag than a caspule ) Edited May 23, 2013 by sgt_flyer Link to comment Share on other sites More sharing options...
GusTurbo Posted May 21, 2013 Share Posted May 21, 2013 I would like to see the second stage. I'm curious about how you handled the engine arrangement.Here's how I arranged the engines. I also threw a Rockomax Adapter 02 in there for cosmetic purposes. Link to comment Share on other sites More sharing options...
GusTurbo Posted May 21, 2013 Share Posted May 21, 2013 (edited) It's finished! After some extensive testing, I've managed to get my new and improved Soyuz into working order. Separation of the boosters is now a bit more treacherous, but I think I've managed to get it working through the use of Sepratrons to push them outward. It isn't perfect, but I wanted to get something out tonight. Warning: This craft has 411(!) parts. Be patient. After the boosters separate, things get better.Obligatory images:In the VABLifting offPost-separation (struts added to prevent wobble)2nd stageIn orbit (still no solar panels, but there are some in the .craft file!). At this point, there is plenty of fuel and RCS to do orbital maneuvers and rendezvous (and deorbit). Craft:https://dl.dropboxusercontent.com/u/6472509/Soyuz%20(MR).craftAction Groups:1 - Close intakes (they're purely for decoration!)2 - Lock gimbals on boosters and radial engines3 - Open solar panelsAbort - Hit backspace to activate the launch escape tower, then quickly hit 0 (zero) to jettison the orbital section and open the chutes.Let me know what you all think. Next, I'll be testing out the Kliper. Edited May 21, 2013 by GusTurbo Link to comment Share on other sites More sharing options...
sgt_flyer Posted May 23, 2013 Share Posted May 23, 2013 here's the 0.20 download for my stock Kliper (mounted atop Temstar's supernova SHLLV for the moment, till i can get a soyouz to not tumble with it on top:p)http://www./view/biio8wikes7l448/Kliper.crafta pic on the pad : new pic for the orbital module jetisson final approach on runway : (overshot KSC again on reentry ) Link to comment Share on other sites More sharing options...
Darth Lazarus Posted May 23, 2013 Author Share Posted May 23, 2013 (edited) hello guys ... nice to see 0.20 of KSP out here, but i'm aware of some of the bugreports, indicating problems with the RCS from 0.19 craft files ... so ... i'm goging to rebuild, improve, polish and install cafemug holders for the new 0.20 version of the (mini) R7 to Soyuz Rockets and maybe, only maybe, i wull build the 3Kerbal-size Soyuz rocket like Gusturbo with my Soyuz Spacecraft if i can fix the wobble-of-death stay tuned and fly save hey sgt_flyer, nice to see your Kliper here !! i'mgoing to test it, after rebuilding my minirocketsbut first of all ... time to download Edited May 23, 2013 by Darth Lazarus Link to comment Share on other sites More sharing options...
Mulbin Posted May 23, 2013 Share Posted May 23, 2013 hello guys ... nice to see 0.20 of KSP out here, but i'm aware of some of the bugreports, indicating problems with the RCS from 0.19 craft files ... so ... i'm goging to rebuild, improve, polish and install cafemug holders for the new 0.20 version of the (mini) R7 to Soyuz Rockets and maybe, only maybe, i wull build the 3Kerbal-size Soyuz rocket like Gusturbo with my Soyuz Spacecraft if i can fix the wobble-of-death stay tuned and fly save hey sgt_flyer, nice to see your Kliper here !! i'mgoing to test it, after rebuilding my minirocketsbut first of all ... time to download Already half way through Munbug VI with 0.20 - Part clipping seems slightly harder... but you can still trick it! Very, very, very pleased with my new eagle lander replica.... will release the craft next week.Be aware that if you find 0.20 has an incredibly low frame rate it will likely be a mod conflict not the game itself. Subassembly loader in particular will mess it up badly, but there is a fix out already I think. Link to comment Share on other sites More sharing options...
GusTurbo Posted May 23, 2013 Share Posted May 23, 2013 I'm also starting a new Soyuz from scratch. To save parts and cut down on lag, I'm making a less detailed payload. Link to comment Share on other sites More sharing options...
Darth Lazarus Posted May 23, 2013 Author Share Posted May 23, 2013 Already half way through Munbug VI with 0.20 - Part clipping seems slightly harder... but you can still trick it! Very, very, very pleased with my new eagle lander replica.... will release the craft next week.Be aware that if you find 0.20 has an incredibly low frame rate it will likely be a mod conflict not the game itself. Subassembly loader in particular will mess it up badly, but there is a fix out already I think.the onlky mod i use is Engieener. i planed to use subassambly but i will wait for a proper fix ^^ Link to comment Share on other sites More sharing options...
sgt_flyer Posted May 23, 2013 Share Posted May 23, 2013 (edited) currently working on a new part for Soyouz loadout the Fregat stagecurrently tweaking it (notably RCS ports placement) but the base design / number of parts won't change, so here's some stats (yes, that's 6 stayputnik to create this stage body, which have a diameter just slightly wider than a rockomax tank. (so you'll have to create / use expanded fairings, like they have on soyouz/fregat )decided to go with 3 RV105 RCS instead of 12 linears, saves on weight and part count (and i still have the 12 RCS engines they have on the real Fregat )47 parts (a good part of it is from 20 round-8 toroidal fuel tank - we really need they release roundified liquid fuel /oxy tanks like in KSPX )propulsed by one LV-909weight : 4.773t200 liquid fuel, 244 oxyflight stats alone : 2391 m/s Delta-V with a TWR of 1.07with 4.5t payload : 1046 m/s Delta-V with a TWR of 0.55with 9t payload : 672 m/s Delta-V with a TWR of 0.37on side note on 0.20 : i noticed it's a bit easier to do part cliping in 0.20 if i don't rotate the part with keyboard between the moment i take the part and the moment where i place it in it's clipped position.also, the first manned command pod you will add to your design (even if you placed a probe core first) will have kerbals on board, and will become the default 'control from here' part.so now, we can design launchers with the new round probe cores, save the launcher, and create a CSM atop of it later (so, much less need to rely entirely on subassembly loader ) Edited May 23, 2013 by sgt_flyer forgot to add a RTG to it :p Link to comment Share on other sites More sharing options...
sgt_flyer Posted May 23, 2013 Share Posted May 23, 2013 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 Link to comment Share on other sites More sharing options...
GusTurbo Posted May 23, 2013 Share Posted May 23, 2013 also, the first manned command pod you will add to your design (even if you placed a probe core first) will have kerbals on board, and will become the default 'control from here' part.so now, we can design launchers with the new round probe cores, save the launcher, and create a CSM atop of it later (so, much less need to rely entirely on subassembly loader )I did not know that! I'll release a version of my Soyuz lifter with no payload and a round probe core so anyone can just put their own payload on it. Link to comment Share on other sites More sharing options...
Darth Lazarus Posted May 23, 2013 Author Share Posted May 23, 2013 I did not know that! I'll release a version of my Soyuz lifter with no payload and a round probe core so anyone can just put their own payload on it.you don't need a round probecore anymore, use the flat AI rocket navigation thingy thing Link to comment Share on other sites More sharing options...
GusTurbo Posted May 23, 2013 Share Posted May 23, 2013 you don't need a round probecore anymore, use the flat AI rocket navigation thingy thingI thought those were the same thing as probe cores except a different shape? Link to comment Share on other sites More sharing options...
Darth Lazarus Posted May 23, 2013 Author Share Posted May 23, 2013 I thought those were the same thing as probe cores except a different shape?êhrm ..right. sry my mistake, i thought you mean the sputnik probecore XD Link to comment Share on other sites More sharing options...
GusTurbo Posted May 24, 2013 Share Posted May 24, 2013 You know, with all of these great designs, we might want to create a "company" in the Rocketbuilders section for Soviet rocket design replicas. Link to comment Share on other sites More sharing options...
sgt_flyer Posted May 24, 2013 Share Posted May 24, 2013 here's a new Core stage for my future 'onega' design - for making it atop a soyouz style design in my Kliper (note, that core stage truly brutal - and will be based on how the real soyouz works : no asparagus (basically, the core stage + upperstage and payload itself have a TWR maybe below 1 at liftoff - the real TWR come from the boosters - and upon separation, the core stage has spent enough fuel to have a nice TWR note : this thing's gonna be a monster core stage is 4 'Skipper' engine surrounder by 4 LVT-45, for a Whooping 3400 Thrust Link to comment Share on other sites More sharing options...
GusTurbo Posted May 24, 2013 Share Posted May 24, 2013 Wow, that looks intense. Can't wait to see the oversized boosters. Link to comment Share on other sites More sharing options...
Darth Lazarus Posted May 24, 2013 Author Share Posted May 24, 2013 ... i cant decide if this is awesome or insane XD very beautifull so far. Link to comment Share on other sites More sharing options...
sgt_flyer Posted May 24, 2013 Share Posted May 24, 2013 Here's a new pic for my onega (now with upper stage and the kliper on top) - upper stage is propulsed by 4 220 kn poodles engines and 4 120 Kn radial engines.(note, the core stage has a TWR of 1.08 with the upper stage and the kliper on top of it, so i took it to try for the solidity - and Mulbin's construction technique works reeally awsomely - almost no wobble during ascent, with ASAS active and all engines gimbaling Link to comment Share on other sites More sharing options...
GusTurbo Posted May 25, 2013 Share Posted May 25, 2013 Absolutely incredible. I love it. Link to comment Share on other sites More sharing options...
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