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[Part] Advanced SRB [WIP v0.7] by Kerbal Science Foundation


kujuman

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Do you think you could add in 25s booster segments? Perhaps just for the A boosters, since 25s of B booster is less useful.

The reason I'd like such short booster times is to create a first stage for an anti-satellite/debris missile, along the lines of the Sprint missile, which accelerated at 100gs to Mach 10 in under 5 seconds using a first stage that lasted 1.2 seconds. Asking for such a ridiculously high-powered and short-lived booster would be a little bit silly, considering the lack of usefulness for anything headed for orbit instead of destruction, so something shorter than 50s of boost would be greatly appreciated!

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Now that I have the gui somewhat working, I've had the thought of adding the potential for customizing the burn profile in the VAB or SPH. So the parts would have a fixed fuel amount and then you could just adjust thrust and burn time manually. Adding 1/2 size and 2x sizes have really pushed the part count up (although burn times are just a new .cfg, so hopefully it doesn't significantly increase RAM usage). I need to do some more testing with the new size parts.

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here 2 things need to do

1. the gui pic for the chart the numbers are unreadable for me. they all blurred and fuddgy for me so cant tell what the numbers are

2. these tanks need a custom decoupler to be better. once u get over 3 parts u have to Moar strut it or u get extreme wobobling

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The GUI is evolving significantly at the moment. I spent much of the weekend working on making the SRB segments have editable burn profiles in the VAB or SPH. Pretty much all of that is done, I just need to figure out a workaround for why one variable isn't writing like it's supposed to (I read a few posts in Unity forums which gave me some ideas for how to fix it, so I'll test it out tonight). After that I just need to write the code which will generate the graph for the segment burn time.

I'm planning on writing an "auto burnprofile" module, which can set up the segment's burn profile for several cases. I'm looking for input on which types of burn profiles to include. Ideas I have are

1. Constant thrust for time, player defines thrust.

2. Constant thrust for time, player defines time.

3. "Bump" thrust at time, player defines time and thrust (for use on nosecones for seperation).

4. Constant "excess thrust" for time. This would take the declining mass of the booster into account so that the vehicle accelleration would be more constant through the burn. Similar to burn style 3 for the size B booster.

All of this auto tuner work might be delayed to a future release (aka not the next one).

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Ah okay. Hopefully you don't need to add that much parts, as it seems that with to many parts in the VAB it is very laggy. Especially I'm wondering about those 2× parts: Don't they work the same, but simply are two single parts in one, so you can already simulate them?

Fabian

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Do you think you could add in 25s booster segments? Perhaps just for the A boosters, since 25s of B booster is less useful.

The reason I'd like such short booster times is to create a first stage for an anti-satellite/debris missile, along the lines of the Sprint missile, which accelerated at 100gs to Mach 10 in under 5 seconds using a first stage that lasted 1.2 seconds. Asking for such a ridiculously high-powered and short-lived booster would be a little bit silly, considering the lack of usefulness for anything headed for orbit instead of destruction, so something shorter than 50s of boost would be greatly appreciated!

you should be able to do it yourself or here

so open up ksp go to GameDate->kerbal science foundation->AdavnceSRB->parts->then segment A or B depending on which size you want. then select one of the cfg files and copy it into the same file. I chose A1 for this example. Go to the bottom where it says module.

MODULE

{

name = KSF_SolidBoosterSegment

MassFlow

{

key = 0.0 .075

key = 50.0 .075

}

This says that it will use .075 tons of fuel at 0 seconds until 50 seconds (you can greatly customize this to go up down or from low to high to low thrust but this will be a basic example.)

so we want the total time for the rocket to be 25 seconds so we will put

MODULE

{

name = KSF_SolidBoosterSegment

MassFlow

{

key = 0.0 .075

key = 25.0 .075

}

well uh oh now we have a problem because the segments contain 3.75 tons of fuel and well be using .075 a second for 25 seconds if we do the math (.075*25)=we only get 1.875 well that is exactly half our fuel.... we want to use all of it.... so we need to change our drain to double or .150 because .15*25=which is what we want so our end result is

MODULE

{

name = KSF_SolidBoosterSegment

MassFlow

{

key = 0.0 .15

key = 25.0 .15

}

so in your copied segment change the name and change the module like just right above and you should have a 25 second booster be aware that this will have twice the thrust. if you want it to be the same thrust you would simply lower the amount of fuel in the booster to half and keep the same fuel flow and change the time I hope this helps and I didn't confuse you message or reply if you have any questions =)

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Would the part stay half-full if you didn't fix the mass flow? Maybe then (for a future version) the last value should be omitted and it burns until it runs out of fuel.

Oh and to the developer of the mod: You maybe should add markings so you can what type of booster it is (long burning or not). Although this might not be applicable when you can modify the burn profile.

Okay I upgraded from 0.4 to 0.5 and the new B type boosters look nice. Although I'm missing a B to 1.25 m adapter and a B sized launch clamp.

Fabian

Edited by xZise
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Would the part stay half-full if you didn't fix the mass flow? Maybe then (for a future version) the last value should be omitted and it burns until it runs out of fuel.

Oh and to the developer of the mod: You maybe should add markings so you can what type of booster it is (long burning or not). Although this might not be applicable when you can modify the burn profile.

Okay I upgraded from 0.4 to 0.5 and the new B type boosters look nice. Although I'm missing a B to 1.25 m adapter and a B sized launch clamp.

Fabian

1) I think mass flow is constant even if you only have one key entered. In any case, the booster only stops burning when out of fuel, it doesn't matter if it goes past the last time on the key value.

2) You're correct that the new version should (hopefully!) remove the need to have multiple versions of each booster size.

3) Launch clamps are a pain to make, mainly because I don't know how they are supposed to be setup...

I'll eventually make new parts.

UPDATE news! So the new update is going to break compatibility, taking out parts and changing the .cfg files just a bit. Should be worth it

WofS6Dyl.png

full size http://i.imgur.com/WofS6Dy.png

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Wow at least the new models look amazing. The GUI thingy looks kind of complex, but maybe it's only the looks. Although what are the In and Out Tangent and the Node Value?

A little suggestion to the graph: Maybe add a vertical line when a new node starts? (If I understand it correctly)

Fabian

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I really like this mod; Nice to finally have some realistic SRB's. Can't wait for that update that gives you more control over the burn profile!

I hope that you can figure out how to allow mechjeb to calculate the delta V, but if not oh well.

Keep up the good work!

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  • 2 weeks later...

.6 is out on spaceport! New models, new way to edit SRB burn times in the SPH or VAB!

As this update has gotten rid of a few parts, it's best to remove any AdvSRB parts from craft files before updating to avoid breaking them.

See the documentation in the "Media" file on the download to see a list of changes.

As always if you have any questions or comments let me know.

Edited by kujuman
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First bug. Apparently I only put one part in the Tech Tree. Whoops! I won't push another release right away, it's easy enough to add tech tree info to the configs until a later release fixes this.

suggested lines for the B size are

TechRequired = heavierRocketry

entryCost = 9000

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  • 1 month later...

Really not sure if this is considered bumping a dead thread but..

I'm curious if the creator of this mod is still working on it in the back ground not just sharing much. A few questions though I do have, could you please add a chngelog instead of just the release dates for the updates. And is this interggrated into the tech tree?

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A few questions though I do have, could you please add a chngelog instead of just the release dates for the updates. And is this interggrated into the tech tree?

All of that information is available in the download.

The changelog is in the "media" folder, and the .cfg's are not integrated into the tech tree, but adding them yourself is as simple as adding: TechRequired = heavierRocketry to the cfg's.

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  • 2 weeks later...
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