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0.23 engines, fueltank changes?


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Before career mode and science, I've been using the same heavy lifter for most of my missions (7 orange tanks in asparagus, dropping 3 tanks at a time. Mainsails on the outer tanks and a skipper in the center) which I've been fine tuning for heavier loads.

now in 0.23, that same lifter can't seem to get into any orbits anymore, no matter the payload.

I've tested this by trying to launch an old, pre-career rover + lander (which landed on the Mun). a second attempt with the same craft can't even make it beyond the 20 km mark!

Were there changes with the parts in 0.23 that caused the lifter to preform worse?

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The only change I am aware of is monopropellant added to command pods which makes them a bit heavier. But I don't think it could cause your lifter to stop working.

Edit: I made an experiment with my own 0.22 lifter and I did not find it any harder to get to orbit.

But it does not use mainsails.

Edited by Kasuha
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https://www.dropbox.com/s/jngomfnnf7pmmy8/Heavy%20Lifter.craft

this is the lifter without a payload... it only uses stock parts.

screenshot316.png

Strut Configuration: https://dl.dropboxusercontent.com/u/4057920/kerbal%20space%20program/v0.23/screenshots/screenshot313.png

Provided vessel appears to be insufficiently strutted, with only a single strut going from each radial booster to the central booster. Attempting to Ascent Autopilot spacecraft as provided results in catastrophic failure soon after launch.

Modified configuration: https://dl.dropboxusercontent.com/u/4057920/kerbal%20space%20program/v0.23/screenshots/screenshot315.png

Strutting vessel at the bottom of each side booster, and adding launch clamps to the three boosters that don't have them results in a design that can at least be Mechjebbed to a 100km apoapsis, but the low probe pod torque and lack of aerodynamic stabilization in upper stages resulted in slow roll. Lack of alternate power supplies and low pod torque doomed that attempt when the probe brain consumed all on-board battery power attempting to shipwrangle towards the maneuver node while coasting. Player expecting such an occurrance could likely compensate; Mechjeb does not.

Performance with typical payload was not tested, as neither specifications nor images of typical payload were provided.

Edited by maltesh
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Strutting vessel at the bottom of each side booster, and adding launch clamps to the three boosters that don't have them results in a design that can at least be Mechjebbed to a 100km apoapsis, but the low probe pod torque and lack of aerodynamic stabilization in upper stages resulted in slow roll. Lack of alternate power supplies and low pod torque doomed that attempt when the probe brain consumed all on-board battery power attempting to shipwrangle towards the maneuver node while coasting. Player expecting such an occurrance could likely compensate; Mechjeb does not.

power is usually supplied by the payload as the center engine is usually returned into the atmosphere, hence the probe on the center engine...

i'll make the above mentioned modifications and try it again...

Edit: added RCS, additional struts, clamps and wings. only reached 22km.

https://www.dropbox.com/s/qx7dgu8grgo8k7r/Heavy%20Lifter%202.craft

here's a lifter with a lunar rover payload. though before launching, make sure you switch control to the lifter's probe as the payload is upside down.

https://www.dropbox.com/s/s99h8v37qxxd9v7/Lunar%20Rover.craft

Edited by Magma
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