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Work-in-Progress [WIP] Design Thread


GusTurbo

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This is just called '3' at the moment. Innovative name, I know...

KJupsuI.png

And here's the craft file:

https://www.dropbox.com/s/ilft2bjja0fwaci/3%20NMJ.craft?dl=0

It lacks rotation on take-off but other than that it seems pretty sorted, except...

The fuel flow is asymmetrical, it'll draw from only one of the side tanks meaning that it becomes unbalanced and unstable. I can't fix it. Can anyone?

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@ Fellow 314

Here you go :)

Changes made:

- Added 2 small wings near the front of the plane for two reasons, 1; brining the COL forward, so it's just in front of the COM, and 2; having a lift to weight ratio of about 0.5 lift rating per ton

- Moved the rear landing gear forward, so the are closer to the COM, this makes pitching up easier. Now it gets off the runway at about 100m/s, just passed the SPH

- Added/moved fuel lines. The outer tanks (the only ones with oxidizer) now feed directly into the nuke. The central tanks now feed into the outer ones, to the turbojets.

This almost fixed the problem... almost...

The turbojets drain perfectly, the nuke however, not so much. It drains the oxidizer like it should, but it refuses to draw liquid fuel from the left tank. I have no idea of how to fix this, I even tried eliminating symmetry mode, but to no avail :(

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So ive started to try and recreate things from movies and TV shows, even though i know squat about how all the mechanics work in this game.

So, here's an hour of messing around today....

VyX0OuW.jpg?1

Been using this as my ref for making. Not to pleased with it at the moment but still a WIP. Its the Phoenix from the movie Titan A.E.

I've also attempted the valkyrie but with a few minor errors and corrections not show in this image.

DO5bzfo.jpg?1

and yes i was able to get it into a stable 120m orbit.

Edited by Rivin
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@ Fellow 314

Here you go :)

Changes made:

- Added 2 small wings near the front of the plane for two reasons, 1; brining the COL forward, so it's just in front of the COM, and 2; having a lift to weight ratio of about 0.5 lift rating per ton

- Moved the rear landing gear forward, so the are closer to the COM, this makes pitching up easier. Now it gets off the runway at about 100m/s, just passed the SPH

- Added/moved fuel lines. The outer tanks (the only ones with oxidizer) now feed directly into the nuke. The central tanks now feed into the outer ones, to the turbojets.

This almost fixed the problem... almost...

The turbojets drain perfectly, the nuke however, not so much. It drains the oxidizer like it should, but it refuses to draw liquid fuel from the left tank. I have no idea of how to fix this, I even tried eliminating symmetry mode, but to no avail :(

Thanks. :)

I could fix either the turbojets or the nuke, not both. It's very annoying. My thanks for your efforts though. Any ideas why it's happening?

ETA: How did you get the lift/weight ratio? I've not seen that number before. I thought she was a little heavy under flight. She's not so bad fuel empty. :)

Edited by Fellow314
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I think it some sort of symmetry or placement bug. Maybe try spitting trough the craft file, to see if you can find anything?

And I read that number somewhere on the OSCTCA thread, it advised a lift ratio of at least 0.5 per ton, max 1:1 ratio. Has always worked for my so far, lifting of the runway well before the end, if you place your rear landing gear correctly, and the COL is in the right place

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Thanks. :)

I could fix either the turbojets or the nuke, not both. It's very annoying. My thanks for your efforts though. Any ideas why it's happening?

ETA: How did you get the lift/weight ratio? I've not seen that number before. I thought she was a little heavy under flight. She's not so bad fuel empty. :)

Probably he just calculated it by eye, but I get how that would be a nice addition to KER's building gizmo in the SPH. Also, the weird fuel issue is probably due to part clipping. You sure the root of every part is ok, and no node has been used twice, even if only temporarily? In any case, if I were to go about fixing that craft, I'd disconnect and reconnect every node-attached thing, making sure when I re-place them that I stick them to the correct part (the highlighted part is the part you connect to, and that may or may not be the one where the node it's sticking to is).

It gong to be bittersweet when the new building gizmos arrive in 0.26. All my hard-learned VAB-Fu is going to be worth nothing, but it will make the game much more accessible and awesome.

Rune. Add you lift ratings. Divide by total mass. Lift-to-weight ratio.

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Probably he just calculated it by eye, but I get how that would be a nice addition to KER's building gizmo in the SPH. Also, the weird fuel issue is probably due to part clipping. You sure the root of every part is ok, and no node has been used twice, even if only temporarily? In any case, if I were to go about fixing that craft, I'd disconnect and reconnect every node-attached thing, making sure when I re-place them that I stick them to the correct part (the highlighted part is the part you connect to, and that may or may not be the one where the node it's sticking to is).

It gong to be bittersweet when the new building gizmos arrive in 0.26. All my hard-learned VAB-Fu is going to be worth nothing, but it will make the game much more accessible and awesome.

Rune. Add you lift ratings. Divide by total mass. Lift-to-weight ratio.

What, actual adding up? Without a machine to do it for me?! Blimey! :D

I think everything's pretty precisely placed but I might try to rebuild it, carefully, from the ground up, as it's the only .25 model I'm happy with really. Perhaps moving the air intakes might help...

My thanks for your wisdom :)

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So what did I do today? Basically, get sidetracked further in my quest to bring R-SUV back to shape. But I did manage to test the new Dart wingform. Looks and aerodynamics both work now as I like them to, the only issue left is VTOLing... that might be tricky on the rocket version. Anyhow, I did go off on a tangent at some point, and this came up, a X-37b with about 2mT in payload (so payload could be a crew can) and 1.4km/s on orbit (cismunar). I think I like the LV, though, especially the back side with the hidden engines, plus when I open the inverted bays I think that keeps the boosters clipped together in a cluster with the core sliding free on staging:

GRxR2HQ.png

0RFeaEE.png

jresWhg.png

Oh, and I'm pretty sure the empty boosters could be made to fly back to ground... if such a thing was possible in stock KSP.

Rune. Totally NOT an Atlas V, looks (and works) more like an R-7.

Edited by Rune
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I'm on a design-binge this week, and I just keep fiddling with my new crafts. I already put my new Orion on the forums, when I had yet another great idea. The stock 3-man pod only carries three instead of six, and actually a little to pointy for an Orion. And so, this happened:

EqB4AOe.png?1

And I'm actually quite proud of it :D

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Just uploaded my revised Orion.

But my Soyuz could also do wit a little revision, regarding that pesky stack separator

And after that, this:

http://i.imgur.com/NH9HQtM.jpg?1

I should polish my designs more before I release them when I'm on a design binge :P

Make a backlog, polish one of the designs, and then hold on the others to release during a longer period. It's what I do, and you wouldn't imagine the kind of improvements you come up with when you pick up a design you left a couple of weeks ago!

Rune. The fact that I'm not releasing much lately has to do more with my laziness than with my method.

Edited by Rune
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Yeah, I already have several designs ready, or half ready. Thing is, I came across a nice part-saving trick for fairing in the OSCTCA, but it turns out it also causes a lot of problems. After implementing it in several craft, I found out how annoying it was. So yeah, leaving it in the original craft, but the replica's, I'm too OCD to leave such eyesores in :P

Hmm, tinkered with my Proton a bit, taking said separator out of the fairing. Kept messing about with it. It went from 300 to 362 parts today. Dang it...

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Yeah, I already have several designs ready, or half ready. Thing is, I came across a nice part-saving trick for fairing in the OSCTCA, but it turns out it also causes a lot of problems. After implementing it in several craft, I found out how annoying it was. So yeah, leaving it in the original craft, but the replica's, I'm too OCD to leave such eyesores in :P

Hmm, tinkered with my Proton a bit, taking said separator out of the fairing. Kept messing about with it. It went from 300 to 362 parts today. Dang it...

And which part-saving trick is this?

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Using a stack separator as a radial decoupler, second one under Gusturbo's contributions in the OSCTCA thread.

You attach the fairing directly to the separator, and the clip it in between two stacked parts. It saves a few parts instead of having a radial decoupler set up for each part, but since my fairing always come apart in 2, 3 sometimes 4 parts, the amount saved isn't really worth it. As soon as you release the fairing, the separator wants to get out, which can lead to phantom forces, that mess up my retro rockets to deorbit upper stages. And if your brave or foolish enough to time-warp to apoapsis, it can end up somewhere else inside your craft, and explosions ensue. Or if you're lucky, get out and stay behind. Or come out after circularisation, leaving debris in orbit. And I'm allergic to the Kepler-effect *atchoo!* :P

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Using a stack separator as a radial decoupler, second one under Gusturbo's contributions in the OSCTCA thread.

You attach the fairing directly to the separator, and the clip it in between two stacked parts. It saves a few parts instead of having a radial decoupler set up for each part, but since my fairing always come apart in 2, 3 sometimes 4 parts, the amount saved isn't really worth it. As soon as you release the fairing, the separator wants to get out, which can lead to phantom forces, that mess up my retro rockets to deorbit upper stages. And if your brave or foolish enough to time-warp to apoapsis, it can end up somewhere else inside your craft, and explosions ensue. Or if you're lucky, get out and stay behind. Or come out after circularisation, leaving debris in orbit. And I'm allergic to the Kepler-effect *atchoo!* :P

If you want lower part count fairings, you should use the type E wing panel. They're lighter and longer than the metal panels plus they're white.

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