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Coming Soon from NOSTech


noonespecial

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Hi I downloaded your vessel and have been playing around with it here are my observations I use MJ so dont flame me please

MJ Parameters

Orbit 100KM

Turn Shape 72 degrees

Turn start 1km or Velocity of 125ms

Turn End 60km

SRB has to much fuel you can almost get to orbit on them and the main fuel tank runs dry

I set the SRB to 1000 Fuel and they burn out around 10km cut the main engine thrust to 50% and it burns out around 50 km orbit is achieved easily on the second stage from here

The main fuel tank and SRB show heavy effects of heating

I hope this info helps refine this great vessell

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Hi I downloaded your vessel and have been playing around with it here are my observations I use MJ so dont flame me please

MJ Parameters

Orbit 100KM

Turn Shape 72 degrees

Turn start 1km or Velocity of 125ms

Turn End 60km

SRB has to much fuel you can almost get to orbit on them and the main fuel tank runs dry

I set the SRB to 1000 Fuel and they burn out around 10km cut the main engine thrust to 50% and it burns out around 50 km orbit is achieved easily on the second stage from here

The main fuel tank and SRB show heavy effects of heating

I hope this info helps refine this great vessell

Thanks for the feedback! It's much appreciated.

As far as MJ usage. As long as you actually know how to use it and aren't simply using the default settings for everything and then complaining your rocket spins or blows up, then I think it's perfectly valid and realistic. :)

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  • 2 weeks later...

For the past two weeks, I've been trying to get the H2B decoupler working, using the AnimatedDecoupler plugin. After several experimental models, different Unity compiles, etc., I haven't been able to get it work. It either does nothing (animated just clips through the SRB), explodes, or launches the SRBs away at light speed.

If it is possible to make the JAXA HIIB decouplers, then I'm just inadequate to the task :confused:. That, and I'm getting burnt out playing with it. So, I'm sad to say, there will be animated decoupler for the H2B.

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Progressing Forward

I've made it no secret, that when it comes to doing the part.cfg files, I really have no idea what I'm doing. Each of the parts in this release have cfg files that are little more than copy and pastes from similar stock parts. What I would like help with, if anyone is willing, is someone to help me figure out what should be in the various fields. The fields that are really needed are things like weight, drag, fuel capacity, and engine parameters. Like I said, I want help figuring it out, not simply having someone do it for me. How does one, for example, calculate what the weight and fuel capacity of the primary fuel tank? And so on...

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  • 1 month later...
Progressing Forward

I've made it no secret, that when it comes to doing the part.cfg files, I really have no idea what I'm doing. Each of the parts in this release have cfg files that are little more than copy and pastes from similar stock parts. What I would like help with, if anyone is willing, is someone to help me figure out what should be in the various fields. The fields that are really needed are things like weight, drag, fuel capacity, and engine parameters. Like I said, I want help figuring it out, not simply having someone do it for me. How does one, for example, calculate what the weight and fuel capacity of the primary fuel tank? And so on...

Fuel capacity... let's compare to an orange tank. It's 2.5m diam and 7.5m long. It contains 2880 fuel. It's volume is pi * (2.5/2)^2 * 7.5 = 36.81553891 cubic meters. That's about 78.22783763 fuel per cubic meter. Calculate the volume of your fuel tank and multiply by 78.22783763 to get a rough guess. Round it to a nice multiple of 9 because you need to put a 9:11 ratio of fuel to oxidizer. (After you have your LF value, multiply by 11 and divide by 9 for Ox.) The fuel tank mass of an orange is 1 ton per 720 LF, so divide your LF value by 720 to get the mass value.

Example:

1.25m diam tank

4m long

volume = pi * (1.25/2)^2 * 4 = 4.908738521

fuel = 4.908738521 * 78.22783763 = 384

Let's round it up to a multiple of 9, like 387

Oxidizer = 387 * 11/ 9 = 473

tank mass = 387/720 = 0.5375

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I just downloaded your mod.

First... gorgeous tank.

Second... it's huge.

The main tank is about 4.5m diam by 25.33m tall. That's 402.8562434 cubic meters, so about 31518 LF and 38522 Ox. The tank mass would be 43.775 tons.

The second stage tank is 3.75m dia by 2.93132 tall. That's 32.37543765 cm, so about 2529 LF and 3091 Ox. Mass would be 3.5125 tons.

However, the real rocket only stores its fuel in that tank. The Ox is below in what you have as a combined engine and fuel tank part, so we could get fancy and split the fuel "properly" between them, or just do the standard thing of keeping each tank LFO. In either case we need the volume of the "engine tank" which seems to be roughly a globe of 3m dia, another 14.13716694 cm, so another 1107 LF and 1353 Ox. Since the real one uses LH2 which takes a LOT of space, it might make more sense to stay separated, otherwise the engine tank might feel like it's cheating. (It would have 4444 Ox in a tank that only holds 2460 units.) In an RSS config we could totally do it, but that's more a thing for the Realism Overhaul guys to handle.

And finally... the engines and SRBs. We'll need to seriously beef them up to handle these new masses. That's an exercise for a different day and post, though.

- - - Updated - - -

Your animated decoupler problem could be the config. If you think the model itself is probably in good shape, give me a copy and I could try to give it good config. I'm a professional programmer by day, so I could even theoretically program a custom DLL for your decouplers. Maybe.

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What is thisbmadness? I usuallyvsee you only posting in mission reports! :P

I post in WIP threads when I like the end goal but see the creator struggling with the "mathy" stuff. (For example, look up NAU antennae.) I browse Add-On threads a few times per day. It's totally self serving in the end. Everything is for my YouTube stuff. :) And I could see myself using this mod in a video some day... so... trying to help him get it perfect.

BTW I did a back of the envelop calculation of the engine for stage 1 and I'd say it needs to be about 6500 kN and 24.5 tons. Stage 2 could use some integrated Mono, so if the "engine" has that then we get about 2000 kN and 11 tons (assuming we add the required fuel and mono "tanks" to it too). Didn't do the SRBs yet though, and that might change the stage 1 engine.

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I post in WIP threads when I like the end goal but see the creator struggling with the "mathy" stuff. (For example, look up NAU antennae.) I browse Add-On threads a few times per day. It's totally self serving in the end. Everything is for my YouTube stuff. :) And I could see myself using this mod in a video some day... so... trying to help him get it perfect.

BTW I did a back of the envelop calculation of the engine for stage 1 and I'd say it needs to be about 6500 kN and 24.5 tons. Stage 2 could use some integrated Mono, so if the "engine" has that then we get about 2000 kN and 11 tons (assuming we add the required fuel and mono "tanks" to it too). Didn't do the SRBs yet though, and that might change the stage 1 engine.

Ah, ok, that makes sense. Btw, for your space shuttle series, i suggest Mike-NZ's shuttle. It's pretty good! Even has spacelab and the shuttle enterprise.

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Other changes I made to balance my version:

The nose cone was too light. I bumped it to 0.25 tons.

The SRB fuel was low. I used the same method as before to determine solid fuel per cm, this time using a stock Sickback booster as reference. I came up with 6400 solid fuel should be in the Jaxa ones.

The SRB thrust was calculated using a fuel flow formula of thrust = flow * Isp * g. I picked ~50 seconds for my drain rate, which means 128 solid fuel per second. Solid fuel is 0.0075 tons per unit, so 128 is 0.96 tons. That's flow. The Isp is 170-190, so I averaged it to 180. G is a constant 9.81. This came up to thrust = 0.96 * 180 * 9.81 = 1695.

The dry mass of the SRB for 6400 solid would be 11 tons if we compare this amount of fuel to the stock Kickback booster.

The stage adapter needs to be stronger with the mass that will be above it. KSP joint strength is a combination of node size and mass. It also just makes sense to have it heavier since the thing is so large. I increased the adapter to 2.5 tons in my version. I was easily able to launch a 100 ton payload into a KTO like this.

Speaking of node sizes, many of them need to be larger.

under 1.25m dia = 0

1.25m dia parts = 1

2.5m = 2

3.75m = 3

over 3.75m = 4

So your adapter is a 3 top to 4 bottom part. The fuel tanks need to be 3 & 3 up top, 4 & 4 down below, and the engines should be similarly changed to 3's and 4's as appropriate.

vLNUFlj.png

Edited by Felbourn
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  • 2 months later...
  • 3 weeks later...

First of all, AWESOME!

Will there be updated fairings for the next version? Also regarding the problem with fairings, I think there is a plugin called "Old School Fairings". It was implemented into Launchers Pack in order to make the fairings work.

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