Request Any SLS and Orion MPCV in development?

gattispilot

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Actually the whole version will fit. But I can add the folded one. What I did is had the folded version as a mesh. Then when you press a key the full unfolded version is seen. But you would still need to get it off the lander
 

gattispilot

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Here you can see the sizes of The LER whole and just the chariot and a packed up chairiot.
LERS_zps4177f0ad.jpg


Got the Skylab fairing to work :thumbup: Working on Skylab2 Rcs
 

Astro SG Wise

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Great! You should post that altair cargo! What might be a more compact way to carry the full LER, is to have two separate pieces. The LER working module could be stacked next to a packed LER base, then assembled using an RMS or the ATHLETE. Even so, you could carry two, or maybe even three LER chariots on there! Good work!
 

gattispilot

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Thanks. It is not as easy as that.
Sure we can have the habitat part. But combining them in another thing. Because the habitat has airlock and animations. And in the habitat you could control the LER charior.
 

Astro SG Wise

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So, I was wondering, but orbitingpluto seemed not to see the last statistics. I remade a fast sketch of the RNS mars stack. Either way, RNS did not make it to orbit last time I flew, and I was wondering if anyone who was following that thread before had any ideas.

 

gattispilot

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Is it an issue of not enough fuel/thrust?

Since they are cfg. You can change the thrust/fuel amounts in notepad.
 

Astro SG Wise

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Well, I changed the specific fuel impulse, according to orbitingpluto's calculations, but it still doesn't make it to orbit. I gave him my PeR, ApR, and Inc, but still, he hasn't responded.
 

orbitingpluto

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Sorry about disappearing from this thread; I just haven't had the time or inclination to figure out what exactly is going wrong there. It could very well be that the specs I sourced are wrong, but I'm not sure.

It should be easy for someone else to double check the numbers though, the most math required should be converting Isp in seconds to m/s2, and maybe lbs to kg. Sad to say I didn't have to to do much calculating; no rocket science cred for me:lol:
 

gattispilot

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This is what I have for the EUS:
Code:
; === Configuration file for vessel class Generic CVEL stage (Jasoncore) ===

Module = Velcro
Meshname = Velcro/EUS
Size = 7.0

Mass = 11854 ; empty mass [kg]
MaxFuel = 107328 ; max fuel mass [kg]
Isp = 4550       ; fuel specific impulse [m/s]
IspSL = 4550

MaxMainThrust = 440000
MaxRetroThrust = 0
MaxHoverThrust = 0
MaxAttitudeThrust = 578
COG_OverGround = 4.0
CameraOffset = 0.0 0.0 15
CW = .2 .3 .7 .7
LiftFactor = 0.0
CrossSections = 205 205 15
RotResistance = 0.7 0.7 0.3
Touchdownpoints = 0 4.4 0  4.4 0 0  -4.4 0 0


specs:
Second Stage (Block IB, Block II) - Exploration Upper Stage
Thrust 440 kN (99,000 lbf)
 

kocmolyf

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It should be easy for someone else to double check the numbers though...

Parallel burns make this otherwise straightforward calculation into something you need a spreadsheet for. Nevertheless, 127 tonnes is too much.

Code:
Payload    Boost dV    Core dV    EUS dV    Total dV
 127000        3029       3029      3060        9119
 116000        3047       3101      3257        9405
 110000        3057       3141      3375        9574
 105000        3066       3176      3481        9723
 100000        3074       3212      3595        9881

Masses in kg and delta V in m/s. Anything under 9550 m/s is really starting to cut it close for an ISS orbit. You have a bit more margin for due east (but not down to 9119).

Try a 110000 kg RNS, which is a 0.62 fill level. If that doesn't work, go to 100000 at 0.53.

SRB & Core stats from here (2012 spec): http://www.spacelaunchreport.com/sls0.html
EUS stats from https://xenforo.orbiter-forum.com/index.php?posts/487419/
 

Astro SG Wise

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Sorry about disappearing from this thread; I just haven't had the time or inclination to figure out what exactly is going wrong there. It could very well be that the specs I sourced are wrong, but I'm not sure.

It should be easy for someone else to double check the numbers though, the most math required should be converting Isp in seconds to m/s2, and maybe lbs to kg. Sad to say I didn't have to to do much calculating; no rocket science cred for me:lol:

I did give you the PeA ApR and Inc though. Maybe I had numbers wrong with weights.
 

orbitingpluto

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I spent some time online to pin down where I got the specs for the EUS from, and I found my source in this article from NASAspaceflight.com. Doing a comparison, the EUS config in Orbiter matches up with the specs listed there, so that part isn't to blame. What I think happened is either I didn't see, or I forgot that the article says the payload to a 240km circular orbit would be 93 mt with a EUS(then called a 4 engine LUS). I'm not sure where I got it wrong, but that doesn't really matter to much.

Anyway, IIRC I sourced the specs for the core and SRBs from the same page kocmolyf used, so his calculations should match up with what is in the configs right now. I'll try to double check those configs later to be sure

Also, Astro, all you have to do to change the propellent mass of the RNS is find it's section in the SHIPS part of the scenario file, and edit the line in red:
Code:
RNS:RNS
  STATUS Landed Earth
  POS -80.6745292 28.5191812
  HEADING 0.00
  AFCMODE 7
  [COLOR=Red]PRPLEVEL 0:.7[/COLOR]
  NAVFREQ 0 0
  XPDR 466
  MODE 1
  SOLAR 0
  LAS 0
END
END_SHIPS

Change it to PRPLEVEL 0:0.62 or PRPLEVEL 0:0.5 and tells us which works for you.
 

gattispilot

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ATHLETETP_zpsd0a88dc8.jpg


Working on the Athlete. I have all 6 arms moving together. But I need to adjust the touchdown points. I have 3 attachment points based on wheel 1,3,5 and where the wheel touches.

I have been told I could use these values to set the touchdown points. But the ship jumps up and down


Code:
	SetTouchdownPoints(_V(arm_tip[0].x, arm_tip[0].y, arm_tip[0].z), _V(arm1_tip[0].x, arm1_tip[0].y, arm1_tip[0].z), _V(arm2_tip[0].x, arm2_tip[0].y, arm2_tip[0].z));;
 

kocmolyf

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I have been told I could use these values to set the touchdown points. But the ship jumps up and down...

I also encountered this. Through testing I concluded that moving touchdown points while in ground contact is not stable (the API reference also makes note of this). I determined that ShiftCG also does not work as expected while in ground contact.

I would recommend keeping the ground contact plane fixed (don't move the touchdown points), and instead use ShiftMeshes to adjust the visual position of the vessel.
 

gattispilot

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Thanks. I am not sure if shiftmesh would work. Wouldn't all the joint have to be moved?

I did this. So just the Y value is changed. More stable except. The craft falls to the ground and bounces back up.

Code:
SetTouchdownPoints(_V(0, arm1_tip[0].y, 1), _V(-1.6, arm1_tip[0].y, -1), _V(1.6, arm1_tip[0].y, -1));;

Code:
	SetTouchdownPoints(_V(0, 0, 1), _V(-1.6, 0, -1), _V(1.6, 0, -1));;
 

gattispilot

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Fixed. I moved the whole mesh so that the bottom of the base is touchdown points.
athletecargo_zps2179f132.jpg


On the steering. not sure how it should work?
 

gattispilot

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Yes. I am going to do that but for some reason when I move forward I rise up and then down?
 
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