I need help with the booster returning back to the large pad
GENERAL INFO
- Predecessor: New Shepard Capsule
- Successors 1 craft(s)
- Created On: iOS
- Game Version: 1.3.204.1
- Price: $13,078k
- Number of Parts: 98
- Dimensions: 24 m x 8 m x 8 m
PERFORMANCE
- Total Delta V: 39.6km/s
- Total Thrust: 940kN
- Engines: 7
- Wet Mass: 16,485kg
- Dry Mass: 15,235kg
STAGES
Stage | Engines | Delta V | Thrust | Burn | Mass |
---|---|---|---|---|---|
1 | 1 | 39.6km/s | 931kN | 4.8m | 16,485kg |
4 | 0 | 0m/s | 0N | 0s | 10,272kg |
8 Comments
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2,338 Luc3s
@OrbitalOrigins I have downloaded this craft and I am working on implementing what I said into it.
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2,338 Luc3s
I am working on a much better starship booster catch. I have made a much much simpler version of the code that has aerodynamic guidance. It starts with a boostback burn. I set the throttle of the booster to the distance (using the default distance comparison of two vectors) divided by 10000, and for the heading, I have a custom instruction that I call that calculates the heading between two vectors, in this case the heading from the impact position to the target position, the calculating is from the steam guide of vectors in JNO. And then when it gets to the atmosphere height, then it sets the heading to impact position to target in a loop, and sets the pitch to like 70 degrees, pitch is a fixed number. With this, I have an accuracy up until landing of 100 meters. And then for the landing guidance, I use the hover to target program of this: https://www.simplerockets.com/c/M260C4/Hover-to-Target-Program to control pitch and heading to target, and using the the vertical rate custom expression in that, you can control how much the booster descends in m/s.
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@Luc3s when I post I’ll give you credit