Let Me Play Among The Stars (A Space Program Plan Quest)

The proper British landing solution is attaching a secondary stage of solid cordite 'thrusters' that fire seconds before landing (crash).
 
Parachute was too pedestrian for the British aerocoaine we're working with.
So you're telling me I need to go harder with this rules design section:
Lift producing Surfaces+1 to re-entry and recovery mission steps. Allows the payload to use cross-range mission step. Reduce missions final Delta-V by 1%.+25%+50%Payload 4
Rogallo WingCan be taken by any configuration. Allows the payload to use cross-range mission step.+5%+20%Payload 7
Please note, stats are unfinished and may not be representative of final version.
 
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So you're telling me I need to go harder with this rules design section:
Lift producing Surfaces+1 to re-entry and recovery mission steps. Allows the payload to use cross-range mission step. Reduce missions final Delta-V by 1%.+25%+50%Payload 4
Rogallo WingCan be taken by any configuration. Allows the payload to use cross-range mission step.+5%+20%Payload 7
Please note, stats are unfinished and may not be representative of final version.

I have no idea how the stats work, but I encourage the game dev to go join the TSF Discord and check the Transport and Propulsion channel.

In the meantime, feast your eyes on this little Victorian space program thing:

You say that, and yet someone on TSF once asked how we could do a Victorian Space program, and this is the result:

Target Altitude: 50 km.
Booster: 8" Congreve style rockets running on ballistite.
Engine: Turpentine/IRFNA pressure fed graphite ablative nozzle core stage. Manually operated graphite vanes for TVC.
Fuel Tanks: Riveted steel pressure tanks with solder for gap sealant.
Capsule: Conical (for aero), with fast bailout hatch.
Guidance: Malnourished street urchin. Recovered by silk parachute after bailing once the capsule is low enough in the atmosphere.

I will now bask in your mute horror.

Edit: Also, we thought about doing metal foil/silk COPV tanks, but silk deforms under pressure so that was a no go. :(

ToughSF, presumably?

proceeds to scroll through a discord member list for familiar pfps

Okay, just searched it up and yes it's the ToughSF discord. Cyber, you can't completely gloss over the discussion of dosing victorian child-pilots with cocaine like that.
 
god that Victorian rocketry reminds me of the missed opportunity to build suborbital gunpowder rockets in boat salt quest
 
[X] Proceed with the XRE-1
I like not eating our entire budget

Welcome to the first design part of the quest. You'll want access to the design rules. There aren't a lot of options right now because it's the early days. Feel free to ask questions and you should have comment access on the document!
Could we get the design rules threadmarked at some point?
Also, looking at the thrust calculation what's the g for?
 
Yeah I will make a threadmarked post soon for rules.

What does g stand for or why is g in the equation? g=9.81m/s to answer the first part.
Well, I wasn't sure if it was supposed to be gravity but now that we've cleared that up I'll swap to "why is it in there?"
I'm afraid I'm not too knowledgeable about rocketry.
 
If you want rocket to UP it's thrust must be greater than the gravity of the body its taking off from.

EDIT: acceleration, not thrust; though thrust plays a role into determining acceleration
 
Roll: Designing the XRE-2
Adhoc vote count started by 4WheelSword on Jan 31, 2023 at 7:34 AM, finished with 27 posts and 11 votes.


Please roll 2d10+1 for the design of the XRE-2 engine.

Design
- Start a new part card or select a pre-made one - Engine, Booster or Payload
- Assemble the components and fill in the parts statistics according to the modifiers listed for those parts.
- Make a Design test (2d10+Engineer) and apply a modifier to the new part based on the result:
16-20 - Full success: The element works as intended and is ready to be used. Add +1 Reliability, Safety or Control to the part or choose one free optimisation. The GM should make a move.
11-15 - Partial success: The element may have some minor issues but it is essentially functional. There is no modifier.
6-10 - Partial failure: The element is not as capable as expected or it has several minor issues likely to affect its capabilities. Add -1 Reliability, Safety or Control to the part.
1-5 - Catastrophic failure: This element is semi-functional and has a high chance of suffering a critical failure. Add -3 Reliability, Safety or Control to the part. The GM should make a move.
 
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