Project Hyperion HCLV

If I did calculations right, 4 booster HCLV version can put Apollo CSM + LM + custom made LH2/LOX stage (10 ton empty mass + 65 tons of fuel) into 250 km cirular LEO.

Calculated stage gave me 3.4 km/s of DV so if my data is correct on CSM and LM (45 tons total) HCLV is a feasible lunar rocket.

How are you attaching your payloads?

Are you using Attachment points / docking ports or are you doing a vesselstatus slave state?
 
For payloads HCLV uses Kulch's payload manager which passes payload mass to parent object. As for moon mission total mass of upperstage + CSM + LM equals 120 tons
 
Ok, how does kulch's payload manager handle the attachment?

Does it copy/paste the booster's VESSELSTATUS structure to the payload or does it use an attachment and/or docking point?
 
That's question for woo482. Apart from calculations, meshes and textures I just demand features. Then he waves his hands and they appear. He's the wizard behind Themis, HCLV and other add-ons.
 
I believe PM SDK uses attachments to attach the child vessels to the launcher and then transfers any forces from them to the parent.
 
I believe PM SDK uses attachments to attach the child vessels to the launcher and then transfers any forces from them to the parent.

Good to know, I've been basing AAPO around attachment points and I want it to be compatible.

the VESSELSTATUS manipulators on some launchers plays merry hell with the CSM's transposition and docking sequence and it's really quite annoying.
 
45 tons into TLI with upperstage (basically it's around half of S-IVb)

data:
cacl2.jpg


rocket:
hclv-ms2.jpg


---------- Post added 06-14-13 at 12:44 PM ---------- Previous post was 06-13-13 at 09:39 PM ----------

making proper mesh for upperstage (in picture above it's just mock-up)

Here is engine layout (still needs more plumbing)
mse.jpg
 
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Woo482 has solved another few bugs and I'm working on upperstage.

stg-EDS.jpg


Question I'm thinking of naming it somehow but EDS has already been taken. Any nice acronym for it?
 
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Question I'm thinking of naming it somehow but EDS has already been taken. Any nice acronym for it?

High-Energy Interplanetary Space Tug? (HEIST)
 
Moonstage ready for coding.

ms-005.jpg

ms-004.jpg


---------- Post added at 07:47 PM ---------- Previous post was at 07:41 PM ----------

And next to the shuttle:

ms-006.jpg
 
I've modified payload adapter for sidemount configuration. Previous one was too big for XR and DG series and texture on core stage was reflecting that. To allow variety of payloads I added 3 rails on which payload adapter can be mounted (rails are part of adapters but HCLV will be shipped with empty rails to allow users to create their own payload adapters - Rail mesh wil be included in 3ds format.)

XR2 payload adapter ready:

xr2-adapter.jpg


---------- Post added at 07:28 PM ---------- Previous post was at 07:15 PM ----------

Now question - other than XR2 and DG (all standard incarnations) what adapters (for which spaceplane) you'd like to have in standard package? (Up to 80 ton in lift off weight)
 
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How do the Jason and Eridanus look? I'd be very interested in using this as a launch platform for either.

Maybe the Dreamchaser, but I figure maybe this is too much launcher for it? It'd look better in-line anyway...

Looking good, you can count on me to be quick to download it. :cheers"
 
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No problems with Eridanus. Jason has it's upper stage - it may be better to launch it using 4 booster inline.

Eridanus:
eridanus1.jpg


Jason:
jason1.jpg
 
Update: tidying up dev folders and assembling beta package.

Test number "probeknowswhich": HCLV Sidemount can put XR2 from equator to GTO with 1300kg fuel left (enough to deorbit empty stage)

---------- Post added at 08:36 PM ---------- Previous post was at 02:27 PM ----------

And we've entered beta stage.
 
I can't wait to try this baby out with the XR2 side-mounted. Looks like a great launch vehicle!
 
Bump maps created for the rocket and Woo got rid of most of the bugs catched in beta testing..

max-config.jpg
 
90% confidence level on releasing it on tuesday
 
All meshes, textures, modules and configs done. Writing documentation.
 
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