I use electron-builder to build my app and succeed to build the first version which contains three outputs: foosetup.exe, foo-0.0.1-full.nupkg and RELEASES.Now I want to implement the auto-update and I have deployed a back-end service by using electron-release-server.

The auto-update need to set a feedURL which will be used to fetch updates,but the problem is that I don't know what the updates exactly means?Is it the foo-0.0.1-full.nupkg or the foo-0.0.1-delta.nupkg or another file?


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The second problem is that I don't know how to create the delta file.I can just find an option remoteReleases in electron-builder which is a URL to your existing updates.If given,these will be downloaded to create delta file.But what's the URL exactly means?I find a example i which "remoteRelease": " "and it creates some releases and uploads many extra files for each release such as foosetup.exe, foo-xx-full-nupkg, RELEASES.I guess electron-builder will fetch the ${remoteReleases/release/download/some-version/xxx} to download file and then diff the two file to create delta file,but I can't upload RELEASES when I create release on github,it reports that they don't support this file type.Is there anyone can help?There're to few docs to follow for a beginer

The delta-file will be create automatically if you use electron-builder. But in order for this to work remoteReleases must be set to a valid (and reachable) URL plus there must at least an empty file called RELEASES. So for the very first build just create an empty file and call it RELEASES.

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Do you seriously need all those tailfins at the bottom? You got a skipper or mainsail (can't make up) that has swivel right?

Most of the weight is at the bottom. Maybe only 2 or 4 of the smalles tailfins at the bottom would be enough for stability if you get center of drag issues in case you remove them. The smaller ones save drag and weight and you'll have more delta-v on the 1st stage.

What I would do is first set a target. Let's say this is Duna. 

First you want to test a vehicle that can land from Duna orbit on Duna, take off again, fly and land back to Kerbin.

You can test this by using the correct thrust on the stages and making sure you got plenty of delta v and a capsule with heatshield and parachutes.

You will also need parachutes to land on Duna, so make sure you repack them using a engineer on the ground or have sufficient parachutes on the return stage.

Edit: Oh and I completely agree with @Helmetman about mission planning and smaller payloads rather than just throwing raw delta-V at the problem. For example a mission to (loose elliptical) Eve orbit takes less delta-V than a Mun landing if you use an optimal transfer window.

You could get a similar effect by crossfeeding into the center stage and having said center stage be small enough to have enough TWR even when full, but while the effect is similar, the dV yield isn't. At the end of the day, the only thing that gets you dV is your mass fraction. Crossfeed has its uses, but it doesn't always help you go further. More raw fuel, on the other hand, does. You will grow as a rocket builder if you stop relying on fuel lines as crutches, and start to work with mass fractions.

@100055:


Drop the 1.25m boosters and add either Kickbacks or 2.5m boosters. Generally (with the sometimes exception of solid rocket boosters such as the Kickback), you want your stages to go for about two minutes before you need to start the next one: you have this for your core but not for the side boosters. Thirty seconds of burn is nigh-useless for a liquid-fuelled booster stage. Also, your TWR for each of your booster stages increases by .01; the boosters are carrying themselves and not really doing much else. That's not to say that they don't help at all: if they're asparagus-staged then you do get the benefit of essentially starting with a fully-fuelled core stage that already has some speed and altitude, which is probably why you see less delta-V if you take those boosters away. But that's all the help you're getting from them; they're worthless otherwise. For boosters, you always want to add net thrust--this means that you need the boosters to have higher thrust-to-weight than the core. Usually, the 1.25m engines are weaker than the 2.5m types (the exceptions are the Vector and Dart, which you don't have yet), so for a comparable fuel load, you end up losing delta-V if you use them against a 2.5m core. You're only managing because you have three FL-T800 fuel tanks stacked on each one, so it's a more-than-comparable fuel load.


However, that larger fuel load is also at the limit of what the basic 1.25m engines can lift: less fuel gives more TWR but an even more pathetic burn time, and more fuel leaves you on the pad, unable to lift at all.


To put it in other words, your design has reached the point of diminishing returns; this rocket is as good as this rocket will ever be. If you want a better rocket, then you need a new rocket. Add a few of the tall 2.5m tanks with Skippers--I doubt you're at a point where you need Mainsails yet, except maybe on the bottom of your core stage. Perhaps I'm wrong: play with the design a bit and see what works. You unlocked Heavier Rocketry; you may as well use some of the things you find there. In any case, you ought to have no trouble getting 10km/s by improving this design.

For getting into orbit:

Most of the advice is good, but I'd still make my "Falcon Heavy style" design [if you tried that] with crossfeeds. Spacex wanted to do it because it is more efficient, and you want to increase the delta-v so keep the crossfeeds.

Moar boosters, especially kickers (the biggest SRB). These show up in all the "cheap and cheerful" (lost cost without recovery) contests for a reason. Don't be afraid to strap multiple boosters each other to save on decouplers (although this is less important with kickers. They cost enough more than decouplers to be worth it).

It's actually not very clear what your objective is. You have parachutes and landing gear on your final stage, which means you are looking to land somewhere. That upper stage is only 2100 deltav, which is not enough to land on many places, let alone returning back to Kerbin. Your rocket should be designed around your objective.

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