Kerbal Space Program

What's the last version you've played? There's been some neat additions!

I just sent two fuel tankers to the Jool system. They're in orbit around Vall. One has 3,000 units of fuel, but is on a polar orbit, so that's kinda crappy. The second one entered the system a week later, so I learned my lesson - adjusted the orbit right after entering Jool's SOI and made sure that the aerobreaking would put me in a nice flat orbit. But that meant using more fuel - it's in orbit around Vall with 2,700 units of fuel. What kills me is the burn I needed to do to get in orbit around Vall - 2,100 m/s and 1,400 m/s in this case for both tankers. I was happy with the amount of fuel I had left until after that.

By the time I correct those orbits and dock and do everything, a bunch of that fuel will be gone, so I'm not sure if it's going to be enough to rescue my dudes. Basically what I need to do is dock a tanker with their lander, refuel it, then send the whole thing towards the rescue vehicle, which is in a very similar orbit around Vall and has been there since the beginning. Then my dudes have to transfer over to the rescue vehicle, I will transfer the fuel from their lander to the rescue vehicle, and then the 2nd tanker will need to dock with it and fill it up.

So that's the plan, but I'm not sure if it's going to be enough fuel to get back.

hobbsyoyo, I followed your advice and designed my tankers following most of your advice. I built my usual heavy lift stage to put the tanker into orbit, and was able to have the last core of the 1st stage left to help with the Jool burn. So that worked great. I didn't need to dock at my space station at all, although I guess that would have helped. Mind you, building the space station finally made me decent at docking, so that was totally worth it anyway.

Here's a photo just after liftoff, to give you an idea what the design looks like

ylXwn3H.jpg


Yes, those are those circular RCS tanks that I should be avoiding. Long story short it was a "screw it" decision. I also don't have any "forwards facing" engines at the top of my tanker. I figured it would save on weight. I also didn't do any tests.. cause.. I felt very Kerbal. I just sent these 2 tankers there, Q&A be damned.

Here's the tanker being put into orbit during the gravity turn, just so you can see a bit better what my lifter stage looks like.

Spoiler :
JVMEITU.jpg


Anyway, we'll see what happens with the mission. I will continue it tomorrow, now that my tankers are in safe orbits around Vall. I'm sick so I need to rest, otherwise I'd probably keep playing.

Oh, does anyone know how to get that screen with all those stats when your mission is over? You know.. it told you your fastest speed, distance covered, length of mission, and so on.. It used to always show up after you click "End mission", but now that isn't an option anymore.. So.. does that screen still exist, and if so, how do I access it?
 
I think this is going to work. The polar orbit wasn't an issue at all and I was able to dock with my emergency rescue craft and dump a bunch of fuel in it, then discard the 1st tanker. I'm crashing for today and docking the 2nd tanker tomorrow, then docking the rescue craft with the lander and heading to another moon. Any recommendations? I think Laythe is out of the question, my lander probably wouldn't have enough fuel to get back into orbit. Thoughts?

Those "you have this much fuel left" progress bars on the left beside your staging information are very deceiving btw. That's why I didn't think I'd have enough fuel left, but there seems to be plenty left and the other tanker is going to give me even more. Should have enough for another moon mission, but if not.. I might send more tankers. Might add some solid fuel boosters to the launch stage to get even more fuel there.

@Samez, thanks! I should have just looked up key bindings I guess
 
What's the last version you've played? There's been some neat additions!
I'm not even sure anymore. It's been at least a month or two since I've played.


hobbsyoyo, I followed your advice and designed my tankers following most of your advice. I built my usual heavy lift stage to put the tanker into orbit, and was able to have the last core of the 1st stage left to help with the Jool burn. So that worked great. I didn't need to dock at my space station at all, although I guess that would have helped. Mind you, building the space station finally made me decent at docking, so that was totally worth it anyway.

Here's a photo just after liftoff, to give you an idea what the design looks like

ylXwn3H.jpg


Yes, those are those circular RCS tanks that I should be avoiding. Long story short it was a "screw it" decision. I also don't have any "forwards facing" engines at the top of my tanker. I figured it would save on weight. I also didn't do any tests.. cause.. I felt very Kerbal. I just sent these 2 tankers there, Q&A be damned.

Here's the tanker being put into orbit during the gravity turn, just so you can see a bit better what my lifter stage looks like.

Spoiler :
JVMEITU.jpg


Anyway, we'll see what happens with the mission. I will continue it tomorrow, now that my tankers are in safe orbits around Vall. I'm sick so I need to rest, otherwise I'd probably keep playing.
Nicely done! :hatsoff:

I've never used forward facing engines either; it's just something I saw that looked really handy for docking. Also, the big RCS tanks are buggy as crap and cause ~50% of my launch failures, so there is something to be said about the little tanks.

Oh, does anyone know how to get that screen with all those stats when your mission is over? You know.. it told you your fastest speed, distance covered, length of mission, and so on.. It used to always show up after you click "End mission", but now that isn't an option anymore.. So.. does that screen still exist, and if so, how do I access it?
They changed that?

I think this is going to work. The polar orbit wasn't an issue at all and I was able to dock with my emergency rescue craft and dump a bunch of fuel in it, then discard the 1st tanker. I'm crashing for today and docking the 2nd tanker tomorrow, then docking the rescue craft with the lander and heading to another moon. Any recommendations? I think Laythe is out of the question, my lander probably wouldn't have enough fuel to get back into orbit. Thoughts?
What does your lander look like? Laythe has .8g gravity and .8atm of pressure. So it's a bit harder to get off of than Duna. I landed on Laythe once and during descent was able to stop my fall and lift off again. However, my lander was nearly empty of fuel, so I'm not sure how it would've done on a full tank.

I'd say, however, that if you have a tanker that can refuel a lander after it gets back into orbit that a mission should be doable.

Those "you have this much fuel left" progress bars on the left beside your staging information are very deceiving btw. That's why I didn't think I'd have enough fuel left, but there seems to be plenty left and the other tanker is going to give me even more. Should have enough for another moon mission, but if not.. I might send more tankers. Might add some solid fuel boosters to the launch stage to get even more fuel there.
Yeah, not knowing exactly how much fuel you can have is really frustrating.

Your launcher looks really cool.


___________

Through internet research, my scientists found a new way to cluster engines to lift Ultra Heavy loads. To capitalize on this discover, a new series of missions have been proposed.

1) A manned test flight utilizing the equivalent to 3 orange fuel tanks in a single launch vehicle without boosters to verify the capabilities of the engine.

2) A large, monolithic space station prototype will be launched into LKO. This will be an enormous space station sent up in one piece. It should be comparable in size to a medium-sized modular space station. It will contain 2 orange fuel tanks but only a limited scientific payload and crew compliment. This is simply meant to test the feasibility of the design while providing limited refueling capacity if needed.

3) An even larger monolithic space station will be built with a primarily scientific payload and large crew compliment. This single-piece station should rival most large modular stations in size.

4) A scientific station/refueling depot will be sent to Laythe orbit.

5) A cycling deep-space transport will be sent to dock with the Laythe station. It will bring a full crew compliment for the station as well as additional fuel.

6) At least one lander will be sent to dock with the complex in Laythe orbit. It will land a crew on Laythe and return them to orbit. Then the cycler will return the crew to Kerbin, pick up new crew men and return to Laythe.

Program Timeline:
Before Warpus can land on Laythe and return. :scan:
 
Hahaha

The thing is that my lander doesn't have parachutes, so I'm not sure if it's feasible.. It's not very big either. I think for now I'm going to land on Bop or Pol. My next mission is to put dudes down on Laythe for sure, but I'll do that after this mission is complete. I want to send some sort of a plane there as well, or a glider at least. Something cool. I don't want to set my 3 lost dudes down on Laythe and then have to come up with a rescue mission for the rescue mission. They might hate me after that ;)

I just finished docking the other tanker with the return vehicle for refueling purposes and am now attempting to dock that with the 3 lost dudes. There should be enough fuel there to land on at last one of those moons and return home.

If not, I have another Mata class tanker in orbit - with quite a bit more fuel. Well, here's what I did - I doubled the number of solid fuel boosters. So when I got in orbit, the central core from the launcher was almost completely full. It's orbiting Kerbin for now. I'll see where I'm at after conquering one of those moons - I might feel eager enough to send that tanker over to help out landing on the 2nd. After that my guys are definitely heading home.

And yeah, when you press escape now, you can either return to the space centre.. or resume flight. Or if you just launched, you can revert back to the launchpad or the vab. Which is very handy actually. You can no longer end flights, as far as I know the only place where you can do that now is the space centre map view/mission list thing.

Now to figure out which moon to land on.. I mean, after I dock that is
 
K so I docked my Zola rescue vehicle with my Lampard lander and flew the whole shebang to Bop, where I made a useless landing, planted a Chelsea flag, and took off. When I was doing all that I noticed that my lander DOES have parachutes.. and I think it might be even big enough to land on laythe and get back into orbit. It looks like the sort of lander I used to use to land on Duna, take off, and fly all the way home. So.. I'm kind of Kerballed out right now, but I'm totally sending another fleet of tankers to the Jool system so that I can land on more moons. I wish you could like.. scoop up fuel from Jool while you were aerobreaking. Why isn't Jool made from fuel!?!?

And is Tylo easier to take off from than Laythe? Cause, I'm thinking. I've done 2 of the moons. Why not do them all? If it's possible with this lander.. if it isn't - screw it, I'll send another rescue mission :lol:
 
Argh I'm going to a party so I have to run before I can take the time to comment.

However, phase one of Beat Warpus at Everything Program was a success.

Phase 2 shakeout underway.
:)
 
I made this gif from the "selection process" video... I was hoping to use it for my avatar; but there is no animated ones. Hope you like it anyway.

Spoiler :
 
Argh I'm going to a party so I have to run before I can take the time to comment.

However, phase one of Beat Warpus at Everything Program was a success.

Phase 2 shakeout underway.
:)

Yeahh right you're at a party, I know very well you've been working on your missions instead :p

I sent a fleet of 3 tankers to the Jool system and was putting them in what I thought were stable orbits one by one. By the time I finished aerobreaking the third one, the first one was somehow flung out of the system and the second one put on a crazy eccentric orbit around the whole system.. uhhh.. what the hell is a good parking orbit in the Jool system then? I made really sure to avoid all the moons. Do their orbits change over time or something?

I parked the 3rd tanker in a very close orbit around Jool, so that should be fine. The one on the eccentric orbit I was able to somehow amazingly put on an intercept around Bop without using much fuel. It's now in orbit of Bop, ready to hook up with the Lampard lander and the Zola rescue vehicle, both of which are now individually orbiting Bop. That flinging into an accentric orbit actually ended up saving me a bunch of fuel due to that lucky intercept I was able to get due to it..

So that's good, but one of my tankers is long gone... I'm about to check up on it now.. It's probably a loss, I guess, although I'm going to see if I can somehow easily put it in orbit around anything. Might as well try.

But I'm guessing that if you're parking around Jool you either do it really close to the surface of the planet (well, close enough) or far away around the whole system? That isn't really optimal for tankers, as then you need more fuel to get to the moons themselves so you can service your other ships.

Either way though, I'm done for today. I dunno when I'll have time to wrap up this looooong mission. I'm not sure which moon I'm headed for now, first I'm going to dock the Mata tanker that's in orbit of Bop with my escapet/tug ship, refuel, and then attach the lander. Then I'll figure out what to do next. One of the tankers is on a close orbit around Jool, so I'll probably head towards Laythe, it's closer to Jool... but we'll see.

edit: Got an easy Jool intercept with the lost tanker! In 12 years :lol: It's been flung out of the solar system and has a crazy huge orbit, but in 12 years it will enter the Jool system with quite a bit of fuel still, even though it's already been through 1 aerobraking maneuver. My 3 lost dudes have been lost for only 3 years, so by the time it gets there they should be all gone. But.. I guess it could come in handy if I still have my game going then heh
 
I think the only places you can park stuff in Jool orbit are well below the orbit of the nearest moon or well beyond the orbit of the furthest moon. You can also place it in a co-orbit with a moon, so that it's in the same orbit but in a different spot and so long as your orbit is a perfect match with the moon's, you'll never approach it, you'll stay equidistant. I'm guessing your orbit must have been just high enough to have been snagged on a pass by the nearest moon (Laythe?) which then flung you around. S*$^ gets crazy around Jool brah.

Mission update:
Mission 1:
Manned flight of a 3 orange-tank-equivalent rocket without boosters was a success. This is the MM-1b (mega missile):
Spoiler :
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There are 9 engines in a cluster at the bottom. Just above them are a cluster of 8 medium sized fuel tanks that drop off when they are empty (they do not have booster engines on them). Before I added the extra fuel tanks, I found that the 3 orange-tank-equivalent stack didn't have enough fuel to put the capsule all the way into orbit on it's own. It was able to put it on a very long trajectory, but I had to use the capsules fuel and propulsion system to get an orbit. After I added the extra fuel tanks, the stack was able to get my capsule half way to the moon and that's without even trying to optimize the trajectory.

Since the extra tanks don't have their own engines and all of the thrust is coming from the big engine block at the bottom of the main stack, they don't count as boosters and thus the mission was an unqualified success. Here's a close up of the engine layout:
Spoiler :
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I've started putting launch escape towers on all of my rockets (you can see it in the pics) for the extra realism. It's basically just a girder with sepatrons and a decoupler. I connect the sepatrons and the capsules decoupler to the abort button so that in case of a malfunction, the capsule can escape. I have another button that allows me to decouple the sepatrons and girder when I'm safely on orbit. This setup does add a bit of weight and complexity to my designs but the real drawback is that I can't use a top-mounted parachute with the escape tower.

Mission 2:
Oh boy this was a major headache. It turns out that the new engine design I came up with is total overkill. Plus, because of the attachment points for the 8 LV engines, if you try and use side boosters you have to place them really far apart so they don't collide. I mean really far apart, like 3 big girder lengths. This creates an insane amount of weakness and that's nearly impossible to overcome.

In practice, it turns out there isn't a use for these type of setup until the game allows for more sturdy/less glitchy construction. I tried using a massive 8 booster asparagus stage rocket to lift my 100t refueling depot, but it always broke. I strutted the hell out of it, and used tons of launch support towers. I'm pretty sure the game just glitched out because everytime I went to launch, engines would randomly explode and drop off for no reason. It was extremely frustrating and I spent a good 6 hours trying to make the system work.

Here's a picture of the original station I designed about to undergo a pad abort test:
Spoiler :
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You can see it's got the equivalent of 2 orange fuel tanks, a docking port, some solar panels (undeployed) and a utility vehicle.

I used a 2 man lander can as the control pod but I didn't want to put it on it's own decoupler with launch escape tower. I just felt like that's unrealistic. So instead of that, I built a little utility vehicle that's attached upside down at the docking port on top with it's own launch escape system. Those little wings actually have sepatrons and in an abort they fire, the docking clamps release and the single pilot escapes (the capsule on that vehicle separates mid-air and deploys chutes).

What I wanted to do was have the pilot begin the flight in that little ship, facing the ground. Unfortunately, when I do this and command the rocket from that spot, the controls are reversed, which isn't helpful. So I ended up sticking the pilot in the lander can and pretending he was really in the utility vehicle. I guess I could have set the controls to come from the unammaned pod I put on the launcher to de-orbit it, but I didn't think about that until just now.

Anwho, I built this 100t depot and then I proceeded to build a launcher for it. Here's my design:
Spoiler :
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As you can see in the close up-picture, I changed the design of the engine cluster from the MM1b. I had to use those jet fairings to make the cluster more compact. Plus, it looks cooler. :cool: Unfortunately, this launcher just never worked. It was 1000+ parts and like 700t and 81 engines or something ridiculous and it always broke even though, as you can see, I strutted it to the hilt. I finally tried to fly it with the debugger mode on so that nothing would break and even then it wouldn't fly straight. The game just hates mega-massive rockets. :sad:

So I went back to the drawing board and tried a few different things. Nothing worked. Finally, I did a calculation to see how much a single mainsail could lift to see if I had been overdoing it with the clusters. Turns out, I had been overdoing it. A mainsail can lift that entire space station, plus another orange fuel tank all by itself. I even tried that just to see if it worked and it did.

So I ended up going by to my old standby design of 8 mainsail asparagus staged boosters and that did the trick. I had to use 2.5 orange tanks per booster (the main core booster only has 1 orange fuel tank though for stability) but it was able to place my depot in a 100x100km orbit.

Spoiler :
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I was even able to deorbit my booster's core stage so there's no orbital debris and this thing is fully fueled.

Mission 2, complete success (even though it turns out my engine cluster idea was a dead end)

I'm now on to Mission 3 and I'm going to try and put up and even bigger station that's fully decked for research. I'm not sure of the design and since it's a research station instead of a depot, I'll probably drain the tanks into my booster during launch so that I can convert the empty station tanks into research labs and living space. I'm kind of at the limits of my standby booster design so I'm not sure I can get it much bigger than the depot without draining the tanks. I don't know, maybe I'll throw on some strap on SRB's FOR SCIENCE!
 

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My spies I would be really interested in seeing what your tanker design looks like.
:)

Lol, I forgot to tell you that the MM-2 was so big that just trying to delete big chunks of it caused my game to crash multiple times. It took me 30 minutes of trying to delete the boosters before I was able to get it to not crash so I could start on the MM-2a booster. :lol:
 
I think the only places you can park stuff in Jool orbit are well below the orbit of the nearest moon or well beyond the orbit of the furthest moon.

It seems like there should be enough room in between some of the moons, but I guess not. I've learned my lesson, and only 1 tanker lost.. and not really lost - it'll just be 12 years late

It was 1000+ parts

That's a lot of struts!

Finally, I did a calculation

So like.. how exactly do you do that? What formulas do you use? I just sort of eye everything and go by experience - but this hurts me when I'm doing something new and have no experience to draw from. It's trial and error then. Usually not a huge problem, but could be made more efficient.

So I ended up going by to my old standby design of 8 mainsail asparagus staged boosters and that did the trick. I had to use 2.5 orange tanks per booster (the main core booster only has 1 orange fuel tank though for stability) but it was able to place my depot in a 100x100km orbit.

Not bad. Looks similar to my lifter design, although your central core is much larger than mine and the other ones have more fuel. And no solid fuel boosters? Maybe instead of adding those to my lifters I could just add more fuel.. hmm..

My spies I would be really interested in seeing what your tanker design looks like.

I've been taking screenshots during my Jool exploration missions. Let's see what I got

x6FMLVM.jpg


This is the standard tanker I send out now, although I have an idea for an upgrade. When I put these in orbit, the central core of the lifter stage usually has about 75%+ of fuel left. Couldn't I use that fuel, but not fire up the mainsail, but rather use my nuclear engines? That would be more efficient. But then I'd be dragging a heavy mainsail around, so I might need a design that will allow me to detach it.

And see what I mean about the left-hand fuel indicators are off? Compare those progress bars to how much fuel I actually have left. I have no idea how to make sense of how they calculate the left hand one. It can't be that it's fuel in the tanks directly attached to the engines, because in this image they are full - the fuel is coming from the larger central tanks at first due to the fuel lines.

Right now I'm trying to land on Laythe.. or rather was trying to last night. I didn't realize there were not so many islands on it :lol: .. and I don't want to use up much fuel to casually land, so I sort of have to fly in full speed and use fuel sparingly. so far it's always ended in disaster, although about 70% of the time I do crash on land. So I'm almost there. I don't know if the lander will be able to take off afterwards, but that's a risk I'm willing to take.

I could have landed on the north polar ice caps, I'm close, but would need 500m/s of fuel to get there now, since I've already detached from the tug/rescue/return vehicle. And I don't want to do that because then I wouldn't be able to take off for sure. So we'll see what happens.
 
K so.. I re-docked my lander to the return vehicle/tug and changed my orbit so that I could land on the northern ice cap. which I did

oa4oECX.jpg


But it turns out that my lander doesn't have nearly enough thrust to take off. So my guys are stuck down there. They must hate me by now... But at least they've been to 3 of the 5 moons by now.

I need to design a lander capable of making laythe orbit, get it there, and land it nearby. That will have to wait though, I have a busy week ahead and it pretty much starts now.

It's been a very fun exploration of the Jool system though. hobbsyoyo - your idea to just send a bunch of tankers and fill up when required sort of made everything possible. I have 1 left in a close orbit around Jool - I'll use that for my way home, once I can get my guys in orbit. None of that will probably happen until weeks from now though.. and I might as well put these guys down on the remaining 2 moons before I bring them back home. This mission might not be fully completed until after my Thailand trip
 
K so.. I re-docked my lander to the return vehicle/tug and changed my orbit so that I could land on the northern ice cap. which I did

Spoiler :
oa4oECX.jpg


But it turns out that my lander doesn't have nearly enough thrust to take off. So my guys are stuck down there. They must hate me by now... But at least they've been to 3 of the 5 moons by now.

I need to design a lander capable of making laythe orbit, get it there, and land it nearby. That will have to wait though, I have a busy week ahead and it pretty much starts now.

It's been a very fun exploration of the Jool system though. hobbsyoyo - your idea to just send a bunch of tankers and fill up when required sort of made everything possible. I have 1 left in a close orbit around Jool - I'll use that for my way home, once I can get my guys in orbit. None of that will probably happen until weeks from now though.. and I might as well put these guys down on the remaining 2 moons before I bring them back home. This mission might not be fully completed until after my Thailand trip
I'm glad the tanker idea was helpful and congrats on getting to Laythe. Have you tried to burn off fuel in your lander until it takes off? How many engines (and what kind) does it have? I know with my 4 NERVA engined lander, I was able to take off again but I had very little fuel so that had a lot to do with it. I would experiment trying to burn the engines until it takes off (if it takes off at all) and see if you can get an orbit.

That's a lot of struts!
You don't know the half of it! It was a beast!


So like.. how exactly do you do that? What formulas do you use? I just sort of eye everything and go by experience - but this hurts me when I'm doing something new and have no experience to draw from. It's trial and error then. Usually not a huge problem, but could be made more efficient.
Take the thrust of the engine (which for mainsails is 1500) and divide that by 9.086. That will give you how many tons it can lift. Then I added up the weight of my spacecraft + fuel tank for the mainsail and it turns out the mainsail is just barely capable of lifting it all by itself. (A mainsail can lift 165 tons, for reference and I think an orange fuel tank is 32 tons but I can't remember exactly)

This is only so helpful in figuring out how many engines it takes to get your Thrust/Weight ratio over one. What it doesn't tell you is how much fuel you need to get to orbit. I can give you those equations if you like, they're not particularly difficult. I personally never use any equations like the rocket equation or anything because it begins to feel like homework/sat team work and I have more fun screwing around. I only used the T/W equation to figure out if I even needed a cluster because it was so damn annoying trying to get the cluster to work.

Not bad. Looks similar to my lifter design, although your central core is much larger than mine and the other ones have more fuel. And no solid fuel boosters? Maybe instead of adding those to my lifters I could just add more fuel.. hmm..
I find that for me, using SRB's for a large rocket are more of a pain than they're worth. I have made giant mega rockets which used like 250 SRB's before, but it just barely worked.

For my big rockets, I need a lot of SRBs to be worth it. That becomes a huge challenge because there aren't any good ways to connect lots of them. Plus, they like to wobble and when they detach, they often hit my main engines and knock them out. Factor that in with all the work that goes into an 8 booster asparagus launcher (with all the plumbing, strutting, attachment of sepatrons and all the test launches needed) and it becomes a massive headache so I usually skip them.

I'll reply to the rest of the post as soon as I can; got to cook dinner. :sad:

Here's some random picks from my last few missions, I'll post about them later:

Spoiler :
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Oh and that second to last photo is the core stage of the booster for my low-orbit shuttle. I built it to take Kerbals back and forth between different ships/stations in orbit. As you can see from that picture, I finally got the engine clusters right and they look pretty cool to boot.

I've also built a 'orbital utility vehicle' (different from the one that launched on my space station) to do....stuff. It doesn't have much of a purpose but it's kind of a general purpose machine. It has lots of RCS fuel and even Xenon fuel to top off probes and ships. It also has lots of space for kerbals to rescue them from stranded space craft or shuttle them around. It's much more capable than the low-orbit shuttle, who's sole purpose is to move kerbals to and fro. The OUV can do that and a lot more but it's a pain to launch at 65 tons.
 

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I'm glad the tanker idea was helpful and congrats on getting to Laythe. Have you tried to burn off fuel in your lander until it takes off?

No! That thing is PACKED with fuel too, my landing did not use much at all. It's sort of why I settled on landing on the northern ice cap - it's as low as you can get and flat.. and big, so all that helped me minimize the use of my engines. I figured I would need a lot of it to get back into orbit. I'm gonna give that a try, thanks! The engines are the.. lv-909 kind. They might just not be up for the job, but I'm giving it a try anyway, might as well. There's 4 of them.

I find that for me, using SRB's for a large rocket are more of a pain than they're worth. I have made giant mega rockets which used like 250 SRB's before, but it just barely worked.

For my big rockets, I need a lot of SRBs to be worth it. That becomes a huge challenge because there aren't any good ways to connect lots of them. Plus, they like to wobble and when they detach, they often hit my main engines and knock them out. Factor that in with all the work that goes into an 8 booster asparagus launcher (with all the plumbing, strutting, attachment of sepatrons and all the test launches needed) and it becomes a massive headache so I usually skip them.

My method of attaching them to an 8(9) core asparagus launcher is actually fairly straightforward. It doesn't take long and it never leads to them hitting anything when I get rid of them. For me it's probably the least problematic part of putting together a giant rocket, in terms of headaches and things going wrong.

Basically when I design my launcher, I do the 6 or 8 core asparagus thing, and then test it. If it can get into orbit, great.. If not, I move on to my "attach solid fuel boosters" stage.

I start with attaching either 1 or 2 tt70 radial decouplers to a core with 6 or 8 symmetry on. Then I attach the boosters to that. So that gives you 6, 8, 12, or 16 boosters. Strut it up - each booster attached to the ones beside it with a cross cross pattern, then one going across at the top, and one at the bottom.. and then 2 struts attached to the asparagus stage one at the top and one at bottom.. and then a longer diagonal one from each one running from the very top of each booster to somewhere higher up on the rocket. That seems to be all the stability you need - or at least all the stability I've ever needed for my designs.

That never leads to problems for me. You have to make sure that your first asparagus stage doesn't run out of fuel first though, so you can't run it at max. I usually stick to anywhere between 30 and 70%. And decoupling all of the boosters never leads to problems due to the tt70 decouplers - they give you a lot of wiggle room.. and since you're still heading straight up, that helps too.

It's why I love the tt70 decouplers. I use them for everything - even my asparagus stage. If I have to decouple something in the middle of a gravity turn, it really helps and actually makes it possible.. most of the time. I don't do it if I have to, in the middle of a turn, but if it happens, I just go for it. Most of the time it works.

250 boosters sounds crazy though! I've had a rocket with 128 I think, and at that stage I basically had to admit that my rocket design was not efficient enough and had to be redesigned.

That's how I do it anyway. I used to have huge issues assembling a simple launcher.. but now I can sit down and put one together from scratch fairly quick. The most annoying part is figuring out staging, really, and where to put all of the decouplers - figuring out which is which.

edit: I also now play fully vanilla.. Not because I'm a hipster, but at first because I couldn't be bothered to re-install all the mods. It's easy, but I can be lazy. Then I got used to it and I think it's helping me learn faster, especially docking, without any docking helpers.. no mechjeb has also made me better at moving around I think. I've gotten a lot better at docking, it's almost routine now..

but mind you at times it still feels like this

Spoiler :

ud3WrTg.png

 
Docking is one of my favorite parts of the game :)
 
I'm really glad I asked my roommate to give me a mission for the game, even though he doesn't really know much about it. It made me fly to Jool with the intent of docking two craft there. Then when that mission failed, I'm glad I asked him again. He made me put together a space station.

And now I can dock and it's not so bad! Makes me feel like I was an idiot all along. I also wish I had more time to play the game - this opens up a lot of doors for a lot of cool missions.

I've only ever docked the regular clampotron docking ports, never a sr. Those sr. ones look like they'd be perfect for putting together a larger interplanetary ship - in the sense that everything would be a lot more stable. Is this primarily what it's used for - putting together larger structures like space stations and larger interplanetary craft? It also for some reason seems like they'd be harder to dock.. but I'm not really sure why.
 
This is the standard tanker I send out now, although I have an idea for an upgrade. When I put these in orbit, the central core of the lifter stage usually has about 75%+ of fuel left. Couldn't I use that fuel, but not fire up the mainsail, but rather use my nuclear engines? That would be more efficient. But then I'd be dragging a heavy mainsail around, so I might need a design that will allow me to detach it.
You can right click on an engine and disable it, then right click on others and activate them. This should work for you. Alternatively, you can group them to activate/deactivate them with a single button press in the action groups menu in the VAB. The mass of your mainsail is going to be pretty small compared to your whole lifter, so dumping it probably won't make a huge difference. Oh and one other thing, if you disable the mainsail and turn on the NERVAs, they are probably going to be in front of your center of mass for your stack. So your controls will be reversed, I think. You'll have to try it and see.

I've never thought about deactivating the mainsail of a core stage and using NERVAs to drain the core tanks. That would be a lot more efficient and I'll have to keep it in mind. Anytime I'm doing an interplanetary journey, if I have any fuel left in my core stage I always use that up completely before I ditch it. I only ever ditch a core with fuel if I'm doing an LKO mission where I don't need it and even then I always hate wasting it.

And see what I mean about the left-hand fuel indicators are off? Compare those progress bars to how much fuel I actually have left. I have no idea how to make sense of how they calculate the left hand one. It can't be that it's fuel in the tanks directly attached to the engines, because in this image they are full - the fuel is coming from the larger central tanks at first due to the fuel lines.
I am pretty sure that the indicator....nevermind, I have no idea! I know how it works when you are asparagus staging and emptying tanks that you drop off, but when you are draining from a tank that you are keeping with you, I'm not sure. I think it just shows you total fuel in all the tanks connected to the engines and doesn't specify which tank exactly it's draining from so you have to manually check.

Right now I'm trying to land on Laythe.. or rather was trying to last night. I didn't realize there were not so many islands on it :lol: .. and I don't want to use up much fuel to casually land, so I sort of have to fly in full speed and use fuel sparingly. so far it's always ended in disaster, although about 70% of the time I do crash on land. So I'm almost there. I don't know if the lander will be able to take off afterwards, but that's a risk I'm willing to take.
Yeah, trying to make a landing on one of the tiny islands on Laythe is a big challenge in and of itself, especially since the maneuver nodes don't estimate the effects of air drag at all; it's a guessing game.



No! That thing is PACKED with fuel too, my landing did not use much at all. It's sort of why I settled on landing on the northern ice cap - it's as low as you can get and flat.. and big, so all that helped me minimize the use of my engines. I figured I would need a lot of it to get back into orbit. I'm gonna give that a try, thanks! The engines are the.. lv-909 kind. They might just not be up for the job, but I'm giving it a try anyway, might as well. There's 4 of them.
If the LV-909's are the engines that I think they are, then they have a thrust of 50 vs the NERVA's 60, weigh about 25% as much as a NERVA and have much less Isp. On balance, I think they should be able to lift you off the ground, but you'll have to burn them for a while and burn off some fuel. Whether or not that will leave you with enough fuel to get to orbit and dock is anyone's guess. Good luck!

My method of attaching them to an 8(9) core asparagus launcher is actually fairly straightforward. It doesn't take long and it never leads to them hitting anything when I get rid of them. For me it's probably the least problematic part of putting together a giant rocket, in terms of headaches and things going wrong.
It's never that simple for me! I do know that a ton of my problem is that I can't just add a few extra SRB's, I *always* end up trying to add 50 or something ridiculous. I just can't help myself for some odd reason and I over-complicate things and it doesn't work. I could just add 4-8 SRB's pretty easily but I never do. I guess that for the kinds of designs I typically build (50+ tons), adding just a few SRB's don't help very much so I overcompensate by adding 500000000 SRB's everywhere. Which is totally a stupid thing to do and counterproductive.

Basically when I design my launcher, I do the 6 or 8 core asparagus thing, and then test it. If it can get into orbit, great.. If not, I move on to my "attach solid fuel boosters" stage.
When I have that kind of problem, I usually add more fuel tanks to my boosters (which can help but has diminishing returns, particularly if you are only using mainsails - using the 9-engine cluster would get a lot more utility out of the 'add more fuel tanks' approach as they can handle the extra weight that a single mainsail per stack can't)

I start with attaching either 1 or 2 tt70 radial decouplers to a core with 6 or 8 symmetry on. Then I attach the boosters to that. So that gives you 6, 8, 12, or 16 boosters. Strut it up - each booster attached to the ones beside it with a cross cross pattern, then one going across at the top, and one at the bottom.. and then 2 struts attached to the asparagus stage one at the top and one at bottom.. and then a longer diagonal one from each one running from the very top of each booster to somewhere higher up on the rocket. That seems to be all the stability you need - or at least all the stability I've ever needed for my designs.
Yeah that's exactly how I strut up my rockets. And it would be simple to just add 2 SRB's per booster, but mentally I just can't do that. It's silly but I can't limit myself and just go nuts when I try and use SRB's and break everything.

That never leads to problems for me. You have to make sure that your first asparagus stage doesn't run out of fuel first though, so you can't run it at max. I usually stick to anywhere between 30 and 70%. And decoupling all of the boosters never leads to problems due to the tt70 decouplers - they give you a lot of wiggle room.. and since you're still heading straight up, that helps too.
With my huge rockets, it's much more efficient (and usually necessary) to start your gravity turn very early and to adjust it gradually by a few degrees. I watch my apoapsis during launch and when I see that the time to apoapsis is increasing, I tilt over until the time to apoapsis stays steady. I burn at that angle for a while until my time to apoapsis begins increasing again, then I turn some more and so on. Usually by around 30-40km I'm burning almost sideways.

Anywhoo, what this means is that I'm always in danger of bumping into my asparagus boosters because I'm nearly always at some angle relative to the horizon. I compensate by adding sepatrons, but it takes a good 30 minutes or so to get it all right when I have 8 boosters to put sepatrons on and to make sure they're staged correctly. One huge problem I have in the VAB is mis-clicks. It's super easy to misclick when trying to attach struts and sepatrons and for some stupid reason the Control+Z (undo command) only works 5% of the time I press it. So I have to save after literally every single part or I could ruin everything and all of that takes a lot of time; especially when I have to reload to a previous save of a huge rocket that takes a half a minute to load fully.

But back to the SRB's, if I use them, I don't do my gravity turn until they're dropped because I don't want to collide with them and I also don't want to deal with the hassle of putting sepatrons on them. What that means is that I lose some (and sometimes a lot, depending on how many SRB's I use and how high up they get me) of efficiency as I can't start my gravity turn. So it becomes a trade-off for me and I don't have a good rule of thumb to go by although using just 2 SRB's per asparagus booster really isn't too big a deal.

Oh random advice: one of the bugs on the orange tanks is that they overheat when used with mainsails so you can't burn at full thrust (which you usually need to burn at to lift a huge stack). A way to get around this is to attach a short tank that's as wide as the orange tanks to the bottom and attach the mainsail to that. This will keep it from overheating and since I found that out a couple of days ago I now use it for all my rockets.


It's why I love the tt70 decouplers. I use them for everything - even my asparagus stage. If I have to decouple something in the middle of a gravity turn, it really helps and actually makes it possible.. most of the time. I don't do it if I have to, in the middle of a turn, but if it happens, I just go for it. Most of the time it works.
Are those the ones that stick out really far? If so, those are the one's I use as well, though I usually have to stick 2-4 of them on top of each other to give the orange tanks enough space on an 8 booster asparagus design.

250 boosters sounds crazy though! I've had a rocket with 128 I think, and at that stage I basically had to admit that my rocket design was not efficient enough and had to be redesigned.
Yeah it was nuts and that's what I mean about I can't just add a couple, I have to go full-blown rocket ********. That 250 SRB design launched a massive, 8 booster asparagus stage up to 10,000m by the way. It happened in about 15 frames as the fps slowed to a crawl. It worked but I never used it for anything because of the lag. I am also 150% sure I could never build anything like that again. It took a long time and a lot of patience and when it was done and I had no use for it, I was like lolwtf?

That's how I do it anyway. I used to have huge issues assembling a simple launcher.. but now I can sit down and put one together from scratch fairly quick. The most annoying part is figuring out staging, really, and where to put all of the decouplers - figuring out which is which.
Yup yup yup. It's pretty routine once you know how to do it but like I said earlier, the fact that Control+Z doesn't work for me means everything takes a loooooong time.

edit: I also now play fully vanilla.. Not because I'm a hipster, but at first because I couldn't be bothered to re-install all the mods. It's easy, but I can be lazy. Then I got used to it and I think it's helping me learn faster, especially docking, without any docking helpers.. no mechjeb has also made me better at moving around I think. I've gotten a lot better at docking, it's almost routine now..
Hey, now I play fully vanilla for the exact same reason! I don't even know how to add mods to the steam version of KSP but it's probably pretty simple. I just can't be assed to do it and I found that a lot of the mods I downloaded made the game break, didn't add anything useful, were super-mega OP and whatnot. There were a couple of cool ones I wanted to use like quantum struts, docking cam, mechjeb and Kethane but I never got around to it. I will probably just wait until they add those functionalities into the main game.

but mind you at times it still feels like this

Spoiler :

ud3WrTg.png

[/QUOTE]
lol inorite?

It's weird how docking is just like riding a bike. It's really tough to learn and frustrating at first and then....you just get it and it's nbd.

I'm really glad I asked my roommate to give me a mission for the game, even though he doesn't really know much about it. It made me fly to Jool with the intent of docking two craft there. Then when that mission failed, I'm glad I asked him again. He made me put together a space station.

And now I can dock and it's not so bad! Makes me feel like I was an idiot all along. I also wish I had more time to play the game - this opens up a lot of doors for a lot of cool missions.

I've only ever docked the regular clampotron docking ports, never a sr. Those sr. ones look like they'd be perfect for putting together a larger interplanetary ship - in the sense that everything would be a lot more stable. Is this primarily what it's used for - putting together larger structures like space stations and larger interplanetary craft? It also for some reason seems like they'd be harder to dock.. but I'm not really sure why.

Yeah I wish I had more time as well. Every time I play I end up wasting an entire day and I just don't have many days I can devote to a game like that.

I haven't used the clampotron sr yet either but I'm pretty sure they are for bigger ships and sturdier construction like you said. For my upcoming Laythe mission I'm going to use them for sure. I'm also thinking about building an enormous orbital wheel space station (like the one in 2001: a space odyssey) and if I do I will have to use those big clampotrons for structural strength. It's going to be enormous...but Laythe first, I still have time to beat you! :lol:
_______________________


So I'm on my laptop so I don't have any more pictures to show you but I did a couple of big missions yesterday and this morning (at 3:30am b/c the damn puppy woke me up).

So the first big mission was right after I launched the monolithic refueling depot. I realized it didn't have much RCS fuel and had no Xenon fuel, so I needed to add that capability. I started off by designing a craft with lots of RCS and Xenon and it was just supposed to dock with the depot and supplement it. But in typical fashion, once I started building it I couldn't stop. I kept adding capabilities until it turned into this general-purpose orbital utility vehicle (first picture in my last post). It has room for 5 Kerbals so I can use it to shuttle Kerbals around on orbit. It also has enough fuel and that I can go out to rescue stranded Kerbals in orbit and enough thrust that I can use it like a space tug. It also has 4 RTG's so that it can provide power to dead ships even on the dark side. It has no dedicated purpose really, other than to provide extra RCS/Xenon fuel for the depot. It just seems kind of handy. I docked it and the only issue I had is that the action groups I set up to toggle the forward/reverse engines don't work for some reason so I have manually activate/deactivate them. It's nbd and I docked without incident. Oh and it has these weird batwing-like things on it that house the launch escape system; I jettisoned them before I took those pictures of it)

The second big mission was to build a dedicated low-orbit shuttle (on the right in the second picture) to move a lot of Kerbals (11 IIRC) to-and fro- on orbit between different ships and stations. It has no reentry capabilities but it does have a lot of fuel and super efficient NERVA's so it can go and dock a bunch of times before I need to top off. It was designed to launch unmanned (and thus has no escape system) and it flew without issue to the depot. At the back is a copula so that passengers can enjoy the view as they travel around on orbit.

So all that led up to my last mission. I have a rule that says you can't have more Kerbals aboard a space station than you have capsules to bring them home in an emergency. Because I forgot to take the a Kerbal out of the space station during launch (it was only supposed to have one pilot but it had two on accident) I now had 5 kerbals at the station but only enough room to take home 4 (3 on the Orbital Utility Vehicle's front capsule and 1 on the little emergency ship that launched with the station). So I had to go up and bring one of them home.

I realized that my OUV and the Orbital Shuttle don't have the capability to return a lot of kerbals and they are also much too big and complicated to do a simply ferry service. So I decided to build yet another ship that's sole job is to launch unmanned, go pick up a lot of kerbals on orbit and bring them home.

I started by using 2 of the hitchhiker containers so I can hold 8 Kerbals and designed everything around that. It has a docking port at the front that detaches on reentry and engines side mounted on a rear fuel tank that also detaches before reentry. It has 4 parachutes on one side that flip it over sideways so that it can land on the 4 legs on the side. It launches unmanned.

When I first built the module, I wanted to do some high-altitude tests so I could verify the landing system. I designed a 3 stage stack of SRB's to boost it up high in the atmosphere, unfortunately, the design was top heavy so I couldn't steer it away from the launch pad for safety without it tumbling. So I started adding more SRB's and tinkering with it before I finally had to ditch the test launcher and started on the main launcher. It's a 4 booster design that's not asparagus-staged though the boosters do all drain into the core stage and are jettisoned at the same time (onion staging). The core booster can get it up to 100km and a small injection stage I attached puts it in a final orbit, then turns around deorbits itself.

I had a TON of problems with the lander legs, they just don't want to be attached to the side. I also had a problem in that an unmanned probe core that's sticking off of the side of the rocket will try and act like the whole rocket is oriented sideways. I just turned the core on it's side so it's facing up and that solved the problem. After testing, I launched it unmanned, docked this morning and brought the extra kerbal home. It was a lot of fun but it really wasn't a huge deal and I don't know why I felt so accomplished about this little retrieval lander.

Oh one last thing - I placed the solar panels in front of the reverse engines and though they don't break off when the engine fires, they somehow magically cancel the thrust so I had to retract them to use the reverse engines. I'll fix that before I launch again.

Next up: to build a massive Science/Research station, then I can begin my Laythe Mission in earnest.


ARG I wrote too much, sorry. :[
 
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