Aaaaaand Poland can into orbit!!
Finally
periapsis 65,000
apoapsis 320,000
Yeah! Noice!
Well, looking at your rocket, you actually shouldn't need it.
Feel free to rip the design to shreds. It is really only the result of a poorly planned out evolution-like trial an error run that saw me modify previous designs until things worked just well enough to get me into orbit.
It's a solid design, I've just tweaked a few things and I'm going to walk you through asparagus staging to get the most out of this design.
*Ok, first off, ditch the nose cones on the boosters. The game uses a simplified drag model at the moment (unless they changed that without saying anything) that models drag as a function of mass. So the heavier something is, the more drag it creates. So those nosecones add mass, which perversly
adds drag. This drag model will change in the future, but for now the nose cones hurt your design.
*Delete the bottom delta wings on the booster cores and either replace them with the canards you use on the upper stages or with an AV-8 winglet (or is it called a fin--IDK, but it's the AV-8). I've never had luck with canards, but the AV-8 works like a charm. Those delta wings don't move on their own, which means all they are doing is adding mass and drag since they only create lift when mounted horizontally.
*Delete all of the extra ASAS pods on the boosters and the core. ASAS is not cumulative, and an ASAS pod does not add SAS functionality. Place a decoupler under the capsule, this way you can break the capsule off of the orbital stage for landing. Under that decoupler, place a single ASAS pod. This will control all of your winglets and RCS thrusters (when RCS is switched on) for the entire rocket. Delete
all the other ASAS pods other than this one.
You could add SAS (not ASAS) pods to your boosters, as SAS is cumulative (adding more SAS pods adds more torquing ability, adding more ASAS pods does not make the winglets or RCS thrusters or thrust vectoring work better). But this design really shouldn't need the extra SAS if you get the fins/winglets right.
*Delete the canards right below the capsule. They won't work in space and aren't needed. I showed in this pic that you should also delete the canards below that set, but actually you should keep them or replace them with AV-8's. My bad on that mistake; that stage does need some sort of control surfaces.
*You only need one radial decoupler for each of your side boosters. All the extra ones only add mass and are redundant. Replace all of them (except the top one) with struts. If you find that the side boosters collide with the main core after seperation, attach some Sepatrons to them and make sure they are turned facing inward using the QWEASD keys. Also make sure the sepatrons are staged to go off at the same time as the decouplers and make sure that they don't face directly inward and are close to the central core or they'll detonate the central fuel tanks. The sideways firing sepatrons will push your booster stages safely away from your core stage when you drop the boosters.
*I'm not sure what all you've got on top of your capsule. I would suggest attaching a docking port (so that you can practice docking and it will also make rescue missions easier) on top and attach radial parachutes to the side.
*OK, asparagus staging. So I drew some orange lines that stand for fuel lines at the bottom. That is to make your rocket asparagus staged, which will dramatically increase performance. Let me explain:
Asparagus staging makes it so that your side boosters fall off in a sequence instead of all at once. It also makes it so that the boosters that are next to fall off are feeding fuel into the other boosters and the core, so that each time you drop a booster off, the remaining boosters and core are still fully fueled.
To do this, look at the first tank (marked A). Attach a fuel line that goes from A to B. Then attach a fuel line that goes from B to C (the central core). When you place a fuel line, fuel flows from the tank you first stick it on to the one you place the other end on. So you do attach them first to A, then to B.
Now, do the same on the other side of the rocket, starting with the booster that is exactly opposite to A. Finally, in the staging side bar of the VAB, make all of the engines fire in your 'last stage' (the one at the bottom of the list). Above that, place the decouplers for the A booster and the one directly opposite to that in their own stage. Then, in a stage above that, place the B booster and it's opposite into their own stage.
Now, when you take off, all engines will fire, with the A stage and it's opposite fueling both the B stage and it's opposite and the central core. Your A stages will run out quickly; don't worry about this. Dump them when they empty with space bar. You will now have your B stages and the core, fully fueled and still flying. Dump your B stages when they empty, leaving just a fully fueld core. Then fly everything like you did before. You will find your rocket will go much further with the same amount of fuel. You can add more booster cores this way, you just add more links in the daisy chain.
One last thing: attach the fuel lines to the
bottom tanks in each stack.
This should help. Though it may seem like I changed a lot, really, the overall design is solid, these suggestions are really minor tweaks.
It was actually 33%.. but.. shortly after that I improved my design and went up to being able to comfortably boost it up to 66%-70% for the first little while anyway.. Yeah, I have SAS on.
I think that if you add the fins where the delta wings are, it should fly with more stability. Everything looks good though. Oh, and those big mainsail engines you are using tend to overheat fast so you will never really be able to turn up thrust to 100% anyways. But they are good engines overall, I use them all the time.
Every once in a while my rocket will just start spinning out of control, like it's losing its centre of gravity or something. It usually happens shortly before my bottom stage is almost out of fuel.. which makes sense, because the centre of gravity is slowly moving towards the front as you burn, so the rocket should in theory start slowly veering off course. I guess? That's how I explain it anyway.. It's a shame though, because then I have to detach that section and move onto stage 2 early. It also means that I have to go a bit slower when my rocket is still in 1 piece but I'm fairly high up and there's very little atmosphere. but I suppose that must be normal. I must figure out a way to design my rocket so it's not so.. unwieldly.
Yeah that could be it, but I think it's a lack of usable fins that are hurting you. If you make the suggested changes and are still having issues, let me know and we'll work out what's going on. Also make sure your RCS is activated along with your SAS when you are high in the atmosphere. Even if you have an ASAS module installed and the SAS is turned on, if the RCS isn't turned on, they won't be usable to the ASAS system.
I just got out of orbit, reentered the atmosphere, deployed my parachute, and then promptly crashed into the ground and exploded.. i'm guessing because my upper stage weighs too much. I guess I should be jettisoning everything except just the capsule right at the end...
You want to attach a decoupler right under the capsule so that you can dump the orbital engine and tanks right before reentry. They add a lot of mass which parachutes struggle to cope with. What this means is that when the chutes are in drogue mode (not fully opened, they fully open at 500m above sea/ground level) they will not be able to slow the whole thing down enough for a safe full deployment.
When they do fully deploy, if you are going to fast, the sudden, massive g force created by the chute drag will rip everything apart. If you only have a capsule to land, you won't have this problem.
Oh and make sure you are not time warping during parachute deployment, it screws up the physics something nasty.
Let me know if there's anything else that needs looking at.
Again, I hope I'm not coming off as condescending, I'm just trying to pass on the fruit of my own laborious trial-and-error.
It can look great all it wants, the real question is if it'll actually do what I built it to do!
Don't you love how you can restage everything in flight now?
I hated it when in versions before .18, you would spend hours on a mission only to find out you had mistaged some part that caused the whole mission to fail.
