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currently, i try to get big rockets into the orbit and refuel on minimus using functional (tested) predesigns.

with the last version i do a successful launch and the rocket crashed every time on the same height (about 100m above the launchpad) into something. it's like crashing into an invisible ceiling.

is it the complexity of the rocket or a bug of the game? (the preversion gets into the orbit!)

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First, welcome to the KSP forums, _bf.

What you describe is not normal, it should not happen. It's very hard to say what is going on in your game though, because you're giving us very little to go on.

Can you create a screenshot of the craft on the launchpad at least? By default on PC, F1 will create a screenshot, and you can upload it to a service like imgur and link it in your reply in the forum.

You might also consider uploading the savefile so we can test what is happening: load unto the launchpad as normal, then with Alt-F5 give the savefile some specific name, and upload it somewhere (dropbox?).

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here are the screenshoots:

https://www.dropbox.com/s/q639vcfuphlpmao/screenshot7.png?dl=0

https://www.dropbox.com/s/6gv98jzva37fglf/screenshot9.png?dl=0

https://www.dropbox.com/s/de3nkjubwltm9fd/screenshot10.png?dl=0

https://www.dropbox.com/s/bmxbtb3d0fce8lp/screenshot11.png?dl=0

https://www.dropbox.com/s/mvt0edu3pn51nel/screenshot13.png?dl=0

i have removed 2 of the 4 2nd boosterpacks and now i get into the orbit - could it be that the a link brake up? (boosters are inactive)

on the 2 last screenshoots the debris go up without any gravity or drag.

Edited by _bf
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On 5/25/2017 at 7:29 PM, _bf said:

here are the screenshoots:

I see a lot of boosters very densely packed together, and other than the struts at the top it's unclear how you keep them from flexing and bumping into each other and the center stage. Note that the quad adapter at the top alone is not enough to keep four kickbacks from flexing and hitting each other... you have to strut at the bottom too (or use auto-struts, under the advanced tweakables) to keep all that thrust in line.

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9 hours ago, swjr-swis said:

I see a lot of boosters very densely packed together, and other than the struts at the top it's unclear how you keep them from flexing and bumping into each other and the center stage. Note that the quad adapter at the top alone is not enough to keep four kickbacks from flexing and hitting each other... you have to strut at the bottom too (or use auto-struts, under the advanced tweakables) to keep all that thrust in line.

i use many of the struts to keep everything there where it should be. some of them one by one or with the symmetry count. i could be a lot better when some of the original game parts are here to keep the things together. why isn't there a function to connect parts two times with another part?!? for example two side decouplers for a booster.

maybe some of the struts cause the "bug" in my design. :wink:

10 hours ago, Kerbal101 said:

@_bf Careful with couplers, because they are actually splitters and couple only 1 joint in VAB/SPH. They couple completely only when docked live. Please examine this thread.

thanks for the info.

when i used the coupler the first time the boosters didn't stay in position and it get worsed after the launch til they "decoupled" by themselfs. so i use struts everywhere! struts = the duct tape in ksp!!!

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