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Found 11 results

  1. Mephisto Metalworks and Aeronautics. The Future is now. Link to Kerbalx-Hangars: https://kerbalx.com/Mephisto/craft XR-Series: Go everywhere - Kerbol Exploratory Latest Version is the XR-06 Ranger Mk III SSTA with attached Javelin Eve Landerfor four Kerbals https://kerbalx.com/Mephisto/XR-06-Ranger-Mk-III-Grand-Tour-with-Javelin-Eve-Lander Older Version is the XR-02 Ranger Mk I https://kerbalx.com/Mephisto/XR-02-Ranger-XR-04-Agamemnon-SSTA-and-Eve-Lander Four different crafts in one package: Ranger is a powerful SSTA, Agamemnon is a lightweight Eve lander and ascent vehicle, Tycho is the final stage of the Eve lander and can be docked into Ranger's service bay. Brahe is a moon truck addon for Tycho. Both can fit into Ranger's Service bay. The XR project was built upon results the older X-84 Akkadian / Ishtar project: Fly to every moon and planet in the stock solar system as well as in the outer planets mod and collect science with three Kerbals. The take-off-weight of Ranger SSTA / Agamemnon Eve Lander Combo is 30 t lower than the Akkadian / Ishtar at 120t. XR-01a Tycho Space Sledge https://kerbalx.com/Mephisto/XR-01a-Tycho-Space-Sledge XR-01b Brahe Moon Truck https://kerbalx.com/Mephisto/XR-01b-Brahe-Moon-Truck XR-02 Ranger https://kerbalx.com/Mephisto/XR-02-Long-Range-Scout-Moho--Tylo--Laythe--Kerbin XR-03 Ninsianna Eve Lander and Ascent Vehicle (32t, for Beginners) https://kerbalx.com/Mephisto/XR-03-Ninsianna-Eve-Lander XR-04 Agamemnon Eve Lander and Ascent Vehicle (26t, for advanced Players) https://kerbalx.com/Mephisto/XR-02-Ranger-XR-04-Agamemnon-SSTA-and-Eve-Lander XR-01 a/b Tycho / Brahe combo XR-02 Ranger SSTA XR-03 Ninsianna Eve lander with 32t Ascent Vehicle XR-04 Agamemnon Eve Lander with 26t Ascent Vehicle XR-02 /04 Ranger SSTA with Agamemnon Eve Lander - 120t take off weight. Enough oooomph for every planet and moon. XR-08 Behemoth Multi Mission SSTA 30t to Minmus, 10t to Tylo surface and back (with ISRU...) https://kerbalx.com/Mephisto/XR-08-Behemoth XR-08 Behemoth with Space Station https://kerbalx.com/Mephisto/XR-08-Behemoth-with-Station Dolphin Mk V Mini SSTO https://kerbalx.com/Mephisto/Dolphin-Mk-V XS-Series Extra Small to orbit: Small is the new big, thought the marketing guys. Here's to space on a budget. XS-01 Viper - upload pending- Viper is a lightweight, single use crew transfer system with a rapier and an ion stage. At 30 parts and 5.5t take off weight, it brings one Kerbal into orbit with 7.600 m/s dv left. This should suffice for most destinations in the Kerbol system. Fancy stuff like landing gears or parachutes is omitted. Just power up the engine and fly. TWR in orbit for the ion stage is 0.3, which is fairly reasonable. In order to not only bring pilots into space, it has drone core equipped. XS-02 Sparrow - upload pending - Sparrow is a light weight single stage to orbit concept with one rapier and one ion engine. At 6.3t take off weight, it brings one Kerbal to orbit regardless of profession. As the ion engine only has an TWR of 0.07 in low Kerbin orbit, getting somewhere is a game of patience. XS-03 Sparrowhawk https://kerbalx.com/Mephisto/XS-03-Sparrowhawk-RapierIon-SSTO-to-Minmus An improved version of the Sparrow, the XS-03 Sparrowhawk has significantly greater ranger and twice the thrust in low orbit. Now even with landing gear.The larger battery pack as well as the quad ion engines allow for sustained ion burns of app. 250 m/s. The TWR of 0.12 in LKO is fairly reasonable for ion engines. XS-04 All-Seeing Eye https://kerbalx.com/Mephisto/XS-04-All-Seeing-Eye The latest excrements in ore surveillance technology. Also knows your bad habbits and browser history. Comes equipped with ressource scanners, regular and relay antennas as well as repeateable science experiments. Powered by "a excrementsload of batteries and some spare ion engines", as the designers at the Kerbal Space Center put so eloquently. Comes with solar panels. Has roughly 15.000 m/s dV with ion engines, so evading it by moving to Dres or Eeloo seems kind of futile. Better use that incognito mode in your browser more often.... XS-05 Mighty Flea https://kerbalx.com/Mephisto/XS-05-Mighty-Flea-3t-Micro-SSTO 3t to orbit in a single stage. Kerbal included. No science experiments, no shenanigans. Mephisto. (To infinity and beyond.)
  2. Hey guys, i'm designing a SSTA ( Single Stage To Anywhere ) and i'd just like to know the Delta V i need ( at least, stopping to mine at any moon is ok ). Thank you
  3. X-84 Akkadian at KerbalX The X-84 Akkadian is my attempt at the Ultimate Challenge: Visit every body and moon in the Kerbol system. As a bonus: visit also every planet and Moon in the Outer Planets mod. The vessel consists of three parts: - X-84 Akkadian SSTO - X-84a Ishtar Eve Lander - X84b Traveller Probe core The Akkadian is the workhorse of the mission: It is able to lift itself and the Eve lander into low Kerbin orbit. It has enough delta V to reach Moho from Eve. Enough thrust to land and take off from Tylo or Slate. And, it is sufficiently aerodynamic to land and take off from Tekto. Three Kerbals can travel comfortly and collect science from almost everywhere, except Eve. The Ishtar Eve lander is being lifted to orbit and carried through space by the Akkadian. All is needed are four additional Whiplash Engines and some wings. In order to save some weight, the lander is only equipped with a command chair for one Kerbal as well as some basic science experiments. Also on board is the Traveller probe core. The Traveller probe core is the key to fullfill the Ultimate Challenge: the contract requires a command module or probe core to land on every single planet and moon. As the Akkadian cannot land and take off from eve, and the Ishtar is not built to travel to every other body, the Traveller Probe core is the solution inbetween. It will land on Eve with the Lander. After reaching orbit again, the small probe will dock with the SSTO for the remainder of the voyage. The vessel is surprisingly cheap: the whole package costs under 300.000 Bucks. Take-Off weight from the runway is under 150t. And, practically no clipping was involved. Some specifics for the Akkadian Maximum mass: 109t Max Liquid Fuel: 10180 Max Oxidiser: 4620 Crew capacity: 3 Krew Range and Fuel Profiles: Max Range (10180 LF / 0 Ox): 7023 m/s dV Low Ox (10180 LF / 1000 Ox): 6400 m/s dV Max High Thrust, Chemical Rockets only (3892 LF / 4620 Ox): 2592 m/s dV Use Max Range, if target has low gravity suitable for Nerv only landing (Gilly, Ike, Bop, Pol, etc.) Use Low Ox Range, if target has medium gravity and Nervs require assist from Aerospikes / Rapiers (Moho, Duna, etc.) Use Max High Thrust for landing and take-off from Tylo. Remember to pack additional LF (800-1000 LF) for take-off from Tylo and transfer to Pol. Engines 3x Rapiers (Action Group 1 to toggle, AG 2 to switch mode 2x Nerv (AG3) for interplanetary travel 2x Aerospike to provide additional thrust for high-G landings (Tylo) or more efficient Oxidizer use. Aerospikes have 340 sec vacuum ISP vs. 305 sec from Rapiers in rocket mode. Also, it has 4 detachable Whiplash Engines to lift the Ishtar Eve Lander into Orbit. Ishtar Eve Lander The Ishtar Eve Lander is built to be lifted in front of the Akkadian into Orbit. For this, it has a detachable set of wings and control surfaces. To provide the necessary thrust for ascent, the Akkadian has four detachable Whiplash ram jets. The Ishtar has a first stage with one Vector engine and six asparagus-staging drop tanks, the first two with additional Aerospikes. The second stage is powered by one Terrier and two drop tanks with Sparks. The whole ascent vehicle has enough delta V to reach orbit from sea level with moderate skills. (You’ll have to know the atmospheric properties and general Eve ascent profiles, though. When in doubt, search the KSP forums or watch Eve ascent videos on Youtube.) Maximum mass: 56t with wings, 49t lander only Science Complement: 4x basic experiments (Thermometer, Accelerometer, Barometer, Gravioli Detector) Electricity: 2x solar panels in the Traveler Probe, 2x fuel cells on landing legs.
  4. Hi, all! After a lot of help and guidance from you wonderful people over the last month or two, I went from building Single-Stage-To-Nowheres to building compact and capable Mk1, 2, and 3 spaceplanes that happily deliver station modules into orbits all over the Kerbin system--and look good to boot. With active stations and surface bases on Kerbin, Mun, and Minmus, my 30+ Kerbonaut fleet is finally put to use, and the time between transfer windows is actually as fun as the interplanetary stuff. Life is good. Thank you! ...But now a Jool window is coming up, and I want to take my new Bachelor of Science degree in Spaceplane Engineering and apply for a Masters program. If I have a spaceplane that can take a 10t payload to LMO and return with 5% fuel left, could I just put an ISRU in one half of the cargo bay and extra fuel in the other--enough Delta V for a Jool transfer, etc--and make the Laythe trip, simple as that? Or does a spaceplane need to be designed with Laythe in mind? How does a spaceplane behave differently there? Is the ascent profile the same, with slightly different altitudes in mind, or is it fundamentally different? How do engines behave? What did YOU learn about spaceplane design when you started going interplanetary that you think might not be obvious to a Kerbin-system SSTO builder? What did you learn when you started going to Laythe? Thanks!
  5. Hey guys! Well I finally managed to make a working SSTA. I'm quite proud of this one. I usually just carelessly build spacecraft fast and forget things like solar panels, batteries ect. but this time I actually took my time in the SPH hanger and it turned out flawlessly! Well almost. (Forgot reaction wheels. ) This SSTA has VTOL engines, a functioning RCS system and enough DV to begin with to get to Duna or do a Minimus round trip without refueling. It also has four seats so you can easily put a pilot for control and an engineer to speed up mining. The VTOL engines are nicely balanced so landing on Duna with these will be a piece of cake! I still haven't tested its re-entry capabilities but I went up to about 1400 m/s before burning out on Rapiers so I assume it will be fine. The COM/COL placement might be bad so I am going to place an octagonal strut to mark the COL. This helped when I designed an aircraft launched shuttle because the shuttle carrier had stall problems. Download is coming soon. Still got tweaking to do so I thought I'd just put this here. Also Action group list + how to fly tutorial coming with download so stay tuned! Fire
  6. Waiting on Procedural Parts and Wings to catch up to KSP 1.2. I was encouraged to make additional and preferably older Trek ships. On my way to finding and settling on the Excelsior Class known for USS Enterprise B, I stumbled on this one. I figured it would be a breeze since this, the Nebula class, is very similar to the Galaxy Class. I also went ahead and did this because ships in this class tend to do patrol and courier missions, and sensor sweeps, and the tail-mount up top seems to generally hold the scanner parts! Deciding this a very worthy ship to be Kerbalized, and to serve in KerbNet I ensured that there is some cargo space. Since the tail-mount is different per ship in the Nebula Class, I made it to be swappable via senior Clamp-O-Tron for whatever other purpose or specifics you have. Specs and tips: Carries 49 kerbals but there's plenty room to add more crew cabins. (The part count is nearly 200 so there already isn't more of them.) Saucer section is Procedural Parts with 18m diameter and Kerbal Hacks: Procedural Parts Textures. Elliptical caps inside the nacelle fronts are Procedural Parts Extended. Neck is a stock Structural Pylon. Tail mount is B9 Procedural Wings Modified. Most other body parts include Mk2 Stockalike Extension. The visible Mk2 engines are Ion drives from the aforementioned mod, purely for aesthetics. The warp drive is GN Drive from Mobile Suit Gundam 00. It provides its own RCS translation power but not rotation power. It might not show up in Staging. Tweakscale. Nacelle lights are Surface Mounted Lights for Self illumination. Right-click a GN Drive and turn on Trans-AM to use warp/kraken/whatever speed. Do not use in atmosphere with this ship. The tail might burst or disorient the ship. This drains the engines and ends itself then. If you only have one drive (lose one by damage?), you may lose this option and a portion of your agility. The fuel is locked inside the Mk2 tails on the saucer to not get wasted by the RCS. On spawn at runway, press 3 and kill throttle. Then you can safely detach clamps. The real ship does not have visible impulse engines so there's no "T1" or "NF" stuff here. Action groups: Toggle Ion and Warp Drives. - Make positive gravioli. Toggle Antigravity. Downloads: KerbalX
  7. Waiting on Procedural Parts and Wings to catch up to KSP 1.2. An incredibly faithful and highly functional replica for you to download and drive. Room for 49, excellent bridge view and it has room for a small 2.5m craft! If anyone asks, I'll post additional editions without the warp drive, without the lights, or just the hull. It just came to me and I recreated this awesome ship. Due to the nature of the GN Drive that makes it all work, only two of the pure drive can fully function in a given ship. It is self-powering and near-perpetual. There's the lesser GN Drive Tau part which has high demand for electric charge and has its realistic ups and downs, and any number can be safely installed but those are not important for this post. This also enables you to easily and comfortably land and take off at your favorite impossible planet. Full Gallery: http://imgur.com/a/9KicG Specs and tips: Carries 49 kerbals but there's plenty room to add more crew cabins. (The part count is nearly 190 so there already aren't more of them.) Saucer section is Procedural Parts with 18m diameter and Kerbal Hacks: Procedural Parts Textures. Neck is a stock Structural Pylon. Abort action group will activate its decoupler function and the saucer's engines. Unfortunately, since the root part is in the secondary hull, the neck remains with the saucer. Trying to change the root part and fix that has caused my game to crash every time. On separation the saucer's root part becomes the pylon or another awkward part. Most other body parts include Mk2 Stockalike Extension. The visible Mk2 engines are Ion drives from the aforementioned mod, purely for aesthetics. The warp drive is GN Drive from Mobile Suit Gundam 00. It provides its own RCS translation power but not rotation power. It might not show up in Staging. Tweakscale. Cosmetic D-NF edition requires Near Future: Electrical, Propulsion and conditionally, the Infinite Electricity cheat. D-T1 edition sacrifices all Near Future parts for less mod dependency. Contains eight stock RTGs in each major section for 12 EC/s total power generation. It's named T1 for the T1 Toroidal Aerospike engines. Nacelle lights are Surface Mounted Stockalike Lights. Right-click a GN Drive and turn on Trans-AM to use kraken speed. This drains the engines and ends itself then. If you only have one drive (lose one by damage?), you may lose this option and a portion of your agility. The fuel is locked inside the Mk2 tails on the saucer to not get wasted by the RCS. In D-T1, also check the flat white disk between the convex surfaces as to not waste the LFO in that. In D-NF, this disk is a structural element, not a tank. Considering Kerbals now pass out from excessive Gee in KSP 1.2, and this ship uses acceleration, its crew in this situation will be in for many great times. Action groups: Toggle Ion and GN Drives. Toggle Impulse drives. I advise you only use those (especially the LFO in the D-T1 edition) on saucer separation or you might waste the fuel. Toggle Antigravity. [Abort] Activate impulse drive and separate the ship. Launch sequence: Press X, 1, 3, Spacebar. Downloads: Moddier, cheatier "D-NF" edition (Now on KerbalX) Less moddy, less cheaty "D-T1" edition (Now on KerbalX)
  8. KRS Persistence N-S II - A Dream Completed At long last, the dream which has inspired over 440 hours of in-game time has been completed! When my eyes saw the wonder that was the ISRU units and the mining drills a couple hours into the game, I knew immediately that what I wanted to build was a rocketship that could travel to and land anywhere it wants, refuel, and return, carrying a bold Kerbal crew and all science experiments as well. In practical terms, this meant a rocket which could take off from Kerbin, travel to Minmus without refuelling beforehand, land on Minmus, refuel and then travel elsewhere with good delta-V to spare. The KRS Persistence N-S II is the pinnacle of all my spacecraft, and it represents the culmination of countless engineering mindset breakthroughs as well as a well honed piloting ability. Its maximum delta-V, travelling on the nuclear engines alone, is 6533m/s if my calculations are correct. Its takeoff flight plan is moderately complex. At launch, turn on the chemical engines only with the chemical rockets action group, then start performing a gravity turn at roughly 50m/s. I typically nudge it a small amount at 50m/s, then set autopilot at prograde after 2500m altitude. At approximately 5000m altitude, turn on the nuclear engines with the nuclear engines action group, and continue performing the gravity turn. Keep both nuclear and chemical engines on until the chemical rockets run out of fuel. Stay with the standard gravity turn until there is one minute left until apoapsis, then set it back to stability assist and hold until circularization of orbit happens. At this moment, you should have enough remaining fuel to travel to Minmus and land if you aim at Minmus accurately. This might take some practice. Action groups: 1. Toggle Radiators. 2. Toggle Cargo Bay Doors and Drill Deployment. 3. Turn on Drill. 4. Toggle Chemical Rockets 5. Toggle Nuclear Rockets. Lights: Turn on/off the two lights. Gears: Extend/Retract the landing gear. Naming: KRS Stands for Kerbal Rocket Ship, N-S stands for Nuclear-Science. I've made an S-S, Solar-Science version as well, but the Nuclear one has reliable electricity across the entire solar system. Download: KRS Persistence N-S II Download Link (KerbalX) Notes: This post was finally posted after weeks upon weeks of procrastinating on doing so, because I wanted to make this grand post showcasing all the SSTAs I have built, as well as my space stations and shuttles... but I realized that the problem was that I was taking too large a bite in one go, so I opted for this first. So... thoughts?
  9. I give you my newest spaceplane, a self refueling SSTA (although, it most definitely won't come back from Eve). It's already done a mission to the Jool system and back stopping on Minmus, Duna, Ike, Laythe, Vall, and Pol (and then Duna and Ike again on the way back). It also includes an orbital scanner so you can choose the best landing spot for refueling. https://kerbalx.com/nestor_d/OSP-Mk31-Firebird Here's an album of the first half of the mission:
  10. This is the KSS Voyager, it's mission to boldly go where many Kerbals have gone before, just better. It is a completely stock MK3 spaceplane that can single stage to orbit from Kerbin and any smaller worlds. It can land like a regular plane in atmosphere or also VTOL on any rocky body in the system, I think even Tylo (not tested yet, I'll get back to you). It can refuel itself and return to Kerbin again. I even think it can SSTO, land again and then SSTO again (again not tested, the dV is there though). It is super easy to SSTO on Kerbin, almost boring you could say. Below is a video showing ascent from Kerbin and descent on Duna, enjoy. I hope @SpaceplaneAddict gets a chance to test it for SCF this week. To SSTO from Kerbin, Rapiers on and full pelt for the end of the runway, don't bother trying to lift off before your wasting time and fuel, before the end of the runway, RCS on for a little helping hand, it's not strictly necessary but you will save yourself a few heart pounding moments, then full up just before you leave the runway. Keep the nose rising until you can stabilise at the 15' mark, RCS off. Leave it there until about 5000m, if you have not broken 400ms by now shallow out a bit to about 5' until you have and then steepen to 10'+ and let it go. It's a pretty hands off operation. You should reach around 1000ms by 10km, if not shallow a bit, if so let it go, let it go, I have two girls can you tell? Now you want to keep rising and go as fast as possible by 20km, at 20km get ready to hit action group 1. You should be lined up just above the prograde marker by now, right click one of the rapiers and check the thrust, it will be dropping past 200kn by now. Keep an eye on your speed it's probably still ticking over multiple digits, when it slows to ticking over single digits it's time to switch mode on the rapiers with action group 1, probably at about 23km. Change your SAS to follow the prograde marker and wait for you apoapsis to hit the desired height. Personally I don't want to run out of oxidiser because I might need it to land on another world so about 82km seems about right. Once you have reached over 50km in height and drag is not an issue action group 2 to open the rear bay and ramp, action group 3 to turn on the nukes, action group 4 to turn off the rapiers. You should only have at most a couple of hundred ms to circularise and we can do this on the nukes, it's about a minute and a half burn. You can deploy the radiators with action group 5 before turning the nukes on. I have found that timewarping instantly heats the radiators up, I don't know why, don't worry they will be OK for the burn. Excellent! Now you are in orbit you need to decide where to go, with 3200ms you can go a lot of places. PSA you want to land on fairly flat terrain, sloping slightly downwards or upwards is fine as long as it is not sideways. Download Action Groups 1. Switch Mode on Rapiers 2. Open Rear Cargo Ramp and Rear Cargo Bay 3. Toggle Nuclear Engines 4. Toggle Rapiers 5. Toggle Radiators 6. Toggle Airbrakes 7. Open VTOL/Mining Cargo Bay Doors 8. Toggle VTOL Engines 9. Toggle Solar Panels 0. Toggle Ladders *Note I use SSTA in it's casual form not it's literal, though it can undoubtedly get to Eve, it's not coming back.
  11. Have you ever wanted to do the Jool 5 challenge in a single stage? Flag every rock on the kerbol system in the same emission? Well now is your chance! Introducing the Arrow. With enough oomph (that's the technical term) to land on Tylo and take off again, quite literally, Eve is the limit. As in, Eve is the only place you can't take off from, not that you can't end your Grand Tour there! But hey, I'd say every other place with a solid surface is good enough, for today at least. And before I go any further, huge thanks to @TAL, whose amazing video in the SSTO thread got me started on this road. Спасибо! How do you do such things, you ask? Well, with a lot of fuel, basically. Plus, the ability to mine even more fuel, meaning you range is limited by your piloting skills, mostly. Land vertically like a rocket on some airless moon, open the cargo bay ramp, and start drilling away to your heart's content. Being RTG-powered and using a single big drill, it doesn't care about local insolation or ore concentration, given enough time, it will fill up the tanks and allow you to continue with the tour. It can take quite a bit of time, tough... It also has docking gear, though I don't really know why you would use that, other than the shielded docking port being an awesome heatshield. Still, I wanted the option of super-powerful RCS to control attitude, so why not. And regarding reentries, the wing loading is kind of... well, to put it bluntly, it has very little wings. I know it looks like a plane, but it is mostly a rocketship, if you want to glide it down you'd better make sure it's fully empty or you will find it only flies because the Vectors can give it quite the kick in the pants (and if you have some remaining fuel, make sure it's on the front of the vehicle) . For everywhere else with less than one bar of pressure, I'd say fly it like a rocket, ass first. Oh, and did I mention I packed all of the goodies into 75 parts? Yeah, it wouldn't be one of my builds if it didn't have a low and round part count. Now, onto the rest of the flight notes... they are not that many to keep in mind, unless you want to tackle the ultimate mission, the dreaded "Tylo run". Let's get on with it, bulletin style: -Of course, remember to control form the front-mounted docking port, otherwise things won't make any sense. Made a note somewhere to mention that so you know, just in case. -Make sure that your vertical landing speed is less than 4m/s on high gravity landings, too, or you risk breaking something. -You can tailstrike when taking off. I was going to solve that, but my testing team* cheerfully informed me that I should leave things as they are, since this way the takeoffs are "more fun". When there is no air for the wings to help, the use of a suitable terrain ramp is highly encouraged, BTW. -The nuke is for space, the high TWR Vectors for takeoff. That is generally true, and will serve you 90% of the time, starting with liftoff from kerbin. You always want to burn the low Isp propulsion first in order to maximize dV... -...but that is not always true. In order to make Tylo, you have to save the high TWR propulsion for last, and still have enough dV to get you to low Tylo orbit. Empty the Mk3 adapters surrounding the main fuel tank of oxidizer in that case, so you have a bit more dV on low thrust mode to get to Tylo from Bop with just enough LFO mix to make the landing. I am by no means saying that is an easy thing to do, as @PointySideUp can attest to. But it can be done! -Other fuel loads would apply to other challenging mission plans (i.e: to make it to Moho you need to load just enough oxidizer for the final landing, so you have enough dV on the nuke to get there). But those are untested, and while easier than Tylo, I can't do all the work for you guys, right? Experiment and tell me how it goes! -Kerbin takeoff, OTOH, is pretty simple and straightforward. Just get to a 45º climb ASAP, and at about 7kms of altitude start following the usual gravity turn that you would follow with any rocket of such a high TWR, aiming for a time to apoapsis somewhere under one minute. You should make it to orbit with some LFO mix left, if you circularize on the nuke, or burn the last fumes of oxidizer to make orbit. And with a fuel flow that keeps you (mostly) aerodynamically stable the whole time, too, which was not easy to accomplish! -The only tricky part in the whole flight envelope, really, is that the Vectors provide a tad too much control authority and general... exuberance, shall we call it? As it is, you can pull enough aerodynamic stress on the first pitch up maneuver to make it blow up! So please take your time and do things carefully, if you want to go to space today. ...And I can no longer think of things to say, so that must mean I am done, right? If not, you can always ask me the questions later, so have the album and DL link already! IMGUR ALBUM: DOWNLOAD: https://kerbalx.com/Rune/SSTO-Mk-LXXX-Arrow *Many kudos to my testing crew for this project, @castille7 and @PointySideUp, for helping me put this thing through its paces. I myself would have never have found the time to properly test it, so if you see it here now it is thanks to them, give them a like somewhere on my behalf. I have LS installed, so I can't do it there and would have to make another install, which is a big bother and has killed many projects before. Besides having a ton of fun during the last couple weeks, we came up with more ideas that you will see elsewhere soon™! Rune. I have been know to be a tad too verbose at times...