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Irfzwan

Getting to orbit in RSS

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Hello everyone,

Is there a way to make orbit in RSS? I was worst at making rockets (probably) and I hope you guys can give me some tips.

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What other mods do you have going? Usually, RSS players have some of these mods.

Ferram Aerospace Research: Makes aerodynamics more realistic, and in particular gives reentry vehicles more drag.

MechJeb or Kerbal Engineer Redux to help design vehicles

Procedural Parts and Procedural Fairings: helps make very large, very small, and oddly shaped parts.

One of these three:

SMURFF: Brings stock propellant tanks and engines more in line with reality, but without all the complexity of Real Fuels

Realism Overhaul: Includes Real Fuels and a wide variety of real-world engines, along with a truckload of other tweaks

Real Fuels-Stockalike: Brings stock parts into line with reality, using Real Fuels, and all the complexity that comes with (ullage, cryogenic boiloff, etc).

The reason for the last three is simple. Because Kerbin is so much smaller than reality, Squad balanced things by making fuel tanks extremely heavy (9:1 full:empty, versus real-world tanks that can exceed 30:1), and by making engines very heavy relative to their thrust output. They also pegged engine specific impulse at approximately the level of the common hypergolic propellants (hydrazine/MMH/UDMH as fuel, NTO as oxidizer), whereas you can get slightly better performance with cryogenics like kerosene-oxygen, and much better performance with hydrogen-oxygen.

All three of these correct these much closer to real-world values, which helps partially with getting to orbit. In particular, you'll generally find real-fuels stages will often have more delta-V and burn longer, because with lighter-weight tanks and engines, there's less incentive to stage off fuel tanks and engines. Also because the delta-V requirements are so much greater, but that's what you're trying to address.

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Hi, @Irfzwan, and welcome aboard!

Getting to orbit in RSS is the same as getting to orbit in stock, but more so.

To get to LEO, you'll need about 9.4km/s of delta-v.

You'll follow a standard insertion, but you can go higher and fall back down if you don't have enough TWR.

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Alright, thanks for the tips guys, I will be trying to get to LEO this time in RSS.

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