I'm still working on this design, but it does indeed fly. It doesn't handle physwarp too well (although it can manage) and it does use a bit of intake spamming, but, hey, just last week I didn't even have one working SSTO, and this one can get clear out to Eve, possibly farther, so I'm still proud of it. .craft file download (mediafire) Action Groups: 1- Toggle jet engines 2- Toggle aerospikes (use sparingly; use nuclear as much as possible once high enough) 3- Toggle nuclear engine ABORT- this may be completely unnecessary, but I decided to include an emergency recovery system to eject the capsule in the event of a catastrophe while leaving the atmosphere. Once clear of the ship, mashing spacebar will deploy the parachutes. This is recommended for use only at or near Kerbin, but the RCS fuel tank and a few thrusters do come away with the capsule just so you're not totally helpless if you blow up far from home. Yes, I did use ASAS instead of the Avionics Package. I'm probably doing something wrong, but I've had much better luck with the former than the latter. Maybe someone can help me with that? It doesn't really cause problems unless physwarp is on, and even then the Avionics Package might not fare much better. I need to do more tests. May contain trace amounts of inspiration and design points from the ZoPL Kiwi by zekes (although I promise it was built as an original craft in the SPH; I can't even load the Kiwi in my game for some reason). As I said before, this is under development, so it'll hopefully show marked improvement in the future.