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SRV Ron

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  1. An interplanetary design using both drop tanks and asparagus design. The asparagus launcher gets this into orbit and the drop tanks used by the LV-N for interplanetary burns. Launcher; Payload section;
  2. You might be able to use the thrusters to upright it. As I only see one set near the capsule and none on the bottom, lateral thrusting might do the job. I did get lucky on a Minmus probe that did that. The Duna probe I couldn't upright.
  3. Definitely, compression failure at the core decoupler allowing the booster ring and lower core to telescope into the upper stages and its SRBs. Braces and a stronger decoupler will solve the problem.
  4. Watch the G force meter. You will be surprised at how quickly it can go up as the SRB fuel nears exhaustion. For radically mounted boosters, it is the sheer and twisting forces causing failure. Proper bracing will fix that failure issue. For large powerful boosters under the core stage, compression failure can occur. The stats will tell you what happens. Vertical bracing can protect what is above from high G compression that can occur near the burnout of the booster.
  5. As those boosters burn through their fuel, the forces they place on the decouplers will increase until something breaks. Usually, the failure is caused by twisting. This example, without braces, would lose boosters halfway up. With braces, it flew flawlessly. But most interestingly, none were needed across the decoupler. The one bad thing about high powered SRBs is that once they have nearly all of their fuel burned up, the acceleration can be so great that it will crush what is above it unless you use braces. Example; Once properly braced, this design hit 15G at burnout of the core stage. It hit Kerban escape;
  6. Asparagus stages need to be dropped in balanced pairs. They have engines attached under them. You appear to be using drop tanks. Those work best in interplanetary burns. In addition, you need at least one SAS under the control module since once you get off center, your design will swap ends. Here is what a three step asparagus looks like. Note how staging is set up. This mini design will swap ends if you are not careful in how fast you make an orbital turn. The problem is in flying through the atmosphere. However, when properly set up, the design can be very efficient; Note the use of a SAS ring next to the control module. Only one is needed.
  7. With the excess reaction wheels deleted, the weight savings made a Jool mission possible. With parachutes, your lander should easily do a Mun, Minmus landing and return. The lander from my design in Career Mode. The booster was used to get all horizonal speed to zero by using the retrograde marker on the Navball. It was staged just prior to landing where thrusters were used to reduce touchdown speed to under 4m/sec. That is why you see it stuck in the background. Edit, saw the parachutes.
  8. Solar panels would be a plus. Batteries will die, even with everything powered down, on interplanetary mission. Flight is reasonability stable. Lander is quite oversize. Here is the launch; And, in orbit. As this career mode ship will make Eve and Duna, should do Jool with aerobraking, I suspect with what resources left with solar panels, will at least make orbit with the lander.
  9. Built a suicide ship, no backup to return. No solar panels, no thruster system, no decoupler on second stage. The crew did have enough fuel to deorbit. And, just enough fuel to return.
  10. The Gemini design, updated to 0.22 and launched to a conventional orbit. Uses standard 3 man capsule and Rocomax stock parts. And later shots. The craft The performance, as expected, is better in 0.22 Note, crew has fuel left to deorbit and thrusters to play with. Stripping the thruster pack and buffer tank will get them up faster with no guarantee of return.
  11. Do a Save backup every couple of days if you don't want to accidentally lose something. You may try to recover the deletion if it is not in the trash using file recovery tools, bit no guarantee that they will even work after a couple of other saves take place.
  12. If you bring down science modules on separate parachutes, be sure that they come down close to your capsule, under 2.5k, or you will lose them. They are then recovered separately from Mission Control. If you leave the science module under the capsule, add extra parachutes or do a water landing to keep it from being destroyed. Goo capsules on the crew capsule will be OK. Just don't block the hatch with one.
  13. Way too much dead weight in LV-N for what fuel your are carrying for them. You could use LV-909s, make up the weight difference with added fuel, and get better performance as the fuel gets used up. As others have stated, the shrouds blowing off during staging are causing the loss of the engines. Rotate them 45% so they miss the engines while hitting each other.
  14. Kerbal Space Program started out with manned only missions. Career Mode is doing the same for Kerbal historical accuracy.
  15. Soon as I had the Stayputnik and solar panels, it was off to a Voyager mission. Then, with fuel lines, off to a Duna and Eve landing. Other probes using the same launcher, are waiting for a Jool intercept window. I will need aerobraking to get an orbit and landing on Laythe and other moons, or drop a probe onto Jool.
  16. Flying in the Demo version, you need to use the ASAS under the capsule and activate it while flying during the launch phase. Fins at the base also help but only during the first 20,000 meters. Don't use RCS, during the launch phase. The fuel will just be wasted. This design will get you to Mun orbit and back. You may have to use thrusters for part of the return to aerobraking to Kerban. Perfect your orbital and add maneuver skills in the demo. When you do get the paid version, you will find that capsule SAS will be sufficient for flight controls as well as the annoying flutter and wobble of flight controls in launch will now be gone.
  17. This Career Mode build made it to Mun orbit and back with no solar panels or extra batteries. You go straight up on the boosters, start the gravity turn upon staging,and complete the 100k orbit with a short burn of the third stage. From there in, you plan your Mun encounter, get in orbit, and do a direct return to aerobraking with fuel and power to spare. This more sophisticated design, also from Career Mode, made Minmus. This one did Duna and Eve. The Kracken ate a critical thruster when I switched from the control center to fly mode. It is now in Duna orbit. I have another probe on the way for the landing attempt. In short, don't overbuild. Build and test for efficiency.
  18. It is a resource issue from too many mods. Try removing ones you are not using.
  19. The updated Nova Punch mods now appear in the Career Mode Tech Tree. Others will be available as their creators update them.
  20. More playing with Nova Punch SRBs. Built the SRB voyager launcher. It hit escape velocity. The big center core no longer goes supersonic in the lower atmosphere. The rocket is stable with braces needed to prevent boosters from ripping off and to prevent compression damage when the core stage hits 15G acceleration near burnout.
  21. Either with the command pod, or landed separately via parachutes, Science and Goo pods need to be recovered intact for their full science points to be added to your score. If they are destroyed upon landing, no points will be recovered. Once you get solar panels, recovery will no longer be necessary such as in probes sent on one way landings.
  22. Nova Punch has such a engine. Also, they now have two intermediate compact NERVAS. People can play with those and see if they like them or not.
  23. May have to try this with the two stage design from0.202 updated for 0.22 This was some time after reaching orbit but shows that this two stage design will do the job with first stage Mainsail and second stage Skipper. It will need solar panels but won't need the SAS controller or thruster pack.
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