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i try to launch the boosters but instead it decouples and i dont know how to fix it https://imgur.com/a/iK918Q4
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- rocketships
- decouplers
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I've always felt that stock Kerbal Space Program, along with tons of other mods, are lacking in one particular area. Solid Rocket Boosters. SRBs of different sizes are usually included in a larger parts pack, meaning I would need to install a massive pack for just a few parts! Sure, there's other SRB mods but they are either: 1. Small 2. Ugly 3. Old and abandoned 4. Not having what I need! So, if I can't find it, I'll make it! Introducing Kastor! Kastor is a mod that will add SRBs of all different shapes and sizes for any need you may have! In the future, I also plan on creating a system of modular boosters, with segments and engines. As I develop Kastor, I'll post my progress in this thread, and in the future when Kastor is closer to completion (or initial release), I'll open a release thread. When will Kastor come out? The current target (for the first release version) is 2021. Stay tuned!
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I know how to spell "more" properly, it's just the Kerbal spelling of the word.
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- moar boosters!!!!!!!!!!!!!!!!
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This mod adds various solid rocket motors of Orbital ATK (Thiokol) to the game with a low memory footprint. Real Solar System / Realism Overhaul is supported, thanks to @raidernick for making the configs. To use with RO, simply download RO, install this mod, and let RO patch all these parts to its real numbers! Contents Star 3 Star 4G Star 5C Star 6B Star 9 Star 13B Star 15G Star 17A Star 20 Star 27 Star 27H Star 30BP Star 31 Star 37FM Star 48B Star 63 Castor 4A Castor 30A GEM-40 (GL & AL) GEM-46 (GL & AL) GEM-60 GEM-63 & GEM-63XL Pictures: https://imgur.com/a/BhlKt Download: SpaceDock Changelog Version 4 - 14th June 2019 Support for KSP 1.7.2 New GEM-40 model & textures (Air- & Ground-lit) Added GEM-60, GEM-63, GEM-63 XL New model for the Star 48B and Star 48BV General rebalancing of the parts Version 3.9 - 14th June 2019 Support for KSP 1.6.1 Version 3 - 13th March 2016 Redone colliders Uploaded to SpaceDock Version 2 Version 1.1b - 28th August 2015 Version 1.1 - 9th July 2015 Version 1 - 7th August 2015 License All rights reserved. Rights for the booster name & concepts of course belong to Orbital ATK. Upon request (by PM), I allow other users to include some of these motors in their own mods, but they need to name me as the original author of these parts.
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Hi everyone, I just started a career game and I was given a mission to get into orbit. while building I attached 4 solid fuel boosters to get my rocket past the atmosphere. I know using 8 would make it faster and get a higher altitude, but why do I not see people who are part of guides on going into orbit (or any guide i have seen) do that? Is it unneeded or negitivley affecting the control?
- 6 replies
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- solid fuel
- noobquestion
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Hey guys, I've been searching the internet, but haven't been able to find the answer to this. Maybe I'm using the wrong keywords or something, but then I remembered the well informed people on this forum, so I thought I'd ask here. Why do the R-7 family of rockets have their liquid boosters inset? What I mean is, most other rockets I see with boosters just strap cylindrical boosters to a cylindrical core, but R-7/Soyuz have a tapering core that has the boosters far closer together. I assume this makes it more aerodynamic, but how much difference does it actually make, and are there other considerations I don't know about? Thanks!
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Stock and Modded boosters in game flamout instantly with no effect or anything... It would be cool to have a flamout effect on the boosters or they continue running for 5 seconds while the thrust decrease like the real ones, and for real ones, I mean like those :
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I spent way too many hours working on these puppies not to show you guys. Here is a quick video of my Superfluously Rotating Recoverable Boosters. Made with a measly 108 stock parts, these useless beauties make some kind of vague helicopterish movements before crashing....I mean landing. They are supposed to rotate independently of the rest of the booster, and they did in testing, just not in this recovery test, that also took way too many tries. I can't think of any good reason to use them, I just kept working on them until they worked, mostly. You must be doing less than 25ms to deploy the blades successfully, the boosters themselves are actually quite powerful, but who needs 108 parts in a booster. I am wiping my boots of them for a while, If you want to continue the obsession, the craft file is here. Edit: Oh Yeah, thanks to Majorjim for the Thermometer hinges.
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Separating Booster Stages Gracefully I have seen this technique used in various craft designs, but I thought I would make an explicit post on separating booster stages, especially using FAR, with parts that tend to touch your spacecraft or each other during rotation away from the spacecraft while separating, due to aerodynamic effects. For booster stages, you generally don't need sepatrons to get your boosters away from the craft. In fact, in some designs they simply do not work the way you would expect due to aero drag overcoming their power, or due to parts clipping into each other and "sticking" to each other while rotating away from your main vessel (I tested this with full size Flea SRBs as separators and even they didn't work in FAR. the stickiness was too great). Take a tip from the Russians: mount your first stage boosters with a slight angle inwards: use the decoupler itself to rotate a few degrees inwards.. doing it with the tank alone will not work. When the boosters fall away, they will rotate around their center of mass, which is way down near the bottom of your boosters when the fuel tanks are empty. If you rotate them inwards a few degrees, a normal decoupler will provide enough force to rotate them away, and their rotation will never get near your spacecraft. You will lose a small amount of delta V, but in your first stage boosters, this likely doesn't amount to too much. For stages that are separated high up in the atmosphere, this isn't as much of a concern, and sepatrons will work just as you expect, but you can use this technique there as well to avoid the additional part count. This technique used in stock KSP will also help avoid your boosters impacting each other on the way down, if you would like to use a recovery mod to save cash. Basic Example of inwards rotation The example is not elegant, but it shows the principle. :-) This design is very simple, and is spec'd to cheaply take a full orange tank into orbit at 80km with 500+ m/s to spare (using FAR). It succeeds in stock KSP without the fairings with 1000 m/s to spare. This was intended at a Munar or Minmus orbital refueler. It has loads of RCS as well. To use it as a Munar/Minmus refueler in FAR, you can add a few solids to increase the delta V left after orbital insertion. Mainsails and Poodles for the entire thing. The shown craft game has FAR, StockBugFix and Procedural Fairings installed so that you can fire your rockets while they are protected by a boat-tail. If you don't have those mods installed, don't use fairings like this.. they will not work! The engines will not activate. POST NOTE: Yes, I do know there are other ways of achieving this (with different nose cones, etc) but this is one technique that I haven't seen getting much attention, and it has saved me a lot of hassle in early games! Also, in FAR, your boosters, if ejected in a low enough atmosphere with enough speed, will have a good chance of self destructing regardless of how you tweak it. To avoid that, you have to use more advanced nose cones, add back in sepatrons to keep the stage upright after separation, and use any other technique you can to keep them upright until they slow down enough not to get destroyed by aero forces. But they will still not touch your main spacecraft.
- 14 replies
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- boosters
- separation
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If you are new to KSP or to Rocket Science in general, you might not know what all the different engines that the game offers do, or how they work, or why you would use one instead of the other. At it's most basic level, the engines in the game take some sort of fuel, and accelerate it out the back of the rocket/plane and, because of Newton's Third Law, this propels the craft forward. How the engine does this depends on the type of engine, and in KSP, at this time, there are five different types of engines. These are: Chemical Rockets, Jet Engines, Solid Rocket Boosters, Ion Thrusters, and Nuclear Thermal Rockets. (There is only one Ion Thruster and only one Nuclear Thermal Rocket) Quick Note: All engines have different characteristics, thrust, ISP a sea level, and ISP in vacuum. Thrust is how much force the engine exerts, and ISP measures how efficient the engine is, so an engine with an ISP of 400 will use half as much fuel to produce the same thrust as an engine with an ISP of 200. Chemical Rockets: Thrust: 2-4000, ISP ASL: 80-295, ISP Vacuum: 290-350 (Not including "Puff" Monopropellant Engine) Chemical Rockets (or Liquid Fuel Engines) require Liquid Fuel and Oxidizer, and is one of the most common engines that you will use in the game. The basic concept is that the fuel is burned inside a combustion chamber and then the heated exhaust expands through the nozzle and is shot out the back. These engines are somewhat efficient, and have pretty high thrust. There is a very large variety of these engines so each one is fit for a particular job. For instance there are some of them that are more efficient in the atmosphere than others and some might be very efficient in space. You're sure to find one that fits your needs. Jet Engines: Thrust (Mach 0): 20-360, ISP ASL: 3200-12600 Jet Engines only require Liquid Fuel, but they also need Intakes. These engines work by taking air from the atmosphere, compressing it, mixing it with the fuel and then burning it in the combustion chamber. They exhaust then shoots out the back, propelling the craft forward. They also only work in atmospheres with oxygen, (Kerbin and Laythe) and if they are deprived of air, (if you go too high) the engines will flame out and stop producing thrust. Like the Chemical Rockets there a different types of Jet Engines in the game. There are high efficiency, low thrust engines, and there are low efficiency, high thrust ones too. Solid Rocket Boosters: Thrust: 18-750, ISP ASL: 118-195, ISP Vacuum: 154-220 Solid Rocket Boosters (or SRBs for short) only need one fuel called Solid Fuel, which they carry themselves. These engines differ from other ones because, unlike the Jet Engines and the Chemical Rockets, all of their fuel is stored inside the combustion chamber. This means that when you start these engines (with an ignition charge at the top of the booster) they will continue to run until all their fuel is used up, so you can't shut them off. Solid Rocket Boosters are low efficiency, high thrust engines, and are best used during ascent. Ion Thrusters: Thrust: 2, ISP ASL: 100, ISP Vacuum: 4200 Ion Thrusters need a resource called Xenon Gas (pronounced Zee-non) and also require Electric Charge. These engines are very complicated, but basically they use electricity to ionize (charge by adding or removing an electron) particles and then shoot them out of the back at insanely high velocities. These engine are incredibly efficient in space (12 times more than the most efficient Chemical Rocket) but they produce practically no thrust. Because of their low thrust, they are best used on small crafts like probes. Nuclear Thermal Rockets: Thrust: 60, ISP ASL: 185, ISP Vacuum: 800 Nuclear Thermal Rockets only need Liquid Fuel. The concept of these engines is my favorite. They work by heating up the fuel with a small Nuclear Reactor and then shooting the fuel out the back. The Nuclear Reactor allows the fuel to get hotter than it does in a Chemical Rocket, which means that the fuel is more energetic, which then leads to it going faster out the nozzle of the engine, which means that the engine is more efficient. This engine is about two times more efficient than the most efficient Chemical Rocket, but the Nuclear Reactor can cause the engine to overheat, (so radiators are almost always required) and it doesn't produce much thrust. R.A.P.I.E.R Engine: Jet Engine: Thrust (Mach 0): 105, ISP ASL: 3200 Chemical Rocket: Thrust: 180, ISP ASL: 275, ISP Vacuum: 305 There is an engine in the game called the R.A.P.I.E.R, and that engine has two modes, Airbreathing (Jet Engine) and Closed Cycle. (Chemical Rocket) It is mainly used for a type of spaceplane called an SSTO. (Single Stage to Orbit) P.S: I got all the images from the KSP Wiki. P.P.S: If I missed anything or did something wrong, please tell me. Also, if you want more of this sort of stuff, say so.
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So I've seen people with similar problems to mine, and I have tried to fix my rocket with the answers that I have seen flying around, but nothing has worked. My problem is that my solid rocket boosters, which are mounted to the sides of my rocket, wont detach whatever I do. I've tried mounting them on radial decouplers, which, when triggered, just fall off the rocket and leave the boosters attached. Next I used separatrons, which just burned out and almost melted my main fuel tanks! And guess what! The boosters were STILL there!!! The launch is going swimmingly, all the stages work fine except for that one! Can someone please help me out!