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Organisation of Different Boosters


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I just wanted to see how you organised your preset boosters cause I tend to make a sub-assembly of a low and upper stage to get to LKO. But then I just custom build larger propulsion systems for larger or interplanetary missions.

So I guess I just want to see how you might do it because I'm not always the best at new ideas. So this isn't "how do I make a reliable booster" I get how to do that I just need a better method for organisation.

Edited by Batmanpuncher
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I used to do sub-assembly the same way you do, a lot, as well.

Until I move to interplanetary travels and then realize the best option for me is to design launch stages to push LKO+up to 800m/s dV, then transfer stage kicks in, and the last launch stage deorbit itself at its apoapsis with minimal fuel. This design gives me no headache about transfer stage TWR any more, but then sub-assembly becomes useless to me. Now I just stick pieces manually.

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I kinda do the same as you.

I build dummy payloads (5t, 10t, 20t...) and build a launcher under them. The aim is that the launchers are able to bring the payload to LKO/LEO, everything beyond that is custom built for every mission. I then save the launchers are subassemblies, build my thing, and strap the adequate launcher under it.

In my RSS save, my launchers are currently labeled from C0 (500kg to LEO) to C6 (40t to LEO); only my lunar rocket is not classified as the others.

Edited by Gaarst
Changed 60t to 40t
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Nowadays I usually build the boosters depending on the mission, so every one is a new one. But before 0.90 I had a set of rockets that I knew where able to lift xyz tons into Orbit.

It's a lot easier and faster to build with a delta-v display in the VAB. I would have calculated the stage delta-v anyway in a spreadsheet so the plug-in just makes the calculation faster because I don't have to enter masses, ISP, and thrust manually.

Edited by Crown
Added more information
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i tend to just put an suitable booster below payload, add SRB if needed. optional an falcon heavy like design with two liquid fuel boosters with crossfeed for serious payloads.

And i tend to let the transfer stage do the final 500 m/s or launch ship so it has 700 m/s in tanks and top it up in LKO.

Standard designs is nice if you recover boosters.

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