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12 liquid engine rocket using standard parts


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All,

So I was asked in another thread how I managed to get a 12 engine liquid fuel rocket using only standard parts. (I've yet to see an add-on package that I like, most seem too sci-fi esk for my tastes, and I enjoy playing within the limitations of the standard parts).

The keys to making this rocket:

- Solid rocket motors have different attachment characteristics than liquid fuel tanks

- You don't need to fire every component in your rocket if you set the 'fire time' to a stage after the point where they separate.

So I use three solid rocket segments that I never fire as 'structural components'.

Starting with the main capsule, I have a decouple, two liquid tanks, liquid engine.

Below this is a decouple, a tri coupler, three SAS modules, 6 liquid tanks and engines divided into three stacks.

Now attached to the sides of the previous stage are 3 solid rockets using side mounting brackets. Below each solid rocket is a tri coupler and three stacks of a SAS module, three liquid tanks, and a liquid engine. In the center, under the middle stage, is the same.

I then used three of the new structural beams in the latest patch to bind the 12 engine stage together. It CAN launch without this binding mechanism, and you get some interesting oscillations, but it is very difficult to fly. With the structural members it flies quite easily.

For a total of:

12 Liquid Engines in the 1st stage

3 in the 2nd

1 in the 3rd

(using traditional definitions, not the ones in this game)

Using a similar mindset, and continuing to 'step up' with this mentality, you could build a 'pyramid rocket' like those envisioned by Heinlein and 1930s sci fi authors.

At present this rocket already has more than enough delta V to escape the Earth. If I shoot for orbit I usually get there with at least half to a third of the middle stage, and a full upper stage.

Anyway, was just posting as requested. Feel free to discuss or criticize at will ;-)

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I dont understand why we cant attach liquid fuel tanks on the other side of the radial decoupler in the first place xD

Probably for several reasons:

1 - Most rockets only have strap on solids. There are SOME rockets with strap on liquids (mostly on 'theoretical' rockets like the Falcon 9 Heavy), but for the most part the only ones that are strapped on in the manner of the radial decoupler are solid.

2 - Strap on liquids would take more complicated / heavy decouplers than their simpler, solid brethren.

3 - The game's in Alpha. Devs have lots of things to add, can't change everything at once.

4 - Most multiple liquid engine rockets are contained within a single shroud, with several very large fuel tanks cross feeding a number of engines, instead of having separate tanks for each engine.

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Wow, I clicked on this thread and was surprised to see what looks like the exact design I've been working on! All stock parts, of course (wouldn't have it any other way). The rocket you're showcasing here is extremely stable if it's anything like what I've built. There are a few key differences though. Also I've expanded the design considerably, to the point where I'm able to hit 40,000 meters and still have 28 full liquid fuel tanks to spend.

Question for you: do you find that the parachutes are powerful enough to actually save your rockets? Impact tolerance on those things is horrible, and they have a propensity to explode & take out their neighbors too. I find that a single parachute won't save much more than a single solid fuel casing.

Also, how does your velocity look as you're making your way out of the atmosphere? How long is it taking to reach 40,000 meters? I don't know why but I've been going with that as a benchmark for my rocket's performance.

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