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HI all rocket scientist,
so i just start playing this game and was a bit struggling for assumable a rocket .
when i detach stage the rocket become flipping and uncontrollable.
p.s i start with science mode , is it a correct choice ?

https://ibb.co/svdWHr3 here is my first try.currently trying to enter the orbit and reenter .

 thanks

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When you drop your SRB's, you lose your fins.  All the science gear on top is very non-aerodynamic, so it will create a lot of drag and your rocket will want to turn around.  You could either add fins to the base of the liquid fuel stage, or stick all the science stuff in a storage bay.

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14 minutes ago, RoninFrog said:

When you drop your SRB's, you lose your fins.  All the science gear on top is very non-aerodynamic, so it will create a lot of drag and your rocket will want to turn around.  You could either add fins to the base of the liquid fuel stage, or stick all the science stuff in a storage bay.

Yeah I know I should do that and I can release it once in space . But I am in science mode and haven't unlock the storage bay yet 

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5 hours ago, Beyondexist said:

But I am in science mode and haven't unlock the storage bay yet

The most draggy thing on top of your rocket is the side-attached Experiment Storage Unit. If you attach it in-line between the capsule and the parachute, then you'll have a lot less drag there. (And you'll the the storage unit out of the airstream during reentry.) Having experiments attached to the side of the capsule creates only a tiny fraction of the drag of the storage unit. And most of their drag is assigned to the capsule (because KSP physics) and thus the center-line of the rocket thus it doesn't create torque. The exception is the Mystery Goo unit, that does generate torque if attached to the side of the capsule. But if you attach two Mystery Goo units in symmetry then the torque cancels  out.

Your liquid fueled rockets are those reliants or swivels? The latter are better because they have thrust vectoring and thus give you a lot more force to steer the rocket if it looks like it is starting to flip.

And finally: By keeping your direction close to the prograde vector (on the navball) you keep the nose of the rocket pointed into the wind and thus keep the torque from having most of the drag on the nose of the rocket low.

 

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23 hours ago, Beyondexist said:

But I am in science mode and haven't unlock the storage bay yet 

In that particular scenario, what I do is attach a Modular Girder Segment (Structural parts tab) between the capsule and the parachute and mount all my science gear on it. You can use the Experiment Storage Unit for this purpose as well, the reason why I use the Girder is because it's available right at the start of a new game.

It doesn't make much difference during takeoff (do what the others say: put fins on your liquid fuel stage and do not make the outside of your rocket asymmetric) but makes reentry much easier (better stability and less risk of burning the science gear off with heat transfer from the capsule).

Anyway, what the others said:

  • Fins on the liquid stage.
  • Do not make the outside of your rocket asymmetric.
  • For the engines you have on stage 2 and 4, use Swivels, not Reliants. Reliants cannot steer the rocket mid-flight, Swivels can. Reliants are good for only two things: takeoff (alongside SRBs) and pre-Terrier zero-gee maneuvering.

Also, starting with science mode as opposed to sandbox isn't necessarily a bad thing because locking nearly everything behind points trims out the clutter. Much easier to stay focused on the simple things if you don't have a dozen engines in five different sizes to pick from.

Edited by Fraktal
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On 5/13/2020 at 10:23 PM, Beyondexist said:

so i just start playing this game and was a bit struggling for assumable a rocket .
when i detach stage the rocket become flipping and uncontrollable.

Much of the beginner challenge in rocket design is controlling drag.  Most of what I have to say about that has been said, but I will add that for the most part, you don't need an experiment container.  It can be helpful, but it is not necessary.  Most of the experiments you're using either run once (such as the Science Jr.) or else give you all of the science points that you're going to get the first time they are run (such as crew reports and temperatures); when you run these experiments, you can take them out of the science modules and put the data in a suitable storage device.  The science container is such a device, but so is the command pod.  The difference is that the science container can pull data to itself for storage, whereas experiments have to be manually moved from their science parts to the command pod by a Kerbal.  If you want to try that, then it is good for practising EVAs.

On 5/13/2020 at 10:23 PM, Beyondexist said:

p.s i start with science mode , is it a correct choice ?

Absolutely!  Career mode involves managing a lot in addition to learning rocket science and can be overwhelming.  Sandbox mode involves having more parts than you possibly need and no obvious way to tell which ones are best for which purpose.  Each mode has its place and its use:  Sandbox is great for testing, or for players who want to do interesting things in far-off places without wanting to build up to it, and Career is great for people who want to manage more of a challenge (especially in the early game, when you're much more limited in the size and mass of your rockets and the missions that you can complete--you need to unlock manoeuvre nodes and the ability to EVA, for example), but Science mode offers opportunities to learn the basics of how to play the game in a way that neither overwhelms you with parts nor with management tasks.

Also, some players, even experienced ones, play Science mode exclusively as a matter of preference.  Some of them simply like it the best.  Some of them don't like the mechanics of career mode.  The reasons don't matter:  it's a single-player game, so play it as you like.

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