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Kerbin Orbit timing [Challenge]


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Here is simple challenge which could be interesting for all the competitors.

Point is to enter kerbin orbit as soon as possible that mean minimal periapsis must be 70000m

-3 kerbals must be in the rocket.

-Only stock parts are allowed.

-No mods like mechjeb and similar.

-No boosters.

-Only 1 engine can work at the same time (you can have unlimited stages but only 1 engine can work at the same time)

-Post picture of your rocket before launch and pricture of your reached time and periapsis like mine.

-top 5 fastest members will be typed here in thread.

My time 5min.

91d654de930896c9b582f7b035bef9ee.png

4e2779823b44f4789734f6def6028443.png3a493ccdef80c9fde60d6028404f3ac2.png

1. mux 1:54

2. Kasuha 2:30

3. Seanner 2:45

4. mux 2:56

5. mhoram - 3:00

Edited by RussaX
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3:45 to Kerbin escape. Orbit never happened (oops).

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Point it more or less straight up and hit spacebar every time a tank runs dry. When you hit the final tank, flip over a bit and keep burning. Or go straight up, that'll probably work fine too.

Craft file.

I'll try again later and see if I can get an orbit about Kerbin rather than Kerbol.

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If you can believe I actually did it in 2:50 but forgot to hit the wrong key for screenshot, then frantically hitting F1 instead of F5, moved the mouse off the peri... I did also load 3 crew prior... In a test flight with flight engineer I got it to 2:45. The limiting factor for me is escape. I don't know the optimal flight path and thrust.

Done with stages:

-- orange + mainsail

-- 800 + T30

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May have to try this with the two stage design from0.202 updated for 0.22

7xSNBIv.jpg

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.

n0NRg81.jpg

It will need solar panels but won't need the SAS controller or thruster pack.

Edited by SRV Ron
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It's already 7:00 at morning here. Forgot to sleep but here some quickly tried two-stage pipe.. thing.. you know, those things which makes lots of noise, flames and smoke. (Forgot F1 right before launch but there was only three launch clamps holding this.. thing...)

2:56 sounds good nerd time.

Right after launch

up1.jpg

Suddenly there was an orbit

up2.jpg

Quick capture, camera began automatic rotation away from Kerbin

up3.jpg

Hopely I did understand rules in this challenge.

aftermath: Of course after shutting down KSP, brain starts planning other designs. Like three command seats around and one light remote control unit. And ladders onto launching clamps.. and all kind of things.

Edited by mux
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2:30

It's mostly about getting to 70 km as fast as possible. There's plenty of time to gain horizontal speed during that and of course you only want to close your orbit when you're at 70 otherwise your periapsis will be lower.

I put the top command pod upside down and switched to it after I staged the mainsail off. It was still weird.

FXrFT0S.jpg

0rZWb3C.png

f4Wi6Iv.png

Edited by Kasuha
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Yep. Few training launches to check what kind of turn works better than other. And testing using seats instead of pods. Less fuel is also enough. You can optimize everything with time and tests.

Loading kerbals

up_again_1.jpg

Fasten your seatbelts

up_again_2.jpg

Bye bye command pods

up_again_3.jpg

Orbiting (I was 1-2 seconds too slow)

up_again_4.jpg

"how to we get back down?" – "dunno, we are teh kerbals. we go up and forward"

up_again_5.jpg

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The Gemini design, updated to 0.22 and launched to a conventional orbit. Uses standard 3 man capsule and Rocomax stock parts.

B5D4WFR.jpg

2ksx0LS.jpg

And later shots.

Rd315XZ.jpg

ZjIi055.jpg

The craft

qzRfjOp.jpg

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.

Edited by SRV Ron
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