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Here is one of the most inefficient SSTO Rockets ever. It is really possible to get into something that locks like an orbit, but steering it is very hard. It flys like it locks...well like a brick 8)

I present The Brick

screenshot12uc.jpg

Uses only Sunday Punchs and stock parts. No moded engines!

May sometimes crash into the support tower...

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The Gelding Gerdie is largely shaped by KSP's short lived 'speedy, chintzy, skip the extended warranty' drive. When Engineering's primary vendor refused to give free shipping on explosive tensile catches, the nerds simply inverted the problem - 'What if we were to back out of the previous stage?'. Management vigorously grabbed onto this idea, as clipart of backing from a garage made much more interesting Powerpointfare than the usual pile of numbers.

If simply left on the launch platform, she will wilt and eventually express her frustration on the crew. Press the launch button twice to not die. If you do not activate the SAS, you have only moments to vomit the lord's prayer before everything spins apart. You may not be able to clear the support tower if your FPS is not 23, adjust quality settings accordingly. Any rotational force experienced during any separation stage will likely end in death. Do not fly straight forwards from final stage separation, this will result in immediate termination and cancellation of death benefits, followed by death. That empty SRB module is critical to final stage separation, do not remove it under penalty of law. Pending the outcome of ongoing patent litigation, the launch vehicle is barred from using its designated crew recovery apparatus. Please do not fly the ship any higher than you are comfortable free-falling from before this issue is resolved. The administration may have wildly confused the terms 'gelding' and 'foaling' while commissioning the silver dedication plates, and is deeply sorry for any confusion this may have caused.

Also, because I'm such a nice guy, I'll throw in the Rocket Catapult. It uses Heavy Lift Stage Boosters to get one good flip off the ground, and throw the crew up to a hunner yards! No SAS required. Just press space once to launch, and tap thereafter to pray to the fickle silk gods!

Depends on http://mod.gib.me/kerbal/mods/Sunday%20Punch/.

Edit - finally figured out how to attach files here. Added bonus Rockapult. More backstory, calories.

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Here come two more totally useless rockets. They both are distant relatives to 'The Brick'

The Angelwing Mk1

angel1z.jpg

angel2mc.jpg

Build not to do anything.. simply for the show ;P

Flys...sort of anyway.. its center of mass is off because of the 3 x 3 block, SAS is the only thing keeping it strait (works quite well here for a change).

Next The Angelwing Micro

angelm1.jpg

angelm2.jpg

Again nothing build for any real missions, its just the striped down normal version. Can fly strait up an down. Deaktivating SAS is a nogo. Anything else is suizide.

Both ships need Sunday Punches parts, Futuretechs fueltanks (just for longer optical fun) and EXCELSIOR engines.

DISCLAIMER

This ships arent really good for anything and use lots of 'dubious' parts. If thats not your style stay away :)

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Okay, efficient single-stage-to-orbit is probably not possible without cheating. Here's a serious try at a real orbiter. Though it was not totally in vain, all that experimenting with number of tanks versus number of nozzles, found a sweet spot at two nozzles, 3-7 tanks.

The first stage is sixteen stock solid motors and four SAS modules. Double and triple in-line couplers were used to build it. It tops out about 2800m and 160m/s.

The second stage is nine solid motors and two SAS modules. It tops out about 7500m and 200m/s. It's H-shaped to let the tines of the third-stage fork pass through it. They can be fired simultaneously even, but that's less efficient. It takes some gimbal work to make it fly steady.

The third stage is six fuel tanks, a three-way in-a-row coupler, one SAS module, microengine, miccrotank, and the control module. It accelerates from 200m/s to >2500m/s on those six tanks alone! It took trial and error to find a shape for all that which is still stable with one SAS module.

[edit] I have successfully orbited in this craft now, and as such call it the Mark I Orbiter.

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Well, here's my masterpiece of stock parts: Behemoth I (yeah, I'm really imaginative with names, right?).

Influenced by the Soviet designs, this thing has a reasonable amount of thrusters in a big, wide first stage (although more like multiple small ones), and (design-enforced) ring of SRB's as the second stage. It is designed to deliver the final two stages to orbit of 100-200 km in altitude, depending on how much of the fuel of the third stage is used. Payload capacity to high kerb orbit is fairly good, and this type could easily be used in construction of a space station or staging for a long range mission.

The fourth stage is a CSM type spacecraft, capable of quite a bit on its own, including full re-entry and soft landing (theoretically). It also includes a decoupler for the capsule, of course, so the command module can land independently as well (as long as it has been set on a descent with a re-entry burn BEFORE de-coupling - many a kerbal has found themselves helplessly floating in their tin cans after accidentally de-coupling the service module before re-entry burn, while on stable orbit).

Operators are advised that the design of this ship is suspect to harmonic oscillations accumulating in the first stage tri-coupled thruster prongs, which can cause damage as the parts, uh, bang against each other if the amplitude of oscillations becomes high enough. This will likely cause asymmetric thrust, and recovery is unlikely. Problem is exacerbated as the fuel decreases in the top fuel tanks and larger mass is concentrated on the tips of the prongs, without mass further up to attenuate the oscillations. Therefore, as the first three tanks are empty on the long prongs, it is adviseable to reduce thrust to 50-66% for the remainder of the first stage burn through.

Transition to horizontal flight is not advised until late at first stage burn, as large deviation from zenith will likely cause uncontrolled pitch-down and termination of the mission at best case. Before de-coupling the first stage prongs, it is adviseable to initiate a slow roll to clear the first stage faster from the way of second stage burn.

Second stage (solid rocket boosters) should be fired at about 30-45 degrees pitch-up attitude, allowing the craft to gather horizontal velocity in preparation of orbital insertion. Third stage with one LF engine and four fuel tanks will be sufficient to enter orbit with fuel to spare (unless heavier payloads are used). Typically it is adviseable to end the initial ascent burn as the third stage has two full fuel tanks left, then wait until vector indicator is at about 5 degrees up from horizon to initiate orbital insertion point, which will be fired until the VSI settles to +-15, preferably as close to zero as possible. Additional correction burns will be possible after this.

Third stage can be left on orbit if desired. Final stage (CSM) is capable of performing both re-orbit burn and soft landing. Typical fuel distribution would be 33-50% of fuel for de-orbit burn and rest conserved for landing.

behemothi3.png

behemothi4.png

behemothi1.pngbehemothi2.png

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Inspired by the design of the Cortex 1, I replaced all 21 25 solids from my Mark I Orbiter with three liquid engines. The upper SAS was also ditched to save weight.

The result is still bigger than the Cortex, but the forked upper stage makes it much less tippy -- more weight further down. (Top-heaviness is what forced me to use so many solids in the Mark I...) It's also extremely well balanced, manuevers smoothly, and carries a microtank+microengine payload. No SAS on the top stage means you really must major-tom it if you want to orbit though.

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I think I have now a very efficient design that is extremely easy to fly. It's a three stage craft, uses only stock parts, has no wobbling and is very safe. If someone wants to try it: SS-5-A the craft file goes into KSP/ships.

9 solid fuel bosters in the first stage, the 6 ones on the top make it look a little weird:

20.jpg

Shortly after separation of the solid fuel boosters, the second stage, 3 liquid engines with three tanks each:

21.jpg

The second stage is good for 80km and 1200m/s. More than enough to put a ship into orbit, and still have the complete third stage with three tanks for orbital maneuvers.

This is also the smoothest stage I ever build. It begins to accelerate very slowly then picks up speed gradually. With the single SAS in the middle it practically flies itself.

22.jpg

The third stage reached just a little short of 5000 m/s, straight vertical. I am not sure how fast it would get if I try to slingshot around the planet.

23.jpg

My plan was to come up with a working design that works and then try to study it. What I can say is that putting the solid engines on top makes the first stage very controllable, but only in combination with the three boosters on the bottom. The 3/1 relationship between the 2nd and third stage seems to be the sweet spot.

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It's an expansion on the Mark II with enough oomph to heft a satellite part and full manuevering tank to 2800m/s.

The bottom stage was more than doubled -- seven liquid motors now. More SAS was needed since the shape's less elegant. The top stage actually still handles the same, since one tank was dropped to make room for the sat part(which I'm sure must be made of depleted uranium).

[edit] Have successfully put the satellite part into an admittedly very eccentric orbit, but nonetheless an orbit, and deorbited afterwards.

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  • 3 weeks later...

Since i had to re-instal my windows a couple of week ago, all my rocket get erased, so i did a Alma 2 retrofit:

alm2retrofit.jpg

This thing can still run for hours and go at 100 000 000km , and i actually succeed to do an orbit with that. It wasn't easy, the second stage is hard to control.

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I HAVE CREATED A BEAST

only vanilla Parts

stops Burning fuel at 1801K after 14 minutes

and hits a top speed of 7650.5m/s

it has

*43 Initial engines (12 Solid fuel & 31 Liquid engines)

* a total 18 stages

* 30 solid rocket boosters at different stages (not including 1st 12)

* a total of 157 fuel tanks

* 2 secondary engines (engines which start after i have used up the the 43 others)

*flies straight (which is sometimes rare for a big ship)

*uses 32 SAS modules

i have named my Creation Cratus Mark III

it barely scrapes past the tower.

here be my photos

the first photo is the 1st stage engines

the second is proof that the giant hulk of fuel and engines can take off

the third is the thing next to the tower

the last is at its peak

now onto Cratus Mark IV!

UPDATE: My computer crashes every time i try to load Cratus III :(

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Veorgh I carrier.

There is my satellite carrier. Due to heavy stuff above capsule it gives a problem with positioning it vertically, also it is connected to main craft with small parts so it likes to jiggle around when you do some maneuvers. :)

I managed to put it into space, also I believe that it have enough power in those four little engines to maneuver nicely into orbit. But for now I failed every attempt to orbit it.

I am not sure what mods it needs, cos I have everything from repository, so I will list the parts.

Stellarcom satellite.

Detachable nosecone from NovaSilisko.

Quad coupler from Sunday Punch.

Decouplers and SAS from Skunk Monkey pirate part pack ( same as stock but cute and black ).

Quabit micro LE-Q30 micro engines and FT-Q200 micro fuel tanks.

Yawmaster-2000 RCS module which I am unsure what it does o_O

And from Xemit: MPC-50LF engine and MPC-125FT fuel tank to provide powered landing.

Model have massively modified stages.

There is sole carrier, without my ugly properel part. ;)

screenshot35m.png

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This is my baby.. all made of stock, unmodded parts. When it breaks out of the atmosphere (35,000m) it's going over 480 m/sec with over 33 full liquid fuel tanks still left to burn. It's tough to steer into a slingshot escape from the planet, but if you continue straight up, it finishes its last stage 13 minutes and 45 seconds into the mission, 2600 kilometers from Kearth and travelling at 9775 m/sec, without ever having exceeded 3.8Gs. Most of the trip through the atmosphere is at a decent clip of 125 m/sec, which is about the quickest I could manage it with such a large vessel. This is my 'manned Mars mission' rocket, for when the time comes. It should carry enough fuel to get me there, land, launch, and make it back to Kearth.

The first stage has 60 boosters all firing at once.. my system locks up for a few seconds upon firing. ;)

Finally, a video of last night's successful launch. This thing can be a LOT more stable than it was during that filming, but I'd already recorded the whole video several times just to have my capture software crap out on me, so this is good enough.

http://www.youtube.com/watch?v=fcr-mxiki5w

o3Yp0.jpg

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This is the Shrike SSTO (after jettisoning the rest of the ship.......), made mostly with C7's aviation pack. originally designed to be able to orbit, land, and take off again. I decided to see if I could achieve escape velocity with it. The answer was yes, now I'm using it as a base for my interstellar space ships.

Shrike_SSTO.jpg

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first post and first attempt at a realistic rocket 8)

I present the Elarus I

On the Pad:

CE56CB0BFE36C857CE11FB5EF824B174DA853217

Jettisoning first stage:

A5C969C163B595F913FD3E85E95C63430E495649

Releasing Payload covers:

59A24ECDFF79710C7CB053A50D5F00EB64971AC1

Separating from 2nd stage:

FFA62CCE01F00E3791D81EF1010882C1E11B0D7E

Releasing payload:

F3356C91EFCECC81454D9ED78B789DCEFEF1D738

De-orbit burn:

1DA4E0CFA2A0001965F37A618EB6079EDCA7C333

Command module separation:

74896CD6CE0574FA05FBF4BEE8FA8D1BD3C16522

Safely home =D:

AAE4300A0297822F06BC72B85B3A02FE82F0D273

this wasnt a successful launch it was just to demonstrate the rocket :D

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