DERPA's Derpship I [Staged Rocket+SRB with Launch Tower]
PURELY Rocket Powered!
What started out as me just derping around by finding new (to me) and unconventional ways of powered flight, ended up with me having the idea of utilizing it to build a literal rocket. So in honor of that silly exploration of SP's capabilities (ie 'derping around'), I developed a Kerbal inspired civilization and company to go along with it.
Planet: Derp
Species: Derps
Space Program: D.E.R.P.A. Derpily Engineered Rocket Powered Aerowerx
Crew Title: Derponaughts
Vehicle: Derpship I (1; one)
SPECS:
Size: Smol (roughly 1/4 Falcon 9's height)
Weight: Not very heavy (launch pad makes up 90% of it)
Stages: 4 (5, if counting parachute deployment)
Crew: One Derponaught
[Just the rocket, no launch pad or tower. The Power to Weight is actually not too far off for its launch weight, based on acceleration, even though that's referencing the RCN's VTOL engine lol]
PROPULSION:
Stage 1 & 2: "2x" Solid Rocket Boosters, "5x" Solid Rocket Engines (Core)
Stage 3: 4x Solid Rocket Engines
Stage 4: Separation of Crew Module / RCN Thrusters
'Stage 5': 2x Retrograde-Decelleration Parachutes
LAUNCH PROCEDURE:
1) Spawn on any paved runway (only tested at Wright Airport; accidentally [like a true derp] spawned on USS Tiny once and instantly exploded).
2) Begin countdown from T - 10
(important; allows for fuel lines and rocket to settle down)
3) Launch: AG1
4) Stage 2: AG2
(recommended at anywhere from 50K/ft to 100K/f)
5) Stage 3: AG3
(recommended around 100K/ft to 150K/ft)
6) Stage 4: AG4
(200K/ft is fine, or higher; whenever you feel like it!) 7) Space Operation: AG6
to activate RCN; Pitch and Roll to do stuff (note: Gyro is also active and has Pitch/Roll/Yaw; disable with AG8
if so desired)
8) 'Stage 5': AG7
Activate Parachutes around 5000 to 3000 ft (safely tested at over 300MPH).
SPLASHDOWN! AG7
again to cut chutes, and wait for a Roflcopter to come rescue you!
PRO PILOT MODE If you want a challenge, before launching, toggle off the Gyro (AG8) and toggle on the RCN (AG6). You'll lose the ability to twist ('roll') the rocket, and there will be zero stabilization, leaving you to manually keep the rocket flying up! There's enough fuel for the RCN for this, but it's definitely a fun challenge! :D
CONTROLS:
AG1
Launch rocket; has roughly a 3-second delay whereby engines light, the umbilical lines disconnect and tower arm pivots up/away, then finally the rocket is unclamped and takes off. (the delay in unclamping was done to allow rocket to further settle, and tower to move away)
AG2
Separate side SRBs
AG3
Separate main stage
AG4
Separate kick stage
AG6
Activate RCN thrusters (no throttle needed for RCN)
AG7
Deploy / Cut Parachutes
AG8
Toggle Gyro
Yaw
[Gyro] Yaw control (more like ""roll""; I set Gyro Yaw = Roll input)
Roll
[Gryo/RCN] Roll control _ (acts more like ""yaw"")
Pitch
[Gyro/RCN] Pitch control
NOTES:
-As I mentioned, I have the Gyro's "Yaw" setup with being Roll input, since we're traveling up, and the cockpit is rotated up, this makes it act like Rolling even though the Gyro is performing Yaw... It's just because it's on a different axis though. Confused? Me too! Because despite that, I apparently left the Gyro's "Roll" input as.... also Roll... Yet everything behaves ok as far as I can tell *epic shrug*
-This was built using Rockets. "Well, yea, duh!" you may be thinking, but no, rockets as in the weapon part! The SRBs are just these same parts, scaled way up. Unfortunately, the Rocket
part, unlike Missile
, lacks an XML setting for changing the Thrust... So really, each SRB is 2 Rockets, one slightly smaller, tucked inside the other; hence, putting 2x SRBs in quotes in the specs. Similarly, the main core's 5 engines, are also doubled; hence, listing it as "5x". (The kick-stage is really just 4x, though, as the entire setup is light enough by then.)
-Getting the rockets to ignite all at once, was the real trick, and is handled by a derpy array of Detacher
parts. You'll sometimes see these randomly fly away after staging (usually colored bright red), as the only way to get them to ignite the rocket was to make the rocket _think|_ it was being separated from the fuselage... But the whole attachment point setup is a lot more complex than just that, and some of them involve multiple detachers in order to function as intended lol You get why I call this all "Derpy" yet??
-The Rocket parts do have a function to limit their Thrust duration, and I originally planned to use this, and then you'd stage after they ran out.... Except, while the rocket does in fact cease to produce thrust... VISUALLY it still has the flame and smoke. *facepalm* So I opted to abandon that plan.
UNFORTUNATELY, the caveat with having rockets produce indefinite thrust, it meant stage separation acts a bit funky at times. When staging from 2 to 3, I struggled to get it to separate well enough (I should've dialed up the Detacher strength in hindsight), so I actually ended up attaching a backward-facing rocket at the top of Stage 2, and it gets triggered by Stage 3, slowing that whole stage down more. The staging ring is still a bit... well, derpy... but it all works well enough. :P
-LOTS of parts have their mass scaled to almost nothing (some ARE set to nothing), as well as their drag. I needed to keep some drag, but in the end the Gyro is what keeps it going straight.
ENJOY!
Specifications
Spotlights
- tsampoy 3.1 years ago
General Characteristics
- Created On Windows
- Wingspan 65.6ft (20.0m)
- Length 70.1ft (21.4m)
- Height 75.6ft (23.1m)
- Empty Weight 93,109lbs (42,233kg)
- Loaded Weight 93,450lbs (42,388kg)
Performance
- Power/Weight Ratio 0.144
- Wing Loading N/A
- Wing Area 0.0ft2 (0.0m2)
- Drag Points 34954
Parts
- Number of Parts 364
- Control Surfaces 0
- Performance Cost 3,722
hehe derpa
@STDeath Thank you :D Glad you like it!
Amazing! Love this!!!!!
@tsampoy Thank you!
Might not win any builder awards for quality, but I had a lot of fun building it either way :D (Even though there were some hair-pulling moments, getting everything to work simultaneously and cooperatively lol)
This is awesome