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RP Rocketry

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Charzy
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Post by dogon11 Fri May 23, 2014 3:09 am

Note: The FAR and Deadly Re-entry mods are both required to be used in every mission.
Mods such as Procedural Fairings, KAS and Hullcam are allowed (check with a mod if unsure)
Procedural fairings is not required, but is heavily encouraged and will make it far easier to launch using FAR
Any mod that provides any form of propulsion or fuel storage (including electricity generation) is forbidden.

Rockets must have a launch pad (or silo) and a launch center to launch. The pad used for launch cannot have been used for a launch within the past 72 hours. See the Projects and Programs thread for launch pads, or Nuclear Warfare for silos.

Mission Requirements:

If prerequisite missions aren't followed, the following penalty shall be applied; 24 hours of no project progress, per mission skipped.

Missions required for other missions are noted with numbers after the name (4 requires both 3 and 2, for example.)

Multiple missions that aren't prerequisites of each other can be considered done in one launch (e.g. a probe that flies by the Mun and escapes the Kerbin system completes both 'Munar/Minmusian Flyby' and 'Kerbolar orbit')

Missions and prerequisites:
For ANY mission lasting over one in-game month, you require at least one empty hitchhiker part for every eight kerbals. This will be considered to be a food-growing place and will keep them alive indefinitely.

**More will be added as we progress (ex. Colonies and beyond Kerbin's Influence)

Development and Production

All rockets must be developed and built before they can be launched. Development costs do not apply to payloads (e.g. probes).
To build a rocket, add up the PP costs of all the parts you've used. If you've used modded parts such as winches from KAS, ask a mod for pricings. This total is the PP cost of the entire rocket.

To develop the rocket costs three times what it costs to build it. However, once it is developed you can build as many of that particular rocket as you want. You must develop a rocket before it can be built.

You can also develop a family of rockets all at once. For example, if I have a rocket named "SuperMagic 1" and I want to develop a series of variants with boosters, I could develop "SuperMagic 1-4" with 4 boosters, and "Supermagic 1-87" with 87 boosters.
When you are doing this, you simply take the development cost of all of the possible parts combined. That will be the development cost for the entire family.

PP costs of parts:
Time

All missions lasting a considerable length of time ingame must take the same amount of time in the RP. Since kerbin rotates around the sun once every 106 days, and a cycle is half a year, every 53 days a mission lasts ingame will be a cycle here.

This means that there's 7.5 days ingame for each real life day.

Reusability:

Sometimes, your rocket or plane or what have you is built well enough that you think it should probably land. Well, good for you! Here's how reusability works in the RP:

For a craft to be reusable, you have to prove (screenshots) that it can actually survive Deadly Reentry and the landing with no damage. For the sake of making this system a huge amount more simple to understand and keep track of, reusability only works with intact crafts. If it separated in flight, it cannot be re-used. However, whatever lands can be re-used. For example, a space shuttle can be re-used, but its SRBs cannot.
You will need to rebuild the rocket again, but you will only need to rebuild the boosters, not the final craft.

You must, however, keep track of every craft that is in need of replacement boosters such as this, and this must be made public knowledge.
If your shuttle hasn't had its boosters rebuilt (this takes PP, remember, just subtract the cost of the parts of the shuttle from that of the entire spacecraft) yet, then you will need to log the amount of PP that it will take to rebuild the boosters and such.

This can be applied to anything, so the final stage of a rocket could be reused, provided you can prove that it can be. Read on.

For your craft, you need to show pictures of it during both descent and immediately after landing on every single mission. Every single one. This is because re-entering from, say, kerbolar orbit is going to be far more dangerous that re-entry from a sub-orbital hop. If you don't prove it re-enters, it never happened.

Once you've shown that the parts can land, everything's dandy. A lot of parts need refurbishment when they land before they can be re-used. You log this cost along with the cost of any boosters and must spend the PP to make the craft reusable before you can fly or launch it again. (Add them, and they become the total refurbishment cost for the craft)

Below is a list of different types of parts that must be refurbished along with the fraction of their total cost that needs to be spent to refurbish them. For example, a capsule requires 10% of its PP cost to refurbish, so the 1-man capsule needs 0.2 PP to refurbish.

Solid Rocket Boosters - 100%
Liquid Fuel Tanks - 40%
Liquid Engines - 25%
Capsules/Cockpits - 10%
Parachutes - 80%


Purely structural parts do not need refurbishment, the same for aerodynamic ones. Jet engines do not need refurbished, but Rapiers count as liquid rocket engines.

The refurbishment cost for a craft is one project, just like building the rocket. Remember: The total refurbishment cost is the full cost of any parts that did not land with the final part of your craft added to the refurbishment costs of each part that needs refurbished after landing.

Example:
NB: YOU MUST HAVE THE REUSABLE ROCKETRY TECHNOLOGY TO REUSE ANY CRAFT. ADDING REUSABILITY TO A CRAFT DOUBLES ITS DEVELOPMENT AND BUILD COST FOR BALANCE.


Offensive Rocketry

You can, of course, use rocketry for evil (or good, depending on your viewpoint). If you want to stick a nuclear bomb on top of a rocket (remember to develop and build the rocket first!) then you simply put a weight on it at least equal to the weight of the bomb. To get the weight of a nuclear bomb, check the Nuclear Warfare thread. The bit you put on the rocket must not help the rocket along. That means no putting a 1-ton fuel tank on top of your rocket and letting that drain down during flight. Seperate it with a decoupler or something like that.

The range of the rocket you made (with the weight on top) is the range of your new missile. Remember that slow rockets are easy to shoot down, as are ones that stay low in the atmosphere for ages.

Obviously, you don't have to do this with a nuke. You can use other sorts of payload if you want, such as conventional bombs or chemicals.

Ask a mod for the weight of your warhead, and always remember to ask them when you're firing it so that they can decide how much damage it does.
Missiles aren't necessarily very accurate though, so expect a lot of them to miss if they're low-tech.


Last edited by dogon11 on Mon Oct 20, 2014 10:54 pm; edited 4 times in total
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Post by borisperrons Tue Jun 17, 2014 3:13 pm

May i suggest considering adding Kethane to have some ISRU capability?
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Post by The Cobbler Tue Jun 17, 2014 10:37 pm

Spoilers young Dogon, spoilers
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Post by dogon11 Tue Jun 17, 2014 11:33 pm

Bleh, I don't like spoilers on these kind of lists. Makes it easier to flip through to find prices and the like.
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Post by MysticPing Wed Jun 25, 2014 9:59 am

Will a plane going around mach 8 and pinging of into space count as a rocket? It used only jet engines. Would be a easy manned sub orbital
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Post by WJDubs Wed Jun 25, 2014 1:33 pm

I have a question. Why is Crewed Inner Kerbolar Lander before the space stations? The world has had quite a few space stations, and not one crewed lander to anywhere beyond Earth's SOI. It really doesn't make any sense.

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Post by JayDee Wed Jun 25, 2014 1:43 pm

WJDubs wrote:I have a question. Why is Crewed Inner Kerbolar Lander before the space stations? The world has had quite a few space stations, and not one crewed lander to anywhere beyond Earth's SOI. It really doesn't make any sense.
Its not an actual prerequisite for space stations, its just listed after the crewed inner kerbolar lander thing.
look at the number at the end.
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Post by MysticPing Wed Jun 25, 2014 1:44 pm

No answer to my question?
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Post by JayDee Wed Jun 25, 2014 1:45 pm

dont think you can do that
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Post by WJDubs Wed Jun 25, 2014 1:53 pm

Oh, well, just goes to show you. I can be a bumbling idiot at times.

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Post by Warriorbulb Sun Jul 27, 2014 1:45 am

If I wanted to make a lifter that can use 3 boosters, but normally uses 2, should I develop the 3 booster version?
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Post by Top8media Sun Jul 27, 2014 4:31 am

Yes, use the cost for all the parts in the 3 booster version. It's the sum of all the parts used, including any from the 2 booster version you don't use on the larger variant.

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Post by Charzy Sun Jul 27, 2014 1:17 pm

What he said. So if the two booster version has an extra battery as well, you'd develop it with the cost of three boosters and the battery.
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Post by Warriorbulb Sun Jul 27, 2014 2:15 pm

So I'd develop it as three but then use it most of the time as a two. Okay.
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Post by The Cobbler Sun Jul 27, 2014 3:26 pm

your choice. If you never use the three version you can develop the two version instead.

All choices to make...
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Post by The Cobbler Sun Jul 27, 2014 9:31 pm

Rules edited; each mission skipped now results in an additional 24 hour penalty, rather than a single penalty regardless of the amount of skipped missions.
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Post by Sylandro Mon Jul 28, 2014 12:11 am

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Post by borisperrons Mon Jul 28, 2014 11:59 am

No, modded command pods and capsules are a no-no.
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Post by The Cobbler Wed Sep 03, 2014 6:39 pm

We plan to add a ''space dock'' feature to the RP. You can then take up an abstract mass unit of PP, and build rockets which you can then launch for free to the orbit of your space dock. So everything detached at the orbit altitude, you won't have to pay for, provided you have the PP left in orbit to pay whats left of the rocket
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Post by dogon11 Wed Sep 03, 2014 11:32 pm

I personally disagree with the space dock idea because PP means different times. Sometimes it's physical labor, sometimes it's specific equipment operating. Certain construction ideas require specific equipment, and without it in space at your dock, it won't work. However, if you find a way to get proper equipment to space, then I'm good with it. Stuff like being able to build fuel tanks only after bringing certain equipment modules (like having them weigh 10 tons and cost 30PP for the equipment).
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Post by dogon11 Sun Sep 14, 2014 10:44 pm

Romfarer's Robotic Arms:

Buran Manipulator: 20PP
Canadarm: 30PP
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Post by The Cobbler Sun Sep 14, 2014 11:14 pm

dogon11 wrote:I personally disagree with the space dock idea because PP means different times. Sometimes it's physical labor, sometimes it's specific equipment operating. Certain construction ideas require specific equipment, and without it in space at your dock, it won't work. However, if you find a way to get proper equipment to space, then I'm good with it. Stuff like being able to build fuel tanks only after bringing certain equipment modules (like having them weigh 10 tons and cost 30PP for the equipment).

Well, basically youd design your thing, calculate the cost in PP and then transport that to the dock. Then youd turn it into your actual spaceship.
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Post by Warriorbulb Mon Sep 15, 2014 12:42 pm

Yeah. If we are going to make the Narconan space navy we need that.
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Post by dogon11 Mon Sep 15, 2014 4:27 pm

You could use KAS and stuff...
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Post by The Cobbler Mon Sep 22, 2014 1:17 pm

Missile cannot be built parallel from this point onward.
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