RP Rocketry
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Charzy
Top8media
Warriorbulb
JayDee
WJDubs
MysticPing
The Cobbler
borisperrons
dogon11
13 posters
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RP Rocketry
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')
**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.
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.
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.
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:
The Beginning:
1: Suborbital Unmanned
2: Orbital Unmanned 1
3: Communications Network (at least 4 comsats (must have an antenna, dish, and have power forever by means of solar panels or whatever) in orbit, or two geo-stationary comsats) 2
Crewed Basics;
4: Suborbital Crewed 1
5: Orbital Crewed 2,4
Everything below requires the entirety of 'The Beginning'
Moon Race:
6: Munar/Minmusian Flyby Uncrewed
7: Munar/Minmusian Orbit Uncrewed 6
8: Munar/Minmusian Landing Uncrewed 7
9:Munar/Minmusian Sample Return Uncrewed 8 (land and come back)
10: Munar/Minmusian Orbit Crewed 7
11: Munar/Minmusian Landing Crewed 8,10
Landing, whether crewed or uncrewed, requires an uncrewed orbiter to have been sent to that moon, and crewed landing must be preceded by uncrewed landings to the same body-you don't to have to do crewed landings and flybys or uncrewed flybys of both moons.
Beyond Kerbin::
12: Unmanned Kerbolar Orbiter 3
13: Uncrewed Inner Kerbolar System (i.e. closer than Dres) Flyby 12
14: Uncrewed Inner Kerbolar System Orbiter 13
15: Uncrewed Inner Kerbolar System Lander 14
16: Uncrewed Kerbolar System Sample-Return 15
17: Crewed Inner Kerbolar System (i.e. closer than Dres) Flyby 13
18: Crewed Inner Kerbolar System Orbiter 14
19: Crewed Inner Kerbolar System Lander 15
20: Uncrewed Outer Kerbolar System Flyby 13
21: Uncrewed Outer Kerbolar System Orbiter 20
22: Uncrewed Outer Kerbolar System Lander 21
23: Uncrewed Outer Kerbolar System Sample-Return 22
24: Crewed Outer Kerbolar System (i.e. closer than Dres) Flyby 20
25: Crewed Outer Kerbolar System Orbiter 21
26: Crewed Outer Kerbolar System Lander 22
Similarly to the lunar situation, a landing, whether crewed or uncrewed, requires an uncrewed orbiter to have been sent to that moon, and crewed landing must be preceded by uncrewed landings to the same body-you don't to have to do crewed landings and flybys or uncrewed flybys of both multiple outer or inner kerbolar system bodies.
Docking and Space Stations:
27: Monolithic Space Station (only spacecraft visits, no extra modules) 5
28: Docking of Two Crewed Craft 5
29: Docking of Two Uncrewed Craft 28
30: Multi-Module Space Station 29
31: Orbit-Assembled Uncrewed Spacecraft 29
32: Orbit-Assembled Crewed Spacecraft 31
**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:
Unmanned Control:
Stayputnik Mk1 - 0.5 PP
Probodobodyne QBE - 1 PP
Probodobodyne HECS - 1 PP
Probodobodyne OKTO - 1 PP
Probodobodyne OKTO2 - 2 PP
RC-001S Remote Guidance Unit - 2PP
RC-L01 Remote Guidance Unit - 3PP
Mk2 Drone Core - 3PP
Crew Pods: (Require Kerb-Rated Modules)
Command Pod Mk1 (1 Crew) - 2PP
Mk1 Cockpit (1 Crew) - 2PP
Mk1 Inline Cockpit (1 Crew) - 2PP
Mk1 Lander Can (1 Crew) - 2 PP
Cupola Module (1 Crew) - 2PP
Mk2 Lander Can (2 Crew) - 4PP
Mk2 Crew Cockpit (2 Crew) - 4PP
Mk2 Inline Crew Cockpit (2 Crew) - 4PP
Mk1-2 Command Pod (3 Crew) - 6PP
EAS-1 External Command Seat (1 Crew) - 1PP
Engines:
O-10 Monopropellant Enginge - (Req. Liquid Rkt.) - 1PP for 2, 0.5PP per engine
LV-T30 Liquid Fuel Engine - (Req. Liquid Rkt.) - 2PP
Rockomax "Mainsail" Liquid Engine - (Req. Liquid Rkt.) - 8PP
LV-T45 Liquid Fuel Engine - (Req. Liquid Rkt.l) - 3PP
Rockomax "Skipper" Liquid Engine - (Req. Liquid Rkt.) - 8 PP
LV-909 Liquid Fuel Engine - (Req. Liquid Rkt.) - 3PP
Rockomax "Poodle" Liquid Engine - (Req. Liquid Rkt.) - 6PP
LV-1 Liquid Fuel Engine - (Req. Liquid Rkt.) - 0.25PP
LV-1R Liquid Fuel Engine - (Req. Liquid Rkt.) - 0.25PP
Rockomax 48-7S - (Req. Liquid Rkt.) - 2PP
LV-N Atomic Rocket Motor - (Req. Controlled Fission/One Unit of Reactor-Grade Uranium) - 4PP
Rockomax Mark 55 Radial Mount Liquid Engine - (Req. Liquid Rkt.) - 4PP
Sepratron I - (Req. Rocketry) - 0.2PP
Rockomax 24-77 - (Req. Liquid Rkt. Fuel) - 1PP
RT-10 Solid Fuel Booster - (Req. Rocketry) - 2PP
Rockomax BAcC Solid Fuel Boster - (Req. Rocketry) - 4PP
Basic Jet - (Req. Aeronautics) - 2 PP
TurboJet Engine - (Req. High Altitude Jet) - 3 PP
RAPIER Engine - (Req. High Altitude Jet + Liquid Rkt.) - 6 PP
S1 SRB-KD25K - 8PP
KR-2L - 10PP
KS-25x4 - 12PP
LFB KR-1x2 - 20PP
Fuel Storage:
Fl-T400 Fuel Tank (180 LF) - 1PP
Rockomax X200-32 Fuel Tank (1440 LF) - 8PP
Rockomax X200-16 Fuel Tank (720 LF) - 4PP
Rockomax Jumbo-64 Fuel Tank (2880 LF) - 16PP
Rockomax X200-8 Fuel Tank (360 LF) - 2PP
FL-T100 Fuel Tank (45 LF) - 4 for 1PP
FL-T200 Fuel Tank (90 LF) - 2 for 1PP
FL-T800 Fuel Tank (360 LF) - 2PP
Oscar-B Fuel Tank (5.735 LF) - 0.1PP
Mk1 Fuselage (only 150 LF) - 0.5 PP
Mk2 Fuselage (only 600 LF) - 2PP
Mk2 to size 1 Adapter (only 80 LF) - 0.25PP
Mk3 Fuselage (only 240 LF) - 1PP
Mk3 to Mk2 Adapter (only 160 LF) - 0.5PP
ROUND-8 Toroidal Fuel Tank (10 LF) - 0.2PP
Mk2 Fuselage (LF+O) - 2PP
Mk2 Fuselage Short (300 LF) - 1PP
Mk2 Fuselage Short (LF+O) - 1PP
Mk2 Bicoupler (LF+O) - 1PP
Mk2 Adapter Short - 1PP
Mk2 Adapter Long - 2PP
S3-7200 - 18PP
S3-14400 - 36PP
S3-3600 - 9PP
RCS Fuel:
Stratus-V Roundified Monopropellant Tank (40 MonoProp) - 0.5PP
Stratus-V Cylindrified Monopropellant Tank (150 MonoProp) - 1.5PP
FL-R10 RCS Fuel Tank (50 MonoProp) - 0.5PP
FL-R25 RCS Fuel Tank (100 MonoProp) - 1PP
FL-R1 RCS Fuel Tank (750 MonoProp) - 5PP
Mk2 Monopropellant Tank - 2PP
Control:
Inline Reaction Wheel - (Req. SAS.) - 0.5PP
Advanced Inline Stabiliser - (Req. SAS.) - 3PP
Advanced S.A.S Module, Large - (Req. SAS.) - 6PP
Place-Anywhere 7 Linear RCS Port - (Req. Adv. SAS) - 0.1PP
RV-105 RCS Thruster Block - (Req. Adv. SAS) - 0.1PP
Non-Advanced Payloads: All cost 0.2PP unless Specified
Simple Payload (Req. Payloads)
PB-NUK Radioisotope Thermoelectric Generator- (Req. Nuclear Reactors/One Unit of Reactur Grade Uranium)
OX-STAT Photovoltaic Panels - (Req. Solar Panels) - 0.1PP
Z-100 Rechargable Battery Pack - (Req. Energy)
Z-200 Rechargable Battery Pack - (Req. Energy)
Illuminator Mk1/Mk2 - 0.05PP
Communotron 88-88 - (Req. Gadgetry)
Communotron 16 - (Req. Gadgetry)
Double-C Accelerometer - (Req. Gadgetry)
PresMat Barometer - (Req. Gadgetry)
GRAVMAX Negative Gravioli Dectector - (Req. Gadgetry)
2HOT Thermometer - (Req. Gadgetry)
LT-5 Micro Landing Strut - (Req. Lander) 0.1PP
Advance Payload (Req. Adv Payloads)
Z-400 Recharable Battery - (Req. Energy) - 1PP
Z-1k Rechargable Battery Bank - (Req. Energy) - 3PP
Z-4k Rechargable Battery Bank - (Req. Energy) - 12PP
PPD-10 Hitchhiker Storage Container - (Req. Kerb-Rated Module) - 4PP
Mobile Processing Lab MPL-LG-2 -(Req. Kerb-Rated Module) - 4PP
Clamp-O-Tron Sr. Docking Port - (Req. Docking Port) - 2PP
Clamp-O-Tron Shielded Docking Port - (Req. Docking Port) - 1PP
Clamp-O-Tron Docking Port - (Req. Docking Port) - 1PP
Clmap-O-Tron Jr. - (Req. Docking Port) - 0.5PP
Inline Clamp-O-Tron - (Req. Docking Port) - 1PP
PB-ION Electric Propulsion System - (Req. Energy) - 2PP
PB-X150 Xenon Container - 2PP
PB-X50R Xenon Container - 1PP
OX-4(B) Photovoltaic Panels - (Req. Compact Panels) - 1PP
SP-(A/B) Photovoltaic Panels - (Req. Compact Panels) - 1PP
Gigantor XL Solar Array - (Req. Compact Panels) - 1PP
Mk25 Parachute - 2PP (Applies for Free Under Probe Lander)
Mk16-XL Parachute - 2PP (Applies for Free Under Probe Lander)
Mk2-R Radial-Mounted Parachute - 1PP (Applies for Free Under Probe Lander)
Mk16 Parachute - 1PP (Applies for Free Under Probe Lander)
Pegasus I Mobility Enhancer - Free
Telus Mobility Enhancer - Free
Telus-LV Bay Mobility Enhancer - Free
LT-1 Landing Struts - (Req. Lander) - 0.25PP
LT-2 Landing Strut - (Req. Lander) - 0.25PP
RoveMax Model M1 (Req. Lander) - 1.25PP
RoveMax Model S2 (Req. Lander) - 0.25PP
RoveMax Model XL3 (Req. Lander) - 1PP
TR-2L Ruggedized Vehicular Wheel - 1.5PP
Launch Escape System - 6PP
Mk2 Crew Cabin - 4PP
Mk2 Cargo Bay Short - 1PP
Mk2 Cargo Bay - 2PP
Mk2 Clamp-o-Tron - 1PP
Advanced Grabbing Unit - 4PP
--------------------------------------------------------------------------------------------------------------
Aerodynamic Tab: (All Require Aeronautics) All cost 0.1 PP
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:
I have a rocket that is made up of 1 BACC booster, and on top of that a LV-909 liquid engine, a FLT-400 fuel tank, a 1-man capsule and a parachute.
This costs me, in total,
2 PP for the BACC booster
3 PP for the Liquid Engine
1 PP for the Liquid Tank
2 PP for the Capsule
1 PP for the Parachute
Giving a cost of 9 PP to build, and 27 to develop.
I then launch this rocket, and return the capsule along with its engine and fuel tank back to the surface, while using the parachute to slow my descent.
I need to replace the BACC. This costs 2 PP.
The liquid engine needs refurbished at 25% of the cost, so that's another 0.75 PP
The liquid tank needs refurbished at full cost, so that's another 1 PP.
The capsule needs refurbished at 10% of the cost, so that's another 0.2 PP
The parachute needs refurbished at full cost, to that's another 1 PP.
In total, for this craft to be refurbished and able to be used again, I need to do a 4.95 PP project (no splitting it into parts).
I then log put this value down along with the name of this craft, stating that it needs refurbished.
One day later, I decide to refurbish it. I spent 4.95 PP, and 4.95 hours later, it's fully refurbished.
This replaces all the expended parts and fixes the used ones like engines, refuels your tanks and so on. The rocket is now ready to fly again.
I then log that this craft is built and ready to fly again/
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
dogon11- Posts : 466
Join date : 2014-05-23
Age : 25
Location : Northern Virginia
Re: RP Rocketry
May i suggest considering adding Kethane to have some ISRU capability?
borisperrons- Posts : 912
Join date : 2014-05-23
Location : In a teather near you
Re: RP Rocketry
Spoilers young Dogon, spoilers
The Cobbler- Posts : 512
Join date : 2014-05-23
Age : 26
Location : Netherlands
Re: RP Rocketry
Bleh, I don't like spoilers on these kind of lists. Makes it easier to flip through to find prices and the like.
dogon11- Posts : 466
Join date : 2014-05-23
Age : 25
Location : Northern Virginia
Re: RP Rocketry
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
MysticPing- Posts : 767
Join date : 2014-05-23
Age : 24
Location : Sweden
Re: RP Rocketry
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.
WJDubs- Posts : 82
Join date : 2014-05-26
Re: RP Rocketry
Its not an actual prerequisite for space stations, its just listed after the crewed inner kerbolar lander thing.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.
look at the number at the end.
JayDee- Posts : 265
Join date : 2014-05-24
Re: RP Rocketry
No answer to my question?
MysticPing- Posts : 767
Join date : 2014-05-23
Age : 24
Location : Sweden
Re: RP Rocketry
Oh, well, just goes to show you. I can be a bumbling idiot at times.
WJDubs- Posts : 82
Join date : 2014-05-26
Re: RP Rocketry
If I wanted to make a lifter that can use 3 boosters, but normally uses 2, should I develop the 3 booster version?
Warriorbulb- Posts : 860
Join date : 2014-05-23
Location : Amongst the huddled masses
Re: RP Rocketry
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.
Top8media- Posts : 236
Join date : 2014-05-28
Re: RP Rocketry
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.
Charzy- Forum Terrorist
- Posts : 493
Join date : 2014-05-23
Age : 25
Location : My sex dungeon
Re: RP Rocketry
So I'd develop it as three but then use it most of the time as a two. Okay.
Warriorbulb- Posts : 860
Join date : 2014-05-23
Location : Amongst the huddled masses
Re: RP Rocketry
your choice. If you never use the three version you can develop the two version instead.
All choices to make...
All choices to make...
The Cobbler- Posts : 512
Join date : 2014-05-23
Age : 26
Location : Netherlands
Re: RP Rocketry
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.
The Cobbler- Posts : 512
Join date : 2014-05-23
Age : 26
Location : Netherlands
Re: RP Rocketry
No, modded command pods and capsules are a no-no.
borisperrons- Posts : 912
Join date : 2014-05-23
Location : In a teather near you
Re: RP Rocketry
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
The Cobbler- Posts : 512
Join date : 2014-05-23
Age : 26
Location : Netherlands
Re: RP Rocketry
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).
dogon11- Posts : 466
Join date : 2014-05-23
Age : 25
Location : Northern Virginia
Re: RP Rocketry
Romfarer's Robotic Arms:
Buran Manipulator: 20PP
Canadarm: 30PP
Buran Manipulator: 20PP
Canadarm: 30PP
dogon11- Posts : 466
Join date : 2014-05-23
Age : 25
Location : Northern Virginia
Re: RP Rocketry
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.
The Cobbler- Posts : 512
Join date : 2014-05-23
Age : 26
Location : Netherlands
Re: RP Rocketry
Yeah. If we are going to make the Narconan space navy we need that.
Warriorbulb- Posts : 860
Join date : 2014-05-23
Location : Amongst the huddled masses
Re: RP Rocketry
You could use KAS and stuff...
dogon11- Posts : 466
Join date : 2014-05-23
Age : 25
Location : Northern Virginia
Re: RP Rocketry
Missile cannot be built parallel from this point onward.
The Cobbler- Posts : 512
Join date : 2014-05-23
Age : 26
Location : Netherlands
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