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Take your payload and make a new stage to deliver it. Add about as much mass in fuel tanks as the mass of your payload, and then enough engines to get a reasonable thrust to mass ratio. That won't get you all the way to your destination, but see how much delta-v it gives you.
Then do it again. See if that's enough delta-v to reach your destination. If not, then do it again. And again, until you've got enough stages and enough delta-v. At that point, add some boosters for a first stage to give you some excess delta-v in case you're not as efficient as you hoped, and you're ready to go.
The very first liquid fuel stage needs to function at sea level, which limits your choices. Mammoths are the best if you're building something big. For smaller rockets where a single mammoth would be overkill, use a mainsail, skipper, swivel, or whatever is appropriate to your rocket size.
For subsequent liquid fuel stages, you generally want upper stage boosters that are efficient in a vacuum. You won't be out of Kerbin's atmosphere entirely by the time you fire the second liquid fuel stage, but even an altitude of 15 km is enough to make the deleterious effects of air pressure negligible. For big stages, use however many rhino engines it takes to make the thrust to weight ratio reasonable. For smaller stages where a single rhino is overkill, use wolfhounds for moderate-sized rockets, or a single poodle, cheetah, terrier, or spark if even a single wolfhound is overkill.
For your third and later liquid fuel stages, you're probably going to be in space. At that point, nerv engines are an option. I usually avoid them because the very low thrust means very long burns, which is annoying. But for the largest of rockets, you basically have to use them in order to make the first stage fit on the launchpad.
You'll generally want clydesdale boosters for big rockets, or maybe something smaller for smaller rockets. For small rockets, you might not even use solid fuel boosters at all.
Here's the biggest launch vehicle that I've got:
https://steamcommunity.com/sharedfiles/filedetails/?id=2248217170
That has to deliver several hundred tons to a low orbit about Laythe. On the launch pad, it comes to 10820 tons.
Use a bigger scale tank, more of them in a long pipe and put the best engine you have on the bottom. Also consider using some fairings to reduce drag from all the bits sticking out. Oh and align your engines properly. Having the SRB so far up causes a lot of thrust loss from bad placement.
https://steamcommunity.com/sharedfiles/filedetails/?id=2410805195
Three asperagus-staged Skippers, plus four Thumpers to boot it off the pad. The platform itself has a Poodle and needed to use it a little to complete orbital circularization, but only a little.
Probably a mainsail would be an improvement but I didn't have the tech points handy.
Rather heavy - I had to upgrade to the level 3 launchpad.
for 18 tons of payload I can get just about 7500 vacuum dV without the later techs, though it's pushing it quite a bit. it's probably doable if you're just delivering the 18 tons, but not returning it. (it's probably possible, just will take a lot of fine tuning.)
6x Thoroughbred -> 2x Rockomax Jumbo + Twin-Boar -> 1x Rockomax Jumbo + Poodle -> 18 ton payload.
checking my saves, something I called "stupid big" at a similar tech level, not knowing if I could make the trip was only a 10 ton payload. (though I did make the trip with dV to spare).
What would be a good thrust to weight ratio? I think that is likely where I am running into issues the most.
So, the first LFO stage should kick off on launch? I typically just used solid boosters to get up further out of the atmosphere before engaging anything LFO-related. But I will keep this in mind if that's what you were implying.
Those 4 SRBs usually send my apoapsis up to a LKO altitude, around 70-90 KM depending how I do my gravity turn. Then I usually just try to burn to circularize. Orbit isn't too much of an issue, it's moreso getting to the mun/minmus. But I will keep this in mind and try to restructure accordingly. Also, what would be a good placement for SRBs? I currently have them located at the center of mass of the lander + the main stage, I figured that would be the best placement for them, but I could easily be wrong.
Also I don't have bigger scale tanks, those are the biggest ones I've got, equivalent to rockomax tanks.
I will keep this design in mind and be sure to check it out once I get back to redesigning the launcher.
I generally want a thrust to weight ratio of around 1.5 on the launch pad, which goes up as you burn fuel without losing thrust. In subsequent stages, you generally don't want your thrust to weight ratio to go very far below 1.0 before you reach a stable orbit.
Once you're in a stable orbit, your thrust to weight ratio can go much lower. The problem with very little thrust is that you end up with annoyingly long burns. I usually want at least 5 m/s^2 of acceleration just to prevent burns from being unreasonably long. Hour-long burns usually won't cause your rocket to explode, but they are pretty boring to watch, even at 4x physics warp.
I generally recommend using both liquid fuel rockets and solid fuel boosters at the very start, unless your rocket is pretty small. Have thrust start at max, then slowly lower the throttle as you ascend to keep the thrust to weight ratio from getting too high. The solid fuel rockets will go all out until they're out of fuel, of course, but you can throttle back the liquid rockets to keep the thrust to weight ratio reasonable, which likely means around 2 or so in Kerbin's lower to mid atmosphere.
If done properly, the solid fuel boosters will run out of fuel long before your first stage liquid rockets. At that point, you stage to drop the solid fuel rockets, while letting the liquid rockets keep burning. You probably also max the throttle on the liquid fuel rockets at this point to make up for losing the thrust from the solid boosters.
When you drop the solid fuel boosters, you want the liquid fuel rockets to still offer a thrust to weight ratio of around 1, as you still need to reach space. You should be going up pretty fast by this point, and also well into your gravity turn, so you could reach space with a considerably lower thrust to weight ratio, but it's inefficient to spend too long fighting against gravity.
https://steamcommunity.com/sharedfiles/filedetails/?id=2111705328
https://steamcommunity.com/sharedfiles/filedetails/?id=2111825135
There are other advantages of the Twin-Boar such as ease of recovery, if that's your thing, but not necessary. One important thing to remember about using the Twin-Boar is that you need to accelerate it as quickly as possible to Mach 1 (~330 m/s in the low Kerbin atmosphere) and then the thrust to drag ratio will get heavy payloads into LKO.
I like the twin boars too
Yeah you do! LOL!
I love your "No Holds Barred" approach to spaceflight - it's impressive and I always look forward to seeing what the GFB Bureau has on the drawing board!