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http://forum.kerbalspaceprogram.com/index.php?/topic/78226-112-stagerecovery-recover-funds-from-dropped-stages-v164-050216/
But of course smaller launches, probably anything 200k and under, I don't even bother.
http://steamcommunity.com/sharedfiles/filedetails/?id=727244969
That said, I did once design a single stage to orbit that could put a reasonably massive payload into LKO and land again. Here are some pics of that experiment:
http://steamcommunity.com/sharedfiles/filedetails/?id=591183416
http://steamcommunity.com/sharedfiles/filedetails/?id=591184168
http://steamcommunity.com/sharedfiles/filedetails/?id=591184472
The problem with Insanity is that it is just cheaper to launch with disposable boosters, unless you can land KSC with great accuracy--something that is very difficult to do without wings.
BUT, I designed it similar to one I found online, and someone told me exactly how to bring it back to KSC, and it worked last career mode quite a few times. I would circular orbit 70-74km, then do a retroburn of like 60-70ms, just after I pass that big crater. Re-entry slowing then puts me right near KSC, some precision wiggling in atmosphere, with a couple bumps of thrust left helps me aim for the water just past KSC, and bam 90%+ recovery. I have yet to get such accuracy with any other rocket tho. :/
it may be fun and interesting the first 1-2 times you do it, afterwards it's just work. and it doesn't save you nearly enough to warrant the extra time you spend and the tedium of doing it.
also, you can make more money by using vastly more efficient disposable rockets and simply running more contracts in the time you save by not having to recover the lifter rocket system.
same for SSTO planes, really, but at least they are somewhat challenging to design properly, so the point where they start feeling pointless comes a lot later.
if you use a mammoth for that job, chances are that the fuel price alone is close to the cost of the whole disposable lifter. and that completely ignores the problem that you will realistically only recover something like 90% of the hardware cost (it's quite hard to land a rocket exactly on the runway, but it's reasonable to land it somewhere within maybe 100-200km of the space center)
im on my work now, cant open the game, but it is the one on the last screenshot https://steamcommunity.com/sharedfiles/filedetails/?id=731502655 its not aways an SSTO, sometimes i put some boosters on it when i have to lift some heavy cargo.
with 4 kickback boosters i have put a 40 ton cargo at LKO.
when i went home i can show the build screen.
and its easy to land at ksc with this rocket, target your flag at ksc, just retroburn to 15km above and aim antitarget, activate the airbrakes sometimes and the elevons in his foot do the job
that's very impressive if you can pull that off consistently!
i never mastered that whole landing unguided stuff in atmossphre precisely. i'm somewhat good at getting planes to the KSC; but that's really not that hard. you just have to get the trajectory somewhere withing about 100km and use the wings to brake harder or to glide closer. a rocket or capsule needs a lot more precise "aiming".
still, you could trim down that rocket quite a bit. most of that fuel and engines is really just used to lift itself.
https://steamcommunity.com/sharedfiles/filedetails/?id=732706684
the empty rocket https://steamcommunity.com/sharedfiles/filedetails/?id=732706827
the full rocket, 17k fuel https://steamcommunity.com/sharedfiles/filedetails/?id=732706754
full rocket with payload, https://steamcommunity.com/sharedfiles/filedetails/?id=732706994
the 4 extra kickbaks are nedded, i can achieve lko with some spare fuel to dock in the space station and deorbit
the total launch cost is about 17k of fuel plus 2,5% of 130k plus 4 kickbacks = about 33k
the jaburu cant fly by itself yet, i need to put the engines in orbit