Did someone ask for a base game parts only UHLV?
Couple of caveats. The only cheat I used was those that enabled me to pad assemble, so no grav etc. Also the payload isn't strictly basegame, but I couldn't be bothered making it out of 5t tanks and it wouldn't have mattered anyway. Also I've added colours to the tanks around the docking ports so they're easier to find. Again, shouldn't make a difference.
So in theory, anyone can use the assembled .qks for this and launch it.
I present the Salamander L/V.
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Oh. Erm. This is just the base of it...
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That's better.
The Salamander.
without payload
Over 1000 game parts
200m tall (5 x 2 base buildscreens)
252 engines (82 Hawks, 170 broadswords)
9,738,000kg mass
7,992,000kg of fuel
162,300kN of thrust
With 2,270,600kg of payload.
267m tall
12,009,120kg All up mass
Launch TWR: 1.37
Dv: 3153m/s
In short, the single most powerful, base game compliant L/V in SFS.
For the next few hours at least until Danny throws a few more cathedral boosters onto his set up and, as long as i've not made a booboo parts wise (I'm not exactly sure what comes in the base game. Don't @me haha)
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How does it fly?
Like you'd expect something taller than the Washington Monument to fly. Sluggishly... and with
ALL THE LAG. Not just some. ALL OF IT.
It's as if i'm importing other lag from other universes just to satisfy the amount of lag this produces.
I'm having difficulty making a video of it because my tablet is basically unresponsive through the first 45-55 seconds of flight.
Also, because there are over 250 engines, I haven't designed it as a true 2 stage rocket as lighting stage 2 would take about a year.
I'm serious. It took me nearly 3 and a half minutes just to turn them on for launch, and have the video to prove it
Instead all the engines burn all the time and I've designed each segment to fall away in sequence, ditching the excess weight as they run out of fuel.
That being said, at no point in flight does the TWR drop below 1.2, so considering it weighs more than a US Navy guided missile cruiser, it doesn't mind climbing at all. And it's simply majestic the first 100-200m.
So, pictures it is for the moment.
This is at T+ 55, the base of stage 1 comes off. I couldn't get a photo in time. Like I said, unresponsive...
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You may wonder why i'm at 6,500m and still going almost straight up. I didn't start going over til pretty much 9,000m. If you're not above 13,000m before the solid fuel stage comes off, then you're not making orbit.
Managed to get one of the core of stage one falling away at T+138 though, just before the Karman Line.
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The base of Stage 2 comes away at T+181 and we're juuuussstt about to achieve orbit.
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Just casually de-orbiting a small, 35m x 28m, 412t building.
And thats LEO.
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In the picture is 2,270 tons of payload, 664t of L/V and 4% fuel (155.36tons) = 3089 tons.
Still got 160m/s to play with and will achieve stable 100km orbit
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It would get there with less fuel, but i've only got one probe onboard so the only way it turns is with thrust, and I wasted a lot of it at the top of the flight attempting to rotate to make an orbit.
And you have to turn the engines off to separate. It shakes so much that you'll end up hitting an engine or transferring fuel instead, which isn't good. Ooooh no it's not.
Other critique point, I could make it more aerodynamic by adding parachutes/ports to the top of the flat surfaces where the engine 'nacelles' are which would make a huge difference.
It's also at its least capable here. I've had to 'detune' it because in original trim it was going to launch at TWR 2.5 or something like that and couldn't use hawks on the upper stage because again it was too powerful even with that amount of weight. Because its modular and so over powered, the vehicle can lift anything I can strap to the top with a bit of engine swap or simply adding core sections.
But, tablet says no, so this is my limit.
Over to you Danny!