Yeah, I know, there are dozens of autolaunching scripts out there. And I'm pretty sure that this isn't the best of them, to boot.
But the Autostage logic can handle:
* Parallel staging (one or more engine that remains ignited over multiple stages)
* Asparagus staging (a central core stage that is fed from radially attached fuel tanks which are discarded when empty).
Which not all autolaunchers can handle, so that's something. It also contains code that shows how to use FUNK to extract performance data from individual engines, which hasn't been published in the past to the best of my knowledge, so there's that also.
You can tune the script by modifying the variables in the "Init" custom command. In particular, you'll want to adjust the "InitialGravityTurn_Pitch" appropiately to the vehicle you use it on.
The current vehicle is usable in Career mode, but requires both the 1st and 2nd liquid fueled engines and solid rocket booster engines to have been unlocked.
GENERAL INFO
- Successors 2 craft(s) +14 bonus
- Created On: Windows
- Game Version: 1.0.6.0
- Price: $5,215k
- Number of Parts: 23
- Dimensions: 18 m x 6 m x 6 m
PERFORMANCE
- Total Delta V: 3.9km/s
- Total Thrust: 3.0MN
- Engines: 4
- Wet Mass: 1.06E+5kg
- Dry Mass: 9,698kg
STAGES
Stage | Engines | Delta V | Thrust | Burn | Mass |
---|---|---|---|---|---|
1 | 3 | 1.9km/s | 3.0MN | 1.8m | 1.06E+5kg |
4 | 1 | 2.1km/s | 6kN | 3.0m | 758kg |
works flawlessly. ty