This Is The SpaceX Starship Rocket. I Have Made It So It Can Launch, Seperate From The Booster, The Booster To Do The Boostback Burn, Do A "soft" Landing In The Ocean, Then Switch Back To Starship, And Get It To Orbit, Do A Reentry, and do Another "soft" landing of the starship. And It will do this completely automated with vizzy.
Now, the program is still very much a work in progress. This is because if you want the booster to do its boostback and landing, you must switch to it, and in game, when you detach something, it retains the original craft name and adds a dash and 3 numbers. For example, for this craft, when you detach the booster, the number as I last tested this is "Starship Ship 24, Booster 7-222", and those last three digits changes every time you close and reopen Juno, or so it seems. My solution is to do a test run, like this. you launch from cape canaveral in RSS, and hit the ag 6 for launch, and wait until the booster seperates, then quickly pause the game and see what the three digits are for the booster. Once you have done this, go into vizzy and go down until you see the block "Switch to craft", and change the three numbers for the craft Id. The block is still fairly close to the starting block of "On Start".
I will also give an explanation of how the program works, so you can understand it, if you want to make changes, which feel free to do and please comment what you did.
Once the game detects that ag 6 = true, it will begin the program. It will do the launch sequence and do a pitchover once above 2000 meters. Then, once the fuel in the active stage is less than 20%, it will seperate, and switch to the booster if the three digits at the end of the "switch to craft" block are the same as the booster ingame. If they match, it will switch to the booster and perform the boostback burn. Then, since it is still in the atmosphere, you will have to do physiwarp until you reach 3000 meters, which is when the program lights the middle and inner booster engines to "softly" land. It will display something and then switch back to starship. If the boostback burn and landing was perfect, it will switch to starship and light its engines again. Just pretend they were on while the booster was landing, since if a craft leaves physics range, which is more than 10km, the game will stop considering it. The starship will then get to orbit, and set timewarp to 500x. Once you are ready to deorbit, set ag 4 to true, and it will wait 5 seconds and light the engines. It will then wait until the periapsis is below 5km, but because of spool down time, the periapsis is far lower than that. Then wait until the starship flaps are set to 1, which it will do automatically, to timewarp down to reentry interface. You may need to adjust the roll, but if one side of the flaps are facing into the flame, it will correct itself because of drag. For reentry, I would recommend no more physiwarp above 5x. Then It will do a series of bounces, and get to below 800 meters/second, then it will flip to the belly flop position. Then it will wait until the altitude is less than 6000, and it will try to lock on retrograde. It will lose control, but once the engines light at i think 2000 meters, it will correctly lock on retrograde, and do a "soft landing". It will then display text that tells you to delete any craft with the name "Starship Ship 24, Booster 7-whatever".
GENERAL INFO
- Predecessor: SpaceX Starship Automated Launch to Orbit And Landing
- Created On: Windows
- Game Version: 1.3.115.0
- Price: $2,113,620k
- Number of Parts: 465
- Dimensions: 146 m x 49 m x 26 m
PERFORMANCE
- Total Delta V: 9.0km/s
- Total Thrust: 104.4MN
- Engines: 40
- Wet Mass: 1.1E+7kg
- Dry Mass: 9.41E+6kg
STAGES
Stage | Engines | Delta V | Thrust | Burn | Mass |
---|---|---|---|---|---|
2 | 34 | 743m/s | 55.4MN | 2.3m | 1.1E+7kg |
4 | 6 | 8.2km/s | 49.0MN | 2.48hours | 2.86E+6kg |