Are you a fan of the Kessler Syndrome? Do you like cluttering LEO quickly? Then this is just the craft for you!

RSS ONLY Falcon 9 ==> Launch 56 Starlinks into precise orbits and let them perform a simultaneous ballet performance // More footage // Short
Land the booster on a drone ship

V1.1: 56 Starlinks v1.5 payload.
Update JNO v1.3: Starlink release does not work anymore with this update. No time to fix it rn unfortunately.

List of main features:

  • Accurate mass & engine performance
  • Automatic Starlink removal for higher inclination launches
  • Multiple and varying cinematic camera scenarios and tracking cam (AG6 toggle)
  • Random minor or major issues can occur that can lead to a scrub or a failure requiring FTS activation. Default anomaly rate 21%
  • Advanced launch profile, SpaceX style by calculating a profile that only decreases pitch (no sudden pitchup when circularizing) and uses a descending trajectory when necessary
  • Orbital insertion at SECO, two types of payload release methods and a deorbit burn
  • Control all Starlinks within physics range and raise their orbits
  • Realistic custom RCS script
  • Reentry and booster landing, with varying simulated atmospheric turbulence conditions. No gyro cheating here!
  • Drone ship including vizzy script to easily place it at the right spot!
  • KSC and VDB compatible


Caution: speeding up time —> chance of messing up launch (PIDS require decent fps). At critical moments time will be set back to normal, but this is not 100% reliable.


There are currently 2 methods of orbital insertion:
1. Initial launch altitude of <200 km: a second Stage 2 burn will raise perigee >200 km.
2. Initial launch altitude of >= 200 km will be completed with only one S2 burn.

Additionally, the first stage booster has a low energy launch profile for initial launch altitudes <175 km and a high energy profile for 175 km and above. Drone ship distance is adjusted automatically when placing the drone ship through the vizzy.


Drone ship landings: To place the drone ship at the correct location, start the drone ship at your rocket launch location and the vizzy will tell you what to do. Set water physics to medium for drone ship landings! Also, it's nice to increase physics distance in settings.xml.


Use this link to calculate max payload mass.
And here's orbital details of previous F9 launches on Everyday Astronaut.


Credits

Give these programmers/designers below the credits they deserve.

Vizzy: basic structure derived from KellyNyanbinary (KAL), many ideas, code, help and time from GoldenShadow. Thank you!!
Autocredit failed, original rocket: Kepler452B
Interstage and other ideas: ChaoticGraviton
Launch strongback: LLLLLLz
Logo & letters: Alfian
Landing legs: SmarsoAreo
Drone ship: Probreyene


GENERAL INFO

  • Created On: Windows
  • Game Version: 1.2.109.0
  • Price: $147,304k
  • Number of Parts: 1828
  • Dimensions: 77 m x 1,202 m x 610 m

PERFORMANCE

  • Total Delta V: 155m/s
  • Total Thrust: 9.2MN
  • Engines: 80
  • Wet Mass: 1.02E+7kg
  • Dry Mass: 9.02E+6kg

STAGES

Stage Engines Delta V Thrust Burn Mass
1 9 119m/s 8.2MN 2.4m 1.02E+7kg
3 1 36m/s 981kN 6.2m 1.02E+7kg
6 0 0m/s 0N 0s 1.02E+7kg

24 Comments

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  • Profile image
    3,497 Dooiereier
    Other features not mentioned above:
    • Engine Control Unit regulates smooth throttling, acceleration limiting and throttling lower limit.
    • Checks for engine health before commanding release of the launch clamps, aborts if necessary in case of lower thrust than commanded or a deactivated engine
    • Manual launch abort (AG 4) / manual FTS (AG 4 twice quicky)
    • Script supports a new launch after a launch abort. (This was a lot of work!)
    • Flight computer keeps craft within AoA restrictions in the atmosphere. Expect damage if you exceed these.
    • Dogleg launch included (Group 6, KSC 43°
      inclination)
    • S2 guidance uses optimal efficiency by reaching the desired orbital plane exactly at SECO
    Pinned 4 months ago
  • Profile image
    3,497 Dooiereier
    Changes and improvements since 1.0:
    • Cinematics script added when spawning. Tracking cameras for launch and landing.
    • Improved launch camera script and added tracking camera for launch
    • During certain key moments the camera script will switch to the relevant cameras with some randomization. Toggle On/Off AG6.
    • New UI when entering orbital details
    • Added 1 dogleg KSC launch
    • Added camera vibrations on the booster camera during certain moments of the landing. Added camera vibrations to the S2 MVAC cameras.
    • Exhaust plumes JNO 1.2 compatible
    • Improved turbulence script: now included on the engine gimbal during landing.
    • Smoothened the grid fin rotations to appear more like the real thing and to better hide turbulence noise movements.
    • Stage 2 rcs positions changed to the actual positions below the tank.
    • New feature: Booster lines up with drone ship orientation during the landing burn by rolling. IRL the drone ship is regularly turned to account for waves or wind.
    • Lowered minimum initial launch altitude to 150 km. Minimum orbit altitudes remain above 200 km.
    • Higher inclination launches are now compatible with a booster landing (tested up to 97.6° inc)
    • New pitch guidance trajectory for approach and landing. It increases stability and better represents the actual F9 trajectory.
    • Vandenberg compatibility
    • Thrust profile depending on payload mass
    • When selecting a drone ship the script does a gross error check. Aural warning if it doesn’t pass the sanity check.
    • Drone ship script improved for better positioning and better UI.
    • Greatly improved drone ship stability. It is very stable in the water now without large peak accelerations. Tweaked the tank heights/buoyancy. Also added stationkeeping for the droneship.
    Pinned 4 months ago
  • Profile image

    @Dooiereier Thank you, will try again later.

    one month ago
  • Profile image
    3,497 Dooiereier

    @centurion88 Thanks!

    ![](https://media.giphy.com/media/xoZr9V4blSLtujL5ol/giphy-downsized-large.gif)

    Use a giphy link like this for gifs.

    one month ago
  • Profile image

    Probably the best Falcon 9 I've ever seen for JNO.
    By the way, could you please tell me how to upload gifs on your post? I've tried to edit something like "![](MY GIFS URL)", but it didn't work, there's no gifs or images, nothing happened.

    one month ago
  • Profile image

    @DooiereierI hope you can create a full tutorial on YouTube without any fast-forwarding.The operation is too complex.😂Understand?

    2 months ago
  • Profile image
    3,497 Dooiereier

    @jianghaiyang I am sorry, the translation does not really make me understand what you mean. It might be easier to come on the Juno Discord and ask me there.

    2 months ago
  • Profile image

    Can starlink make individual parts? I love it but it won't work if I take it off a rocket and put it on another rocket

    2 months ago
  • Profile image

    @Dooiereier Mainly introduced inside did not write the launch process, I have to rely on their own step by step groping, my level is limited to junior high school, aerospace knowledge do not understand too much, I want you to come up with a full video(I am Chinese, this comment is machine translation. So please forgive me if you don't understand)

    2 months ago
  • Profile image
    3,497 Dooiereier

    @jianghaiyang can you explain a little better what part you don’t understand?

    +1 2 months ago
  • Profile image

    Can you do a tutorial, the whole rocket launch process. It's too hard, I can't do it

    2 months ago
  • Profile image

    That much Vizzy is insane, I'm convinced you just stole it from the real Falcon 9 or something. Upvoted.

    +2 4 months ago
  • Profile image

    I'm actually really convinced that this is what the code of the real Falcon 9 flight computer looks like...THIS IS AMAZING!!

    +2 4 months ago
  • Profile image
    3,497 Dooiereier

    @Protogenatlantis5 did you download the craft again after disabling the mod to make sure it’s a fresh load? If that didn’t work I suggest contact me on the JCS discord.

    4 months ago
  • Profile image

    I’ve disabled the only mod that’s enabled and that didn’t work.

    4 months ago
  • Profile image
    3,497 Dooiereier

    @Protogenatlantis5 do you have another mod that could be in the way? Try switching off the mods to identify which one is causing an issue.

    4 months ago
  • Profile image

    Why is it deleting 2739 Starlinks? It takes 10 minutes to load the launch! Help! Also I’m using 1.2 I don’t have REO and I’m stuck.

    4 months ago
  • Profile image

    How to adjust the inclination angle of the rocket

    +1 4 months ago
  • Profile image

    How to fill in the near and far points of the rocket

    +1 4 months ago
  • Profile image
    3,497 Dooiereier

    @Eddyviolin525 Disabling REO solved the issue.

    +1 4 months ago
  • Profile image

    @Dooiereier i didnt, and im on the latest version

    +1 4 months ago
  • Profile image
    3,497 Dooiereier

    @Eddyviolin525 as long as you don’t change parts or weights before loading the game it shouldn’t do that. Are you on JNO 1.2?

    +1 4 months ago
  • Profile image

    it says its needs to remove 2741 starlinks and is now launching with -2685 starlinks

    +1 4 months ago
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    139 Bluestaf

    great

    +1 4 months ago

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