Auto Credit Based on Luc3s's Starship V2

Starship is a two-stage fully reusable super heavy-lift launch vehicle under development by American aerospace company SpaceX. On 20 April 2023, with the first Integrated Flight Test, Starship became the most massive and most powerful vehicle ever to fly. SpaceX has developed Starship with the intention of lowering launch costs using economies of scale, aiming to achieve this by reusing both rocket stages by "catching" them with the launch tower's systems, increasing payload mass to orbit, increasing launch frequency, mass-manufacturing the rockets and adapting it to a wide range of space missions. Starship is the latest project in SpaceX's reusable launch system development program and plan to colonize Mars.

Booster Catch

The booster is fully automated, and comes back to the tower and is successfully caught. Launch from the DSC launch pad. Also play with infinite fuel on, just in case. When the booster gets below 85km, roll so the black bar on one side of the booster is pointing directly in the south direction.




Automated Ship Catch Coming Soon...

GENERAL INFO

  • Predecessor: Starship V2
  • Created On: Windows
  • Game Version: 1.3.204.1
  • Price: $1,324,573k
  • Number of Parts: 1335
  • Dimensions: 148 m x 87 m x 98 m

PERFORMANCE

  • Total Delta V: 1.6km/s
  • Total Thrust: 94.8MN
  • Engines: 41
  • Wet Mass: 1.55E+7kg
  • Dry Mass: 1.14E+7kg

STAGES

Stage Engines Delta V Thrust Burn Mass
2 33 967m/s 79.9MN 2.7m 1.55E+7kg
4 6 613m/s 14.9MN 2.7m 4.36E+6kg

Comments

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  • Profile image
    2,338 Luc3s

    Does it work for everyone?

    Pinned 2 months ago
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    2,338 Luc3s

    @LukaLai There is no aerodynamic guidance on this one, it just continually translates with RCS to ensure it gets close, so it doesn't always work

    10 days ago
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    nearly successful, but you need to work on a even more precise aerodynamic guidance or else the catch look a little bit strange

    I know that it takes lots of time to work on lift and drag coefficient

    +1 10 days ago
  • Profile image
    2,338 Luc3s

    @Dherzner NOW they are wrong

    16 days ago
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    Only problem is the grid fins are wrong

    16 days ago
  • Profile image
    2,338 Luc3s

    @SpaceLAerospace Right now, I'm actually making a starship earth to earth, or droo to droo, and it has both a v1 booster and a v1 crewed starship, because v1 just looks the best.

    one month ago
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    After you get the ship to catch, could you combine the newer V2 with a V1 booster?

    one month ago
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    7,219 qualapungo

    cool

    +1 one month ago
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    2,338 Luc3s

    @keru91239 my physics is on high and it works perfectly

    2 months ago
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    What physics setting is supposed to be used? I’m guessing that that might have an effect as on the problems that I’m having.

    2 months ago
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    2,338 Luc3s

    @ssahinbay That aint supposed to happen, they supposed to close pretty slowly, like in real life. That's probably the game, so try turning off physical damage

    2 months ago
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    @Luc3s oh and actually there is one problem the arms slam together like in 200 mph when the booster is gonna catch and the booster is lowering itself to fast the arms are getting damaged

    2 months ago
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    @Luc3s yeah?

    2 months ago
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    2,338 Luc3s

    @Jetspeed10 That might be something with the part connections, or the physics setting. That is not something with the program, thats something with the game, I dont know how to fix it. Does it detach when the ship is still connected?

    2 months ago
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    @Luc3s mine tends to detach the hot stage before boost back burn, might that be the issue? Is so is there a way I could fix it?

    2 months ago
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    2,338 Luc3s

    @ssahinbay

    2 months ago
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    @Luc3s I don’t have AG1 as an option during landing, even when close to the tower. Also I figured out the different AGs, it could probably just be labeled better I suppose. Amazing work otherwise though!

    2 months ago
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    2,338 Luc3s

    @4KHRISTOF the booster is very almost completely automated. So, the moment the ship disconnects from the booster, switch to the booster. Use only timewarp of 2x. The boostback is completely automated. Once the boostback is done, the hot stage detaches, and it reorients to retrograde. Once at retrograde, roll to an orientation so that the little black bar on the top and side of the booster is pointing south. Other than that, it should work fine. Below 10km, it sets the timewarp to normal. If it still doesn’t work, then give me a detailed description of where it failed. You can also check the flight log for some more info

    2 months ago
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    @Luc3s I mean can you make a step by step on how to make the booster go back? Because I'm very confused.

    2 months ago
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    2,338 Luc3s

    @Twkool125lol I tried to make this new one since the previous relied on pretty complicated and risky, in the sense that if the booster wasn’t rolled to a super precise attitude it wouldn’t return, and that one also looked pretty terrible landing compared to this one if successful. But you said that the booster came back successfully, but the arms didn’t close? There is something really weird with the broadcasting in this game, since sometimes it works, sometimes not.

    2 months ago
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    @Luc3s Hello! Ive tried using it in RSS and I’ve tested it. Starship doesn’t seem to have enough fuel to get into orbit, and if it does , it doesn’t have quite enough fuel to do the landing burn. As for the booster, its thrust seems too low to return back to launch site. Thats all I got for ya, hope it helps! Good work though! Whatever you did for your old Starship Auto Booster Catch RSS was really good and worked.

    2 months ago
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    2,338 Luc3s

    @4KHRISTOF what isn’t working?

    2 months ago
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    2,338 Luc3s

    @AdAd I made a fuel tank that is slightly smaller at the top, then attached that to a piston, and that piston is set to the booster’s fuel percentage. I tried it on the ship but it looked kinda weird

    2 months ago
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    2,338 Luc3s

    @keru91239 the ags are so the booster’s engines shutdown like real life, and if you want to do manual, the ag to broadcast to the tower to close the arms is 1 :)

    2 months ago
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    Booster makes its way back to the tower but the arms never close, booster eventually settles down a few meters off-centered from the launch mount. Other than that it’s beautiful and amazing, but it could use a ton of work on being user friendly, for ex. maybe some people want to fly manually, but the amount of Activation Groups is slightly unholy (respectfully) Still a beautiful craft regardless, almost tied in quality with some of the top crafts I've seen on this site.

    2 months ago
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