"Deorbiting the Palyut Station", A Cheapo Space Program Quickie

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Published on ● Video Link: https://www.youtube.com/watch?v=gS4ZQOAOFlM



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I needed to deorbit the Palyut station since it had a couple notable issues with it. First and most importantly, instead of astronauts exiting the hatch normally on the hab module, it shot them out into space like a gun. Not a desirable attribute of a hatch. ;) Second, because all 3 modules had an advanced SAS on it, it wobbled like a sexually excited noodle. So I am sending up a new station, Palyut 2, and deorbiting this one.

And I figured, why let deorbiting a giant wobbly space station go to waste, when I could record it! :)

Kerbal Space Program is copyright Squad
https://kerbalspaceprogram.com/

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TonboIV is playing the Cheapo scenario! Check out TonboIV's first Cheapo video!
http://youtu.be/3wGbdj2RqUk

TonboIV's channel: http://www.youtube.com/user/TonboIV

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My twitch.tv channel: http://www.twitch.tv/robertdodd
Not sure when I am going to do my first livestream, maybe soon.

Journey Into Space facebook group: http://www.facebook.com/groups/205479952917334/



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The "RULEZ" of Cheapo Space Program:
The rules are simple: you can make any modification to the rocket except the following.

1. You cannot change the number or capacity of the fuel tanks in the booster. You can however add any additional stages above it that you wish.

2. You cannot change the number or type of rocket engines in the first stages. You can however add whatever you want to additional stages above it.

3. You cannot alter the staging or arrangement of the fuel tanks or engines in the rocket booster (the first three propulsive stages). Bear in mind however that KSP might screw up my staging, so this rule might not always apply. The three stages are supposed to go as follows:

1. First (outermost) stage strap-on boosters and core booster ignites,
2. First stage drops and second stage strap-on boosters ignite,
3. Second stage drops and core booster continues on.

4. You CAN make any other changes to the booster that are not for added thrust or fuel capacity. You CAN add or subtract RCS tanks and thrusters as you see fit. You CAN add any other equipment you want to the booster stages, so long as they do not add thrust (RCS is exempt from this, since its intended purpose is to add maneuverability, not thrust per se.)

5. You can put anything whatsoever as the payload stage, including additional fuel and engines, so long as the engines do not operate at the same time as the engines in the booster, and so long as the fuel in the payload stage is not accessible to the booster.

6. You either have to deorbit your own junk or leave it in space and take your chances. The rockets in the zip file have a separate computer brain on board the core booster stage to help you with getting rid of your junk, assuming you leave some fuel in the booster to deorbit with.

7. (I forgot this one). Only stock parts, no mod parts.







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