Conquering KSP Brainstorming Stream – #03 – Meet The PII Broadsword! (Live 4/12/2017)

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This stream series is meant to give the “brainstorming” and “craft building” content to the people that want it, while still allowing me to prepare for episodes for the official Conquering Kerbal Space Program series on YouTube. The playlist for the main series is located here:

These streams will be available for the public after they conclude, however, they will be in a separate playlist from the regular series. This stream series is sorta inspired by SpaceX, as they have a hosted webcast and a technical webcast. I felt like I could give people more behind the scenes looks into things and what I’m trying to develop, while also saving myself data storage and editing time (because it’s just live). Thank you for watching.

A full explanation as to the goal of these live streams can be found at the beginning of Stream #01. Here’s the playlist for these streams:

Mod List for this series:

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Gain access to the Charlie Community Discord channel, where you can chat with other people in the Charlie community about… well… anything you want. Check it out! It’s free:


PC SPECS (All links are affiliate):

MB: ASUS X99-Deluxe/3.1
CPU: Intel i7-5930K OC @4.2ghz
Cooler: Corsair H100i GTX Liquid Cooler
RAM: 32GB G.Skill Ripjaws V series DDR4
Video Card: Asus Geforce GTX 1080 STRIX-Gaming (8GB)
PSU: Corsair 1000W 80+ Platinum
Storage: 2X Sandisk SSDs = 1.3TB total

Intro and Ending Music Is by an awesome dude named Otis McDonald:

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Comment (0)

  1. Your ascent profile is pretty inefficient. You want to go as fast as possible (1400 – 1800 m/s) horizontally once you are above 10k and climb at max 10 – 15 degrees. Going close to the thermal limit on air-breathing engines is the key to an efficient SSTO ascent. Reason being is the Isp advantage obviously – every m/s you can go faster on air is about 10-20 m/s saved for orbital manouvers.

    I know you said you don't like kOS but I just want to point out that scripting the ascent for SSTOs has s.i.g.n.i.f.i.c.a.n.t. advantages when designing them. It will save you ridiculous amounts of time because you can take your flying out of the equation when trimming it to get max performance. Each change can be properly evaluated whether its beneficial or not and you can use physics timewarp during 'development' (if it can't go up with a script on 3x physics warp its too instable for actual use)… This is obviously saving a whole lot of time ~ my guess is 75% at least.

    Recently I built a stock SSTO that is able to take a 200t payload into orbit (and land again) in a few hours (like 4h max)

    I believe you know where to find it if you need it – else let me know and I will post the link – in case you change your mind 😉

    (My script has been tweaked to work with anything that uses dual-mode engines and nukes out of the box. Rocket engines are currently not support but I could add that easily)


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