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  1. Ok, this is the first time playing in Career mode, basically first time playing the game and I need some recommendation. I have started venturing outside the Kerbin influence. I don't have any mod, but I'm using the calculators to reach other planets: https://alexmoon.github.io/ksp/#/Kerbin/100/Eve/100/false/ballistic/false/1/1 https://ksp.olex.biz/ So, I have reach Eve without problems. I have more than 5600m/s of delta v. I tried to overestimate the fuel. One of my problems, is that rotating inverse? or rotating to Eves retrogade I have a few questions: - Should I change the direction of the rotation of the ship? - I understand the Ejection angle and the Phase angle (although I'm eyeballing most of the time), how can I measure the ejection inclination? - Without any other mod, is it possible to get this angles? - How should I return to Kerbin? BTW, Its the year 30 and day 147. The calculator recommends the best window will come on the year 31 day 51, but I'm trying to force the return. Thanks
  2. Hello guys. I am an amateur Kerbonaut and I want to start to calculate dV by hand since it is so nice and fancy to do. When I looked up, I came across this formula: dV = Isp * gravity * ln(m0 - mf) Everything is fine, but when I utilize this equation and check the results with VAB, I get HUGE differences for other planets. Currently I am trying to visit Eve and comeback. My lander should have God knows how much dV. So, for a stage (mid), I put: Rockomax 32 (x1) FL-A215(x1) FL-A151S(x1) Skipper The upper payload is 4.090t. Therefore, according to the equation: Isp = 280 Gravity = 16.7 m0 = 32.740t mf = 9.940t and dV should be 280 * 16.7 * ln(32.74/9.94)= 5579.9 m/s but VAB says it is 666m/s. What I am doing wrong? Good luck in your space journeys
  3. Hi all, I recently installed SVE and EVE, but had issues with city lights showing up where they shouldn't, including on the Mun. So I tried removing all mods by deleting everything except the Squad folder from the GameData folder, but the issue is still there. There is a constant black spot with city lights below my spacecraft, along with strange terrain glitches when I land. I tried deleting all files and then re-installing KSP from Steam, but that didn't work either. Some other things I've tried: -Restarting computer -Creating a new save -Checking the log files for anything related to EVE. I didn't see anything. Here's ksp.log: https://drive.google.com/open?id=1UgwscIqz2vif4znwUJSmPkBN7eOSnClE And here is player.log: https://drive.google.com/file/d/1VwdNmZdtk8fs51sDC0jdBh86yY-hZShC/view?usp=sharing Any ideas?
  4. I was wondering what is the delta v for going into orbit and the specific thrust to weight ratio and medium to small lander examples? I am new to Eve but I have been to other planets though. I have sent probes and failed Landers btw.
  5. I have tested numerous times, but when i really do the mission, EVERYTHING FAILS. First, i use a Rhino transfer stage and 4 of my base modules has a bottom 2.5m tank, the first time i try this everything was successful, but when i really do the mission IT FLIPS. So I know that CoL need to be above CoM to be stable during reentry, I tried again but with a nuclear transfer stage, and the bottom tanks are locked. I tried, and the reentry was still the same, but now when i perform insertion, the orbit changes, and again with time warp, that was enough to throw the maneuver nodes off a thousands of Dv. Next, when i reenter (with the bottom tanks full), IT FLIPS, AGAIN. I also did try to see what's wrong with the CoM and CoL in SPH with the 12 inflatable heat shields inflated, and no CoL appears. BUT STILL FLIPS, I've lost all my sanity doing that mission since I was recording. Please Help.
  6. Hello friends and fellow Eve enthusiasts, today I want to present to you the (still ongoing) mission "Adam to Eve", as it was for me the very first time I have ever seriously tackled Eve (although I didn't get any children out of that). I have been playing this game since 2013, but I have rarely left Kerbin's SOI except for establishing a small colony on Duna or visiting the Jool area. This time, in a career save, I thought "eh love it", mainly because the game wants me to visit Eve before Duna. Glad I am not a newb who would probably be shaken deeply by the realization of a proper there-and-back Eve mission. Anyhow, I have rambled enough, let's go right in medias res and see what's going on. This is the Eve lander/ascender. It has almost 200 parts (mainly lots of auxilliary stuff like the landing struts, science stuff, separatrons etc.) and weighs 144 tons. And that's EMPTY! Correct, this is to be hauled to Eve completely empty and then refuel itself by mining lots of ore. Sadly I never did much testing besides "yeah it survives the descent and makes it into orbit", because it is missing a crucial component which I only realized when it was already too late. But more to that later. The thing is this big because I always send three dudes at once for the world record stuff and I don't like abusing service bays with command seats - also then it wouldn't have been possible to build these nice elevators - Kerbal goes in at the bottom and then simply transfers to the capsule on the very top. This is the transfer stage, the "pusher". Only 77 tons, also empty. It has RCS to maneuver for docking to the lander and eight Wolfhounds that yield something along 2700 dV iirc. I originally had planned to use only nuclears, but with the mass of the vehicle I was expecting horrible burn times. This one managed the Kerbin escape/Eve encounter burn in just over five minutes. Note also the Mk1-3 command pod and the nuclear engine in the middle. Those are for the return stage. After assembly in orbit I had to do a few refueling flights. IGNITION! Let's go have a rendezvous with Eve! After a journey of almost a year (I don't care for transfer windows or any of that nerd excrements) finally in an orbit around Eve in about 195 km height. Here, the return stage was jettisoned and the Command pod put in the front. The original idea was that it would be more stable, but I could just have used more struts. Also since I had to do adjustments before descent, but not knowing how much dV I would have ACTUALLY left after ascent, I didn't want it to park in a higher orbit, so I transferred some of the fuel in the big stage between the return and lander to the lander and fired up the Vectors - which of course yielded much less dV than it would have otherwise. That was my first big oversight that became apparent to me. But it gets worse. Descent went as smooth as a criminal. NOTHING in this mission has worked as well as the descent and landing. After landing I set up the ground science, did experiments and set up flags. This was where I cheated for the first time: Because walking up a hill apparently makes Kerbals walk into the hill and eventually die. Glad I could quicksave Jeb. After that I was a bit mad and just hacked gravity and used the jetpack. TAKE THAT GAME! Next I realized my second, much, much worse mistake: NOT BRINGING RADIATORS. Especially on Eve, mining crawled to almost a halt. That way it would take DECADES to fill up. I fought my dark side, but in the end it won. Infinite fuel and ISRU filled up the lander in only a few days (or even hours? Doesn't matter). I am still feeling a bit bad about it, but I would probably feel bad too. You can make or make not a mistake and still fail, that's Kerbal life. Eventually I was ready for liftoff. Mining equipment and science stuff under the lander was jettisoned and I was ready to go. Nine Vectors pushing the thing upwards, one for each side tank and a cluster of 7 in the center stage. And that's totally the exhaust plume and not the sun, I swear! After separation of the side tanks. After losing the second stage, we're on the edge (of the atmosphere, that is). Third stage also has a vector. For the insertion burn, the last stage used a Cheetah. And here is the last stage ready for docking with the return vehicle. Done! After transferring science and crew, the ascent stage was left in orbit. Now the return stage is awaiting the transfer window to finally bring them home (Now I have to wait because Eve is in such a excrementsty place right now that I would need like 6000 dV to get back and I only have around 2800). The transfer is scheduled for a point in time about 370 days ahead. Now I just have to wait for the Eve science to roll in! I have taken more pictures, but this post is already long enough as it is. If you are interested, you can check out the whole album: https://imgur.com/a/hBk05el
  7. I am planning to rescue Jeb, Val, and Bill off of Eve with this lander: https://imgur.com/a/MSKREIv https://kerbalx.com/MunsterIII/Mona-Lisa-III-Lander I am testing it out, and it seems to work great until 1100 meters. Most of the parachutes are deployed by then and everything is going smoothly until the game freezes. The next thing that happens is the entire lander is fairly evenly distributed over an area of about 10 km. I have no clue what is happening. Any ideas? Lander description: Double layer asparagus pancake for ascent. Heat shield on top and bottom for stable descent. SRB on the bottom to deorbit (use cheats to get there). First stage deploys drogues, second deploys main chutes, third releases probe.
  8. I've been playing KSP for a while. I play for a bit then switch to other games and come back months later. But I've been playing since 1.2 and.... today I was watching at my screenshots and saw that there are stories behind them. This is not a mega mission report, but more like a bunch of anecdotes bundled together. None of my ships are particularly awesome, quite the contrary they are just utilitarian. The SpiceMan Space Program One Aaah... the humble beginnings... when science and money is low but stupidity and courage soars. As every space program, the SSPO (SpiceMan Space Program One) started with small rockets and tiny probes. I'm probably struggling with the limited amount of parts one can use at the early stages on the rocket in this picture. A Minmus probe preparing to land. The Mun Base Eventually... funds for a Mun Station were secured. And that was the first real challenge the SSPO faced. The plan was simple. Just drop there anything that the Kerbin Cold War dictated was needed to win the space race. However, on a kerballed (manned) mission to the Mun something unexpected happened. A giant rock arch was spotted while landing near one of the greater craters. Evidence of extrakerbinial life was discovered!!! As our intrepid kerbonaut Lemlo Kerman stood on top of the rock arch, two things happened. First, Kerbalkind united and the Cold War ended, and efforts to conquer space were unified. Second, Lemlo Kerman realized he had no propellant on his EVA suit for the way back to the lander... Long and dangerous was the 4.6km walking trip back to the Mun Lander Including a scary episode with the infamous Mun quicksands Lemlo smiles as he gets back to the Mun Lander. We see him smiling in the picture because he hasn't realized yet that the Mun Lander has no ladder and, without propellant in his suit, he's just as stranded as he was in the rock arch. After firing the spaceship designers, the rescue mission was a success. Back at Kerbin, Kerbalkind united efforts and came up with a master plan: drop connectors'n'stuff and ensamble! It started with some living quarters and a short connector for the next module to come. Next was the Lab Module (Heavy stuff!) First two modules connected !!!! Moving some connectors... Second Living module en route. Eventually mining modules, tanks, and more were added. This was the final result: Here we can see a Mun Station crew replacement. Emboldened by the success of the Mun Station Program, the decision-makers started twin parallel space programs: The Eve and The Duna Space Programs It started twin single-kerbal ships, one sent to Eve piloted by Valentina the other sent to Duna piloted by Jeb. Well, almost twin ships... Jeb was given Gigantor solar panels because he needed to compensate. The science data the kerbonauts took back home was not enough, but it was enough to see that the planets were very different. Two separate probe programs were devised. A series of mishaps happened in the Eve Probe Program. First, ground control forgot to take in account the distance and delay in communications... So the solar panels were deployed during the Eve atmosphere entry. After some explosions the probe managed to land thanks to the parachutes, but not on the water as the contract required. Engineers frantically calculated the most efficient use of the remaining electric charge to transmit the science data. But not all data could be sent. Sadly, everyone was fired and the Eve program scrapped. The Duna Program was more successful. First, they landed the Mars Probe I successfully. And then, banking on the Mun Station know-how, the Duna Roadster was sent to explore. On Duna, ancient scripts of an unknown civilization talked about the mythical gold empire of El Ikerado. Linguist, historians, mythologists and satellite imagery experts tried to no avail to convince managers that no such gold existed, but they were having none of that. An ambitious plan to get rich AF was set in motion. The first step was to set an outpost, and so the Ike Space Station was planned. The Ike Space Station After the astounding success of the Eve Program, the kerbals were rehired and put in charge of the Ike Space Station Program. Since everybody just cared about the gold, people forgot to take pictures. So there's no record of the planning stages. Almost everything we have are pictures of the Ike Space Station in recent times. We do have a picture of the first module to arrive, though: The final Ike Space Station Most people cared about the gold, but Bill Kerman -an engineer- cared about science!!! So he convinced upper management to give him a double Ike-Duna mission. Two landers were sent. One to the Ike Space Station and another to orbit Duna. An engineer is very useful in Duna missions because they can repack parachutes, and the same parachutes can be used for both Duna and Kerbin entry. These are his pictures: Heading to Ike after undocking from the Ike Space Station. Planting a flag on Ike. After refueling at the Ike Space Station, he transferred to Duna. EVA'ing to the Duna Lander II. Bill Kerman looking for the parachute to repack after a successful lithobreak. Bill Kerman celebrating that you can load saves in this game. Sadly, the SpiceMan Space Program One is on halt, as all Kerbals -even kids- are at Ike mining for gold now. Bill Kerman is waiting for the fad to end while at the Duna orbit without fuel.
  9. I can only think of EVE but it needs a config, and SVE doesn't seem to work. And scatterer is broken and tried to be forked into Skedaddle but was shot down. (I predict the same will happen with the new fork of PlanetShine.) Somehow Matt Lowne got EVE and SVE to work in 1.8??? https://www.youtube.com/watch?v=1KTsdd043t0
  10. I installed Environmental Visual Enhancements, made sure I had the right configs, that it was setup properly, and the clouds still don’t work. I have set my KSP version to a compatable version also. Any ideas?
  11. Intrepid Kerbals are in distress! Flash: During Valentina's 78th attempt to land her Mk3 capsule-based Eve 3000 Challenge lifter from orbit, engineer copilot Bill finally fell asleep and spilled his coffee all over the console! The resulting short circuit caused every action group to go off simultaneously, instantly jettisoning all but their uppermost stage! Legendary pilot that she is, Valentina was able to safely re-enter her historically significant, record-setting command/service module "Jeb" under power, but it required every resource she had, and left her and the now wide awake Bill bobbing in the Drink, totally helpless, and miles from shore. In light of this emergency, your mission, fellow Kerbonauts, is to Rescue Valentina, Bill, and Their Historic Ship from the Eve Ocean and return them to Kerbin! The debate in Mission Control on how to accomplish this was lively, and unfortunately no consensus on the best approach was reached. Some argued that getting the rescue accomplished ASAP was the highest priority, while others reasoned that Valentina and Bill still had plenty of snacks according to the ship manifest, and moreover that since they had just blown the most incredible amount of funds jettisoning their massive Eve lifter, their rescue should cost as little as possible. In the end, Werner couldn't really make up his mind either, so he decided to fund both projects... So! While your mission in either case is to return both ship and occupants to Kerbin, there are two ways to play: You can get it done either as quickly or as cheaply as possible. For the "quickly" challenge, money/mass is no object and you just need to do it in the shortest time possible, from launch to recovery on Kerbin. For the "cheaply" challenge, there are two three sub-categories: lowest launch cost, lowest total cost, and lowest launch weight. The rules: What is required: You must return both the stranded Kerbals (alive), as well as their ship (in one piece, without staging, burning, or breaking anything off) from some location at least 10km offshore in any of the major seas of Eve to the ground on Kerbin. The ship to be rescued must include a MK3 capsule and two Large Ore Holding Tanks, and have a dry weight of at least 10 tons and a total weight at the time of rescue of not more than 20 tons. The cost of this vessel will not be charged against your overall mission cost. Pretty much anything within those constraints is allowed, with the proviso that it must not have any resources on board that are consumables for control or locomotion, nor can it have the intrinsic capability to create those without docking to another craft. That means all on-board fuel/RCS tanks must be empty, and all reaction wheels must be either deactivated or without power. You may furthermore not have any solar panels, RTGs, or ore converters on board the vessel to be rescued. Having said that, you may place ore in the tanks of the vessel to be rescued, but any ore that you actually convert after docking to the rescue craft cannot be counted as part of the "dry" weight of the craft to be rescued. The point here is that the rescue craft must actually bring the capability with it to create these resources, and that no matter what you start with, you must lift to orbit and deliver to Kerbin a craft that weighs at least 10 tons during all phases of this process. As long as you obey that rule, you may actually use unconverted ore purely as ballast. What is not allowed: For me, the goal of this challenge is to elicit the broadest variety of competitive solutions possible, so the rules are pretty loose. However, having said that please don't cheat. I define cheating as anything that violates the intended physics of Stock KSP. This obviously includes exploiting any and all clear bugs in the vein of Infiniglide, Ladder Drive, Kraken Drive, etc. This also includes non-Stock parts that violate the basic Stock parameters in terms of mass, TWR, ISP, etc, as well as any part clipping into non-hollow structures that significantly cheats the drag model. That is, you can clip batteries, reaction wheels, etc. into hollow adapters and nosecones, so long as they are not clipped into each other, but not into fuel tanks or other non-hollow parts, nor can you clip non-hollow parts into each other. If you want to clip backwards intakes into engines to reduce back-end drag, I guess that's OK with me. As to Alt-F12/Hyperedit, that is totally OK for testing, but for submission I expect all key phases to be fully flown and/or driven by the submitter and duly documented. That means that using MechJeb, etc. to fly the hard parts for you is expressly forbidden. Having said that, if your mission depends on some repetitive resource extraction/conversion/refueling process that would take an eternity to execute by hand, you may demonstrate just the first cycle of that explicitly and then refuel your craft fully using Hyperedit, etc. Lastly, ore extraction/processing can only be carried out by any particular launch package after it reaches LKO. What is allowed: You can place the vessel to be rescued any way you want, so long as it is floating at least 10 km offshore. Any and all purely informational mods such as KER are also fine. You may use any strategy within the constraints spelled out above to get the mission accomplished. This includes all sorts of detachable rovers/ships, reaction wheel-powered copters/ships, etc. Any way you can transport the vessel to be rescued back to Kerbin in one piece is OK, provided it does not violate Stock physics. You may use whatever engines/tanks/wheels/etc are present on your rescued module to get back home, provided that all the consumables required are brought/created by the rescue craft. The Categories: At this point, I am scoring four categories: Lowest Launch Cost: The lowest cost on the VAB indicator right before you launch, combined for all the separate modules you may launch. Lowest Total Cost: the lowest total net expenditure of funds, meaning that whatever parts and/or resources you may recover on Kerbin at the end can be deducted from your total launch cost as defined in the previous section. Lowest Launch Weight: Smallest combined mass of all modules launched from Kerbin, at the time of launch. Fastest Rescue: The shortest time elapsed from the first Kerbin launch to touchdown of the rescued craft on Kerbin, regardless of any other parameter. Note that the vehicle to be rescued itself does not count towards any of these measures. My submission: Since AFAICT this challenge is clearly possible given past challenges, I will not be submitting my own entry immediately. I will instead work on my entry in parallel with (hopefully) those of the other contestants. If there is any clear objection about feasibility based on the posted rules, please post it to this thread and I will address it as warranted. Leader boards will be created as appropriate when submission are received.... One more thing: Given that this contest will (in most cases) require at least three major design exercises, please feel free to post any intermediate steps that you're willing to share!
  12. Eve Moons Mod (1.7.3) What Does this Mod Add? The Eve Moons Mod adds two moons to Eve. Scarab: A world that is considered to be Eve's twin. Containing the same explodium oceans and a similar atmosphere, the only thing less vicious about this world is it's weaker gravity. Vurn: An orbiting ember, a cooling ball of Magma, formed from the collision that created Scarab. Before long it will cool entirely into a gray dud, might I suggest visiting its poles before then? Pictures Download Dependencies: Kopernicus https://spacedock.info/mod/2224/The Eve Moons Mod?ga=+3102+'kerbal+space+program'> All Rights Reserved
  13. I'm curious whether anyone has completed this contract. If so, at what distance from the seismic sensor did you hit the surface? Also, what was the the mass and speed of your craft on surface impact? Did you get the pointy end down and was it under power? My first attempt was pretty lame - floated down slowly and hit 20 km away. I did get a message from the sensor to the effect that there had been no effect. I am, of course, in the process of trying again. (And have had no problem with this type of contract on other planets/moons)
  14. Some remarks: I always wanted to to a Eve and return. So I grabbed some contracts (put stations in Eve and gilly orbit, plant a flag on Eve etc) to help in funding. I also used HyperEdit and the help of this community to design a working EveAscentVehicle for three Kerbals: I also used HyperEdit and the help of this community to design a working EveAscentVehicle for three Kerbals: I have a heavily modded install, most important for gameplay is propably the usage of USI-Lifesupport: [x] Science! Continued (xScienceContinued 5.22) Action Group Manager Renewed (ActionGroupManager 2.2.4) ALCOR (ALCOR 0.9.7) ALCOR Advanced IVA (ALCORIVAPatch 0.9.7) Antenna Helper (AntennaHelper 1:v1.0.6) ASET Agency (ASETAgency 1.0) ASET Props (ASETProps 1.5) B9 Part Switch (B9PartSwitch v2.7.1) ClickThrough Blocker (ClickThroughBlocker 0.1.7.1) Community Category Kit (CommunityCategoryKit 4.1.0.0) Community Resource Pack (CommunityResourcePack 1.1.0.0) Community Tech Tree (CommunityTechTree 1:3.3.7) Community Terrain Texture Pack (CommunityTerrainTexturePack 1:1.0.4) Contract Configurator (ContractConfigurator 1.27.1) Contract Pack: Bases and Stations Reborn (ContractConfigurator-KerbinSpaceStation 2:3.7.1.4) Contract Pack: Clever Sats (ContractConfigurator-CleverSats 1.4) Contract Pack: Tourism Plus (ContractConfigurator-Tourism 1.5.2) Contract Parser (ContractParser 8.0) Custom Asteroids (CustomAsteroids v1.7.0) Custom Asteroids (inner stock system data) (CustomAsteroids-Pops-Stock-Inner v1.7.0) Custom Asteroids (outer stock system data) (CustomAsteroids-Pops-Stock-Outer v1.7.0) Custom Asteroids (stockalike config) (CustomAsteroids-Pops-Stock-Stockalike v1.7.0) Custom Barn Kit (CustomBarnKit 1.1.19.0) DMagic Orbital Science (DMagicOrbitalScience 1.4.2) Dynamic Battery Storage (DynamicBatteryStorage 2:1.4.2.0) Firespitter Core (FirespitterCore v7.12.0) Firespitter Resources config (FirespitterResourcesConfig v7.12.0) Hide Empty Tech Tree Nodes (HideEmptyTechNodes 1.1.1) HullcamVDS Continued (HullcamVDSContinued 0.1.12) HyperEdit (HyperEdit 1.5.8.0) JX2Antenna (JX2Antenna 2.0.5) Kerbal Alarm Clock (KerbalAlarmClock v3.10.0.0) Kerbal Attachment System (KAS 1.3) Kerbal Engineer Redux (KerbalEngineerRedux 1.1.6.0) Kerbal Inventory System (KIS 1.21) Konstruction (Konstruction 1.1.0.0) Kopernicus Planetary System Modifier (Kopernicus 2:release-1.7.0-1) KSP AVC (KSP-AVC 1.3.0.3) MechJeb 2 (MechJeb2 2.8.3.0) MechJeb and Engineer for all! (MechJebForAll 1.3.0.5) Mk1 Lander Can' IVA Replacement by ASET (Mk1LanderCanIVAReplbyASET 1.1) 'MK1-2' IVA Replacement by ASET (MK12PodIVAReplacementbyASET 1:0.3) Mk1-Cabin-Hatch (Mk1CabinHatch 0.2.0) ModularFlightIntegrator (ModularFlightIntegrator 1.2.6.0) Near Future Electrical Core (NearFutureElectrical-Core 1.0.1) PlanetShine (PlanetShine 0.2.6.1) PlanetShine - Default configuration (PlanetShine-Config-Default 0.2.6.1) Precise Node (PreciseNode 1.2.10.2) Progress Parser (ProgressParser 10.0) RasterPropMonitor Core (RasterPropMonitor-Core 1:v0.30.6) RCS Build Aid Continued (RCSBuildAidCont 1:0.9.7.6) SCANsat (SCANsat v18.10) Science Revisited Revisited (ScienceRevisitedRevisited 1.7.1) Sigma Binary (SigmaBinary-core 1:v1.7.0) Sigma Binary - Duna + Ike Binary (SigmaBinary-DunaIke 1:v1.6.11) Surface Experiment Pack (SurfaceExperimentPack v2.7.1) TAC Fuel Balancer (TacFuelBalancer v2.20) Toolbar Controller (ToolbarController 1:0.1.6.20) Trajectories (Trajectories vKSP1.4.2-v2.2.0) Transfer Window Planner (TransferWindowPlanner v1.6.3.0) TriggerAu Flags (TriggerAu-Flags v2.9.3.0) UbioZur Welding Ltd. Continued (UbioWeldContinued 2.5.3) Unmanned before Manned (SETI-UbM) (UnmannedBeforeManned 1.3.0.2) USI Core (USI-Core 1.1.0.0) USI Life Support (USI-LS 1.1.0.0) USI Tools (USITools 1.1.0.0) ) Now the actual report: Since my kerbals did already an expedition to EVE (only orbit and Gilly landing and return) the newest goal is to go to Eve, land and return. Since this is a highly risky mission engineers and scientists debated how to get maximum science in one mission (there are rumours, that funding will be cut and then only a Jool5 will safe the program). Since nobody wants cut funds because of dying kerbals ( there are so many outer planets to explore, plus Moho etc), failure is not an option. So following mission architecture is used. There is a first launch window, where the EveAscentVehicle plus two space stations (one for Eve, one for Gilly) are sent to the Eve system: Launch and transfer of EveAscentVehicle and Eve/Gilly stations (imgurl) This was successful, since the Eve station and the lander are now deployed to their place in Eve orbit and on Eve surface. The orbit insertion of the Gilly station used all fuel, so it needs a supply mission to move it‘s orbit. Originally no ISRU was included in the design. Since I got following contract for mining ore on Gilly I decided to send a fuel tanker and a miner to Eve ASAP: Gilly Mining Package (imgurl) With their help the gilly station will be moved to it‘s final Gilly orbit. The next transfer window after sending out the miner/tanker will then be used to transfer the crew transfer vehicle (I will refill and reuse the mothership of a Duna expedition still in Kerbin orbit) and the EveExpeditionRover to Eve. The idea is to land near explodium seas, deploy science packages and drive to the lander. Then transfer to Eve station. After the habitation time is out on the station, the crew will transfer to Gilly station for further exploration of Gilly and science mining. In this way it should be possible to get science for 2-3 biomes, depending on the route of the rover and the available snacks and habitation time. Finally the Duna Mothership will be used to return to Kerbin. Originally I planed to use SurfaceExperimentPack for the deployed science packages. But since this mod is deprecated the parts of the BreakingGround DLC will be used. Until the DLC is released and I purchased it my program is paused (aka I'll start a Kerpollo Challenge run in a new science safe with less mods)
  15. NOW PACKAGED WITH EXTRASOLAR BY DEFAULT. DOWNLOAD HERE
  16. I have been trying my hardest to design a lander that is capable of surviving an Eve re-entry, and being able to return from sea level. My main problems are first that the lander needs to be quite big and so I need big rockets to haul them into orbit. Sometimes they are not light enough to get into LKO. The second issue is that I am trying to at least land on actual land and not the ocean so Jeb can plant a flag and the rocket can stay upright on landing legs. The problem with that is mainly that I don't know how to do atmospheric precision landings on Eve. Any tips?
  17. So I installed the mod eve with sve configs, but I cannot seem to get clouds for the planet Eve. I have clouds for all of the other planets, any suggestions?
  18. We should start a challenge... Let's see how many people can colonize Eve WITHOUT MODS! RULES: 1. NO MODS 2. YOU MUST HAVE A COLONY OF ATLEAST 10 KERBALS THERE 3. YOU MUST SEND THE KERBALS BACK TO KERBIN 4. YOU MUST SHOW PROOF! I am doing this in memory of the Reddit Challenges! :)
  19. How do you have your visual mods and configs set up? I have my mods set up in a fairly standard way. Environmental Visual Enhancements / Stock Visual Enhancements Distance Object Enhancements KSP Post Processing Pack (cfg file: https://pastebin.com/nuQNVkQ2 )
  20. Anyone want to take on the tough challenge of making an Eve lander for 1.1.x? We had a thread around 2 years ago that came up with some excellent designs for Eve landers and I thought it was time to revive this for the current version of the game. Challenge description - Build the lightest Eve Lander possible! Category 1) Take off from anywhere on Eve and reach a stable orbit. Category 2) Take off from an altitude of under 100 meters and reach a stable orbit. Challenge rules: You need Kerbal on board who can exit and enter the vehicle prior to take off. What would be the point of landing on Eve if you couldn't have a walk around on the surface. No external command seats! That rules out using a seat in a service bay. You'll need to use a lander can or command pod or something similar. I may add an extra category if there is a demand for the use of a chair in a service bay method later. Stock parts and physics only. Exceptions are Autopilot and navigation aids like Mechjeb, Kerbal Engineer etc and any building mods like Editor Extension, Hanger Extension, Infinite offset limits etc. These are allowed. You do not have to transport your lander to Eve. you may use Hyperedit to reach an Eve orbit and the Vessel Mover mod to move your vessel once it has landed, (useful if you want to take off from a specific altitude!) Post screenshots of proof as well as the lander prior to take off. Craft files would be most welcome and videos are optional. Why this challenge? Well, in some ways an Eve Lander is easier to build in this version since v0.9 as you probably only need around 9000 DeltaV to reach orbit from sea level compared to the 12000 DeltaV. However, the journey to Eve is harder compared to earlier versions. Aerobraking is difficult due to the heating effects of the atmosphere and Eve is inclined so it take more DeltaV to get there. This makes building the lightest craft possible an important factor in enabling inter-planetary transfer stages to be of reasonable sizes, especially if you plan on using engine thrust to achieve orbit. Obviously you do not need to build one of these for this challenge but a light lander will help anyone who wants to use a submitted lander to build a craft that is fully capable of a mission to Eve and back from Kerbin. Here is what I have come up with myself: With de-orbiting, re-entry and landing parts attached. With above parts removed, (that are jettisoned at lift off). This weighs 74.220 tons, 86 parts and completes Category 2. It can reach a 100 km orbit from under 100m with 444 DeltaV left over so I think there is a lot of margin left over for better designs! It's a simple asparagus design however the first 2 stages are just fuel tanks with the 3 Aerospikes and 2 vectors all firing from launch. Mixing the engines like this gave me the best balance between TWR and DeltaV. The biggest challenge was ensuring the craft could survive entry into Eve's atmosphere without flipping out as the inflatable heatshield has so much drag it tends to flip the craft out. I realise now that I could have just used the Vessel Mover mod to spawn a saved vessel directly on the surface and not worried about re-entry but this makes this design one step closer to a fully functional Eve capable craft anyway. Download > https://drive.google.com/open?id=0B9mK0rPybNaxSHNVZ2JPZm5UdWc Good luck!
  21. My RSS save has a huge graphics error on Earth. I'm using KSP 1.3.1, scatterer 0.0320b, Kopernicus 1.3.1-3, and RSSVE 1.3.1-6. Below is what it looks like in DX11 and regular (I believe DX9?) Here is all my mods too:
  22. For The Longest Time , I've Always Thought That Ike Has Been Too Unrealistic , Because The Size And That Its The Only Moon , So I Moved It To Eve , And Moved Bop And Gilly To Orbit Duna . Images: Imgur Download: SpaceDock To Save You Time , I Included All The Needed Files In The Zip File. Installation: Drag All The Inculded Files Into Your GameDataFolder, Of You Already Have Kopernicus Installed , Replace It. That's It!
  23. So today I built a delta iv heavy-like craft and sent a kerbal to eve's moon gilly. Where can you take it? (Download it, then show me!) Delta IV (Heavy): https://kerbalx.com/JohnsterSpaceProgram/Delta-IV-Heavy Here are some images of what I did with it: Nothing in the fairings yet, lets put a gilly lander! This should be succificient, its a ion engine/liquid fuel engine craft, with room for 1 kerbal On the launchpad, ready to launch After booster separation, when the central fuel tank is refilled Many days later... Approaching Eve Now I prepared to do the Eve Orbit Insertion Burn, which is shown below And lastly, here are some images of gilly after arriving at it What can you do with it, post images or tell me below!
  24. While I'm occupied with sending fleets to other planets - and thinking of ideas for an Eve ascent vehicle - I can at least send unmanned rovers to explore Eve's surface. After watching @Matt Lowne's video - and this one - I got an idea for the rover's design. Since I'm going to Eve, what better name for the rover than Wally? Wally Specs Power Generation 1 x PB-NUK Radioisotope Thermoelectric Generator 1 x OX-STAT-XL Photovoltaic Panel Power Capacity 1330 Charge Communication 1 x Communotron 88-88 Mass 882 kilograms Science 1 x thermometer 1 x barometer 1 x fluid-spectro variometer 1 x gravioli detector 1 x seismic accelerometer Maximum Velocity (RECORDED AT KSC) 40 m/s DON'T TRY IT! * Wally and the surface drop capsule on the runway back at Kerbin. Tests were successful, but will need "Allow Partial" for science transmissions. * Wally deployed on Eve's surface, one kilometer away from the Drop Zone. Duna and Laythe are next. Feel free to post questions/comments/concerns about this thread - maybe throw in a "WALL-E" reference now and then. After all, he's on a planet named after his girlfriend. P.S. Wally will also make an appearance in A Mystery Beyond Science.
  25. After starting a permanent outpost on Eve, I remembered (much to my relief) that I remembered to build a surface-return vehicle. However, it's completely disposable and horribly unsuited for rotating crew on/off Eve to an orbital station (then back home). The cost to return all those homesick Kerbals, let alone rotate crew, would be astronomical... Goal: Build a reusable vessel that can land on Eve, refuel (with pre-existing infrastructure), take a Kerbal to LEO (Low Eve Orbit), then land to refuel and repeat. Required payload: 1 Kerbal. That's it! However you bring him up is... up to you! The idea is to have a crew shuttle that can be reused within the Eve system infinitely (until you break something ). Note: Your vessel doesn't have to be an SSTEO! Reassembly (with parts you already launched) is allowed. To save time, you will be allowed to cheat in pre-existing infrastructure (see rules). Winning criteria: Completing the challenge earns you a spot here. Entries ranked byspent. If the design is an SSTEO (SSTO but for Eve), I will create a 2nd list. Rules: You may cheat in pre-existing infrastructure. Your vessel may start at LEO. Disable commnet (built-in antennas will reach LEO anyways in career). You may simulate refuels with Hyperedit, but only when: 1) In a stable orbit around Eve (simulating refueling at a station). 2) Landed on Eve (simulating refueling at an ISRU base). Take screenshots. Upload your craft so we can use it too. I have several Kerbals stuck on Eve... Normal difficulty or harder. PIlot aid/build aid/planning/cosmetic mods are allowed. If I can use your vessel with similar results in pure vanilla, it's OK! Stage recovery mods are allowed. If your rocket isn't an SSTEO, you must reassemble your rocket (with the same old parts you originally launched) in some way so that you can reuse and refuel it infinitely within Eve's SOI without shipping new parts. There's one reasonable way I can think of to do this, and one that requires Jeb's piloting skills and precision landings! Good luck!
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