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Found 12 results

  1. Hello guys, this is the report of my attempt to complete a Grand tour, maybe is no more so sensational as before but will be a great achievement... Let's start! This is THE rocket: Stats: 80 m tall 2295.322 t on launch pad 347 parts Manned by Bill and 1 Screwdriver First stage Thrust 37.40 MN 1,004,669+ 1 for Bill pay And now, under the fairing we have this: The SpaceShip is splitted in two parts: after kerbin orbit insertion the upper will tug the Eve lander and the Multi pourpose lander to Eve, while the lower to Duna for tug the lander among outers bodies. On the trusses at the bottom we have the Duna lander (on the left), the Laythe lander (on the right) and the Tylo lander (hidden behind the ship), they will go directly from LKO to their destinations. Stay tuned for more! The modlist:
  2. Mission Challenge: Build an Interplanetary Ship that can go until Jool, Use it to Drop 1 Ship on each planet Sun - Jool, also the moons, that needs to land, an perform atleast 1 Science Experiement! Manned! Im trying now for 3 Hours and i still havent managed to do this! Mods are allowed as long they are: 1. Ballanced //Well... 2. No Warp Drives etc. 3. no Supply Systems ONLY for Building //i think you need to assemble this in orbit, The Drop Ships for each Planet dont have to be the same, also on planets you cant land you dont have too... (Jool, Sun, etc.) Have Fun HurricanKai
  3. Stock Aero Grand Tour Demo: Kerbodyne Planet Hopper Album at http://imgur.com/gallery/ujLIL -- Stock Aero Grand Tour Part 2 Album at http://imgur.com/gallery/F3vzM
  4. Ever since I started playing the demo, I've always wanted to do one particular thing: plant flags on Minmus and the Mun in a single launch, then return home for a propulsive landing without parachutes. It's that last bit that makes this goal almost impossible. Landing on Minmus and the Mun in a single launch with demo parts is challenging, though doable. But the additional mass of engines and fuel for the propulsive landing (a la Dragon 2) makes the whole launch vehicle need to be exponentially larger. Plus, the small, flimsy landing legs in the Demo don't really provide much clearance for a lander, and the lack of a heat shield makes it rather difficult to design a lander which can carry enough fuel to land on Minmus, the Mun, and Kerbin while still remaining passive aerodynamic stability for re-entry. Anyway, after a lot of iterative designing, I finally got something that I think will do the trick. To start with, the lander: Lots of part clipping, of course; I really had no other way to control COM and bending moment. There is a good deal of RCS propellant clipped in around the base to keep the COM low (both for stable munar landings and for aerodynamic stability on re-entry) and the feed lines are carefully designed to drain the uppermost tanks first. There's just enough of the hatch unblocked to allow EVA, and the built-in ladder is just within reach when the landing legs are deployed. Orbital maneuvering drop tanks: The drop tanks allow the lander's engines to be used for maneuvering and insertion burns without robbing the lander of fuel, and they're just high enough to clear the ground if by some miracle they still have fuel reserves when I land on Minmus. They also serve as an additional thrust anchor to avoid putting all the thrust on a single column. Upper stage and booster drop tanks: The upper stage basically just does the orbital insertion, with three drop tanks to be shed via stack decouplers when empty to squeeze out a little extra dV. I'm clipping tanks heavily so there's quite a difference when I drop these tanks. The central engine burns out before the six peripheral engines. TWR for this stage is almost exactly 1:1 with vacuum ISP and vacuum thrust, so a slightly-lobbed trajectory will be helpful but not an essential requirement. Core booster: This is a mammoth. I knew there was no way I would be able to fit enough engines onto a single stage to get this big of a monster off the pad, so I created an eight-engine clipped cluster to drop at the base of single columns. There are four of these, providing a combined 591 metric tonnes of thrust at sea level, but there are a total of ten fuel tank columns. Heavy strut-stitching keeps this whole stack stable; the six fuel columns without engine clusters feed into the tops of the other columns to help keep the COM forward. The central cluster burns out before the other ones, and it's necessary to downthrottle significantly right before burnout to prevent the pogo effect from ripping the booster apart. This stage has a lot of RCS propellant clipped into it as well, up top, with a veritable blanket of thruster blocks near the base. The fins help more than you would think. Strap-on boosters: Even with all thirty-two engines on the core booster, the vehicle's TWR is barely above 1:1, so I added three densely-clipped parallel booster columns with the same engine clusters to get it off the ground more quickly. Strut-stitching is ridiculously important here; I tried launching without struts and the three boosters curled up like the tentacles of a squid. Thankfully, the struts all separate properly at staging, so only one set of decouplers is required. Altogether, she masses a whopping 712 metric tonnes...certainly not the heaviest thing one can launch, but pretty big for using only LV-T30s. She sits on her engine bells since there is no way the demo's shoddy launch clamps could hold her. It's also not possible to put any additional stack decouplers underneath, as the fairing on the LV-T30s would get stuck in these clusters and RUD. I flew her once today but accidentally mashed Shift after the Minmus insertion burn and wasted a bunch of fuel, so I ended up stranded in Munar orbit after planting my second flag. Going to try again tomorrow; will post pics.
  5. A long time from now, in a galaxy... well, actually pretty close as galaxies go, nevermind...
  6. This is my entry for the Extended Kerbol Grand Tour challenge. The Plan Here is Astarael in Kerbin orbit (without its cargo): Its far from my best work aesthetically, but it's the only thing I've ever been able to make so far that can complete a mission of this scale. The naming scheme for the mothership and its landers comes from Garth Nix's The Old Kingdom book series.
  7. The Outer Planets Mod is a well-made planet pack that has been around for a while, but has anyone actually gone to them? This thread is all about changing that. your mission: -land on all planets and moons in both the stock and OPM systems -complete as many of the challenges below as you can -return your kerbals alive (if possible, don't sweat it) -wrap it all up into a pretty youtube video or AAR, or even a pdf Rules -no cheating (seems pretty obvious but I thought I'd put it in anyway) -you can skip moho, eve, tylo, laythe, slate, and tekto if you really have to, but if you can land on them, do. -this is not about "getten er done," have fun with it and build all sorts of crazy ships -no mods set in the future, such as Near Future Technologies or Interstellar Extended. Unless of course, you are on science/career mode. Leaderboard challenges (in descending order of difficulty) 1. No ISRU/refuelling ( jk , of course) 2. life support (I don't care which mod you use) 3. single launch (hope you like asparagus) 4. low launch mass (how low can you go?) 5. Re-useable get it assembled in orbit with SSTOs or some sort of re-useable launch vehicle, and return as many pieces as possable 6. Jetpack joyride land on as many bodies as you can using the jetpack completers: some resources: https://i.redditmedia.com/lsWcSwBOc3p3uynh9swc5eyJNrK5eQLZXo3o4TA3I2M.jpg?w=1024&s=04d3f3ae3586f6e609ed9136a2d02561 https://www.youtube.com/watch?v=Mrec-V19udA dres makes a good re-fueling base with OPM so consider completing the dres awareness challenge with a massive re-fueling base:
  8. Hello Everybody, I'm currently working on this so I can't post it as an official challenge yet, but it's an idea that manifested itself a few months ago and I think it will interest most of you. I'd like to see someone clear every experiment in every situation on every celestial body (except sun and asteroids) in the shortest amount of game time. Tie breaker is the amount of science points collected upon completion. I figure this is a test of all aspects of the game. Running multiple missions simultaneously, grinding out science from each biome, and optimizing transfer windows to minimize transit time. All this in addition to building craft for all situations. I'll allow all mods as long as they do not add science experiments or multipliers and somehow manipulate the science earned from experiments. No interstellar drives or near future tech either. I can't have someone cutting interplanetary transfer times in half because they downloaded a mod and someone didn't. Just LFO/ox, Nukes, Ions, etc. I will allow the K+ torch drive though because if you want to invest the 1 year transit to eeloo to get fuel, by all means do so. Kethane, EPL, FTT, all fair game. Mechjeb too. I think the Hyperedit ban goes without saying. I also think adding Kerbal Alarm Clock also goes without saying I'm proposing this idea because I want to see all the different styles of play and strategies at work. I imagine it as an open-spec car race. I want to see all the infrastructure required to carry out all the missions simultaneously and return the science to kerbin. I imagine that's the way to maximize points, but feel free to transmit science to finish earlier at the risk of losing to a tie breaker. Sorry for the wall of text. Now that you have a rough idea of what I want to do, here's how I want everyone to set up the start: 1-Start a science mode game save 2-Manipulate the save file so you have enough science to unlock the whole tech tree and end with 0. Do this in the first minute of starting the game. (17,250 I think is the number but I'm not sure) 3-Now you have a "Science Sandbox" so to speak. All parts unlocked, no science points, and experiments left undone on day 1. 4-Go to work launching, building and science-ing. I'm open to ideas on rule tweaks and restrictions on certain mods. I'm really trying to leave this as open a challenge as possible while keeping with the spirit and feel of the stock game. If I'm not making sense and rambling, please tell me haha. Post progress as you move along too. Happy Science-ing! EDIT: I've Created a Google Sheet for everyone to keep track of their experiments easily. (Much easier than the science archive) Link Below https://docs.google.com/spreadsheets/d/1dNRPm2XHvCCmHDBEKalWV0zCL1QhaQw7PripvGdRPFQ/edit?usp=sharing DOUBLE EDIT: I've now posted the starting game save file and my current progress so far because I haven't been documenting before I wrote this "challenge" Save File (Start) - https://drive.google.com/folderview?id=0Bx-DYkaNkgbSQko2d014WDF5Yms&usp=sharing Save File (Mine) - https://drive.google.com/folderview?id=0Bx-DYkaNkgbSVjZZY1laUkNMTm8&usp=sharing Here is the Modlist I'm using. Sorry it's so long it sort of snowballed as I discovered them. All installed with CKAN except KER: Active Texture management (Aggressive) Chatterer ExtraPlanetary Launchpads Tweakscale Kerbal Attachment System Kerbal Engineer Redux Kethane Kerbal Inventory System Infernal Robotics MechJeb Ship Manifest Kerbal Alarm Clock Transfer Window Planner Freight Transport Technologies KER+MJ for all (Installs Kerbal Eningeer and MJ on all vessels without using the part) Kerbal Stats
  9. Sorry no cool story line here. Just me touring the System for the first time. Ahead will be the mundane ramblings of a madman, lessons in minimalism and mission creep, probably more than a few stupid questions if anyone is around to answer, and maybe if we're lucky some pretty pictures. Mission Goals: -Step foot on every body in the system aside from Eve (Jool and the Sun obviously excluded) -Rescue Valantina (stuck in between Duna and Kerbin orbits on an escape scooter) -Don't loose any parts, be able to refuel in every system. -Return to Kerbin, land safely. Settup: Sandbox, no mods, no real self imposed conditions, minimal part clipping. No dV calculations done, don't have KER or MJ have no idea what it can do. Everything is SWAG (Scientific Wild Ass Guess) The Ship: Ramble Into Bramble The RIB is actually three ships, not counting the two uncontrolled cargo pods. The Ramble front and center, on the left the engines of Bramble are visible, and Into parked on the right. Ramble: Ramble is the main interplanetary drive, living quarters, and fuel storage section. It comes up on a booster with Into which I'll document later, then docks with Bramble and heads off to the Mun to refuel (took about 18t of fuel off the first RIB... more on that later too. But it will need a small top-off to get to Mun or Minmus) Into: Into is a workhorse. It's a main engine pod, a polar scan-sat, an RCS tug, a personal shuttle, a fully fledged interplanetary ship if need be. Into grabbing the Krayon, Bramble visible in background. The idea is, upon getting captured by a body, when your Ap is very high Into will detach and put itself in a polar orbit to do a resource scan. When complete it will meet the other ships in an equatorial orbit to help docking (it is the only ship with RCS, although the others can be docked without it by a skilled hand) Bramble in next post...
  10. Hi, I have the Duna 3 Flyby contract and I have no idea when to start my trip to Eve. I plan to fly by Eve and Ike before orbiting Duna. This is my 1st interplanetary trip, and I plan on using the Kassandra Spacecraft by @H2O. What angles should I have Kerbin, Eve and Duna? How long should I stay at Duna? Is there an easy way to work this out? Current date is year 3, day 70. Thanks, Update Firstly let me say, many thanks to you guys. The tips you gave me helped me work out that I needed more information! I found the KSP Trajectory Optimization Tool by @Arrowstar to be quite helpful as it has a multi-flyby plotter (had to switch to Earth time though). It has given me lots of information to digest, however I'm not sure how to turn the information that I have into an actual maneuver! The Delta V and Departure/Arrival dates information is particularly helpful, it looks like I can get from Kerbin to Eve for 1377m/s and then do a 515m/s correction burn at Eve, giving me around 1200m/s left in the transfer stage to capture at Duna. Kerbin Departure Date = Year 2, Day 283 06:54:04.673 (55925644.673 sec UT) Eve Arrival Date = Year 2, Day 334 20:28:13.330 (60380893.330 sec UT) Duna Arrival Date = Year 3, Day 23 17:42:52.033 (65036572.033 sec UT) Burn Information to Depart Kerbin --------------------------------------------- Total Delta-V = 1.377 km/s Prograde Delta-V = 538.875 m/s Orbit Normal Delta-V = -1266.975 m/s Radial Delta-V = 0.000 m/s --------------------- Burn True Anomaly = 358.770 deg --------------------------------------------- Burn Information to Depart Eve --------------------------------------------- Total Delta-V = 0.515 km/s Prograde Delta-V = 515.340 m/s Orbit Normal Delta-V = -0.000 m/s Radial Delta-V = 0.000 m/s --------------------- Burn True Anomaly = 0.000 deg --------------------------------------------- The problem I have now is working out when in my 750km parking orbit I need to do the Initial burn. This is the rest of the information it has given me. Hyperbolic Departure & Flyby Orbits Hyperbolic Departure Orbit from Kerbin --------------------------------------------- Semi-major Axis = -3452.976 km Eccentricity = 1.391 Inclination = 30.437 deg Right Ascension of AN = 178.770 deg Argument of Periapse = 180.000 deg --------------------------------------------- Inbound Hyperbolic Flyby Orbit to Eve --------------------------------------------- Semi-major Axis = -4725.402 km Eccentricity = 2.3764 Inclination = 28.615 deg Right Ascension of AN = 97.408 deg Argument of Periapse = 310.331 deg Periapse Radius = 6503.888 km --------------------------------------------- Outbound Hyperbolic Flyby Orbit from Eve --------------------------------------------- Semi-major Axis = -1984.515 km Eccentricity = 4.2773 Inclination = 28.615 deg Right Ascension of AN = 97.408 deg Argument of Periapse = 310.331 deg Periapse Radius = 6503.888 km --------------------------------------------- Inbound Hyperbolic Orbit to Duna --------------------------------------------- Hyperbolic Excess Vel. = 1.607 km/s Sun-Centric Transfer Orbits Phase 1 Transfer Orbit (Kerbin -> Eve) --------------------------------------------- Semi-major Axis = 11546276.670 km Eccentricity = 0.18242 Inclination = 2.426 deg Right Ascension of AN = 27.461 deg Argument of Periapse = 10.692 deg Period = 7199748.9136 sec Departure True Anomaly = 169.308 deg Arrival True Anomaly = 39.623 deg --------------------------------------------- Phase 2 Transfer Orbit (Eve -> Duna) --------------------------------------------- Semi-major Axis = 15394858.102 km Eccentricity = 0.36852 Inclination = 4.649 deg Right Ascension of AN = 54.115 deg Argument of Periapse = 10.917 deg Period = 11084546.9362 sec Departure True Anomaly = 12.788 deg Arrival True Anomaly = 168.350 deg ---------------------------------------------
  11. I'm not sure where to put this (no, not there, shaddup) as it's neither a piece of fanfiction (well, sorta) nor an original challenge. Anyway, it's pretty self-explanatory and is basically a visual journal of a really bad idea. I hadn't landed a kerbonaut on Moho and thought well, let's land on EVERYTHING with no atmosphere. Because reasons. Watch Episode 1: Jeb's Vac Vacation: Moho via Gilly Short form: Jeb takes something that's not his and sets off to visit every airless planet in the Kerbol system. If you want to try your own version, the limits are as follows: One ship, one launch, no refuelling (so ISRU required, unless you're a dV genius) - Jeb has to go, and shanghai one other Kerbal to keep him from getting lonely. Mods: KJR, Engineer, MechJeb, KW Rocketry and aesthetic-only mods allowed. No F12 or hyperedit cheatiness. Land on every airless planetoid and return to Kerbin orbit, hitch a ride to the ground. MechJeb spent all of episode one trying to kill me, so I suspect that's gone for 2. If people decide it's not too much a Junior Grand Tour (and I think it probably is) it can always move to challenges. And no, I'm doomed to failure because of Tylo. But I'll get all the rest. If this became a challenge I'd have to do two badges. Regular and "Oh my God you managed Tylo"
  12. So ever since mining and resources came out, Grand Tours have become a lot easier, since ships don't need to take their own fuel everywhere. However, I am attempting an old-school Grand Tour, with a single launch and no refueling. The problem is that I haven't been able to find up-to-date info for a few things. The most important is how much Delta-V something like this needs. I've found maps a few years old, but I haven't seen any 1.0.x info, which, thanks to the new Aero, is very different from the old stuff. My design will be a mothership that carries a few landers with it, which will land and take off before docking to the mothership again. The landers have plenty Delta-V, but I have no idea how much Delta-V I'm going to need for the mothership. Does anyone have any experience with this? Are the Delta-V maps accurate enough, or do gravity assists make huge differences? I guess that's really all I was wondering, so thanks in advance