Search the Community

Showing results for tags 'jool'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • The Daily Kerbal
  • General KSP
    • KSP Discussion
    • Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Gameplay and Technical Support
    • Gameplay Questions and Tutorials
    • Technical Support (PC, unmodded installs)
    • Technical Support (PC, modded installs)
    • Technical Support (PlayStation 4, XBox One)
  • Add-ons
    • Add-on Discussions
    • Add-on Releases
    • Add-on Development
  • Community
    • Welcome Aboard
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website
  • KSP Pre-release
    • 1.2.9 Pre-release Branch
    • 1.2.9 Pre-release Modding Discussions
    • 1.2.9 Pre-release Bug Tracker

Categories

  • Developer Articles

Found 46 results

  1. There should be an easter egg, or something at the center of Jool. The planet is so interesting and so... Kerbally. There should be something inside of Jool.
  2. The time has come for Kerbal-kind to leave our small blue oasis on Kerbin and venture out into the great beyond - to the unknown worlds that beckon us from afar like silent lanterns adrift in the night. We are resolved to go to Jool! To unlock the secrets of the unknown, and hopefully also to come back! Prologue: What follows is my account of the planning, execution and aftermath of the Magellan mission to the Jool system in my career save. I have spend the majority of my time playing KSP within the Kerbin system visiting the Mun and Minmus ad nauseum, and unlocking most of the tech tree. Besides Duna, I have never visited any other body in a career save. My goal in this career is to send missions to visit all the celestial bodies in the Kerbol system. Some will be manned and some unmanned. With a Jool transfer window approaching in 41 days, I have decided to take a bold step towards this goal by sending a crew of valiant (or maybe daft) kerbals to this giant green world and her moons. Magellan Mission The Magellan mission will take after the great explorer Ferdinand Magellan in attempting a feat which has never before been done (by me). To send a manned mission to the Jool system, take science data on all the worlds therein and return to Kerbin. I'm calling this a Jool-4.5 mission because unlike the Jool-5 mission reports from challenges, there will be no flags or footprints on Tylo, instead I will have a probe land and report back with science data. But the rest of the moons will be visited by Kerbals. Here is the mission patch for the Magellan Mission : The patch shows the silhouettes of Jool, Laythe, Val and Tylo against a backdrop of stars and backlit by the sun as the spacecraft flies by. It is modeled after the STS-41 mission patch. The motto is latin for "To the stars through adversity", and was totally Magellan's rallying cry on his voyage something I thought sounded cool. This mission report is primarily for my own benefit, as something to look back on when this mission is over, but I hope others will find it enjoyable as well. I intend to chronicle my thinking as it relates to mission planning, vehicle design and testing and mission execution in a matter of fact way, and not to write a story or a novel. Right now, I'm not planning to do much if any roleplaying from a Kerbal standpoint, but who know maybe I will get carried away later on. Notes about my playstyle: At this stage, I have designed the vehicle and a rough sketch of the mission plan. I build and test all my vehicles in a sandbox save and then copy the craft files to my career save. For testing purposes, I am allowing myself cheats to get the vehicle into LKO, but no testing will be done in the Jool system. This will hopefully force me to think more carefully about what conditions I will encounter at Jool and will preserve the newness of the experience for me when I actually fly the mission in my career save. I do use quite a few mods, but no part mods (aside from SCANSAT). The mods that I use fall under one of three categories: (1) Visual enhancements (2) Sounds/Effects to increase immersion and (3) Gameplay tools (ie KER) What's Next: In the next posts I will be showcasing the design of the spacecraft, and possibly doing some on-orbit testing. Once I unlock all the parts I need in my career save we will get onto the meat of the mission.
  3. LINK to the old Jool-5 thread. There are hundreds of pages of entries and discussion, so look at it to see what worked and what didn't! IMPORTANT INFO You can still complete the challenge using any previous version (1.0 or higher)! The Mods section of the rules has been changed significantly. Please read it, several of the most-requested mods in 1.1.3 have been allowed! See here for my reasoning for changing this for 1.2. CHALLENGE RULES Given the scale of this challenge, everyone who completes the mission successfully gets a spot in the hall of fame. 1. No cheating, including the stock debug menu cheats, HyperEdit, or file editing. HyperEdit is allowed for testing but get rid of that H when you fly the real mission! 2. No part-clipping of functional parts (fuel tanks, batteries, crew pods, engines, science parts, SAS) into each other. It is okay to clip structural and non-functional parts, wings, and heat shields. 3. Any number of launches are allowed to assemble the ship in Kerbin orbit. All launches must be flown! 4. There's funding for one main ship only so all the crew, lander(s) and other stuff has to go to Jool as one big ship. The ship can separate once in Jool's SOI. 5. Kerbals must be in a pod or cabin (no seats) for the interplanetary journey. Seats are okay for landing and flying within the Jool system. 6. One refueling mission is allowed in the Jool system if you run out of fuel, unless your ship uses ISRU. The refueling mission can only transfer resources, not parts, to your Jool 5 craft. This mission must actually be flown! 7. On all of the landings, the Kerbal must be able to get out and walk (or swim!) around on the surface. Make sure your ladders work! 8. Use Normal difficulty or harder, except, any ComNet settings are allowed including turning it off completely. 9. All the Kerbals have to arrive back to Kerbin surface at the end of the mission, happy and alive. You are allowed to optionally send up a craft to return them from LKO. 10. Mods: STOCK: only mods which do not add parts and do not change physics are allowed. This includes any informational, planning, visual, autopilot, or automatic functions. MODDED: Use of any parts mods and certain game mechanics mods are allowed. You NO LONGER HAVE TO ASK if your favorite part pack is allowed! Some parts mods are prohibited. Please see below. Specific Mods: ENTRY SUBMISSION RULES 11. Submit your challenge as an imgur album, with good captions and descriptions, as a video or series of videos, or as a thread in Mission Reports. 12. Pictures or it didn't happen! Please keep the resources tab open, as well as show the informative windows from Mechjeb or KER if you use them. Take a picture of every important moment, including transfers, dockings, landings, stagings, and refuelings. For Jeb's Level, also take pictures of the science screen when you recover your craft. Alternatively, video submissions are a great way to show everyone your mission as well. These will help future participants to see exactly how you accomplished each part! CHALLENGE LEVELS 1ST LEVEL: one Kerbonaut lands on all the moons and come back safely. 1st level low mass sub-challenge: with stock parts and physics, how low can you go and still accomplish the mission? 2ND LEVEL: two or more Kerbonauts land together on all the moons together and come back safely. 3RD LEVEL: There's not enough time left for training one crew member to be an expert on all of the moons, so five Kerbonauts must go to the mission, with at least one unique Kerbonaut landing on each moon. JEBEDIAH'S LEVEL: collect as much Science as possible! Your score is the number of science points from the Jool system only, returned to Kerbin (not transmitted). Only stock experiments count for this! To score, take pictures of the science screen(s) when you recover the data. Otherwise, the rules are the same as 3rd Level. ISRU: Use of ISRU will get a note ISRU on the entry description in the hall of fame. This includes stock ore harvesting and converting as well as mods such as Kethane and Karbonite. ISRU is allowed for any level of completion. GRAND TOUR: Not officially part of the challenge, but landing on all planets and moons in the Kerbol system in one mission will earn a GRAND TOUR note and the everlasting praise of all of Kerbal kind. Rule 4 is waived, but any Kerbals on the mission cannot return to Kerbin in between any landings and you still must follow the other rules. Additional optional information to help others see how the mission was accomplished: - Which game versions did you use? - What mods did you use, if any? - How many Kerbals are on the mission? - How many launches were needed to start your mission from Kerbin? - How much did your mission cost? - Did you needed a refueling mission? - Did you bring additional stuff like satellites, rovers, etc? - Share the delta-V information too, if you tracked it! ------------------------------------------------------------------------------------------------------------------------------ Well, now this big announcement is in the Kerbal News, all the public is excited about this mission and even the Government is watching! Now it's up to you, to the engineers and to the bravest and craziest Kerbonauts of all time! Completion Badge: Anyone who has finished the challenge can add this badge to their signature. The Low Mass Feather badge is available for entries in the low mass sub challenge. 1.2 Hall of Fame 1st Level- DustInTheWind (MODDED, 1.2, reusable nuclear lander, Tylo lander, Laythe plane, 1 refueling mission, also went to Eeloo and Dres, hopes to continue to finish the Ultimate Challenge) Eidahlil (STOCK, 1.2.1, giant 12000 ton asparagus, no docking, no nukes, no jets, launched straight up from Kerbin to a Jool intercept without orbiting first) slouis (MODDED, 1.2.1, long stack of landers and boost stages, assembled in multiple launches, collected 7468 science, 3 crew and 1 on each landing) IncongruousGoat (STOCK, 1.2.2, GRAND TOUR, separate transfer stages for large moon landers, one mothership each for inner and outer planets, ion lander, Eve lander with wings for precision landing) Jetski (MODDED, 1.2.2, GRAND TOUR, bunch of landers bolted together to make the mothership, pancake ion lander, compact Eve lander, no nuclear engines, unconventional outer planet order - Jool > Eeloo > Dres > Duna) HarrySeaward (STOCK, 1.2.2, ISRU, SSTO self refueling plane, separate staged Tylo lander that is also a rover, drove from the equator to the pole on each moon) Low Mass Challenge- 2nd Level- DerekL1963 (MODDED, 1.2, big 4-pod mothership, similar short wide Tylo and Laythe landers, moon orbit ferry, mothership parked in Jool orbit) HarrySeaward (STOCK, 1.2.2, ISRU, huge asparagus launch, disposable landers, SRB assisted on Tylo and Vall, main ship mined on Bop and Pol, video) 3rd Level- Nefrums (STOCK, 1.2, launched in an SSTO, fully reusable without mining, Laythe plane, all landers packed into a Mk3 cargo bay long+short size) JessShadowheart (STOCK, 1.2, divide and conquer with each lander splitting in Jool SOI and meeting back up afterwards in Tylo orbit, plane to return to Kerbin) IncongruousGoat (STOCK, 1.2, small mothership, Laythe and Tylo landers with their own transfer stages, ion lander for Bop and Pol, mothership parked in Vall orbit) JacobJHC (STOCK, 1.2.1, mothership with many drop tanks, modular ion ferry and command seat landers took the Kerbals to the moons, fixed video here) Magzimum (STOCK, 1.2.1, 25 Kerbals with 5 landing on each moon, interchangeable lander crew/upper stage, Laythe planes deployed from lander, giant mothership refueled at Minmus but did not carry ISRU to Jool) AeroGav (STOCK, 1.2.2, ISRU, 7 Kerbals, large spaceplane carrier, rover, separate Tylo lander, lounge constructed from parts in a cargo bay, razor thin TWR and fuel margins many times) Jeb's Level- 1.1 Hall of Fame 1.0 Hall of Fame
  4. I'm planing a manned Jool mission for my career save. The focus will be on extracting as much sweet, sweet science as possible from the Jool system before returning home to Kerbin. I'm going to use a NERV powered main mothership with 3 daughter landers to cover all the moons. (The Tylo lander will be an unmanned one-way trip!) Since this will be my first visit to Jool, I'm not sure what to expect for dV requirements after I capture into the Jool SOI. For a conservative estimate, I could simply add up all the numbers from the KSP delta-V map to get intercepts with each moon including the plane change amounts. This assumes (1) that the parent body will be Jool every time (2) no gravity assists from the other moons and (3) no daughter vehicles. With this in mind, do people have a ballpark number for the delta-v requirements to encounter all Joolian moons? I'm looking for rough estimates as a gut-check for my planning purposes, preferably from those who have done similar missions. I should also mention that I'm not planning to do any resource extraction, but I might need to if the dV requirements are too high.
  5. I am having trouble getting large payloads to Jool. My payload is a 50 tonne base segment that I want to land on Vall. The payload is capable of landing itself from an orbit of Vall, but my problem is getting it there in the first place. With a 50 tonne payload, adding LV-N's on a stage below it usually results in an extra delta V of around 1000 maximum. Adding more can get that up to around 3000 Delta-V but by then I am lifting around 150 tonnes into LKO which I cannot seem to do even with the large Kerbodyne parts. I've thought of some ideas, such as breaking it into multiple sections, brute-forcing it with loads of Kerbodyne engines, and Asparagus, but have not tried any out yet. I would like to keep the overall cost relatively low, anything under 1mil will be fine. I do have refuelling depots at Minmus and Duna, if those are of any help. Any ideas on how I could get large payloads to far places like Vall?
  6. Hello. I don't have any experience with making mods AT ALL, but i do have an idea. A mod that kinda adds a surface to Jool. Its actually just clouds, but it acts like water. It is not flat, just random clouds starting at a height of approximality of 1KM. If you manage to have such a heavy ship or use engines, or just somehow sink until 100M, the clouds will stop, and you will fall out of them. and on 50M, an ocean appears. This ocean is the last layer of Jool, and continues until the -250M mark, then your ship will, as always, explode on that height. BUT there is even more! if you manage to somehow accelerate to 200m/s and go through -250M, you will appear on a tiny rock, 10KM the size, and is the core of Jool. it's small, but if you take a surface sample,you will get 7.000 science points. Let me know what you think!
  7. Outer of My Ideas: Rings For Laythe One or Multipes Moonlets For Laythe a Flag For Laythe a New Continent (Called Brazilen) a New (unnamed)Mon for Jool a Empty Space Station(Easter Egg) Montains For Laythe and a Great Spot For Jool
  8. Simple enough, got inspiration from the Jool 5 mission. All you have to do is land on all of Voon's moons. Required: KSS (duh) Scatterer EVE Yeah so. Do it! P.S: After you are done, throw the probe into Voon, protocol demands that there is no space junk!
  9. I have been playing for KSP for about 5 years and I finally managed to do a manned trip to Jool! My trip:
  10. Forward: One cratercracker came up with the original idea for this in his "Deep Atmospheric Dive" topic, but didn't really set up his topic very well. However, I actually liked the idea a lot, so I decided to remake it in accordance with the guidelines. Props to cratercracker however for suggesting it! Presenting the modern sport of spacefaring Kerbal gentlemen: Space Golf! Space Golf is a fine sport played by some more daring Kerbal astronauts space-faring gentlemen. The goal of the sport is to get the lowest score possible, and ironically revolves around attempting NOT to hit Kerbals, spacecraft, or other things. Usually, anyway. Also, a small but vocal Kerbal community insists that we should really be calling it "Space Limbo," but Space Golf enthusiasts insist this doesn't make sense outside of Space Golf games that revolve around flying through the Mun Loop as most golf holes are not above going under things but getting close to them. Limbo enthusiasts sometimes counter that you are often "going under" the top of an atmosphere, but that is really more a technicality. Besides, Golf is more dignified a name than limbo, and we get enough of that steel drum music at the Laythe resorts. The nature of one's score in Space Golf is Typically something such as "how close can you get to X while under constraints Y or before doing Z" and Jool-Dive Golf is no different. The goal is to dive as deeply into Jool as you can, while still returning alive to tell the tail. Or, if you are a chicken, having your unmanned probe return "alive." Technically, that does work, but many space golf enthusiasts really insist that it goes against the whole spirit of things. Drone enthusiasts counter with the argument that a failed attempt can still result in them no longer having ship funds to play golf with anyway, and that besides some Space Golf "holes" really are uncomfortable to go to anyway. Some members refer to a dive like this as a "Golf Swing." If you prefer this terminology, then your goal is to take a Golf Swing as far into Jool as you can and return back to stable orbit. Goal: The deeper you go, the lower your altitude, and your lowest altitude is your score. Dying or having a ship be unable to get back to orbit disqualifies you. The former also gets you a nice tombstone next to the Laythe Yachting Club Church honoring your attempt, complete with a carved model of your vessel. Rules: 1. You must have the following difficulty options: Re-entry heating set to 100% or higher, Part Pressure Limits on, Part G-Force Limits on, and Kerbal G-force Limits on with a multiplier of 2 or less. Naturally, no cheats or modifying parts to be cheaty. Also important to note that normal difficulty does not enable the pressure/g-force limits, so you'll want to set a custom difficulty so you can toggle those on). 2. To qualify, you must regain a stable orbit after the dive with at least part of your original diving vessel. For purposes of simplicity, a stable orbit is one in which the lowest your craft gets during the orbit is 250,000. 3. While the atmosphere starts around 200,000ish, the Golf Club really insists that you at least get under 180,000 for it to really count as a proper swing at it. 4. Multiple vessels and docking is allowed, if you for some reason see that as a good idea and not at all scary to do in a suborbital trajectory above Jool. 5. Hyperedit is allowed and recommended for the purpose of putting your ship into a circular orbit around Jool. The hyperedit-defined Orbit must be at or above 250,000, and must be a circular orbit. Naturally, Hyperedit is not allowed to be used after this point. 6. Any non-cheaty mod is allowed, but gets on a separate scorelist. FAR is permitted if you wish too. 7. You must mention any mods you used in your swing. Mechjeb is allowed for an otherwise stock run, but must be mentioned and noted. 8. Proof may be provided in a suitably convincing series of screenshots, or a youtube video. 9. You are allowed to dive without an actual Kerbal in your vehicle, and your score will be counted, but club members reserve the right to snicker at you or call you names behind your back. Bonus challenge: The Laythe-Jool Golf Club Take off from Laythe, and land at least part of your vessel back on Laythe after the dive. Hyper-editing your vessel to Laythe's surface at the start is allowed if you don't have a suitable means of simply creating your intended ship there. Scoring: The sport is Jool Diving Golf! That means the lower your score, the better. Your score is the lowest your altitude in Jool's atmosphere gets. Mods and stock will be treated separately, and FAR will get its own scoreboard as it effectively changes Jool itself. If you complete the bonus version of the challenge, this is also noted and if enough people do this will get its own score list. -For purposes of "Stock," you are permitted to use Off-Kerbin construction/launchpad mods to get your vessel into its starting orbit in place of HyperEdit (or for the Laythe Club, for constructing the vessel on Laythe), as long as the vessel itself contains no mod parts. Stock scoreboard: ManEatingApe: 50,310 Starting Example: 179750 [Mechjeb] Mods Scoreboard: FAR Scoreboard: Example Run: This sample run was done quickly just to show it to be possible. Hyperedit was used to get into a sufficient orbit. It got a little under 180,000 and returned fairly easily, and so serves as a good baseline for a "minimum achievement" to aim for. The vessel in question is a fairly simple thing with an inflatable heat shield and limited stabilizing fins. Effectively, not too much different from XKCD's idea of "the most kerbal vehicle ever" (a submarine with an oversized heat shield plummeting into Jupiter). Although, I suspect a fair bit smaller and easier to get back out of the atmosphere than a submarine would be. For further details on potential submarine shenanigans on Jupiter, feel free to visit the guy's "What If" website: https://what-if.xkcd.com/139/ It may be preferable to have more than just two images for your own runs, but this should be sufficient for the starting example.
  11. Laho Butterfly Challenge This one requires some mods: Kerbol Starsystems Near Future Tech Scatterer EVE Pretty basic, the challenge is to do the to following: 1) Unmanned flyby of Laho 2) Unmanned orbit of Laho 3) Returning research probe from Laho 4) Relay around Laho 5) Manned flyby 6) Parachuting probe 7) Lander probe 8) Manned orbit 9) Probe mine 10) Return probe landing 11) Probe refueling station (needs at least 2 modules. Cargo holds are accepted if you have KIS, but there is no real need. You could also use the other low gravity moons for that. 12) Manned station 13) Manned landing 14) Base and planet a flag next to it, take a screenshot (F12) and post below! 15) Terraform it? Step 6 example.
  12. Hello! EvilEmotaku here. You can probably tell by the title that I am inexperienced in Kerbal Space Program. I want to go to Jool. So. Let's make it happen. In this thread I, along with any potential readers, will with follow the journey to Jool. I'll skip past the initial game. Y'all won't need to read any of that boring stuff with the Flea SRB or anything. I'll start posting updates and a summary of the prior events once LKO has been achieved. Please note that these updates will be irregular, as I am still in school. Writing, homework, and missions take take time, too, so again, don't expect daily updates.I hope you enjoy the accomplishments and blunders that will follow me along my way the the big, green planet. I also want to say that any constructive criticism is welcome, as it will help me to gain experience, and speed up the trip to Jool and its moons. Again, enjoy this thread. So basically, my mission is to land at least one manned and unmanned mission on each of Jool's moons.
  13. NOTE: I play in Sciene Mode, with Cheats, because of my time. Hello! I love space, and space projects. I am very interested in so i decided a project like this, Let's get started! Laythe is very very likes each other with Kerbin, like Earth and Europa-Ganymende and Io moons. But I can't trust the moons geography, so i send a Lander here named Gaia II (it is my second build of another probe) And, here is Laythe, ı use four parachutes for stabilised landing, it is too difficult landing on continents, to my luck, i have succes landing on continent named "Dansen" There is no chance to communicate with mainworld without any Relays, so i make Uranoos. It is orbitting in Jool now. I transmitted all of informations about Laythe for Space Center. I gain lot of TP's after transmit Tomorrow, i'll try send a passenger file and edit this thread. I plan build first village in here. I wait your proposals and comments! Have fun! Regards.
  14. Even though I have 15,000 excess science.. it's not enough. I found I had not yet landed on any of the Jool moons. Bad Kerbals! So, i decided I would take a lab with me, and make a single lander that can hit all the moons except Laythe (requires a specialized design). Tylo being the biggest challenge, because of its very high gravity/size, it's like landing on Kerbin without an atmosphere. So I designed a lander with some jettisonable fuel, with the idea I would go to Tylo FIRST, and then wouldn't need those tanks for Vall, Pol, or Bop. I would bring my lab with me as an undockable section, with its own fuel, RCS, etc. Unfortunately, I forgot to put a probe controller on it, but that's OK, I'll just have the lander always dock to it. The small docking ports are for refueling (note that I can't refuel the lander without the lab until I jettison the tanks, but might have been nice to put one on an external tank just in case.). The lab acts as the big com relay back to Kerbin, if needed. And, of course, I need to refuel constantly, so I made a one-piece driller/ISRU/fuel transport, with a small docking port for refueling the lander/lab sections. Small engine to just handle interplanetary and landing on Pol. Checking out the dV for the lander, the DV maps *say* I need about 2280 to land and take off at Tylo, with 4750, I *should* have enough, right? (more on this later). It may take a low starting orbit, but on paper, it should work. So, first we get up into Kerbin orbit, and head to Minmus to refuel everybody for the long drive to Jool. Note that I was able to keep the lower booster from Kerbin, so it took two refueling runs, but the landing section would come into Jool with plenty of fuel, while the driller would come into Jool orbit with maybe only 800 dV, probably enough to get to Pol on its own, but this added extra insurance. Turns out I had plenty, transfer, orbit and landing is maybe 500-700. We refuel everyone at Pol, and head to Tylo. Now, I begin to worry- if I start my landing low (say 17km), and get back to a low orbit, can my fuel ship dip down that low to refuel (before landing and after re-orbit), and climb back out the gravity well and get back to Pol and land? The answer, it turns out, is yes. I leave about 1000 dV for each run back to Pol. So, we try our first descent from 17km. We learn two things. (1) You can't start from 17km because you can't slow down fast enough before gravity sucks you into a mountain. If you thrust downward enough, you use too much fuel. So we raise the descent to about 30km. That works well, but we land with only about 2100 dV left, not nearly enough to get back into orbit. It turns out it takes about 2500 dV to get to a roughly 10km orbit. Yep, this looks bad. So, after failed attempts, I realize I need help. So I built another fuel/engine "top" component to provide more fuel (and the thrust to counter its extra weight). Note that I added a decoupler to the docking ring, because those BIG docking rings have enough magnetic attraction they don't come loose easily. I am still granted the proper dV, but I didn't want to have something that might crash on top of me and explode after landing. With this component and some careful piloting, I'm able to land with about 2561 dV left. Note that I hit hard when I landed and broke a strut, but I should still be fine for Vall. 2561 was enough to put us back into a 9kmx20km orbit, with enough dV left to re-dock with the science section. Then the refueler only had to make one stop! So, the major lesson learned is- don't trust the dV maps. It took about 2600-2800 dV to land and 2300-2400 to reach stable orbit, and that's with optimal piloting. But other than that, the "two ships, single lander for four moons" project is so far a success, and has passed the toughest test.... Tylo, with only one landing strut as a casualty.
  15. Even though I have 15,000 excess science.. it's not enough. I found I had not yet landed on any of the Jool moons. Bad Kerbals! So, i decided I would take a lab with me, and make a single lander that can hit all the moons except Laythe (requires a specialized design). Tylo being the biggest challenge, because of its very high gravity/size, it's like landing on Kerbin without an atmosphere. So I designed a lander with some jettisonable fuel, with the idea I would go to Tylo FIRST, and then wouldn't need those tanks for Vall, Pol, or Bop. I would bring my lab with me as an undockable section, with its own fuel, RCS, etc. Unfortunately, I forgot to put a probe controller on it, but that's OK, I'll just have the lander always dock to it. The small docking ports are for refueling (note that I can't refuel the lander without the lab until I jettison the tanks, but might have been nice to put one on an external tank just in case.). The lab acts as the big com relay back to Kerbin, if needed. And, of course, I need to refuel constantly, so I made a one-piece driller/ISRU/fuel transport, with a small docking port for refueling the lander/lab sections. Small engine to just handle interplanetary and landing on Pol. Checking out the dV for the lander, the DV maps *say* I need about 2280 to land and take off at Tylo, with 4750, I *should* have enough, right? (more on this later). It may take a low starting orbit, but on paper, it should work. So, first we get up into Kerbin orbit, and head to Minmus to refuel everybody for the long drive to Jool. Note that I was able to keep the lower booster from Kerbin, so it took two refueling runs, but the landing section would come into Jool with plenty of fuel, while the driller would come into Jool orbit with maybe only 800 dV, probably enough to get to Pol on its own, but this added extra insurance. Turns out I had plenty, transfer, orbit and landing is maybe 500-700. We refuel everyone at Pol, and head to Tylo. Now, I begin to worry- if I start my landing low (say 17km), and get back to a low orbit, can my fuel ship dip down that low to refuel (before landing and after re-orbit), and climb back out the gravity well and get back to Pol and land? The answer, it turns out, is yes. I leave about 1000 dV for each run back to Pol. So, we try our first descent from 17km. We learn two things. (1) You can't start from 17km because you can't slow down fast enough before gravity sucks you into a mountain. If you thrust downward enough, you use too much fuel. So we raise the descent to about 30km. That works well, but we land with only about 2100 dV left, not nearly enough to get back into orbit. It turns out it takes about 2500 dV to get to a roughly 10km orbit. Yep, this looks bad. So, after failed attempts, I realize I need help. So I built another fuel/engine "top" component to provide more fuel (and the thrust to counter its extra weight). Note that I added a decoupler to the docking ring, because those BIG docking rings have enough magnetic attraction they don't come loose easily. I am still granted the proper dV, but I didn't want to have something that might crash on top of me and explode after landing. With this component and some careful piloting, I'm able to land with about 2561 dV left. Note that I hit hard when I landed and broke a strut, but I should still be fine for Vall. 2561 was enough to put us back into a 9kmx20km orbit, with enough dV left to re-dock with the science section. Then the refueler only had to make one stop! So, the major lesson learned is- don't trust the dV maps. It took about 2600-2800 dV to land and 2300-2400 to reach stable orbit, and that's with optimal piloting. But other than that, the "two ships, single lander for four moons" project is so far a success, and has passed the toughest test.... Tylo, with only one landing strut as a casualty.
  16. Jool has the thickest atmospheres of all planets in Kerbol system. All atmospheres of gas giants are unique and may contain different elements. Such difference is very important ,when materials condensate into clouds! It makes material sepperated into different layers! Lets take a look at Layers of Jool's atmopshere- (not to scale)(i know my drawings is awful, but what can u do with touchpad and paint!) First, ionized layer is always interacting with light and radiation! It makes it look different from most of the atmospheric layers.It glowes purple during the twilight and sunshine. Then we have main layer, It the layer we use to aerobrake at and it is also the most visible one! Next is dynamic layer! it is also the first part of hot atmopshere. It is called so due to extreme temperatures that this part of the atmosphere contains. We can see how it moves acros Jool! It is also responsible for different streams(lines) of Joolian atmosphere. Next is first cloud layer! It is where gas condence into clouds. Soon these clouds will produce powerful thunderbolts that cross all the atmospheric layers below.This is also a place where powerful storms appear. Second cloud layer is not such a difference with the first layer. Except the density,it is much higher than in the first cloud layer. And the last part is a theoretical layer made of liquid hydrogen. It could be a result of hydrogen under extreme pressure and heat, nor some kind of different chemical reaction. Appearently Jool's atmosphere is made of 3 main components!(despite a lot more different materials, they are the most) Hydrogen,Helium and Chlorine(which makes the atmosphere look green) Phew!I hope you liked this topic! Though it involves science, it is a theory related to KSP so it belongs in KSP discussion thread! And again i am asking you to mark my mistakes, if i have some! It is just a theory!A KSP theory!
  17. Mission Briefing JoolSatTM (Werner said we needed the TM to make us sound more serious, and not ludicrously stupid with this mission) is a mission about placing orbital surveying satellites around Jool, because the moons weren't enough. Call it overkill, I sure did, but in this mission three satellites must be consecutively launched. Without refuelling. From an SSTO. And the satellites must form a pentagonal shape because here at the KSC we have OCD, and a variety of other acronyms we pass off as qualifications to make us sound more... qualified. Mission Objectives Build an SSTO capable of holding 5 satellites that can perform orbital surveillance. Or at least try, we don't really mind. Take off, and survive the ol' spinning-out-at-25000-meters-and-crashing scenario, or avoid it completely. The latter is a better choice, I guess. Reach Kerbin orbit. From here you can go anywhere, but we want you to go to Jool. Or die trying. (We aren't responsible for any deaths). Go to Jool, and reach low Jool orbit. Avoiding the thick, hot atmosphere of Jool is advised. We don't want the SSTO returning home half melted, or not returning at all. Deploy the satellites, all three of them, in the shape of a triangle. (Summoning the Kraken is optional, the shape is a gift, he won't mind. I think). Return home, and land at KSC or the airfield next to it on that island I can't reach with my helicopter. If possible, post an image or a video of it. This is optional too, Jool is camera-shy sometimes, and so am I. The Rules The only mod you may use to assist you is the Mark 4 Spaceplane mod. Nothing else. Reason being, the Mark IV Spaceplane parts are BIG and have BIG engines. Really nice. The height of the satellites in relation to Jool should be 300,000m high. All three satellites must be in working order. We'll try our best on the ground to build them that way. You may make good use of gravity assists. Or die trying. No cheats allowed. That upsets Werner. How do I win? Get your satellites as close to Jool as possible (300,000m above the surface to be precise), and as circular in orbit as possible. Should you succeed, post your apoapsis and periapsis with a screenshot (or video, those are fancy). There are two leaderboards, one for the most circular orbit, and another for how close your satellites are to the target. Good luck, and try not to blow anything up! JoolSatTM Leaderboard for Most Circular Satellite Orbit 1. 2. 3. 4. 5. JoolSatTM Leaderboard for Closest Satellite Orbit to Target (300,000m) 1. 2. 3. 4. 5.
  18. So, in my Visual Mods save, I have (among other mods) EVE, SVE, scatterer, and SVT. I doubt that SVT has anything to do with it, but in many videos and pictures, Jool looks really good. It's in higher detail than stock, its greens are more accentuated, etc. For me, Jool still looks pretty, but its bands are white. Like this: How do I go about making the bands green? I found the config file for clouds, and under Jool-Bands1 and Jool-Bands2 there's a colour value. It's currently set at "210,180,170,455" for Bands1 and "180,170,150,255" for Bands2. What colour should I use for green? I'm particularly fond of the colours (These are HTML codes) #306754 and #254117. What are the appropriate colour codes for those? Thank you in advance for any answers.
  19. PROJECTJOOL Complete Revamp of the Joolian System. [WIP] Estimated Percentage Done: 8% Estimated Time of Release: TBD(Possibly In 3 months Time, Maybe More) Sorry for the Lack of Updates, Schooling and other issues with PQS have gotten in the way, but now that that's over I will be continuing working on the Project! Currently Working On: Problems with PQS and correcting problems with Hoffnu. Possibility of Scratching Hoffnu as it was intended as a Textures for Kaya and Perle. What Does This Mod Do Exactly? ProjectJool completely reorganizes and revamps the Joolian System which will Reposition the two moons of Pol and Bop to account for a realistic Joolian System, and is set to have atleast 20+ moons of Jool. It will also add N-Body Physics, which will stabilize the Joolian System. This feature will be added later on. (Of course, there may be more as time continues, after the final release.) Can I contribute? Of Course, I would always like help with Moon names and Variants! If you have any suggestions, feel free to comment below and I will give you credit if it is accepted. Current Moons/Ideas: Hoffnu(Textures and BiomeMap Done, Only need to fix a few bugs, calling vote to remove Hoffnu) Hoffnu was one of the first moons to be discovered due to its contrasting color to Jool. Being a Desert moon, it seems there was once a decently sized Atmosphere. Some say there might still be remnants of it, however very small. Kaya(In Selection Process) Kaya is an interesting Moon, mainly due to the small ring system that resides around it. Interestingly, there seems to be only one crater on the Moon, and it is of great size. Perle(InDev) Perle is covered with blue sand, which is peculiar. It is believed to have formed from Lazurite, and has eroded away by a once great atmosphere. Photos: Special thanks to: @The White Guardian, for his amazing PQS and Kopernicus Tutorials, and inspired me to become apart of the modding community. Scott Manley, to introducing me to KSP and giving me hours of entertainment.(And More) And To the great community here at the KSP forums with helping me with other issues.
  20. So Gleno-Space decided a while back that it was going to go to Jool. This is what I wanted to bring: Jool 2 Long Range Communications Probes 2 Atmosphere Drop Probes Laythe Manned landing and a few hours Two Large Unmanned water probes with Submarines One land explorer with rover One Space-station. Communications probe x1 Vall: Two Unmanned small landers One manned landing and a few hours on the surface - DONE Communications probe x1 Tylo: Manned landing and a few hours Bop Large base exploration vehicle Two Unmanned large landers One manned landing with time spent in base Several Landing steps to refuel the main vehicle Communications probe x1 Pol Small base on Pol with exploration vehicle Two Unmanned small landers One manned landing with time spent in base One large Unmanned lander Communications probe x1 I've now got it mostly figured out, and its time to launch everything. Once all the equiptment is at Jool, the Kerbals will launch and go through each moon before returning safely to Kerbin. The idea of this mission is to figure out how easy/hard it is to land on each moon, what their compositions are like, and how best to colonize the Jool system. From afar, Bop or Pol look like the best locations for a fuel depo, and Laythe looks like the most Kerbal friendly...only time will tell. Here is the first video, with the Jool payload: 3/11/2016 I've gotten all the hardware into orbit. No Kerbals onboard. I'm planning to send all the Hardware there before sending any brave Kerbals. Here is the prep video, showing me getting them all into orbit.
  21. Note: This isn't being played as part of a campaign, so there pretty much isn't any RP. I'm coming at it as an engineering exercise, since that's pretty much my play style. So there's going to be a lot of dry reporting on engineering, testing, and development. Comments and questions are welcome! A week or so back, I came across a mention of the Jool 5 Challenge. I've played KSP since 0.19, so it's not like I haven't heard of it before - but for some reason, this time the bug bit. I decided to take on the Challenge, even though I've never attempted anything nearly so big before. Since the Challenge requires some form of log or report, I'm starting this thread to first keep track of my design decisions (in case someone is ever interested) and then to eventually serve as the required report. My current plan is that even if I don't fly it as a Challenge, I'm going to fly it as flotilla mission. I'm going to start with a series of posts detailing how I got to where I stand today, then I'll follow with updates daily or as warranted. Next up: The Tylo lander.
  22. Jool. That great green gas giant we all love. Well, except me, Jool is #3 On my favorite planet list, but you get the idea. Dres is #1. You might remember me as "that guy who has HUUUUUUUGE ships" or as "that guys who really likes Dres," but yeah. So, The Jool 5 challenge. One of the most famous challenges ever. Everything is ready. The main cruiser, called the KSS Creativity, and maybe the lander launch tomorrow. Yes, tomorrow because I didn't have time today. *facepalm* Uh, but yeah. Sorry guys. *facepalm* (And, yes the name is a reference to 2001: A Space Odyssey.)
  23. So I started a new game appropriately called "Super Epic Game of Awesomness." I decided for my first flights to be my first manned mission to Jool. Here I'll be covering the entire mission from the first launch to recovery of the SC Tyrant mission. Crew Module Launch: Launch of the first module, weighing in at about 7 tons. Second stage and aeroshell deployed, ready for orbital insertion burn. First module in orbit ~450km up.
  24. Okay. Here goes. I present to you The 'Belly of the Beast' Challenge! This challenge is for the best of KSP'ers, but all are welcome to try! You've been everywhere in the system? Landed, returned? Done the Jool 5, the grand tour? Pfft. That's cute. But you haven't done THIS! Here's what it entails: 'Easy' Mode: Enter Joolian Atmosphere from an orbit of your choice, descend to 150,000m, return to an orbit that does not enter the atmosphere. HyperEdit enabled to get into orbit in the first place Intermediate: Enter Joolian Atmosphere from a stable orbit of your choice, descend to 100,000m, return to an orbit that does not enter the atmosphere. HyperEdit enabled to get into orbit in the first place, but not as EPIC Watney mode: Enter Joolian Atmosphere from a stable orbit of your choice, descend to 50,000, return to an orbit that does not enter the atmosphere. HyperEdit disabled! KRAKEN mode: Enter Joolian Atmosphere from a stable orbit of your choice, descend to whatever you feel is badass enough or MORE (you insane magician), return to an orbit that does not enter the atmosphere. And impress me, if you feel daring. HyperEdit disabled! (Note: Hyperedit or any other software / file editing may be used to get into a stable orbit to begin the challenge from, but you MUST evidence you have not used cheats in a breach of these rules, through screenshots or a video, and you MUST remove any mods before beginning the challenge) So there you have it! I've challenged you to this feat. I do not doubt that it has been done before, but in THIS version? With re-entry heat, drag and other factors to count for (did I mention crushing gravity?), this is no challenge for the faint of heart. But this challenge is what I think should be the pinnacle of excellence. Record it, screenshot it, just let me know your stories! Whether you fail or you succeed, I want to hear what YOU did. Even if you failed, to take on this task writes you into the legendary history books and earns your name the strength and honour anyone daring enough to attempt this challenge deserves! And even if you don't wish to take part, share this challenge around, or just comment on what you think! I want to see some Youtubers taking on this challenge like the weekly Reddit challenges, so lets let them all know! If people start to do this challenge, I'll make a badge for each challenge mode for you to put on your signature, and your name will be written into the list below! If this challenge has been done before than please tell me, but I have seen NO attempts at anything like this in 1.0+. Please try to use the latest version of the game, the idea is that the latest changes give it the challenge factor. And to all those who dare to venture into the belly of the beast... Good luck... You'll need it. Hall of Fame: -YOUR NAME HERE! Honourable mentions:
  25. So, I want one craft to go to Eve on a flyby, but dropping a science atmosphere probe to land there, then I want the main craft to go on a Jool flyby that hits the upper atmosphere and drops a second probe there, but I only have batteries and solar panels. How many solar panels do I need to transmit all data?