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Posts posted by MacLuky
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Feel free to revive the old mod
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I do come back every now and then ;-) but if @linuxgurugamer thinks it cannot be salvaged, it can't be salvaged
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Almost there and 100 days to the mars window. But I fear that in 2 years most of the tech will be obsolete
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1972 part 2: getting ready for Mars
After a "dad-build-me-a-minecraft-server-please-hiatus" back in Space. We run a number of missions to prepare us for the Mars window and solidify the Moon base. We also show what should have been the SeaDragon, but is an even bigger monster.
SpoilerOur slingshot manoeuvre is not paying off. We can get a significant boost, but not enough to reach Mars or any other planet. Mission control will have to be content with what the new instruments gather
We did demonstrate that we can boost the orbit, its just that Mars is in the wrong place
The day has finally come for Valerie Pearson. After having spent 3 years in LEO she and Francesco return home.
Slightly too many G's for such a fragile body
No matter, she is back and will probably retire soon
Aquarius 2 launches on a Leo-A class rocket. This monster weights 10113 tons! towers 124 meters with a 20 meter core. Its first stage has 10F1S engines and 8 UA1205 boosters. Followed by a second stage of 2 M1 and is insanely expensive
The boosters actually run a few seconds longer than the core stage
Leading to more fireworks
Pushing onwards
Those are really expensive engines
Precise delivery of a 450 ton payload. The autonomous MTS vehicle. Capable of pushing 90 ton and capture it in mars orbit
Dock is complete
It also carried a detachable supply container, what a wiggle!
Next up is the base. It needs to go now so it can drill up shielding for 2 years and be isolated when the team arrives
Its not that heavy, so that the capture stage can also be used in crashing eh landing it on the planet
There's redundancy for the redundancy
Meanwhile Jupiter 1 arrives at its destination and starts plotting an orbit to one of the moons
Capture!
Liam Leia and Anton head out to MOONPORT for one year deep space radiation sickness test
After TLI
The new craft is very elegant
En route to the station
Housekeeping
Cloe and Alexander can return on one of the last Vega rockets
First flyby
This yields incredible amounts of science
Home again
Going down
Spica 6 is the storm shelter for the moon. Digging up regolith is taking to long for the massive base.
Nice decoupling
Fairly standard approach
It is one heavy capsule
Overshooting target
But we have wheels
It will be a long drive
Arrived. It will be parked in the vicinity so we can get in there fast.
Funny little orb
supply to leo
Refill of RCS was needed
As for the moon port
We should update this craft with new tech
On final approach
Docked, the moonport is thirsty
Dropping garbage back to the moon
Mars 7 is the rover that has to find water, ice and regolith for the base to land
Normal taurus D
Familiar lander design, but it will need a push to get to mars
This is the MTS stage for the base
Note the improved staging
One big engine
Docking is hard
But completed
Storm hits the moon, lets see what this thing is made off
Looking good!
Arrived at a moon where we can capture
Not really close
Transfer stage for the rover is a trimmed MTS
The Taurus-1F is based on the new HG3 engine so we can improve the ignition rate. It also lifts 200 ton
Docking without a hitch
Next up is the MAV Mars Ascent and Descent vehicle
Including the capture stage and not enough dv. Someone in enginering must have been sleeping
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Thanks @Karin I think I used integral steel which is too heavy. I like your approach. Didn’t your launchpad xplode?
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Thats a great idea. I could have saved a bit off weight on the Mars transfer vehicle that way. I thought of undocking and redocking when in storm, but it seems like a lot of work. KAS tubes might be a good alternative.
Btw you can transfer regolith.... but you would need a lot
RP1 patch of the day LanderCan Mk12
Off course I should support my own mods as well ;-)
This is for RP1
Spoiler@PART[MacLuky.LanderCanMk12]:FOR[SHED]:NEEDS[RP-0]
{
%TechRequired = advancedCapsules
@description ^=:$: <color=green>From LanderCanMk12 mod.</color>
%RP0conf = True
}
and this for RO
Spoiler
@PART[MacLuky.LanderCanMk12]:FOR[RealismOverhaul]
{
%RSSROConfig = True
%rescaleFactor = 1@mass = 1.6
!RESOURCE,* {}@MODULE[ModuleCommand]
{
@minimumCrew = 0
RESOURCE
{
name = ElectricCharge
rate = 1.0
}
}!MODULE[ModuleReactionWheel] {}
MODULE
{
name = ModuleFuelTanks
type = ServiceModule
volume = 500.0
basemass = -1
TANK
{
name = ElectricCharge
amount = 16000
maxAmount = 16000
}
TANK
{
name = MMH
amount = 46.9
maxAmount = 46.9
}
TANK
{
name = NTO
amount = 56.1
maxAmount = 56.1
}
TANK
{
name = Oxygen
amount = 700
maxAmount = 700
}
TANK
{
name = Water
amount = 5
maxAmount = 5
}
TANK
{
name = Food
amount = 6
maxAmount = 6
}
TANK
{
name = LithiumHydroxide
amount = 40
maxAmount = 40
}
TANK
{
name = CarbonDioxide
amount = 0
maxAmount = 200
}
TANK
{
name = Waste
amount = 0
maxAmount = 15
}
TANK
{
name = WasteWater
amount = 0
maxAmount = 15
}
}
}
How I hate that forum auto-merge thingy. Is there a way to force separate posts? if not what is the timeout?
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1972 Part 1 Getting ready for Mars
We are aiming for a 1975 manned mission to Mars, with a test run in 1973 which means we must crank up production and learn what it takes to survive in outer space.
SpoilerThe crew in SpaceLab is approaching the 3 year in orbit event, but are running out of Lithium Hydroxide (why are they still using those scrubbers anyway) Capella 19 is the resupply
Next up is Polars 12 which will add new scrubbers and rotate the crew that keep Valerie company
We could use this engine on other designs too
Francesco installs the new scrubber
And they rotate the crafts out, returning home in one of the last Vega class
Still working fine
Next up is a new reactor for the moon base. We lacked power the last time we spent the night and with two reactors we should be good,
A new lander design and a prototype cargo rover that will also be used on Mars
Landing of the spider
Touchdown 2km from the base
Detached and heading towards the base, we crash the lander frame to clean up
It will be parked near the power plant, the next crew can put it into action
After Europa (forgot to take picutures), Io comes around making Canopius 11 the first craft to swing by all of Jupiters moons
At 170t Aquarius 1 is the first part of the Mars mission. It has fully shielded crew and command centers and carries a year of supplies and 3200 m/s which should be enough to return to Earth from Mars
It is launched on a Taurus-0E with 6 F1 engines, 6 J2 on the second stage and 2 on the third
All systems operational. Although.... we seem to have boil off despite lots of layers
Polaris 13 is another moon lander based on the direct ascent design. Goal is 1 year at the moon surface, if they succeed
Landing burn using the discardable descent stage
Landed 2.4km from the base
Rover picks them and 120 days of supply up and drives them to the base
Lorenzo will need to move the tanks first though
It is noticed that power will be a problem, so one of the solar panels is transfered
At the base the supplies are added to the main reserve
And 4 regolith drills will be used to create shielding, though very very slow
Polaris 14 is a maintenance flight to aquarius
It carries cargo like the early Rigel craft did
Since some idiot made a mistake the panels need to be shifted. It takes 2 astronauts to do this
Next up are docking procedures and mounting of the radiators
Working together at a rotating ship is not easy
This is where we picked up a nasty spin
But they get the job done!, no more boil off
Back at SAMBO we see serious boil off on Polaris 11, it is decided to test the ascent profile
If you spent 100 days on the surface you may get back up, but not to earth. Polaris 11 is crashed for science
Robin collects some of the surplus radiators to prevent a similar event on their return craft
Its a tight fit on this rover
a slow and tedious drive
But no more boil off!
Once Mars 6 had completed mapping the Martian surface it was time to descent.
Slowing down takes a lot of dv
But the craft is up to the task
Getting there
Touchdown, only to discover that the decoupler was mounted upside down. The rover can drive and do science, but has the skycrane attached.
Mars 5 heads for the south pole
We steer towards what looks like ice
Landing ! this time the ground crews send a software patch to the decoupler, turning it into a separator
Fireworks
Science!!! and lots of funds (we need those)
As the night falls we notice that the mod updates of simple logistics and kerbalism do not play nice togetether,
Robin saves the day by linking SAMBO directly to the power station. There must be a better way
Luna 26 hopes to provide that, as we are scared of using nucluar power due to radiation
This will bring a 11 ton battery and solar substitute for 16 days of power
Approaching the LZ
Lowering so the rover can leave, I like the new design, it performs better.
It will take three astronauts to move these into position
Soon, solar tower 1 is up and running bringing 4,5 M units of electricity online and a ton of food.
Its great to work together (but a hassle)
SAMBO base is up to 2.7 out of 71 shielding the team may not survive a year. Perhaps we should build a radiation shelter.
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The specs for this are still: i7-8700k/GTX 970/16gb ram? I'll build a PC just for this I am tired of my MacBook melting
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1971 Mayhem at the Moon
Explosions and expansions, the moons of Jupiter and a crew in jeopardy.
SpoilerThe Mars window opens up and we launch 2 rovers to seek out possible landing sites
Mars 4 with a working engine, which will seize to work after the mod update
And its backup Mars 5
The rover uses a new delivery system and better power management
Meanwhile the crew of Polaris 7 gets ready to return. With the night fall power levels are dropping beyond what the base can sustain. Hopefully the next mission can fix the powerplant
Powering up the lander
And lift off...
The crew meets at the station and will spend another week before returning
Traveling home with rock samples
The new Pe is 65km and seems to work fine
Landing in one pass
Polaris 8 is a new crew transport for LEO capable of 5 crew
The Taurus-0L needs a bit of extra oemphf to get off the pad
One engine fails, avionics fail things are not looking good
Feedpressure is too low to make orbit. The C1 will not make orbit. Cloe Frimaut (P), Alexander Hoffmann (E), Eva Larsen (P), Elene Eikina (E) will re-enter in the ocean
Due to delays in R&D the Mars6 recognisances orbiter designed to scan for resources will need 2000 d/v extra
The new booster addition seems to work well
But detaching them takes some of the wings with them
Approaching orbit, look at the huge kick stage, originally designed for Jupiter probes
Mars 6 is en-route
A resupply mission (boring)
The backup of Mars 6 becomes Luna 24. We forgot a fairing half though.
Luna 24 will start with mapping the earth, then head to the moon
Meanwhile Canopius 11 begins its orbital ballet. It will swing by several moons after a small plane change
First up is Calisto
It will be used to change the plane of the craft and boost the orbit a bit
Passing very low over the surface
We will have another encounter in 2 weeks
The last of the Vega class crafts heads to the Luna station
Part of the mission is to install new Vacuum scrubbers
Polaris 9 is the second flight of Block C. It uses a re-designed second stage, still under 700t
This time Eva Larsen (P), Elene Eikina (E), Liam O'Brian (P) get used to the craft
The new stage works just fine!
Orbit is achieved and we have 4 days of supplies before we return
Ablator gets really hot. Why is this capsule less capable than the Mk1? I should not have updated deadly re-entry. After 4 attempts they land safely
Second pass at calisto
Next stop Ganymade
We still have an old probe in orbit of Vesta. Why not try to land it?
No throttle means it is hard. fortunately we have unlimited ignitions
Final descent on RCS, slows us down just enough
To safely land and deliver a crapload of science
Polaris 10 heads to the moon on block B5. A new lander that can house 3
Eva Larsen (P), Elene Eikina (E), Ann Johansson (S) release the lander after the TLI
This is where we discover the whimsy solar panels. "Uh command, this is not going to cut it, we are losing power quickly."
As the craft speeds away a decision to scrap the mission must be made quickly or face the consequences. Elina goes outside to extract the solar panels on the lander that think they are still in the fairing.
That still is not enough, "Power up the LEM" Eva decides to shutdown the CM and move over. That will reduce the power strain.
It works barely, we won't need the CM until re-entry though.
The view is quite different
And they get pulled out of their seats during the correction and insertion burn
The rest of the spacecraft functions nominally, they end up at exactly the correct inclination to land at Sambo
The ship will be abandoned and will need to be powered up after the mission, that means the LEM must do the rendez vous. Some batteries are locked as a precaution.
The new lander design feels slugglish
We are landing 21 km from the base.
The rover is put on auto pilot and takes 3 hours to get there and pick them up.
Finally! but now we discover Elina has lost her tools. She will need to go to the base to fetch some
Ann will start doing science
Elina adds the food reserves to the base
And fetches the radiators, while crashing a solar panel on the rover
Lets hope this works
They drive up to the powerplant to mount the new radiators that each have 50kw of cooling power
There, this should do the trick, now lets get to the base and power the reactor
I'm sure that will be enough right?
Entering the night, we will see. Mission plan is 90 days on the surface
Oh, another moon
Setting up another node, Europa in a few months for 158 m/s
What if we could get to mars faster? Canopius 18 tries to slingshot around Venus to get to Mars
Without a fancy calculator, its just try and see what happens
And .... its on its way. At least we will get a flyby. Doesn't look like we can kick up the orbit enough
Spica 5 is a storage container that allows for larger base construction. It's not completely full because it would be too heavy. However supplies can be transferred into it
Good insertion, we will need to wait for the base to pass under us
The sun is back, it has been brutal. Altair 4's old power cells had to be used to make up for the loss of power, we need at least one more nuclear generator
Elena runs an experiment with old fuel tanks, we might make a fuel depot here
Adding those to the lander
And getting fuel from Spica 3 descent stage that was still sitting nearby
We are having a great time
There, that starts to look like a nice depot (the kraken will eat it though)
Spica 5 starts to descent, plenty of fuel
Forgot to detach the engines, it would take for ever to wiggle it in place
Again some deployment issues, but the solar panel works, it is time to remove the wheels of the lab and hab
If we could find a way to connect Altair 4 to it..... We can probably drag it in place with the rover
Proud arial shots
But with the second night approaching it is decided to head home as Polaris 10 is coming overhead soon and the dv margins are slim
The reduced weight should help though
Lift off. Now our rover is 21 km from the base....
Orbit and rendez vous achieved.
Same juggle. The lander will power the main craft, only switching on avionics when needed
Keep everything pointed at the sun
Slowing down
Transfered to CM, thanks LEM!
Final launch if 1971 Polaris 11 will be an unmanned test of a new lander, using direct ascent
6 F1 engines power the first stage, 6 J2 the second
The transfer stage can also capture, this is unexpected.
A descent stage handles the inclination and deorbit using 3 RL-10 Lunex engines
Killing horz. velocity over target.
Final descent
Just before touch down the stage is jettisoned
Well okay a bit too high up
Great precision landing and we think we can get home. It will stay for 150 days to test boil off
Altair 4 explodes without any reason, this is bad
Mars 4 and 5 have arrived at mars and are put in an equatorial and polar orbit.
So is Mars 6, it will act as an relay and scan for resources where the landers may land
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This stuff blows my mind.
Here are some patches for RP1 in the works:
Thanks for making such an awesome mod
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RP1 Patch of the day: Benjee's amazing MMSEV mod
These patches are not complete, but it is a start. Here are the parts scattered in the RP1 tech tree:
Spoiler|// Rover
@PART[Benjee10_MMSEV_chassis|Benjee10_MMSEV_grapple|Benjee10_MMSEV_headlight|Benjee10_MMSEV_monopropSled|Benjee10_MMSEV_wheelLinear|Benjee10_MMSEV_wheelMount|Benjee10_base_platformA]:FOR[Benjee10_MMSEV]:NEEDS[RP-0]
{
%TechRequired = largeRoverDesigns
@description ^=:$: <color=green>From Benjee10_MMSEV mod.</color>
%RP0conf = True
}// Station
@PART[Benjee10_MMSEV_baseGreenhouse|Benjee10_MMSEV_baseHDU|Benjee10_MMSEV_baseHDU_hab|Benjee10_MMSEV_baseHabLong|Benjee10_MMSEV_baseHabShort|Benjee10_MMSEV_baseLab|Benjee10_MMSEV_baseLander]:FOR[Benjee10_MMSEV]:NEEDS[RP-0]
{
%TechRequired = modularSpaceStations
@description ^=:$: <color=green>From Benjee10_MMSEV mod.</color>
%RP0conf = True
}// station thingies
@PART[Benjee10_MMSEV_adapter_0-9375|Benjee10_MMSEV_baseMount1-875|Benjee10_MMSEV_baseNode1-25|Benjee10_MMSEV_endCapRound]:FOR[Benjee10_MMSEV]:NEEDS[RP-0]
{
%TechRequired = materialsScienceSpaceStation
@description ^=:$: <color=green>From Benjee10_MMSEV mod.</color>
%RP0conf = True
}
// storage
@PART[Benjee10_MMSEV_logisticsShort|Benjee10_MMSEV_logisticslong]:FOR[Benjee10_MMSEV]:NEEDS[RP-0]
{
%TechRequired = colonization2051LifeSupport
@description ^=:$: <color=green>From Benjee10_MMSEV mod.</color>
%RP0conf = True
}// large bases
@PART[Benjee10_MMSEV_baseDockLowProfile|Benjee10_MMSEV_baseRailings|Benjee10_MMSEV_base_TNode1-25|Benjee10_MMSEV_crewTube0|Benjee10_MMSEV_crewTube1|Benjee10_MMSEV_crewTube2|Benjee10_base_HDU_base|Benjee10_base_stairs|Benjee10_MMSEV_baseSolarArray]:FOR[Benjee10_MMSEV]:NEEDS[RP-0]
{
%TechRequired = largeScaleHabitats
@description ^=:$: <color=green>From Benjee10_MMSEV mod.</color>
%RP0conf = True
}// base landing
@PART[Benjee10_MMSEV_baseLifter|Benjee10_MMSEV_baseNode_vertical|Benjee10_MMSEV_baseRadiator|Benjee10_base_HDU_attic]:FOR[Benjee10_MMSEV]:NEEDS[RP-0]
{
%TechRequired = materialsScienceColonization
@description ^=:$: <color=green>From Benjee10_MMSEV mod.</color>
%RP0conf = True
}// fancy stuff
@PART[Benjee10_MMSEV_baseTurbineBoom|Benjee10_MMSEV_baseTurbineBoomMount|Benjee10_MMSEV_baseTurbineHelicalTiny|Benjee10_MMSEV_baseTurbineHelicalSmall|Benjee10_MMSEV_baseTurbineHighDensity]:FOR[Benjee10_MMSEV]:NEEDS[RP-0]
{
%TechRequired = colonization2051EDL
@description ^=:$: <color=green>From Benjee10_MMSEV mod.</color>
%RP0conf = True
}// big fancy stuff
@PART[Benjee10_MMSEV_baseTurbineGiant|Benjee10_MMSEV_baseTurbineHelicalLarge1|Benjee10_MMSEV_baseTurbineHelicalLarge2|Benjee10_MMSEV_baseTurbineLowDensity|Benjee10_MMSEV_baseTurbineMedDensity|Benjee10_MMSEV_baseTurbineMotor]:FOR[Benjee10_MMSEV]:NEEDS[RP-0]
{
%TechRequired = colonization2100EDL
@description ^=:$: <color=green>From Benjee10_MMSEV mod.</color>
%RP0conf = True
}
Then, if you have RO tanks, this should configure the life support a bit better:
Spoiler/// Base 1 Kerbal for 1 day
@PART[Benjee10_MMSEV_baseGreenhouse|Benjee10_MMSEV_baseHabLong|Benjee10_MMSEV_logisticslong|Benjee10_MMSEV_baseHabShort|Benjee10_MMSEV_baseHDU|Benjee10_MMSEV|Benjee10_MMSEV_baseLander|Benjee10_MMSEV_logisticsShort|Benjee10_MMSEV_base_TNode1-25|Benjee10_MMSEV_baseNode_vertical|Benjee10_MMSEV_baseLab]:AFTER[zzzKerbalism]
{
MODULE
{
name = ModuleFuelTanks
type = ServiceModule
volume = 200
basemass = -1
TANK
{
name = ElectricCharge
amount = 1000
maxAmount = 1000
}
TANK
{
name = Oxygen
amount = 40
maxAmount = 40
}
TANK
{
name = Water
amount = 0.15
maxAmount = 0.15
}
TANK
{
name = Food
amount = 0.3
maxAmount = 0.3
}
TANK
{
name = Waste
amount = 0
maxAmount = 0.1
}
TANK
{
name = WasteWater
amount = 0
maxAmount = 0.05
}
}
}///MMSEV - supports 4 crew for 10 days///
///LANDER CAN - supports 4 crew for 10 days///
@PART[Benjee10_MMSEV|Benjee10_MMSEV_baseLander]:AFTER[zzzKerbalism]
{
@MODULE[ModuleFuelTanks]
{
@TANK[*]
{
@amount *= 40
@maxAmount *= 40
}
}
}///LOGISTICS SHORT - supports 2 crew for 33 days///
///LAB - supports 2 crew for 33 days///
///NODES - support 2 crew for 33 days///
///GREENHOUSE - supports 2 crew for 33 days, added greenhouse///
@PART[Benjee10_MMSEV_baseGreenhouse|Benjee10_MMSEV_logisticsShort|Benjee10_MMSEV_base_TNode1-25|Benjee10_MMSEV_baseNode_vertical|Benjee10_MMSEV_baseLab]:NEEDS[Kerbalism]
{
@MODULE[ModuleFuelTanks]
{
@TANK[*]
{
@amount *= 66
@maxAmount *= 66
}
}
}///3.75m NODE - supports 6 crew for 33 days///
@PART[Benjee10_MMSEV_baseHDU]:NEEDS[Kerbalism]
{
@MODULE[ModuleFuelTanks]
{
@TANK[*]
{
@amount *= 122
@maxAmount *= 122
}
}
}///3.75m HAB - supports 6 crew for 66 days///
@PART[Benjee10_MMSEV_baseHabShort]:NEEDS[Kerbalism]
{// Orginally this used rescyclers but kerbalism works differently
// So we load only half and the user can decide how to augement@MODULE[ModuleFuelTanks]
{
@TANK[*]
{
@amount *= 122
@maxAmount *= 244
}
}
}///LOGISTICS LONG - supports 8 crew for 33 days///
@PART[Benjee10_MMSEV_logisticslong]:NEEDS[Kerbalism]
{
@MODULE[ModuleFuelTanks]
{
@TANK[*]
{
@amount *= 264
@maxAmount *= 264
}
}
}///LONG HAB - supports 3 crew for 33 days, added recyclers///
@PART[Benjee10_MMSEV_baseHabLong]:NEEDS[Kerbalism]
{
// Orginally this used rescyclers but kerbalism works differently
// So we load only half and the user can decide how to augement@MODULE[ModuleFuelTanks]
{
@TANK[*]
{
@amount *= 45
@maxAmount *= 99
}
}
}
This is the patch for kerbalism adding scrubbers and stuff
Spoiler@PART[Benjee10_MMSEV|Benjee10_MMSEV_baseLander|Benjee10_MMSEV_baseHDU|Benjee10_MMSEV_baseHabShort|Benjee10_MMSEV_baseHabLong|Benjee10_MMSEV_baseGreenhouse]
{
%capsuleScrubbers = true
%scrubberCapacity = 1.67
MODULE
{
name = ProcessController
resource = _PressureControl
title = N2 Pressure Controller
desc = Use <b>Nitrogen</b> to maintain the internal atmosphere at a comfortable pressure.
capacity = 1.67
toggle = true
running = true
}@MODULE[ProcessController],*
{
@capacity *= #$/CrewCapacity$
}MODULE
{
name = Comfort
bonus = exercise
desc = A treadmill designed to permit exercise in zero-g is included. The crew will love it.
}MODULE
{
name = Reliability
type = Comfort
title = Treadmill
repair = Engineer
mtbf = 36288000
extra_cost = 0.25
extra_mass = 0.05
}@tags ^= :$: comfort:
}///MMSEV - supports 4 crew for 10 days///
///LANDER CAN - supports 4 crew for 10 days///
@PART[Benjee10_MMSEV|Benjee10_MMSEV_baseLander|Benjee10_MMSEV_baseHabLong|Benjee10_MMSEV_baseGreenhouse]:AFTER[zzzKerbalism]
{
%MODULE[Habitat]
{
%volume = 50 //guesstimate
%surface = 80 //guesstimate
}
}///3.75m NODE - supports 6 crew for 33 days///
@PART[Benjee10_MMSEV_baseHDU|Benjee10_MMSEV_baseHabShort]:NEEDS[Kerbalism]
{
%MODULE[Habitat]
{
%volume = 25 //guesstimate
%surface = 40 //guesstimate
}
}///GREENHOUSE - supports 2 crew for 33 days, added greenhouse///
@PART[Benjee10_MMSEV_baseGreenhouse]:NEEDS[Kerbalism]
{
MODULE
{
name = Comfort
bonus = plants
desc = There's something inherently calming about an artificial slice of nature, kept alive only by the miracles of duct-tape and kerbal engineering. Let's hope the crew doesn't think too much about it.
}@tags ^= :$: comfort:
}
Here is the first stab at Realism Overhaul lots of work to be done
Spoiler
// both seem based on the MMSEV lander from NASA.
// 4x4.5x3 meter, 4ton rover@PART[Benjee10_MMSEV|Benjee10_MMSEV_baseLander]:FOR[RealismOverhaul]
{
%RSSROConfig = True
%rescaleFactor = 1.6
%scale = 1.0
@mass = 3 // leave a bit for wheels and chassis!MODULE[ModuleReactionWheel]
!RESOURCE[MonoPropellant]@MODULE[ModuleDeployableSolarPanel]
{
@chargeRate = 1 // more reasonable
}
}@PART[Benjee10_base_stairs|Benjee10_MMSEV_wheelLinear|Benjee10_MMSEV_wheelMount|Benjee10_MMSEV_headlight|Benjee10_MMSEV_chassis]:FOR[RealismOverhaul]
{
%RSSROConfig = True
%rescaleFactor = 1.6
%scale = 1.0
}@PART[Benjee10_MMSEV_chassis]:FOR[RealismOverhaul]
{
!MODULE[ModuleSAS]
!MODULE[ModuleKerbNetAccess]
!MODULE[ModuleDataTransmitter]MODULE
{
name = ModuleAvionics
massLimit = 4.5
}
}// rover bits
@PART[Benjee10_MMSEV_crewTube0|Benjee10_MMSEV_crewTube1|Benjee10_MMSEV_crewTube2|Benjee10_MMSEV_endCapRound|Benjee10_MMSEV_grapple|Benjee10_MMSEV_logisticsShort|Benjee10_MMSEV_logisticslong|Benjee10_MMSEV_monopropSled]:FOR[Benjee10_MMSEV]:NEEDS[RealismOverhaul]
{
%RSSROConfig = True
%rescaleFactor = 1.6
}// base modules
@PART[Benjee10_MMSEV_baseGreenhouse|Benjee10_MMSEV_baseHDU|Benjee10_MMSEV_baseHDU_hab|Benjee10_MMSEV_baseHabLong|Benjee10_MMSEV_baseHabShort|Benjee10_MMSEV_baseLab|Benjee10_base_HDU_attic|Benjee10_base_HDU_base]:FOR[Benjee10_MMSEV]:NEEDS[RealismOverhaul]
{
%RSSROConfig = True
%rescaleFactor = 1.6
}// misc base parts
@PART[Benjee10_MMSEV_baseDockLowProfile|Benjee10_MMSEV_baseLifter|Benjee10_MMSEV_baseMount1-875|Benjee10_MMSEV_baseNode1-25|Benjee10_MMSEV_baseNode_vertical|Benjee10_MMSEV_baseRadiator|Benjee10_MMSEV_baseRailings|Benjee10_MMSEV_baseSolarArray|Benjee10_base_platform|Benjee10_MMSEV_adapter_0-9375|Benjee10_MMSEV_base_TNode1-25]:FOR[Benjee10_MMSEV]:NEEDS[RealismOverhaul]
{
%RSSROConfig = True
%rescaleFactor = 1.6
}// turbines
@PART[Benjee10_MMSEV_baseTurbineBoom|Benjee10_MMSEV_baseTurbineBoomMount|Benjee10_MMSEV_baseTurbineGiant|Benjee10_MMSEV_baseTurbineHelicalLarge1|Benjee10_MMSEV_baseTurbineHelicalLarge2|Benjee10_MMSEV_baseTurbineHelicalSmall|Benjee10_MMSEV_baseTurbineHelicalTiny|Benjee10_MMSEV_baseTurbineHighDensity|Benjee10_MMSEV_baseTurbineLowDensity|Benjee10_MMSEV_baseTurbineMedDensity|Benjee10_MMSEV_baseTurbineMotor]:FOR[Benjee10_MMSEV]:NEEDS[RealismOverhaul]
{
%RSSROConfig = True
%rescaleFactor = 1.6
}
-
Assuming you have module manager installed, just create a text file in the game data folder that has the .cfg extension . I create a sub folder _partches so I can find them more easily
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1971 Part 1
We choose to go to the moon, to stay. And figure out how to survive when heading to mars.
SpoilerEarly 1971 Canopius 11 arrives at Jupiter with nearly full tanks. A small burn aligns the plane with the moons.
Spica 2 has a new landing system. Based on the proved LMDE rather than the RL10
Very difficult landing, the landing platform gets destroyed but the hab survived. We have too much thrust in the final stage of the descent and not enough RCS power. The drive to Altair begins
Swing by Europa
Very close! it will take nearly half a year before the next encounter
Next up is the lab, but with a new engine arrangement
Targeted landing using the Scott Manely burn time calculation
We can stage off engines if we have too much thrust
Landing on 2 engines, 12 km from the target
Getting off the pad is difficult
After a 2 hour drive we arrive at the base
For now we dock with the hab. Altair still has 30 days of supplies that can be used in an emergency. The plan is to turn it into a shelter
Spica 4 launches
Now we have 4 engines and a thrust balancer. One failure on the J2 means we cant do the inclination change. we need to wait 25 days before the base is underneath us
Spica 4 is a rover and a nucluar generator
Great thrust allows better killing of hor velocity, hopefully we can be more precise
I can see the base
Someone forgot to turn on the brakes and the rover has no avionics, lets hope it doesnt wanders off.
Fresh crew to keep Valentia company. She has been up there for over a year.
Liam O'Brian (P), Francesco Verne (E), Judith Pesquet (S) will be the first crew to SAMBO: The Stephen Adams Memorial Base of Operations
Grabbing the lander. The Block 5 has an upgraded CSM
Coasting to the moon
Time to go home, these rotations are short missions
Using the transfer stage to capture
The base is in the shadow, so they will stay at the station for 14 days
Mechjeb is docking the CSM, the LM is docked manually simultaniously. Mechjeb is faster .
Course change, will pass Neptunes moon too, we could get within 500 MM of pluto but no encounter
Time to go for landing, we can use a push down
Using an empty supply rocket for the deorbit burn
Descending to base
Going back up, we want to be closer
Another hover
Touchdown, 70m from base
Using the rover to get the rover
Lets see if we can setup the reactor here, keep the radiation from the base
Reactor fails, we need 100kw cooling not 4
Driving to the base
This is a great vehicle, that can keep us alive for a long time
And its solar panels power the base. The lander is slowly losing power for now. The fuel cells will boot up when we leave
Parking spot
Getting into the lab
This will be the new base, we still need a supply module and the power situation needs to be fixed
Love the airlocks
After 10 days they go for a 2 day excursion to the major craters
Love the IVA
On the way back they pass the Spica 3 lander, there is some fuel that we could salvage.
-
So with 32 mods, what is the average scene switching time?
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I am contemplating a fresh start on 1.10 or 1.11 with a multi-site game. Kind of what if rather than WW2 an extra terrestrial signal was located, would it not improve unification rather than war and accelerate space travel. But first Mars... I've done red planets on Kerbalism before but this thing is way more complicated
However scene changes take up to 2 minutes, its soooo slooooowwww
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I wasn't finished editing but the kids needed help ;-) it was the new base module. I seem to have lost some screenshots. The station around the moon got replaced by a new one that was pushed there using a 120t tug. This thing is massive since it has nearly maxed out shielding
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1970 Part 2 To the Moon, to stay
An exciting year with tons of missions, including a new station, a long duration moon project and the glimps of the future.
SpoilerFirst up is the maintenance crew. Cloe Frimaut (P), Valentina Yankovskaya (S), Alexander Hoffmann (E) will spend 100 days in lunar orbit to prepare for the new modules that are supposed to be radiation proof.
Lorenzo Fernandez (P), Robin Kuipers (E) pay a visit to LEO to rotate the crew and provide Valerie some company who is approaching her first year in space. Two more to go.
Eva Larsen (P), Elene Eikina (E), Ann Johansson (S) head for the moon to practice precision landings in preparation of a better base
The block 4 lander has even more delta v and a bit more supply
The third stage had a bit fuel left for the insertion
Landing begins, good matching of inclination
Descent begins 450km from target at an altitude of 65 km using the Scott Manley calculation.
Landing within 100m of Luna 15
Fuel transfer from the spare tank to the descent stage, should we walk to Luna 15?
Neah, we brought a rover. This thing has spent 7 years on the surface of the moon and the solar panels are completely gone, but it seems to have fuel
I wonder what would happen if we hook it up to a power supply?
Whoops
Ehm ground
They will spent 2 days and drive 13 km
The rover is parked for some cinematic shots
There is quite a bit of fuel left. We now have 2500m/s for descent where 1800 is the min
The CM stage has also been enhanced, we prepared it for more inclined rendez vous
Another oldie. After 4 years Canopius 10 arrives at Vesta
It gathers significant data and the ground team discovers that the other satelite in orbit had its transmitter shut down. A ton of science rains down in ground control after it has been activated
The crew does the usual skip rentry
Getting ready for the second pass
Meanwhile the orbital crew returns on Polaris 5. Some images of the construction seems to be lost. but the new lab is completely radiation proof
A recovered photo of its launch
A fast probe to Uranus
A moon rocket for a deep space probe seems overkill
Departing at nearly 20km/s it will reach its destination in 3 years
Next up is a new moon base, using a RL-10 Lunex lander frame. In preparation of the switch to a hydrolox eco system around the moon
Good insertion, the lander can put nearly 7t on the moon
Use RCS for deorbit
Balanced thrust is nearly impossible, RCS is not enough
And there goes a very expensive HAB, the ground team starts working on a new landing system
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RP1 Patch of the day
What two patches in one day? Here is the KerbCan, your 1 kerbal seat to space but not back to earth.
Spoiler
@PART[KerbCan]:FOR[xxxRP0]
{
name = KerbCan2
%TechRequired = spaceStationDev
%cost = 1000
%entryCost = 15000
RP0conf = true
@description ^=:$: <b><color=green>From Ven Stock Revamp mod</color></b>MODULE
{ name = ModuleTagHumanRated }
MODULE
{ name = ModuleTagNoResourceCostMult }
}
-
Here is the current state of affairs:
-
RP1 Patch of the Day: Real Scale Sea Dragon
Sea Dragon is an amazing mod and I struggled to get it to work in RP1 for a long time. It feels balanced with the current patch and they show up in the tree. However, a land launch takes out the 2M$ pad and a sea launch leads to a crushed rocket due to FAR.
Show it in the tree
Spoiler@PART[RSSDengineStage1|RSSDengineStage2|RSSDfairing23m|RSSDtankBallast|RSSDtankStage1|RSSDtankStage2|RSSDtankStage3|RSSDengineTVC]:FOR[RSSeaDragon]:NEEDS[RP-0]
{
%TechRequired = orbitalRocketry1981
@description ^=:$: <color=green>From RSSeaDragon mod.</color>
// @cost *= 1.2
// %entryCost *= 3
%RP0conf = True
}
Patch the fuel and tanks, this one is weird, I can't get the original measures to work but with these numbers it flies.
Spoiler// tanks
@PART[RSSDtankStage1|RSSDtankStage2|RSSDtankStage3]:FOR[RSSeaDragon]:NEEDS[RealismOverhaul]
{
%RSSROConfig = True
%rescaleFactor = 1@cost = 30000
@entryCost = 50000// similar to Titan 4
@maxTemp = 900
%skinMaxTemp = 2000
%emissiveConstant = 0.6
%thermalMassModifier = 1.0
%skinMassPerArea = 4//!RESOURCE, * {}
}@PART[RSSDtankStage1]:FOR[RSSeaDragon]:NEEDS[RealismOverhaul]
{
@mass = 174.5// Capacity: 25,613,380 lbs, or 11,618,033 kg: in 5kg units: 2,323,606
// Should be RP-1 (kerosene) and LOX)
@RESOURCE[LiquidFuel]
{
@name = Kerosene
@amount = 4451374
@maxAmount = 4451374
}@RESOURCE[Oxidizer]
{
@name = LqdOxygen
@amount = 7181947
@maxAmount = 7181947
}@description ^=:$: <color=blue>fill with RP-1 and LOX</color>
}@PART[RSSDtankStage2]:FOR[RSSeaDragon]:NEEDS[RealismOverhaul]
{
@mass = 142
// Capacity: 9,676,554 lbs, or 4,389,211 kg: in 5kg units: 877,842
// Should be LH2 and LOX
@RESOURCE[LiquidFuel]
{
@name = LqdHydrogen
@amount = 5881059
@maxAmount = 5881059
}@RESOURCE[Oxidizer]
{
@name = LqdOxygen
@amount = 2012980
@maxAmount = 2012980
}
@description ^=:$: <color=blue>fill with LH2 and LOX</color>
}@PART[RSSDtankStage3]:FOR[RSSeaDragon]:NEEDS[RealismOverhaul]
{
!RESOURCE, * {}
// 292614 units
// Should be LH2 and LOX
MODULE
{
name = ModuleFuelTanks
basemass = -1
volume = 292614*5
type = Tank-Sep-Steel-HP
}
@description ^=:$: <color=blue>fill with LH2 and LOX</color>
}// engines
@PART[RSSDengineStage1|RSSDengineStage2|RSSDengineTVC]:FOR[RealismOverhaul]
{
@maxTemp = 900
%skinMaxTemp = 2000
%emissiveConstant = 0.6
%thermalMassModifier = 1.0
%skinMassPerArea = 4%RSSROConfig = True
%rescaleFactor = 1@cost = 70000
@entryCost = 90000!MODULE[ModuleAlternator] {}
!RESOURCE[ElectricCharge] {}
}@PART[RSSDengineTVC]:FOR[RealismOverhaul]
{
@cost = 17000
@entryCost = 10000
}@PART[RSSDengineStage1|RSSDengineTVC]:FOR[RSSeaDragon]:NEEDS[RealismOverhaul]
{
@MODULE[ModuleEnginesFX],0
{
@heatProduction = 100
%ullage = True
%pressureFed = False
%ignitions = 1@PROPELLANT[LiquidFuel]
{
@name = Kerosene
@ratio = 0.38264
}@PROPELLANT[Oxidizer]
{
@name = LqdOxygen
@ratio = 0.61736
}IGNITOR_RESOURCE
{
name = ElectricCharge
amount = 0.8
}
}
}@PART[RSSDengineStage2]:FOR[RSSeaDragon]:NEEDS[RealismOverhaul]
{
@MODULE[ModuleEnginesFX],0
{
@heatProduction = 100
%ullage = True
%pressureFed = False
%ignitions = 2@PROPELLANT[LiquidFuel]
{
@name = LqdHydrogen
@ratio = 0.745
}
@PROPELLANT[Oxidizer]
{
@name = LqdOxygen
@ratio = 0.255
}IGNITOR_RESOURCE
{
name = ElectricCharge
amount = 0.8
}
}
}// other
@PART[RSSDtankBallast]:FOR[RSSeaDragon]:NEEDS[RealismOverhaul]
{
%RSSROConfig = True
%rescaleFactor = 1
}@PART[RSSDfairing23m]:FOR[RSSeaDragon]:NEEDS[RealismOverhaul]
{
%RSSROConfig = True
%rescaleFactor = 1
}
I think the scale would have compensated for some of the things that ksp does not.
-
RP1 Patch of the day
Okay I really hate those huge cameras and there are some great models that we are not using for some reason. Here are some different film cameras that you can use:
Spoiler+PART[scansat-recon-ikonos-1]:FOR[RP-0]
{
%name = RO-ImprovedFilmCamera-new
%RSSROConfig = True@title = Improved Film Camera
@description = The Improved Film Camera is used to take photographs of Earth from space. This is a vast improvement over the very basic Early Camera. Historically, these were flown as Spy Satellites under the Corona name, but for our peaceful RP-1 purposes, these represent the earliest weather satellite photos.
@mass = 0.06578
@tags = science photo photographs film camera corona spy sats dmagic
@maxTemp = 1073.15!MODULE[ModuleKerbNetAccess] {}
!MODULE[DMReconScope] {}
}@PART[RO-ImprovedFilmCamera]:NEEDS[!Kerbalism]:AFTER[RP-0]
{
@description ^=:$: \n\n<b><color=white>The photos can be transmitted, but at a severe penalty of only 50% data. </color></b>\n\nLevel 2 Planetary Photography Experiment. Can gather 50% of Photography Science.
}
+PART[cansat-recon-worldview-3-1]:FOR[RP-0]
{
%name = RO-HighResFilmCamera-new
%RSSROConfig = True%rescaleFactor = 1.2
@title = High Resolution Film Camera
@description = The High Resolution Film Camera is used to take photographs of planets from space. This camera provides very high resolution photographs that can be transmitted back to Earth, but some fidelity is lost. It is still recommended to physically return them. Historically, these were flown as Spy Satellites under the KH-9 Hexagon name, but for RP-1, these represent the first high resolution satellite cameras from commercial companies.
@mass = 5.0
@tags = science photo photographs film camera keyhole spy sats dmagic hexagon kh-9
@maxTemp = 1073.15!MODULE[ModuleKerbNetAccess] {}
!MODULE[DMReconScope] {}
}@PART[RO-HighResFilmCamera]:NEEDS[!Kerbalism]:AFTER[RP-0]
{
@description ^=:$: \n\n<b><color=white>The photos can be transmitted, but at a severe penalty of only 50% data. </color></b>\n\nLevel 3 Planetary Photography Experiment. Can gather 100% of Photography Science, but is limited by requiring the experiments to still be returned for full value.
}+PART[scansat-recon-kh11-1]:FOR[RP-0]
{
%name = RO-DigitalCamera-new
%RSSROConfig = True@MODEL
{
@scale = 1.2, 1.5, 1.2
}%rescaleFactor = 1.0
@title = Ultra Resolution Digital Imaging Camera
@description = The Ultra Resolution Digital Imaging Camera is used to take planetary photographs from space. This camera stores all of the imaging data digitally and these images can be transmitted fully back to Earth. Historically, these were flown as Spy Satellites under the KH-11 Kennen name, and also used in a similar fashion by the Hubble Space Telescope.
@mass = 6.0
@tags = science photo photographs film camera keyhole spy sats dmagic kennen kh-11 hubble
@maxTemp = 1073.15!MODULE[ModuleKerbNetAccess] {}
!MODULE[DMReconScope] {}
}@PART[RO-DigitalCamera]:NEEDS[!Kerbalism]:AFTER[RP-0]
{
@description ^=:$: \n\nLevel 4 Planetary Photography Experiment. Can gather 100% of Photography Science and transmit for full recovery.
}@PART[RO-DigitalCamera]:NEEDS[SCANsat]:AFTER[RP-0]
{
MODULE
{
name = SCANsat
sensorType = 80 //2^6 + 2^4
fov = 0.5
min_alt = 100000
max_alt = 1000000
best_alt = 350000
requireLight = True
scanName = Visual
animationName = Deploy
RESOURCE
{
name = ElectricCharge
rate = 2
}
}MODULE
{
name = SCANexperiment
experimentType = SCANsatVisual
}
}
-
On 11/26/2020 at 6:50 PM, Gotmachine said:
Yeah, this is an annoying bug. The problem is that we can't easily disable pressurization as a whole because of various reasons, one of them being that the Kerbalism 3.x branch development is in minimum effort mode.
In the meantime, you should be relatively fine if you don't ever touch the enable/disable habitat button.
We should probably remove the ability to disable habitat as a temporary workaround.I noticed I couldn't find the disable button. For a long mission to mars it would be nice to just put shielding on particular habitats and disable eg. the return capsule. Since I can't disable the habitat I will need to shield it?
[1.12.3] Dragon Rider (DRAGR) v0.9.99.1-prerelease `<Thank you CardBoardBoxProcessor and MacLuky,>` edition [27 Oct 2022]
in KSP1 Mod Releases
Posted
Amazed to see you kept this flying. Looking forward to trying it (and did you ever got the IVA working?)