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About bayesian_acolyte

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  1. Thanks! I had the next mission planned and a ship mostly designed, but I got distracted by some real life stuff and then some other games. I still plan on coming back and finishing this.
  2. Now that we have some funds secured, it's time go for some science. Next up is a manned mission to Venus and back. After building out the ship I had in mind, it had more dV than I thought it would, so the Moon is added as a potential extra mission target. Some of last mission's funds were spent upgrading the launch pad to max, upgrading the flight center for maneuver nodes, and upgrading the astronaut center for EVAs. Launch 10: Kerballed Venus orbit and Moon flyby We take full advantage of the new launchpad upgrade with this 1.24 kiloton monster, as well as bumping up against the 255 part limit. Most of the weight is from the first two stages, which are both purely solid fuel for cost saving reasons. I wasn't sure what the dV requirement would be on this mission so I decided to plan for some extra. There was a lot of asparagus style staging in this design, with the engine staging taking up two full screens worth of scrolling on the side. We reach orbit with 6.1 km/s dV remaining. I could have earned some extra cash in this mission by going for the station building/docking bonuses on Venus. My original was to sit this craft on the launch pad, and then launch a minimalist hover plane from the runway and have it fly up to the top of the plane on the launch pad to add a docking port for these bonuses. However this plan kept blowing up in my face quite literally whenever I got within 200m of the launch pad, apparently due to some physics instabilities. I decided to go the lazy route and not get these bonuses this time around. It's so nice to have maneuver nodes! However we will soon lose this ability when we fly out of communication range from home, as we are only bringing a scientist on this mission. Aerocapture at Venus was a tense affair. Now in stable orbit of Venus, much science has been accomplished, and a few firsts have been captured. We are kind of in a weird spot here, in an extremely elliptic orbit of Venus with no maneuver nodes. However we have lots of extra fuel to get home so we don't need to be super efficient. Finding the right window where launch window back to Earth that lines up with our extreme elliptic orbit proved difficult, so I decided to just kick out at Venus PE into a Sun orbit that overlapped Earth, and then use better time warp until an encounter showed up that was close. Then the orbit was adjusted to get inside Earth's SOI. The plan was aerocapture at Earth and then do a Moon fly by (we haven't got any Moon science yet), but the angle of orbit after aerocapture was looking pretty bad for this, so instead we opt for a Moon flyby with no capture at all when an opportunity presents itself. After being kicked back out into another Sun orbit, 5 year later (this may be RSS but we aren't going for realism),we have another close-ish encounter. This will take a lot of dV to finagle but we have dV to spare. We make it back to Earth with just a bit of fuel left, which we burn off before attempting Aerocapture. The plan was to just blow up the Science module on aerocapture at this point, but I couldn't swing this without also blowing up Bob. After many attempts we settle for a more shallow partial aerocapture. After this first pass, before we leave the atmosphere we go nose up to burn up the Science experiment, empty fuel tank, and engine. The only way back is through some EVA pushing, and this will be easier with less weight. I don't like to abuse EVA pushing but this could have been avoided with the inclusion of a heat shield, which would not have made this mission any more difficult (seeing as we had 1.4 km/s dV remaining on our final near-intercept course with Earth). Also, you can almost always shave 2/3rds of the weight off the heat shield by deleting the ablator. I figured some EVA pushing was more desirable than redoing the whole journey. Live and learn. The pushing doesn't take too long with the help of 10X physics warp. We shed enough speed to aerocapture then do a number of nose-in aerobreaking passes to shed speed before we are able to go ass-in and land without burning up. The final haul is 2145 science and about 440k in world firsts (about 240k profit after out 200k ship is included). This will be enough to upgrade the science center and get some much needed technologies before our next mission.
  3. My hope for the next launches was to do a manned science mission to orbit Venus and return. Unfortunately with our limited budget and building upgrade options, I could not make this a reality, and this will have to wait for the next installment. Instead we move to a backup option, sending a probe to Mars. But to do this, we would need solar panels, which we were just 20 science short of. I also decided to pick up some deep sea diving world firsts. Launches 6 and 7: Deep sea diving and some quick science Now on to the main event, a probe to Mars and hopefully Phobos and Deimos as well. Initially I hadn't considered this an option, as we don't have any antennas unlocked which have enough range for Mars. However limited probe control is still probe control. Only being able to turn the throttle full blast or off is an annoyance but is not debilitating, as is more limited control over our direction. We won't have enough dV to return after visiting the moons so this is a one way mission. I opted for upgrades to the tracking station and VAB, which left us with 166k. Launches 8 and 9: Probe to Mars, Phobos, and Deimos The final total upon returning our view to the space center is 845k (including our previous remaining balance of 63k). This should buy us some nice building upgrades and a fair amount of wiggle room in our upcoming missions.
  4. The most logical next step would seem to be getting to orbit, which is no easy task with a launchpad upgrade being the only building improvement (we had 188k funds and no upgrades after launch 3 and then spent 50k on upgrading the launchpad). However just getting to orbit and returning to the surface wouldn't give us quite enough funds for a VAB upgrade, a science upgrade, or another launch upgrade. So we would still have to get to the Moon or somewhere else with the same restrictions, and any Moon launch will get all the Orbit bonuses anyways. So if we can't get to the Moon on these launches, our journey would be effectively over. Launches 4 and 5: Moon orbit The world firsts for our return have us ending up at 493k to spend on some building upgrades and our next mission.
  5. Inspired by this challenge thread: I wanted to take things up a notch and attempt this challenge with the RSS mod using only unmodified stock parts. Introduction To state the obvious, RSS makes things far more difficult. Here's a dV chart. For example, just taking off from Earth into a stable orbit takes more dV than taking off from Kerbin and landing on any body in the Kerbol system. Landing on the Moon and returning to Earth takes ~17.5 km/s dV while landing on Eve and returning takes ~14 km/s dV. No contracts means that money can only be made on automatic world firsts. The lack of low dV options in RSS makes things especially difficult near the start, as we will have to progress very quickly and cheaply with low tech and few building upgrades or we'll run out of money. I'm not really sure I can pull it off but it will be fun to try. My first attempt flamed out pretty early due to a series of compounding errors, but I got close enough to make me think it's possible and I've decided to document my second attempt here. The game mode will be normal with no options changed. I'm also going to follow self-imposed rules of no strategies via the admin building, no clipping of non-structural parts, no ISRU, and no science lab. The mods I'll be using are Mechjeb, KER, Mechjeb for all, automatic science sampler (runs experiments automatically), better time warp, and RSS with the minimum number of required mods (Kopernicus, RSS textures, etc.). I'm also using KSP version 1.7 even though it is not officially supported by RSS. Without further ado, let's get started. The first three launches First we dip into Earth's upper atmosphere over 50km, landing splashed down at the shores for 70 total science. Using girders as decouplers helps us get high on the first launch, and using 3 goo canisters on the command pod (coupled with lots of spinning) lets Bob shed enough speed for his parachute to function properly. Next we spend almost all our science on science tech and we get our first taste of space past 140km. The main purpose of this launch is to grab some extra science so that we can have both the Science Jr. and some basic wheels for our science car (coming up next) and also so that we can have as much science as possible for the launch after next when the real fun begins. The third launch is a pretty standard science car for running experiments around the KSC. Jets facing forward and back prevents us from getting stuck running into buildings, and the experiment storage unit allows us to keep two copies of every goo/materials experiment. We are successful in mopping up every bit of science, leaving us with 519 unspent points. That concludes the easy portion of this challenge. Tune in next time when we will try to run a mission with almost as much dV requirement as a Tylo or Eve landing and return with only a single building upgrade.
  6. It's the lightest and cheapest probe core in the game, and is thus great for min/maxing in brutal career settings or in challenges. Recently I used it to set the current high score in a 5k funds or less speed challenge of over 9km/s orbital speed. Right now I'm working on a RSS career play through with unmodified stock parts and no accepted contracts, and it would be impossible without this minimalist probe core. Reading the other replies I think it's really under-appreciated. You can get by with no SAS or RCS with just gimbaled engines, and the wasted fuel you spend pointing to the desired direction should be less than the dV you gain and funds you save from using this lighter probe core. Edit: If you don't have SAS, it helps a lot if you are using Mechjeb.
  7. Up to 9293 m/s in large part thanks to stealing @dnbattley ring drop tank design. This score could be improved by at least a bit as I ran out of fuel ~35s before my Pe at 90.5km, but I didn't have time tonight to get a 70km Pe and better burn timing. I also improved the launch by tilting to around 9 degrees before ignition. I got a working ant design but my best run topped out at 8.9km/s. It had almost 500 m/s more dV than the above ship in a maximally elliptic orbit for the final approach, but very long burn times (~1hr30m total, thank you better time warp) made the final burn far less efficient with less Oberth effect, and accelerating earlier meant less time for gravity to accelerate the ship on approach.
  8. This will be tough to beat. I'm curious what that circular part is between the bottom baguette and the fairing base? Seems like it should be obvious but I can't figure it out.
  9. Nice flying! From that KER readout it looks like your ship had slightly lower vacuum dV than mine, but you were still able to smash my record. Part of that is related to this question: I didn't. I just pointed straight up and then circularized with the spark. I wonder how much of your better speed has to do with this and how much was made up in other flying improvements. I think at the very least I could improve by inducing a gravity turn either by having the payload be slightly off-center or starting the whole ship at a tilt, but I'm not sure if this alone would be enough to catch up. I should have some time later today to mess around with this or maybe see if I can make ant viable.
  10. 8,541 m/s To save some cash I used a stayputnik with no reaction wheel and relied on the spark's gimble and MJ to point in the right direction. I also used a small hardpoint attached to the kickback radially and then moved to the top to save 240 funds over a decoupler. I was able to fit in 20 baguette tanks. I suspect an ant design might be best but I couldn't figure out how to engineer it right in the time I had.
  11. @jinnantonix Nice work. I tried to run my own command seat mission but my computer couldn't handle it. I was surprised at how much of a cpu/gpu drain they are.
  12. 62 seats, both moons, and under 100k funds: The non-ISRU design that I never ran but should have worked had around 50 seats. I also designed a ~110 seat one with command seats but @dnbattley and @jinnantonix weren't using them so I decided to ditch it.
  13. For anyone wanting to test designs, (0 lat, -18.31 long) in hyperedit gets you to a location barely below 2km. Only problem is it has 10 degree tilt. Also I think your overall timer needs to be near 0 to get to the right coordinates (there seems to be some sort of bug with hyperedit coordinates). I'll edit this post if I find a better launch location later. To clarify the rules, launch stabilizers or platforms don't count towards your overall mass as long as they are separated when or before you fire your engines. You can also use an angled launch platform so that you are pointed straight up on a 10 degree slope. It does count towards altitude though; for example you can't use a 20m platform at 1990m altitude because that would put you 10m over a 2km launch height. I've made an edit to the OP reflecting this.
  14. The goal is simple: take off from Eve and land on Tylo. The people have spoken and the rules are classic: One kerbal, no command chairs, and lowest mass (at Eve launch) is the goal. Some other rules: You can take off anywhere on Eve below 2km. Hyperedit or a similar mod is recommended to get your craft into launch position on Eve, but that part is up to you. Only stock parts are allowed. No making history parts. Common sense: only stock physics and planet/part properties are allowed. No cheats or using mods to do something that would be impossible without them once the mission is underway. Other than that, any mod is allowed. Clipped wings, fairings, or structural parts is fine. Significant overlap of other parts such as engines or fuel tanks is not allowed. No EVA pushing. Launch platforms don't count towards mass but they do count towards altitude. The command module holding the Kerbal needs to touch down on Tylo with no attached parts destroyed on landing. To make the leader board, you need to submit at a minimum video or screenshots showing your craft's launch mass, launch altitude, and touched down on Tylo post-mission. Including more screenshots/video and a craft file is encouraged. I'll add a leader board based on lowest mass once there is a successful entry. I'll also add anyone to this post who completes the Eve to Tylo journey with an alternate set of rules. This wasn't my idea originally and the main rules have been chosen by the community. Thanks to everyone who participated in the creation of this challenge.
  15. It's kind of crazy how even the voting has been on the first question. With 16 votes cast by 9 people, no option has more than 3 votes. There's only around 6 hours left before the poll ends, so hopefully someone breaks the 3 way tie.