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18Watt

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    Macho Business Donkey Wrestler

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  1. Just a quick update: I'm almost done. I completed Moho, then went on to Duna, Ike, Dres, Laythe, Vall, Bop, and Tylo. I just need to get to Pol and Eeloo, then get home. The ship is holding up fairly well, so I don't anticipate any serious problems. I had to do multiple landing attempts at Laythe with my spaceplane, until I realized I was trying to land with the parking brake set. I needed the parking brake set for the Eve lander (long story), then forgot to take it off after Eve. Aside from forgetting to put two Kerbals in the lander at Mun, I've taken at least two Kerbals to every other body so far. It's late, I'm too tired to even go land on Pol. Hopefully in the next week I'll find time to finish up.
  2. Absolutely. Just like Duna, a parachute or three will help at Laythe. Yeah, there is a learning curve with ISRU. For me it's easier with ISRU, but I wouldn't count on ISRU fuel at Jool until I had a good understanding how it works..
  3. I use EVA construction constantly now. I find it extremely useful. In fact, it's among the most useful features of KSP to me.
  4. Yes, ISRU is definitely something you want to test and practice with before going off to Jool. The equipment is large, and weighs a lot. The refiner is over 4 t. They require a lot of electricity. Out at Jool solar power is greatly reduced, so that is another problem. They also require cooling, which is another mechanic to figure out. Getting all that to work as intended requires a lot of testing. However, it does greatly expand your range. Once you figure out ISRU you essentially have an unlimited fuel supply. Although doing a Jool-5 without ISRU is absolutely possible, the ability to refuel makes it much easier (my opinion). But yes, adding ISRU is a complication you would need to figure out before arriving at Jool, and realizing it doesn't work as planned. My opinion is it is worth learning. However, it is not absolutely necessary. I use ISRU for every trip to Jool, because the way I do things (bigger is better...) the added weight of the ISRU equipment isn't that significant. Re-using landers saves an incredible amount of weight. For every ton of useful payload I launch into orbit of Kerbin, I figure I need 10 tons of booster, or more. So every extra lander you bring along requires a large addition of boosters, at some point that becomes unmanageable. Tylo is really the only Jool moon that requires it's own lander. It's possible to make a reasonable-sized lander that will work on the other four: Laythe, Vall, Bop, an Pol. Since Laythe has an oxygen atmosphere, I usually go with a spaceplane for Laythe, but a traditional lander with parachutes (similar to what worked on Duna..) will also work on Laythe. The hard part is actually hitting land on Laythe. Actually, I have also built Laythe landers which float upright, and are able to lift off from the water. A wide, flat lander like you'd use on Duna might be a possiblility if you don't want to mess with spaceplanes.
  5. I don't remember how much of your tech tree is unlocked, but if you have ISRU available that is helpful. Pol and Bop are good candidates for ISRU refueling. Otherwise, your approach of designing a mission backwards seems good to me. In other words, figure out how to do the landings, then figure out how to get the equipment out there, then figure out how to get the whole thing into orbit of Kerbin.
  6. Well, I'm on my way. I launched the whole show in a single launch. My plan was to land two Kerbals on each CB. Of course I forgot to actually put two Kerbals in the lander for the first stop, Mun. I could have returned to the surface with a second Kerbal in the lander, but didn't bother. After Mun I stopped at Minmus for a landing, and refueled while there. Next I hit Eve and Gilly. Glad to get Eve out of the way, that was one of the landings and returns to orbit I was concerned about. I'm currently in orbit of Moho, with what appears to be plenty of fuel to get back to Eve to rendezvous with the mothership, which is still parked in orbit of Gilly. I say appears to have plenty of fuel because Moho has defeated me on several occasions. Nothing written in stone, but at this point my plan is to work outwards. After rendezvousing with the mothership at Gilly I'll hit Duna/Ike, Dres, Jool, and finally Eeloo. My ship design requires me to reconfigure it multiple times by moving modules and re-docking them in different orders for different portions of the mission. So far this has worked fairly well. When I'm done I'll post plenty of screenshots.
  7. I'm in the same situation. I normally litter the universe with relay satellites before sending Kerbals. A few of the challenges I'm (trying) to participate in encourage each mission to be self-contained, so my usual dust-cloud of satellites isn't available.
  8. I’m starting to think that may be the case. I was thinking that a nearby pilot could remotely control a probe core if it was close enough. I’m finding I have partial control of the probe core- I can activate the SAS modes. But I can’t control pitch/roll/yaw, haven’t checked throttle yet. It’s not critical, I’m trying to get a grand tour going, and I can just change the game settings to allow probe control. Actually, even just the partial probe control will work fine. I just thought a nearby pilot could get full control of a nearby probe core. Again, it’s obvious that I do not have a good understanding of how that game mechanic works..
  9. I am trying to control a probe core with a pilot in a nearby lander can. It appears that my understanding of the mechanics of remote probe control is not even remotely accurate. Here's the components I tried at first, which didn't work: Mk2 Lander Can, with a 5-star Pilot. No antenna. Second crew member is an Engineer. RC-001S Probe Core (1.25 m flat one..), no antenna. Neither vessel is in range of Kerbin, which is why I'm trying remote probe control. Neither vessel has an antenna, because I assumed the internal antennas would work at close range. The range is very short, the vessels will be within 1 km of each other when I need to remotely control the probe. I had assumed that a Pilot in a nearby capsule (within antenna range) could control a probe core remotely. I think I'm missing something, but not sure what.
  10. I'm trying to make a run at this challenge, hope it's still accepting entries!
  11. I agree. Unfortunately I do not know how to accomplish this in stock KSP. Good luck!
  12. Not sure if this will help you or not- Your flight controls may be working against you sometimes too. I ran into this while trying to build a vertical-landing spaceship, I'll link that thread below. The flight surfaces worked fine while going UP, but actually worked against me while the rocket was descending (going backwards) to land. My solution was to deactivate the flight surfaces while going backwards. @camacju had a better solution, which was to set the flight control surfaces authority limiter to -20, so they effectively work in reverse. As @OHara mentioned, I imagine (a screenshot would help) that your engines are mounted too close to the COM to be very effective during gimbaling. I do suggest turning off the pitch/roll/yaw gimbals one at a time to see what effect they have. I'd start with the roll axis.
  13. Oh, Tylo has plenty of gravity. I believe it is similar to Kerbin in both size and mass (therefore gravity..). So to get from the surface of Tylo to orbit, you'll need roughly the same dV as it would take to get to orbit of Kerbin. What makes it worse is that during landing there is no atmosphere to slow you down. Landing on Kerbin doesn't require and dV at all- let the atmosphere slow you down, and then use parachutes or wings to gently hit the surface. But on Tylo, you will also need an incredible amount of dV to land there. And then the same amount of dV to get back to orbit. You may be confusing Tylo with Bop or Pol. Bop and Pol are tiny, and require very little dV to land on. Tylo is big, and requires a lot of dV both for landing and getting back to orbit. I don't recall what the dV maps say about Tylo, but I suspect they will suggest ~2400 dV. That means you need 2400 to land, then another 2400 to get back to orbit. I usually aim for well over 3000 dV for landing at Tylo, because unless your TWR is high your landing burn will not be very efficient. For the ascent from Tylo I like to have at least 2600 dV, which will just get me to orbit. I like to have a little fuel left to maneuver to rendezvous and dock too. Edit: I think you use Mech Jeb? Mods like that can help you perform a more efficient burn to the surface. But it's still going to take over 2400 dV to get from a 15 km Tylo orbit to the surface.
  14. One problem you’ll run into is that a Tylo lander is fairly massive. Spaceplanes can become enormous when you start adding a lot of weight. This can be overcome, but it is a problem. Next, if you are planning on using your large space plane launch vehicle to land on Laythe, leaving a small orbiter above. It is not easy finding a really long flat spot on Laythe, and landing an enormous plane is difficult. It can be done, of course, but I prefer taking smaller planes to the surface of Laythe. With a plane big enough to launch a Jool-5 mission- I personally would not want to land something that big on Laythe. I don’t think I can say that any better. I’m not 100% convinced that a space plane is even the best choice for Laythe- I just like using them. But the rest of Jool’s moons have no atmosphere, so there would be no benefit for using planes. Tylo is hard enough already, using useless airplane parts would unnecessarily complicate your Tylo mission. Also this. My philosophy is any plane you can get to Kerbin orbit will easily get to orbit at Laythe. I think the biggest advantage to using a plane at Laythe is the ability to adjust your landing site if needed. The islands on Laythe can be difficult to hit with a ballistic entry and parachutes.
  15. Yep, that’s a dilemma with the nukes. Adding more can cut into your dV a little, those things are heavy! The Wolfhound engines have a really good vacuum Isp, but they’re part of the MH expansion I think. I wish the stock game had more options for LF tanks (there are mods for that of course..) To go bigger than the 1.25 m tanks the next size is the MK3 fuselages. Congratulations on your Eeloo run!
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