noname_hero

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  1. Grandmother, what big jetpack you have This really takes the concept of jetpack to another level...
  2. This is Valentina. She's one of the best, and this is a publicity photo, so she's smiling. But yesterday? Yesterday she was bloody furious. Her Eve Lander Module was less than a minute past apogee and the perigee was low enough for a landing. But the rear heat shield wouldn't inflate, and a quick inspection made her disbelieve her own eyes for a second. There was a /docking port welded to her heat shield/. Apparently, some idiotic tech used an old docking port as a liner to protect the one on the transfer stage from damage, and another idiot welded it in place. So Val was on the clock and she knew she couldn't stick this landing. And she's never trained for /this/ eventuality and the module's staging wasn't prepared for Emergency Orbital Disassembly. So she braked a bit more, to make sure no debris would make it back onto a stable orbit, ditched most of the lander and cleared the debris field alive. Unfortunately, everything happened in haste, so something, most likely the front heat shield assembly, hit and destroyed the docking port on top of her lander can. Now she had a transfer stage with no life support on it and the last ascent stage that lacked a docking port. Sure, her module might have enough dV to make it back to Kerbin, given she did little more than raise her perigee a bit, but the module had no docking port and no parachute. Why? The new reusable transfer stage, like the older model it replaced as having a better TWR, has enough dV to allow the mission to dock with the KSS back at Kerbin. There was no reason to make the ascent module heavier by adding a heat shield or a parachute. What to do? Enter Bill and his contingency planning. There was /another/ ship orbitting Eve, the old tourist bus designed to ferry tourists to Duna and back, pre-positioned to Eve in case something went wrong. So Val took her lander can next to it, aimed her lander onto a descending course, let the engine hiss, which is like letting it roar but at around 5% of max thrust, and bailed out. It took just a few puffs from her EVA pack to make it to the old bus and grab a hold. This will make the wait for a transfer window back to Kerbin way more comfortable. But it sure took some time for her to calm down enough for this photo op
  3. I'm getting a bit short on kerbonauts, so I've finally implemented a fully-reusable no-orbital-debris rescue system for Kerbin SOI. I've got a NERV-powered ISRU-equipped probe with 6k+ dV and a grabbing claw in orbit, or refuelling on Minmus. The probe can grab any lost parts, house the rescued kerbonaut in a lander can, de-orbit the wreckage and haul the kerbonaut to KSS, and it can also land on/take off from Mun and Minmus. The downside? I suck at SSTO planes and feel their missions take too long, so the final leg of the journey home means riding SSTO space chairs:
  4. I think this was the first day I've landed an asteroid within easy ange of KSP:
  5. The largest part of my contract to explore Eve didn't even let me find out whether it could take off and reach orbit again, as it underwent thermal disassembly around the 40km mark. Turns out I *should* have added heat shields near the top of the probe, to serve as stabilizers/chutes, because the heat shields it did have were little good once things went sideways. Good thing it was just a probe, not a kerballed ship. On a more positive note, this day was also the first time I've ever found a proof the old myths, and the drunks' tales, of Space Kraken might be hiding some kernel of truth. And we have more than the scanner returns or Sentinel imagery the main probe in orbit sent - we've landed one of the deployable miniprobes near the seemingly dead creature: Maybe the Laythe Colonization Feasibility Mission, already en route to Jool, should take advantage of the robotic refueling probe that's already landed on Pol and investigate.
  6. Thanks for the reply. However, I already know about things sometimes getting weird in time warp, and I'll hope somebody else will take notice of this. My experience so far has been that 2x warp is pretty safe, and if weird things happen, they tend to make matters worse. So I guess most of my surprise stems from this effect helping me, instead of invoking Kraken powers. But I'd still like somebody take a more technical/programming look into this, because it feels like a bug, and one that might be easy to fix. It might bite somebody into their @r$3, even though it seems to be helping me now. Okay, not exactly helping as such, the probe was okay in normal time, but it increased the safety margin. On a side note, the radiators aren't *intended* for aerobraking heat dissipation, I mentioned them because they're on the probe and might be a factor here. Radiators in atmosphere behave differently than in space, their cooling percentage goes rapidly up the second the probe goes above 90km near Eve, my guess is their skin heating like you've mentioned is the reason behind that, but I've never delved into any KSP code and have no idea how radiators might interact with time warp.
  7. I was trying to aerobrake a probe around Eve and because I intend to land it, it needs lots of aerobraking (or to spend the fuel it lacks to slow down). Much of the ship is hidden by a wide fairing at this point, and it aerobrakes fairing-first, so the only part that really heats up is the fairing. And I was getting bored by repeated passes and put the ship into time warp in Eve's atmosphere while the overheating gauge was half filled, and it went down, even though I was still descending. Curious, I tried to to into/out of time warp a few more times. Yes, 2x time warp makes my ship overheat less, or at least the indicators show it overheats less. I don't know whether the ship receives less heat, or the radiators remove more of it, or what else might be at play there, but it sure looks like a bug. I'm a bit hesitant to report this as a bug, given the fun some KSP tinkerers could have if this is a way to mitigate aerodynamic heating, but nobody is forcing them to update, eh?
  8. This thread takes me back to when I was even more of a KSP novice than I am now. I guess I'm lucky I began playing in 2019, when kerbonauts already had parachutes. What you can observe here is Jeb, during his return from the Dunpollo mission, aboard a craft with insufficient TWR and no parachutes. Yes, I forgot I brought along one more kerbal than what my dedicated reentry vehicle was designed for. Rather than fly the whole mission again, and given I'd had plenty of dV left to brake a lot, Jeb rode the transfer stage all the way to subsonic speed and then bailed out. Note - if you're wondering why I put landing gear on a transfer stage, the answer is Ike landing.
  9. As some others mentioned here, it depends, but I'm mostly in the moar boosters camp. On one hand, some of my designs even use a single SRB as the lone first stage, e.g. small comsats for Mun or Minmus. On the other hand, many of my designs use boosters strapped onto boosters. I'm no great pilot, so lots of extra dV saved my kerbonaut's behinds more times than I'd like to. Another factor others have already mentioned is the payload. A smallish early-to midgame design for LKO rescue missions gets a pair of Thumpers, but a 300-ton Eve mission ship launches on something that should melt the launch pad. My guilty pleasure? Fleas. I know it is stupid, but often I'll go and strap clusters of three or five Fleas onto every "regular" booster. I don't bother with nose cones, given the Fleas' burn time, and I do know those Fleas will give me say 10 or 25 m/s of dV, but they add fun and noise and action to the liftoff. There's something perversely satisfying and amusing about watching those ugly flaming barrels help push the state-of-the-art nuclear-powered spaceship into heavens...
  10. I guess I'm like many in the mixed approach camp. My early career is generally single-mission kerballed vehicles and multi-use probes. My Mun/Minmus landings use the landers as return vehicles, I launch tourists in single-use ships I let splash down east of KSC so I don't have to bother with precise landings. I strap a thermometer onto my first Mun/Minmus/Duna relays, so I can take "transmit science data" contracts multiple times if they come up. And my first mission to Duna or Eve tends to be an unkerballed bundle of probes, so I can leave the main NERV-powered one as the main relay for that SOI and use the Spark-powered small probes I've brought on radial decouplers for other missions, e.g. leave one around Eve as a second relay, leave one around Gilly, land one on Gilly, and land the last one on Eve. But as my tech level goes up, more and more of my tech becomes partially reusable. I launch tankers that mine Minmus for fuel. My transfer stages for missions like Eve, Duna, Dress or Eeloo are basically NERV-driven LF tanks with five docking ports, a probe core, antenae, the whole works, capable of flying the mission and parking back around Kerbin. My obsession about having enough fuel, though, means I always add two expendable drop tanks to a mission load that I let crash into a handy target, like the Mun or Duna, once they're empty. But I'm not good enough - and too lazy - to build a fully reusable fleet. I'm not *that* cash-strapped. If I have to launch a heavy and costly payload, I'll build an almost-SSTO booster capable of landing back on Kerbin and then I'll strap SRBs onto it that make it capable of flying the mission. I'll launch, let the SRBs do their job, drop them, make it into orbit, release the payload and land the main booster sans those SRBs. To be honest, my playthroughs should rename a part of the sea East of KSC the SRB-bottomed Bay
  11. Shouts of anger and disbelief. Outbursts of fear and desperation. Kerbals clinging to hope that customary safety margins will let the KSC recover from this mistake. What do you mean, the transfer stage is Orbiting The Sun?!? You told me you parked it around Duna! We've got six tourists on Duna! Oh, you forgot how big Ike's sphere of influence is?!? So we let the tourists fool around on Duna, focused on other missions, and nobody noticed our customers' ride got gravity assisted away from Duna until about a week after the fact? Yup, I managed to leave my transfer stage in an orbit that eventually intersected with Ike's SOI, then timewarped to a pre-planned maneuver for another mission. Then did this and that... ...and only noticed the transfer stage *isn't* around Duna when I wanted to send the lander back into orbit. The unkerballed stage was some two weeks outside Duna's SOI and I was extra lucky it "only" cost me around 700 m/s of dV to get it back where I needed it. And that's 700 m/s of dV on an unloaded transfer stage, which means a lot less for the whole ship. And I walk the Path of Bringing Plentiful Fuel, so I do have these safety margins. Now the whole thing will become an exciting story to tell, not a tale of how the world's first interplanetary tourists had to become potato farmers to grow enough snacks to last them until rescue. They simply had to spend a few more days on Duna, knowing the whole incident wouldn't move their transfer window to Kerbin a single day. And now, with a Duna landing and an Ike landing under their belts, they're free to relax and wait for that long burn towards home.
  12. The first commercial interplanetary mission is now refueled and awaiting a transfer window to Duna. Travel plans include both a landing on Duna and a landing on Ike, although some of the six passengers aboard are still hesitant about visiting both of those places. There's no need to be nervous, though - the orbiter will have plenty of room for those who might wish to stick to their original plans. We would like to assure any kerbals considering joining our next expedition that the main transfer stage is designed for multiple missions and the Minmus-based tankers are already mining fuel for another trip, so even if you missed the opportunity to buy your tickets for this ride, you *will* have your chance in the future. The last issue we wish to address here is that of leaving the Poodle stage attached. While the reports that it didn't have much fuel left after docking with the mothership were true, now it carries both enough oxidizer to perform a deorbit burn on Duna and spare liquid fuel for the transfer stage. Keeping the Poodle stage attached also allows us to dispose of it on Duna, in a maneuver that will leave no debris, helping us keep the space around Kerbin clean and hazard-free. Want to learn more? Follow us on Kerbook, Kerbitter, or visit our kerweb pages! -wlt-
  13. Okay, I'll go the spoilers route for some of the images. For Joolpollo, I sent the mothership to Jool, even grabbed some (useless, given my full tech tree) science from Jool's atmosphere, then to Laythe, then worked my way out of the gravity well. I'll try to check what needs posting, though, because I did a few shenanigans with fuel, like emptying my return-to-Kerbin lander to fuel my ISRU-equipped lander around Tylo or Vall, then refueled from Bop and Pol, and I've often launched the lander from a moon with more LF than oxidizer to transfer that fuel to the mothership. And I've hauled two scansats all the way there to realize Communotrons can't relay, so those scansats became simply orbital junk...
  14. Eeloollo? Eh? The report *includes* a shot of the whole setup leaving Eeloo, I've even mentioned the missing drop tanks... The lander doesn't fly all the way back home alone, it redocks with the transfer stage and flies home on NERVs. That's also why it shows more than 5k dV on the active stage alone. As for Dunpollo, is the following screenshot sufficient, or should I look for another one? Ummm... I already did Evepollo and Joolpollo, I just have to write the reports. But I think I do have enough screenshots plus savefiles to suffice. Would it be okay to post say a screenshot of the lander on Laythe, then the whole ship around Vall, followed by a lander on Vall, then the whole ship around Tylo...? So I don't have to fill the forum with too many similar screenshots? I had to dock around Laythe to fly to Vall, didn't I?
  15. Dunollo This one, while not being the most difficult of my Kerpollo mission, was certainly the craziest one. This was the first time one of my kerbonauts had to land on parachute. But I'm getting a bit ahead of myself here, so let's take a look at my tech tree first. To put it simply, I've had pretty much everything by now. The one missing item I would have liked too, one I've highlighted in the screenshot, is probably my favorite gripe with KSP's tech tree - RTGs are pre-Apollo tech, why the fsck make them level 9 tech? However, Duna is close enough to Kerbol to make RTGs more of a luxury item than a mission requirement. The launch vehicle is an evolutionary step over my previous Kerpollo designs, a fat thing with boosters on boosters to haul up way more fuel than I'll need. I've even added radiators onto some of the engines, because even though I don't really know whether it would actually overheat, such a horde of engines certainly looks like it might be eager to. And here is the transfer stage, already braking near Duna, as it looked the same even when leaving Kerbin's SOI. Like I said, way more fuel than needed. In case you're wondering about those doughnut tanks, those were a total dead weight, a badly designed abomination intended to partially refill my lander, one I've had to ditch with all the fuel still in them. Of course we have to have a photo on Duna. And of course it is Bob down there, all the instrumentation windows pinned in place for faster gathering of science data during flight. Who you don't see is Bill, who went down too, both to get some first-hand experience and to repack the chutes for a landing on Kerbin. The parachutes, besides also doing a reasonably good job of hiding the snack box/experiment storage unit from the more ignorant news reporters, had one more unexpected role to play in this tale. If you're wondering about the speed shown in the next screenshot, that's the first of the two somewhat kerbal-ish moments of this journey. What you see is the lander above Ike, preparing for a free fall while the transfer stage tries to regain the velocity it worked hard to dump just moments ago. Yes, I did the landing burn with the whole transfer stage, which had *lots* of liquid fuel but no oxidizer, to save some fuel in the lander. And because one can only fly one ship in stock KSP, I had to let the lander fall while the transfer stage accelerated to reach a stable orbit again. What made me perform such a hare-brained maneuver? I forgot I had to leave a kerballed ship in orbit even around Ike, not just around Duna, so my first attempt at this mission simply landed my whole ship on Ike. The lander was never intended to land on Duna, then Ike, then Kerbin. But I wasn't going to fly the whole mission again before trying to make do with what dV the landed did have. The mandatory landscape shot of Ike is here, again with Bill and Bob sharing the lander. What I'm not including here are shots of my ship back around Ike, or detaching some drop tanks to hit Munar surface, or hurtling near Minmus, with Bob adding more and more samples and data into a gradually emptying snack box. What I do have to include is the one person who has been overlooked during most of this mission. Jeb. Yes, I managed to forget my lander only had room for two, but I launched with three kerbonauts aboard. So my first shot here is of my transfer stage, by now slowed down to subsonic speed, and moments before making the Kernobyl Nuclear Power Plant incident look harmless in comparison. The second shot is Jeb, safe and sound, about to make a splashdown. The rest of you can be glad you didn't have to read his crew report. And our last shot for this mission is one of Bill and Bob, getting ready to munch on their last snacks of this mission, happy to have heard that Jeb is such a bada** that the first thing he did after getting back to KSC from that landing was taking his first hot bath in waaaay too long.