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king of nowhere

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Posts posted by king of nowhere

  1. 3 hours ago, Rutabaga22 said:

    How do I read it? I assume the red is drag and the blue is lift, but how do I know if my aero is good or bad?

    you don't. ok, you should have small lines, but small is a relative concept here. and often, when the lines are small, they are hidden inside the parts.

    the aerodinamic overlay has limited utility. the aerodinamic window and the aerodinamic menu on a part (both functions that can be activated on the alt-f12 menu) are a lot better to check your aerodinamics.

    the overlay, though, has an advantage. you visually see where the drag is coming from. if there is a single source of drag, you can identify it easily. for example, in this case

    gyoFHxi.png

    i had this rocket for a caveman challenge, and it's a pretty crappy rocket, because of caveman restrictions. and i knew it was dragging a lot more than it should have, but why? the landing legs on the side? the tapering for the frontal drop tank? this overlay let me know immediately that the problem was the kerbal I was trying to cart inside the cargo bay - I thought he would be shielded from aero effects, but the game considers it as fully exposed to the airflow.

    so, the aerodinamic ovelay can be a useful troubleshooting tool, but no more than that.

     

     

  2. 11 hours ago, Heliotrope said:

    I tried doing a space station in orbit to study samples. However it seems to study to a certain amount, then fill up the hard drive. Once it fills up it stops the laboratory from studying anymore, transmits the rest of the data, and doesn't restart. So I have to *manually* transit the data from my space station every single time it fills up. Since it only has 500 mb capacity and the samples are about 8gb, this is obviously bad. Does anyone have a fix?

    strange, i normally don't have this problem.

    I'd duggest to just add a few more probe cores to the station to increase the hard disk space; they are lightweight

  3. I'm trying to make a fast roundabout mission to eeloo in 2 years, using high energy transfers. but the approach calculator is terrible at calculating approaches on hyperbolic trajectories.

    KbNqt8B.png

    here something never seen before: the game calculated a "close approach" in the past!

    you can see that instead of being T minus something it's T plus something, with eeloo's position as it used to be 250 days back.

    Maybe I can use that as a reference to predict how much Eeloo will have moved by the time I intersect its orbit? I'll probably just go by trial and error.

  4. Part 4: Scrap it and do a better job

    The mission to Eve and the comet catcher were awful, and couldn't perform their missions. So I had to reload back and remake those vehicles, with a bit more testing. The Moho mission too.

    VGAzLOz.png

    Temporary Eve lander + comet and asteroid catchers

    Spoiler

    After carrying on with the career for a few days, my three planned ISRU missions - the Eve lander and the asteroid/comet catcher arrived at Minmus to refuel. Or at least to try it.

    q8nGu53.png

    Comet catcher lands on Minmus

    I got used with kerbalism ISRU, which is a lot more complicated and has much stricter requirements, but it has one advantage: drills were changed to hold a bit of ore (or water, or nitrogen, or whatever resource you're mining) so that you won't need an ore tank. I forgot about that, so my vessels were unable to actually mine anything. I sent a fast mission with an engineer and three spare tanks, and in a few days this problem was solved.

    Then I discovered that mining was still going super slow. I quickly discovered that the problem was with the lack of radiators. Yep, here's another thing I forgot was required to get any speed. In my kerbalism missions I can only mine with my colossal motherships, which already have everything they could possibly need, and I don't have to worry about such minutiae.

    I fixed that too, and still mining was super slow. Oh, right; in stock, you need an engineer on board.

    The comet catcher was bound to take over 100 days to refuel, missing the passage of the known comet. As for the Eve lander, it had a low level engineer on board, but not enough; considering it has to refuel on Gilly and Eve too, it's too slow.

    So I reloaded back to before launching those missions, and went back to the drawing board.

    I put all the missing parts from the start. I included some crew pods for engineers in all vehicles. For simplicity I also decided to join the three vehicles - the Eve lander, asteroid catcher and comet catcher - into a single one. It refuels on Minmus, and then it separates.

    To have high level engineers, I prepared a fast mission to land on Mun, Minmus and go in solar orbit, on high energy trajectories to save time, so I'll have level 3 engineers. Which I will promote once on Minmus with a science lab. Which I now realize is not included, so here's another change I have to make.

    1RyB3cf.png

    A fast ship just to promote three engineers

    AMNOFyi.png

    That decoupler is to fulfill a contract to test in solar orbit

    Those ISRU vehicles are not the only thing I have to fix, though. As I was trying to find the right save to reload, I noticed the Moho mission is also faulty. Look at the image in part 3: it has two ion engines, both docked to each other. They will get detached in Moho orbit, but how is it supposed to actally get there? So I also fixed that mission.

    mBnf351.png

    The new Moho mission, with an extra ion engine it can actually use. And an extra xenon tank because I have money to spare

    As for the ISRU missions, I started to test them seriously. After making sure they can actually refuel on Minmus this time, I tested the Eve lander a bit. Here I discovered a bunch of other critical flaws:

    - there was no way for the crew to leave the pod and return. Fixed by adding a second crew pod at ground level. It was that, or using a really long stairs.

    - when jettisoning the spent parachutes, the sepratrons are not enough to push them away. They fall over the rocket, damaging it. Adding another sepratron was enough, barely.

    - the parachutes themselves don't work properly, when they are activated they tear the ship apart. Adding parabrakes to soften the shock of sudden opening works.

    - the landing legs are placed too high and don't touch the ground enough. Move them downward for increased stability.

    - the landing legs explode after a few minutes on the surface due to stress over them. Add more landing legs.

    - there were no science instruments on board. Though they were not strictly required, as a crew report is enough to fulfill the challenge, I added them.

    - the lander also needs some batteries, and a probe core. Added both.

    UJ7Gipt.png

    Testing the parachute landing on Eve. This time successfully

    KhkccG4.png

    Testing that the ladder doesn't block the surface level exit

    Now that I added stuff I don't enough enough thrust for launch. Added more engines and fuel to be dropped in Kerbin's atmosphere.

    Gp4i6nZ.png

    New engine pack

    I'm finally ready to launch.

    VMT0v15.png

    Liftoff. This thing really should not fly

    zQq6W3C.png

    This thing has terrible aerodinamics, so I launched mostly vertical. Then I realized drag is still small compared to weight, and inclined more

    Lu9JYnD.png

    Last stage separation, this will go to Minmus

    zPUn5Ss.png

    In orbit

    I made it to orbit with 2500 m/s, and I could have launched more efficiently. But money is not an issue, so I don't feel the need to repeat with a smaller launcher.

    And now the challenge can go on.

     

  5. 35 minutes ago, this_Tessa said:

    Alright, but how do I time this? With my Chronos rocket, I can't launch into a parking orbit, I need to take over some of the second stages dV for the kickstage to reach the moon and I can only light it once. This singular ignition is needed to achieve orbit in the first place, so it needs to be a direct ascent flight profile. Without eyeballing it, how do I determine when to launch?

    oh. i thought you had at least enough ignitions to reach a parking orbit, then launch for the moon. this complicates matters.

    I still see a couple of possibilities;

    1) if your last stage has many ignitions, you can just eject into a high elliptic orbit - any high elliptic orbit - and once there, use your extra deltaV (you have some 500 m/s more than strictly needed) to fix. take advantage of inclination being cheap to adjust in a slow, high apoapsis. I show an example on how to reach Gilly from high elliptic eve orbit, because it's a very similar condition - reaching a moon with high inclination and eccentricity from a constrained orbit

    YOt7j7k.png

    you can see on the bottom left I visualized the components of the maneuver. it's made in the high, slow part of the orbit because it's got a lot of radial and normal component, which are cheaper to do when the vessel is moving slow, close to apoapsis. the point is, just fling your vessel in the right direction as the moon is passing by, and use radial/normal components liberally to adjust the encounter. the whole point of this maneuver is that you can use those components and they're relatively cheap when close to apoapsis. in this case I got a gilly intercept with 160 m/s, in rss things are roughly 3 times more expensive, meaning you should be able to get your moon flyby with your 500 m/s.

     

    2) the second option is a lot more professional, but perhaps more boring. it basically involves trial and error.

    launch many times, at different times, trying to get a repeatable ascent profile to always get into the same inclination. do it until you manage to find the right time to launch to meet the moon at a planar node.

    then check how long it would take for the moon to pass there. say you see that your lunar injection trajectory takes 3 days; time warp forward, see that the moon passes at the node 6 days later, then reload the game and launch three days later. you have enough freedom with your trans lunar injection that you can fix a difference of a few hours.

    once you manage to hit a moon planar node at apoapsis, you can also drift for a few orbits until you pass sufficiently close to the moon.

  6. as far as getting into the same plane, you can easily just reach the moon when it passes through the orbital node. just wait in earth orbit until the moon is in the right place to reach by burning on a node. like this

    3Nv4d5L.png

    as you can see, i'm in an equatorial orbit, I'm just reaching the moon while it crosses the equator.

    you'll be coming to it with a high inclination, meaning higher intercept speed, but the moon is in high orbit, so fixing inclination is going to be cheap - and it is included in the intercept deltaV. I got 150 m/s intercept speed, so it wasn't expensive. and it doesn't require any additional ignition that you wouldn't have to perform already.

    it's not the most elegant solution, but it does work.

  7. Part 3: through sleet and Hale

    Having just circumnavigated Ovok, I can't skip Hale.

    The terrain is a lot harder, but the view is even better.

    6h597QK.png

    Spoiler

    I'm on Ovok, Hale is literally just a stone's throw from my position. The sky from Hale looks even better than from Ovok, because the inner moonlet is stuck right between the two ring systems, instead of on the outer boundary.

    The previous time I went to Hale, it was a daring stunt in a highly radioactive environment that required all the deltaV I could muster, some exotic trajectory to minimize exposure, and still almost killed the crew. I was too busy looking at the geiger counter and trying to be fast to admire the view. But this time there are no radiations, so I can enjoy it at leisure.

    Almost feels like cheating.

    Uvoz29d.png

    Leaving Ovok

    Most of this post will just be pictures of the rings, and for once I won't bother with captions unless I have something specific to say. Writing "here's yet another amazing view of Sarnus rings" several dozen times wouldn't add much. Following a bunch of pics taken during the trip to Hale. I took over 100 screenshots, I'm trying to only include the best.

    Z4wanlR.png

    eRVJVHa.png

    I tried to capture the exact moment of crossing the rings, which really are one pixel thick. This is the closes I came to it

    QHlXhrN.png

    qNCFcRT.png

    Axxos2F.png

    JcNFSOs.png

    83dohRI.png

    Hale is even smaller than Ovok, which is itself smaller than Gilly. Its nominal radius is only 6 km. Gravity is supposedly slightly higher than Ovok, due to a higher density.

    In practice, though, most of Hale sits at an elevation between 2500 and 4500 m. Which, when added to the diminutive radius of the moonlet, nearly double its actual size. And since gravity decreases with distance, and the nominal value of 0.023 m/s refers to datum level, the actual gravity is often half of that.

    It's still higher than Phobos, now that I think of it. And Phobos even had glitches due to the low gravity.

    Anyway, while on Ovok I was able to pick up some speed due to the flatness of the ground, Hale is very irregular and bumpy. So I couldn't ever accelerate more than 2.5 m/s with wheels alone. I could go slightly faster while falling down cliffs. To speed things up, most of the circumnavigation was run at 2x speed; any faster than that, and it would mess the wheels. Still, near the end I was having troubles climbing a cliff with anything resembling speed, and I decided to "cheat" and use the rockets to push Dancing Porcupine against the ground (for the sake of the Elcano challenge, I clarify that every forward push was provided by the wheels, and the rockets were only used to simulate some gravity).

    An act that crushed the wheels, even though I was using low thrust. Looks like another glitch of the game. But after reloading and figuring out the trick (no, there isn't any special trick to avoid breaking the wheels, just keep trying until it works), I dared to push my rover to the ludicrous speed of 7 m/s. Which is close enough to orbital speed that when I went EVA with Bill to plant a flag without stopping the rover, on catching up to the rover I sent Bill past orbital speed and the visual changed, rotated by 90 degrees. I ended up in some terrible limbo where the smallest touch of the jetpack would change the trajectory from orbital to suborbital, with subsequent visual rotation. It was quite annoying to get back to the rover in those conditions.

    7pfNFNl.png

    HuMlTAJ.png

    YpLusWA.png

    7eBp7CP.png

    9ytm8H8.png

    This is the south pole. On Hale there are no major terrain artifacts, though a close look will reveal those three pieces of terrain aren't well connected

    NaUuuE9.png

    EJsGsZe.png

    ideFmCL.png

    pkzVvzd.png

    5d4ZvVl.png

    k3ifFNy.png

    krBm9QY.png

    WjdPoSS.png

    WB3mrOt.png

    kmrj4Tf.png

    2Kv4PNU.png

    UtLEWg6.png

    2KgW9o1.png

    lP38lJP.png

    SWWz7Xd.png

    dEVD6C8.png

    The circumnavigation took roughly 9 in-game hours, for a distance somewhere around 60 km. It was slow because of the terrain, though the last third using thrusters to simulate gravity increased the average speed.

    Hale is definitely worth a look, if you don't have a killer radiation mod.

     

  8. Part 3: Small, boring missions

    launching missions to all the other targets is fairly straightforward and not very interesting, but it must be done

    TrF5OKa.png

    The Eve mission

    Spoiler

    The next farthest target is possibly a comet, so the next thing I launch is a telescope in solar orbit. It will take a couple days to get there.

    Meanwhile, the next farthest target - the only one that still is difficult to reach in one year - is Dres, and that's where the next mission is sent.

    E9HN8tg.png

    Dres mission

    The craft has a similar design and scope as the Eeloo mission, but it's a lot smaller and cheaper, and it relies solely on solar power. Going to Dres in one year wouldn't be a big deal, if the planet wasn't completely misaligned for that. It's behind Kerbin, but not so far behind to make it convenient to just go around the sun. So I basically launched with a lot of radial speed to get there.

    JlSRNtg.png

    Planned trajectory to Dres

    pNWnhCn.png

    Actual trajectory to Dres, with intercept speed

    On the plus side, my trajectory does manage to touch Dres like a Hohmann transfer - albeit one launching from Moho - so the intercept speed is not too bad. The Dres lander didn't carry as much xenon as other landers.

    Moho takes a lot of deltaV to reach, but at least its fast orbit means I can use an ctual Hohmann transfer, or at least something similar.

    Nhu5htm.png

    The Moho mission

    QsL8g0d.png

    Trajectory to Moho

    Ok, this isn't a trajectory to Moho yet, but I will burn retrograde at solar periapsis to syncronize for a passage with Moho on the next orbit. With an ion engine I don't get any meaningful Oberth effect from Moho anyway.

    A large plane change in solar orbit is not the best way to approach a Moho transfer, but it is easy and I can afford to spend some extra fuel. The lander itself is somewhat based on the Vall lander, with a separate return pod for the return trip.

    Then I have to put again some effort into this, because Eve is not easy. I am going to brute force it, I don't want to deal with another helicopter like I did in my latest grand tour, but I'm still trying to keep a reasonable mass. Also, I had to wait a couple days to launch this to get a mammoth engine.

    TrF5OKa.png

    The Eve mission

    The Eve lander proper is around 150 tons, and its size makes it unpractical (i.e. very expensive) to use ion engines. Instead, I am adopting an isru approach. The ship will reach Kerbin orbit without staging - except for the lateral fuel tanks - and will refuel on Minmus. Then it will go to Eve, and refuel on Gilly. Then it will land on Eve; to avoid a complicated system to shield the lander from the heat of reentry, I'm planning to just burn some fuel to slow down. Refuel again, then leave Eve. Halfway through the height of the rocket there are a bunch of empty canisters where I strapped on the parachutes, but one of them is also hosting the relay/scannery satellite and a small, fast ship to return to Kerbin safely. I will transfer the pilot to this new ship by EVA, a solution which I find inelegant, but I didn't want to put a docking port on the lander and face aerodinamic issues.

    The convert-o-tron is tied to the first stage, so the rocket won't waste too much deltaV carrying it halfway across the atmosphere. It would have been better if I found a way to discard it before beginning Eve ascent, but I couldn't.

    jiKts47.png

    Launching the Eve mission. It's got terrible aerodinamics, but enough rockets to compensate for it

    Duna is the easier planet to reach. I went for something simple there, without having an orbital module. Which would have been the most efficient way, but carrying a bunch of xenon to Duna's surface and back won't be a terrible waste. In this mission I used the landing pod directly as return pod too, with a therma shield to survive reentry at Kerbin.

    S5RRQf3.png

    The Duna mission

    Unlike other missions, this one will actually wait an actual transfer window, since there is one starting around day 30 with arrival at day 300.

    I forgot to include the scanner/relay sat, so I had to launch it separately.

    Finally, I've got to grab an asteroid. And a comet, the challenge didn't specity it but it does feel in the spirit of it. I could just take a small asteroid with a small rocket, but it is inelegant. I aimed for an E class.

    6TEhjFn.png

    The asteroid/comet grabber

    This mission also entails isru at Minmus, and possibly on the asteroid itself. It starts from Kerbin with a mammoth engine, which is soon discarded for a more efficient wolfhound. The setup forced me to grab the asteroid from the front, then I realized this would not work when landing on Minmus. So I had to put a couple engines there too, to take off from Minmus. I couldn't find a better way if I wanted to use one single wolfhound for propulsion. They are to be jettisoned soon after takeoff, so the inefficiency is minimal - and far compensated by using a wolfhound instead of any other engine.

    As I want to grab both a comet and an asteroid, I launched two of those.

    i1AA3og.png

    Comet catcher discarding the first stage

    It's barely day 10, and a mission to every target is on their way - except the Duna missions, waiting for the transfer window.

    Now, I was very enthusiastic when I started this challenge, for having to gather the science and money for an Eeloo mission as fast as possible. Now that it's done and I have a bunch of easy missions - many entailing long ion burns - I am getting bored, and as a result I didn't do much testing. I barely tested that the Eve ascent vehicle works. So I can't guarantee I won't need a rescue mission. I am fairly sure for the inner planets I can do that too before the 2 years time limit.

  9. 8 hours ago, Kerbal123_Furry said:

    Wow,nice idea.

    When will you update?Cant wait to see new progress!!:wink:

    right now, I have 4 missions I'm playing.

    the first is my rss+kerbalism grand tour. it's still my main mission.

    the second is an elcano on wal.

    the third is this one

    the fourth is a bunch of elcanos on minor planets.

    so, my time is split there, and progress is slow. additionally, next monday the school starts; being a teacher, I will have a lot less free time.

    updates will be slow. but they will come

  10. 4 hours ago, Kerbal123_Furry said:

    Uhmmm.........

    Are you sure you have enough time to deaccerate ?your maneuver is roughly 15000 m/s!

    Your TWR is kind of TOO LOW.:confused:

     

    3 hours ago, Leganeski said:

    Eeloo's SOI is pretty big; a maneuver of that size could be accomplished over the course of up to four hours. The craft has quite a few ion engines, which look like enough to achieve the necessary 0.9 - 1.0 m/s2 acceleration.

    Of course, if the burn starts before entering Eeloo's SOI, then there's effectively no time limit.

    four of those ion engines will be dropped before eeloo, since rtgs alone won't have enough electricity to power more than 1. I did put those extra ions, with the gigantors solar arrays that power them, on the first tanks that will be discarded.

    but the burn will start well outside of eeloo's SoI. days before, if needed. It's not like I can get any meaningful Oberth effect anyway, except in the few minutes I'll be close to Eeloo, so burning in solar orbit really makes no difference.

  11. Part 10: Make Jupiter small again: the other moons

    After Io, the remaining three moons do not present particular problems. Cylinder then returns to refuel on Iapetus.

    5smV7GU.png

    10.1) More Europa

    Spoiler

    With Fat Man's fuel budget it may be possible to make a direct trip to Europa, just barely. But I'd rather not risk it and take a few assists from Ganymede first.

    RAtq6L4.png

    Route to Europa, part 1

    In this first part, Fat Man goes for a Ganymede flyby, with an additional burn at Ganymede's periapsis (312 m/s, in 37 days). This is to immediately reduce the orbital time, because more time spent on Fat Man means more stress for the crew. It results in the dotted blue trajectory, resonant for another Ganymede flyby in 64 days.

    0N3SRNi.png

    Route to Europa, part 2

    This second pic is between the first and second Ganymede flybys. It refines the second flyby (-28 days) into a resonant orbit (purple) for a third flyby (-42 days).

    2pgk8ui.png

    Route to Europa, part 3 and final

    Before the third flyby. Now there's not much left to be gained - especially since further assists would risk running into the radiation belt - and enough fuel was saved for safety.

    After one last apoapsis reducton, a periapsis lowering (red, 399 m/s) lowers periapsis at the level of Europa, resulting in 1600 m/s intercept speed.

    iD7mhfT.png

    Meanwhile, I also recover Wings A. I don't need a relay anymore, and the probe needs a good check up after two years in space

    gkyc3T5.png

    Europa looking great with its surface patterns

    42seNhz.png

    Up close, the irregularity of the surface becomes more apparent

    Europa is one of the landings I was most eager to performs. They say the surface must be very interesting, a chaos of ice chunks. They expect penitentes tens of meters tall. Will I even find some even surface to land on?

    gN6f8T4.png

    Yeah, of course

    I already established, surface features is not this mod's strong point. I did drive some tens of kilometers, but without much passion. In stock, every body has a unique feeling driving a rover on it; even with the outer planet mod, many planets have a distinctive surface. In rss, they all feel the same.

    FCqVy7E.png

    Upon returning to the lander, I find it howering midair, alongside the flag

    That's an old, well-known issue. I don't even think I should add it to the bug list.

    Wait, why not? I could still have Spider crash in some way for it. So, welcome bug #30

    wkmcXIn.png

    Returning to Cylinder

    The return trip requires almost 5 km/s between ejection from Europa and intercept speed, but thanks to the fuel saved with the Ganymede assists, Fat Man has that deltaV. Radiation damage is low, as Europa is on the outer edge of the radiation belt. It will cap at 50%. I'm short on water because of bug #11, the water recycling plants produce also ammonia, they were told to dump it, but they glitched and stopped working. At this point I remembered to reset them, and they started working again and there's more than enough water for the rest of the trip.

    vXjQK38.png

    One last pic of Europa

    10.2) Ganymede and Callisto

    Spoiler

    The last two moons were unremarkable. There was no need of gravity assists or anything. Which is just fine, because the crew is starting to get to 20% stress levels from all the time spent in cramped Fat Man, and it will take years for it to go down to 0.

    6EQRv5A.png

    Trajectory to Ganymede

    ChZFyFC.png

    Landing on Ganymede

    0HZb8WI.png

    Return to Cylinder

    1SUm04X.png

    Route for Callisto

    fuaxWHZ.png

    Landed on Callisto

    drJqcHc.png

    Back to Cylinder

    778y0uW.png

    All back, landings are done. Time for status

    Cylinder has 4750 m/s left - a bit more after I dump the remaining oxidizer. Which is a lot more than it should have been because of a bug I've noticed since 5.1, but never wrote down: apparently, when I reload the game the central tank of Cylinder gets filled with new oxidizer. Even though I dumped it previously. And this is BAD; Cylinder has nuclear engines, it does not need any oxidizer save that required by the landers. Any more oxidizer is just wasted mass. Ok, I can dump it again, but if I reload the game and forget to empty that tank before a maneuver, I end up wasting fuel.

    10.3) Iapetus the convenient

    Spoiler

    It took another year and a half to complete the landings. Almost four years spent around Jupiter. Now it's time to leave, but the proposition is complicated by unfavorable alignment.

    Cylinder is on a convenient elliptic orbit to leave Juputer cheaply. It can only reasonably burn at periapsis, else it would take many km/s to leave. But this limits the time window when I can burn to exit with a higher solar apoapsis, and that time is not when Saturn is conveniently aligned for a transfer.

    Vlv5E8Q.png

    The transfer problem illustrated. It would take a much higher apoapsis to let Saturn overtake, and 30 years

    Thirty years are probably within the limits of my life support, but it's a lot of time I'd rather save. I actually spent a couple hours studying gravity assists to try and exit Jupiter with a different angle. Followed by driving some rovers for my Elcano challenges and picking up a whole new challenge, because after Io I am fed up with more gravity assists.

    Then I cursed myself for a fool. I can just eject from Jupiter with minimum speed, and then raise aphelion in solar orbit at the convenient time. Sure, I'll lose all the Oberth effect from Jupiter, but this far from the Sun it won't be too expensive, and Cylinder has plenty of deltaV.

    CePiiRl.png

    Planned return to Saturn

    So here's the plan. 450 m/s to leave Jupiter in solar orbit (and I actually plan to save some of that by gravity assist), then 1500 m/s to make a Hohmann transfer to Saturn. I could have gotten away with 1300 m/s, but it would have taken 2 years longer. Time is malfunctions.

    1m4enxW.png

    Speaking of malfunctions, I keep going back to Trypophobia to service the reactors

    kH3V5xB.png

    Exiting Jupiter with a Ganymede flyby. The gravity assist alone does not suffice, hence a 200 m/s burn at periapsislYujWnW.png

    The crew is still stressed years later, and they had some breakdowns. None of them dangerous; here they dumped electric charge

    Speaking of malfunctions, I had many of them, but all noncritical; got quite a lucky streak here.

    d4I4HQT.png

    Approach to Saturn

    Once more, Tiitan is perfect for aerobraking. This time, having spent some extra fuel for a faster transfer, I'm coming somewhat faster than I was during the first Saturn capture. But then, Cylinder only needs 1.5 km/s to return to Iapetus - which can go as low as 1 km/s in an emergency - so I can afford to use some fuel to slow down first if necessary.

    AlZqJAg.png

    Approaching Titan. The rings of Saturn look better than I remembered

    yRSJvF2.png

    I try first with a 240 km periapsis, because it worked very well the previous time

    Yep, it worked again. Cylinder was going faster, but the nuclear reactors on Trypophobia are more heat sensitive, Cylinder alone can aerobrake harder.

    Now I have to repeat the manuever and remember to pull back the antennas first, though. Also, dismantle the heat shields on the Dolphins and store them somewhere safe, to avoid wasting ablator.

    5JTU2lP.png

    Trajectory to Iapetus

    With all this fuel left, going to Iapetus is easy. Forget all the gravity assists I had to take the first time. 450 m/s burn lowers apoapsis to Iapetus level, then 180 m/s burn changes orbital time enough to ensure an encounter on the next passage. Which is in 80 days, well, Iapetus has a slow orbit, I couldn't get there any faster. Less than 800 m/s intercept speed.

    L1EuacP.png

    And so once more I have to try and dock the two subunits

    As much as I align them perfectly before docking, there's always some drifting. I started to consider wheter installing an RCS system on Trypophobia - and stowing it away in a container after use to avoid malfunctions - would have been better after all. But this time, for the first time ever, the docking worked immediately.

    txoYo2P.png

    Year 114. A'Twin reunited again after 28 years, status

    YZQFBEJ.png

    Landing on Iapetus

    Iapetus is known for having two emispheres with starkly contrasting colors. Here I'm at the boundary line, and the color does not gradually fade. No, you just get spots of different colors.

    NxupHMK.png

    Landed

    jXziXlP.png

    Another bug! Where are all those uraninite harvesters coming from?

    I got another bug here (#32). Apparently, all my drills are also uranium drills now. Technically it's an advantage, except that uranium mining is already as fast as it needs to be. And I fear all those additional drilling functions may increase lag. For sure, they make it harder to use the automated functions.

    I checked back some saves, but after discovering that this bug has exhisted for at least several days now, I decided to just keep playing. And hope it won't cause any worse issue.

    phsekFC.png

    Just a nice pic of running maintenance

    VQPX7CY.png

    Year 118: refueling completed

    It took less than four years to refill the tanks. And this time I wanted them full to the brim, because I'm about to try what could be an even harder target than Io: a high inclination asteroid.

    Bug compilation updated

    Spoiler

    A numbered list is so convenient to refer to bugs quickly. This list keeps growing. Problem and Solution

    1) Launching most vessels will crash the game. Must send them to orbit with alt-f12

    2) Ship will randomly get twisted about. Hope it's not too bad, or that it reverts spontaneously. In some cases it is acceptable to alt-f12 in a new vessel to replace the mangled one

    3) Loading the mothership in physical range gets increasingly more difficult, to the point that it crashes the game. Quit and restart the game every time you load the mothership

    4) Propellers start twisting around. No worry, it fixes once you stop time warping

    5) Orbit will get changed upon entering time warp. First warp to 10x, in any case save before warping

    6) Crew transfer function may get stuck. Saving the game often reverts the bug. If all else fails, transfer the kerbal by EVA

    7) Drills won't find ground even though they are on the ground. It goes and passes spontaneously, just accept that mining will take longer

    8) Ship occasionally sinks into ground upon time warping. Just try until it works. Updated: It was limited to Phobos, probably related to microclipping and the extremely low gravity

    9) Pieces get spontaneously detached for no apparent reason. Always check that part count does not change; reload if it does

    10) I can't make manuever nodes or go eva, the game thinks my buildings are level 1. On starting the game, load the last quicksave instead of going on tracking station. If the bug manifests, restart the game

    11) Chemical plants stop dumping resources they were told to dump. Reset the dump option; doing it once per process is enough for the whole vessel

    12) Occasionally, kerbals will die for lack of power during time warp, even though power is always abundant. Reload when it happens. Updated: save before exiting time warp

    13) Radiation cover glitches during time warp, becoming ineffective even when the sun is completely covered. Set shielding efficiency to 100%, it cancels radiation damage

    14) Docking ports do not undock. This nasty bug must be fixed by editing the save file. KML editor has the function incorporated, I recommend it to anyone with this bug

    15) Actual reliability time is different from what it should be. Just check more often the parts that get broken more often

    16) Intercept on a target disappears randomly. I know the intercept is still there, I can manage with some piloting skill

    17) Crew hatch registered as blocked even though it wasn't, preventing crew from leaving Clamp. Had to move the docking port to free up a different hatch

    18) Some fission reactors are not working, even though they are not broken. Next time I actually break a reactor, I will revert the malfunction with a reload, and drop one of the nonfunctional ones

    19) "Time warp to here" sends me to the next orbit. Always double check on the time, and if necessary time warp manually

    20) Upon starting the game, clicking on the VAB does not work. Clicking on the icon on the bottom left corner of the screen still works

    21) Sometimes elements of the HUD change size. It doesn't affect the game, and seem to revert spontaneously

    22) Sometimes, when the vessel is not in physical range, the nuclear reactors on Cylinder will stop for no reason. Load Cylinder into physical range and they restart

    23) Occasionally, Nitrogenie in a Bottle starts spinning, even though its aerodinamic is balanced. Reload when it happens, and it will get fixed

    24) The ground on Titan has all sort of glitches and malfunctions. Be extra careful during landing, cheat the vessel in orbit before leaving it, jump to start flying. See 7.3 for more details

    25) Negative aerodinamic drag displayed on the user interface. Drag is still behaving normally, it's only the display that's bugged

    26) The docking port on Clamp has all kinds of problems, does not allow fuel transfer, can't be removed. I stuck another docking port there, and I can grab Clamp with a claw if needed

    27) Sometimes there is no signal for probe control even though there should be. Switch to the vessel that's not being seen, then back to the probe

    28) Crew pod of Hartman rover has a broken life support and a functional wheel, but it instead appears to have a working life support and a broken wheel. Nothing I can do about it; but it still works

    29) The sun shines through Jupiter's body as if it was part of the sky. It's just an harmless visual glitch

    30) An object on the surface coming into physical range may be loaded tens of meters above it (OLD stock bug, but NEW in this mission). Hope nothing explodes. Reload if necessary

    31) Cylinder's central tanks gets refilled on (useless) oxidizer upon reloading; see 10.2 (first noticed in 5.1, but didn't write it here before). Dump the dead weight again

    32) All mining drills suddenly manifested a new uranium drilling function (NEW). Can't revert it, but they still work normally; it seems harmless

  12. 1 hour ago, Basilicofresco said:

    I discovered that it's caused by the automatic upgrades: the RDU adds 275300 to the basic cost and the TV adds 33500.
    After unlocking the Advanced Exploration in the tech tree the price of the Hitchhicker Storage Container change from "√4,000.00" to "√37,500.00 + √33,500.00". 
    After unlocking the Advanced Science Tech in the tech tree the price of the Hitchhicker Storage Container change to "√312,899.00 + √33,500.00". 

    It's just odd that I cannot avoid these expensive upgrades if not needed. What do you think? 

    they should not cost that crapton of money. 275k for an upgrade of a part costing 4000 by itself? maybe it's supposed to be a one-off cost to purchase the upgrade, but for some reason it's being counted incorrectly

  13. I have many instances of nervs displaying deltaV correctly. sometimes the game gets it right, sometimes not. I never figured out how and why.

    So I just do the calculation manually. Really, the rocket equation is not difficult to use. It takes a minute to check total mass, propellant mass, and calculate a deltaV. It's a lot faster and more reliable than trying to get the game to work properly.

  14. 5 hours ago, Kerbal123_Furry said:

    wait somebody already posted a challenge like mine?

    Should i delete mine one?

    Im very sorry to post sth. that is as same as your challenge.honestly i am not a idea thief:valsob:

    the report is my attempt at playing this challenge. how else would I report my results otherwise?

    first post also includes a link to your thread.

  15. Part 2: Money is time

    The Eeloo and Jool missions are launched, using a lot of xenon to make faster trips.

    bO3cv4b.png

    Eeloo mission

    Spoiler

    Eeloo is the farthest target, gotta launch for it immediately.

    As I mentioned, I estimate 10 km/s to get there in less than one year, 10 km/s as intercept speed, and 10 km/s to return. So the mission is as shown in the introductory pic.

    It's got 30 km/s - actually a tad more, considering that I'll be dropping spent tanks and that for the return trip there will be no chemical fuel or relay satellite. It's got solar panels to leave Kerbin faster, and RTGs for Eeloo.

    Still, I made a couple of mistakes with this. First of all the scanner/relay satellite; it's supposed to leave after landing at Eeloo and get into a polar orbit, but I realized later that to send a scan I need 200 electricity. So the satellite as it is is useless for scanning. It's ok, I'll just spend a few hundred m/s to get the whole lander polar for the scan, and only drop the satellite afterwards.

    Secondly, I should have designed the return module to drop the science stuff before starting the return trip. Instead, for the way I put the docking port, I will have to carry that extra mass all the way back to Kerbin, only for it to burn in the atmosphere.

    By the time I realized that, though, I already had progressed gameplay by a few hours, and none of those flaws are critical, so the mission goes on.

    The price tag is steep, but it could have been worse. I kinda got used to my motherships costing tens of millions.

    I didn't give this ship an official name, though sometimes I think of it as the Xenonmorph.

    eIR7Fx1.png

    Launching the payload is easy with access to twin boar engines

    EW3iLF3.png

    I should have put more struts

    lvYdkPs.png

    Better!

    7QhRasI.png

    Leaving Kerbin

    hiZmEcm.png

    Planned trajectory to Eeloo

    The Kerbin-Eeloo alignment is not good for this mission. Eeloo is behind Kerbin, which means - unless I want to enter a retrograde solar orbit, something that would be too expensive even for this lofty deltaV budget. So the only way to reach Eeloo is to go around he sun. And to do it fast enough, I have to lower solar periapsis a lot. Hence the beginning of the trip is a 4800 m/s burn in Kerbin orbit (actually I planned it in a Kerbin escape trajectory, to better simulate what happens with ion engines) to lower solar periapsis. On the plus side, I will also reach low solar orbit, which is one of the targets required by the challenge.

    In low solar orbit, I will benefit from a tremendous Oberth effect, so that a 5.6 km/s burn (which more or less completes the target of 10 km/s to eject towards Eeloo) will be enough to reach Eeloo in 250 days.

    Unfortunately, the game sucks at finding me intercepts, so I have to make a lot of guesswork. Also, it seems such a trajectory would have a 14 km/s intercept speed. It may leave me with limited fuel on the way back. I may alter the trajectory slightly to have a slightly longer trip for a smaller intercept speed. I'll see, this is still just a rough outline. It is also possible that, Xenonmorph having significantly more than 30 km/s, I can totally afford to spend 25 km/s to get to Eeloo.

    The Jool mission is more complicated, because I have 5 moons to visit, and the atmosphere of the gas giant. For this I planned a mixed approach: send everything to Jool in a massive mission, then once there have different landers go to each moon. Then have 2 return vehicles pick up the kerbals to carry them back. The objective is to minimize the time spent around Jool.

    However, to launch that massive collection of separate vehicles, I needed a 5 m aerodinamic fairing. And a level 3 VAB, because I was above part limits. For the tech, I had a couple more Mun landers returning with science, and for money, I got a couple days to farm. A couple contracts to test a mammoth and a vector in high atmosphere netted many hundreds of thousands, while a contract to repair a rover on Mun paid one full million - plus some extra to also plant a flag there, something I was about to do regardless.

    XCIu6xk.png

    Also, I got the chance to test: you can use two robotic arms simultaneously. No, you gain nothing from it, but it does look cool

    The whole Jool mission costed a bit less than 2 millions, and it was big enough to actually create some problems.

    PHoOJmB.png

    Too long rocket, not enough struts. Also, those solid boosters are a bad idea

    QRDMF0w.png

    Five twin boars made it

    X0OtEJo.png

    Unveiling the fairing

    dgAWgta.png

    This fairing does look good

    OVgT4eh.png

    Still the fairing, in IVA view

    Yes, but what's inside the fairing? Cue the dramatic music.

    bVOvSd8.png

    The Jool mission in all its illogic glory!

    T36YFqn.png

    From a different angle

    ffttpX9.png

    Schematics

    Ok, let's break this down:

    1) Return vehicle. It has a bit less than 10 km/s, it returns three kerbals. It will gather the crews from the three inner moons and return

    2) Second return vehicle. This one holds two kerbals, and it will pick them up from Bop and Pol

    3) Laythe lander, which will also dive into Jool's atmosphere. It is a plane, it aerobrakes like a spaceplane, it uses some jet engines to gain some elevation, then it jettisons the wings and makes a rocket ascent.

    4) Small landers. One will go to Bop, one to Pol. They have a small amount of rocket fuel for this, though I probably could have landed them with the ion engine directly.

    5) Tylo lander, the biggest of the bunch

    6) Vall lander

    7) Relay/scanner probes; there are two more behind, because I wanted to make sure I wouldn't run out of xenon for one of them

    8) Xenon supply to reach Jool

    The whole complex will move to Jool using the landers own ion engines. It has a bit less deltaV than the Eeloo mission, but it should suffice because Jool is a lot closer.

    GNE9Kjf.png

    I eject from Kerbin with a chemical engine, to avoid having to repeatedly raise apoapsis

    yC5MUDD.png

    Trajectory to Jool

    Jool has the same problem of Eeloo, and I used a similar approach - a bit mitigated because I have less deltaV to spend. I'm counting on making the return trip in significantly less than one year.

    And those are the two tricky missions. Everything else should be a cakewalk.

  16. Part 1: Time is money

    Farming money and science, to unlock half the tech tree and earn a few millions in a week

    FB9IMQH.png

    To this purpose, launch a dozen Mun missions simultaneously in day 1

    Spoiler

    To make science fast, I need to carry instruments with me while in other missions. Those instruments require science to be unlocked. The fastest way to do so is to mine the ksc biomes.

    Goo and crew reports from the launchpad unlock the thermometer. With the thermometer, I unlock the barometer.  With the barometer, thermometer and goo I make a simple roller to get multiple biomes.

    AflM7nq.png

    An early roller to get science from around the ksc

    As soon as I get enough for materials bay, I make another, more advanced roller.

    M9Qc1BG.png

    A slightly more complex roller, including material bay

    Finally, I get enough science to unlock wheels. They aren't strictly required; in the nanodiamond caveman challenge I farmed the whole ksc without them. But they do make things a lot easier.

    h3ttqUd.png

    Finally, a real rover

    With this rover, I got all the remaining ksc biomes.

    KkPvB6G.png

    Aftermath of science farming ksc biomes

    And so after 31 minutes I already have all the early science unlocked. That's enough parts for some serious missions.

    Now I start really looking at contracts. I try for ones that can be done quickly.

    bQn6G6g.png

    An early, simple satellite. The contract pays 50k :funds: in advance

    Those satellites, though, still take one day to fulfill - because they generally require a burn far from Kerbin to enter the exact orbit, and I need to get there. Still, the money paid in advance is already a lot more than the cost, and they pay real nice (150k :funds:) once fulfilled. And they double as relays. And they are invaluable for quickly fulfilling the "science from X" contracts.

    Yeah, I'm hoping for those, but not getting many. And part testing at the launchpad pays little and is boring. On the plus side, I got a few contracts requiring to drive a rover a few km from the ksc and take some basic measurements paying a lot of money; they financed my early expansion, especially upgrading most buildings.

    Still, my next goal is to launch a lot of Mun missions. For that I need more astronauts, and for that I need rescue contracts. I try to arrange a rendez-vous, thinking it's a requirement before those contracts start popping up. But actually, they pop up as soon as I upgraded the astronaut complex.

    YDGsv4q.png

    Rescuing a stranded kerbal...

    EMWuZbX.png

    ... with a Mun lander!

    So I start grabbing a lot of those contracts. The advance payment covers the cost of the rocket, and if I time well the launch, the whole rendez-vous operation takes no longer than 15 minutes. But I'm not just rescuing them; I send up Mun landers to rescue those kerbals, and they are immediately sent to Mun. No wasting time on landing them.

    This way, I launched a bunch of Mun missions at 30 minutes intervals from each other.

    yyJAuOk.png

    After a while, no more contracts pop out. This puts a stop to the escalation

    At the end of day one, after six hours in game, I have 7 landers headed towards Mun, and two satellites (no science, but they pay well). And I still have one or two kerbals to rescue around Kerbin.

    FB9IMQH.png

    The flotilla of landers headed to Mun at the end of day 1

    Keeping track of so many missions wasn't easy - and I'm not used to it anymore, as I only run single mission challenges in the last two years. Still, the landers arrived at Mun in sequence, and the important thing was not missing their injection burn. Then if I had 10 free minutes I'd land one of those parked in Mun orbit.

    A9BtNGc.png

    A Mun landing. Bob has a modified ship for docking, because I wrongly thought it was necessary

    EwR7090.png

    A striking landing location near the south pole

    Having to keep track of so many ships, making sure I wouldn't miss any of the important maneuvers, was tricky, and it slowed down operations. Still, at the end of the second day I already had a few landers on the way back.

    FkwBG8T.png

    At the end of day 2, Mun landing operations are in full swing

    don06WW.png

    Day 3 and three-quarters. All landers landed, and are now coming back

    My Mun landing capsule wasn't great. Reentry was tricky, because of the exposed science jr.

    lqAmLmg.png

    A dangerous reentry

    It would survive only if aligned very closely to retrograde. Which I had to do manually, because by the time I sent the flotilla, I still hadn't unlocked the hecs probe core. And of course it took multiple passages, which slowed things down. I should have collected science in the command pod and arranged for a hard aerobraking with a thermal shield.

    On the plus side, most of those landers still had some 300 to 600 m/s left, which they could use to brake and make things easier.

    D8w6f4o.png

    At around 25 km of altitude, aerodinamic forces flip the pod. Fortunately, by this point it's slowed down enough to not be melted by the drag. Barely

    So it took a couple of days for most of those landers to return. Meanwhile, I also run more easy contracts to get money. Especially for the expensive R&D complex upgrade to level 3.

    Anyway, by day 5 most of the landers returned, and I had enough science to unlock all late game science instruments. With those, I made a new rover to finish mining the ksc.

    FLjAdhx.png

    Beginning of day 5: a final ksc rover, with gravioli detector, seisometer, and gravioli reader

    fnBIufB.png

    I never quite appreciated how nice the kcs is

    Once upgraded to level 3, the R&D complex has a ton of sub-biomes. In the end, I got almost 1000 science from this tour

    0PuL5w1.png

    Science collected from mining the ksc

    And that's finally enough to pay for RTGs. Now I can finally prepare the Eeloo mission.

    dqBkQPo.png

    Science and money at day 5

    I was planning to get there in one week, but five days were enough. I could have done it even faster, with better Mun landers. But one day more or less doesn't change much.

     

  17. It's my fault, I admit it. I already have 3 long challenges running, but I stumbled over the speedrun challenge and couldn't resist picking it up.

    As the name says, the purpose is to complete all objectives in career as fast as possible

    Quote

    1:Flag  on every celestial objects EXPECT JOOL AND SUN

    2:Return from every object‘s surface EXPECT jool (high atmosphere is enough)and sun(low space is enough)

    3:Catch an astroid and bring one to kerbin orbit.

    4:Do these all above in shortest IGT(in game time) IN CAREER MODE

    That's quite a lot of stuff to do, but most of that is irrelevant because it can be done simultaneously.

    The slowest thing is the mission to Eeloo. Now, I know from having done it in my DREAM BIG mission, it is possible to make the Eeloo-Kerbin trip in one year with 10 km/s deltaV. So I figured, a fast ship with lots of xenon can have 30 km/s. 10 km/s to eject from Kerbin, 10 km/s to capture around Eeloo because that kind of trajectory will have a tremendous intercept speed, then 10 km/s to return to Kerbin followed by hard aerocapture, it is possible to make this mission in less than 2 years. Similar considerations go for Jool; Jool is a bit closer than Eeloo, but it requires more stuff to do once you're there.

    Everything else can be done while waiting for the two years of those missions. As for farming the science required - which includes ion engines and rtgs - it can be accomplished by biome-mining Mun. I bet it can be done in a week.

    So here's the objective. Starting career, land everywhere and return in two years.

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