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king of nowhere

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Posts posted by king of nowhere

  1. On 9/29/2022 at 12:52 PM, quangdinh said:

    landplane is easy and all, so i decided to create a seaplane

    no problem when i take off, but when i land, its always flippin' over


    p.s: my plane is a flying boat, not a floatplane

    your problem is very unusual. my experience with seaplanes is that getting them to take off from water is very hard, while landing is very easy. I can't even imagine a sea plane that flips in contact with water. make a U-turn, that it can do, but a destructive flipping? I don't think I'd be able to do it if I wanted.

    more details needed. show us your plane and tell us how you're flying it

  2. had a couple minor issues today when catching an asteroid in my rss-kerbalism grand tour.

    after a gravity assist from Jupiter, I could get an intercept with the asteroid at 3 km/s. slowing down the whole ship, and then spending another 3 km/s to get a new Jupiter intercept, would have been too expensive, so the plan was to reach the intercept, then send my Fat Man long range shuttle to actually rendez-vous.

    All went well, until the kerbal came back with the precious asteroid sample. And upon returning in the crew cabin, lost it.

    For you see, kerbalism divides science into data and samples. And both have dedicated storage systems, and it turns out Fat Man had no sample storage space, so it just could not hold the sample (Fat Man is supposed to carry around landers between the mothership in its high parking orbit and the low orbit of whatever planet/moon they are supposed to be landing on, and those landers have plenty of sample space, so this problem never came up before)


    A grand tour does not require collecting samples, and it doesn't even require landing on an asteroid. But I dedicated 50 years of this mission to getting that sample, and a lot of effort, so I didn't want to just throw it away. The only way to keep the sample was to travel with the kerbal on the ladder, so I set out to do just that. And started the 3 km/s burn to catch the mothership.

    another complication of kerbalism is limited ignition time for the engines, so at some point I needed to send out my engineer to refurbish the engines. There I discovered the second problem: no more eva propellant.


    eva propellant is taken from the monopropellant storages of the ship; no monoprop, no eva jetpack. I didn't check before leaving, but apparently I only had 3  units. and my scientist got them all, because the first kerbal to go eva also gets as much propellant as is available.

    I needed to get eva propellant to my engineer, to go fix the engines. but the only way to get eva propellant back into the ship was to send the scientist in, losing its precious sample.

    Luckily, I also had a pilot on board, so I could arrange a 3 men swap. I sent out the pilot (without propellant, because there was none). I had him take the asteroid sample (eva kerbals can pass samples between them). then I sent back in the scientist, thus putting the propellant back into the ship. then I sent back in the engineer, and i sent it back out, and this time he got the propellant. Yay!  Good thing that ladder was long enough to hold three kerbals


    And that's it. four hours to rejoin the mothership. I spent those at 4x speed, because I can't time warp with the kerbal on a ladder - and didn't want to risk letting it go to time warp.

    kerbalism adds mainly life support, so those EVA kerbals only have 2 hours of oxygen. But it was an easy fix; twice during the trip I sent out a new kerbal, swapped the sample, and sent the scientist inside the ship to get new air.


    I arrived without further accident, still clinging to the ladder.

  3. When I crashed Val into the mountains, I built a monument for her


    becase of its pose, I called it the Valentina redentora


    Here's a moment of the rover transport to the site. which was quite challenging, it was a caveman career and 30 parts isn't much to make a monument AND the rover to carry it in place.


  4. this attempted docking


    what? it looks nothing special? well, do you see that green smidgen on the tip of the farther ship? here's the same part magnified


    now, as this may still be lacking in scale; that extreme tip on the right is a cupola. it's attached over a Mk3 crew cabin. the antenna dishes you see are RA-100, the biggest available.

    now go back and see again how that tip compared to the rest of the ship.

    that was an attempt to attach a cylinder of six 4000-tons fuel tanks to a 200 thousand tons ship.

    I got a lot of mods with bigger parts, still got 1300 parts. well, that's not the first 1300 parts ship I used, but it does lag worse than others. and rotation was slooooow, even though i had several modded reaction wheels each equivalent to many dozens regular wheels (and with a mass equally upscaled, I may add). and after half an hour to wait for everything to align, the fuel tank cracked in two parts. that was when I gave up on the whole Ringrazer concept.


    the most difficult docking I did succeed in making - indeed, I perform it on a semi-regular basis - is not the one on multiple Ringrazer subunits; I did perform a docking between two 100 thousand tons subunits, but it went well enough.

    For a while I thought of the docking of the FU Eve...


    The FU Eve, my first Eve lander at over 400 tons. It's quite suboptimal in many of its design choices. I can only say I got better later.

    ... with the DREAM BIG, my first major mothership. At 3000 tons it seemed gigantic at the time.


    This was quite the tricky docking because I was using a small docking port. The alignment had to be really perfect, and there was the lag... but then I remembered, the DREAM BIG actually had an RCS system. Which is something I don't do anymore; I don't want to move my expensive, fuel-hungry mothership to dock, it's more effective to move the other ship around the mothership. Indeed, I had no more occasions to use that RCS system during the mission. But it did enable that first docking, so it wasn't too hard.


    no, the most difficult docking I successfully perform is to mate the two subunits of A'Twin





    A'Twin is the mothership I'm using for my kerbalism + rss grand tour. it must carry over 700 tons of mining equipment to make new fuel, because mining in kerbalism is much harder than in stock. It has a mass of 7000 tons when full, yielding roughly 7 km/s; enough for anything around kerbol. but in the real solar system everything is a lot more expensive, and there are several missions where 7 km/s are nowhere near enough for a round trip. So I designed the ship to be split in two, with all the heavy machinery remaining behind while a lighter exploration module can reach 11 km/s.

    The shape is a sort of box to protect from solar radiations (another feature of kerbalism). You can protect from solar radiation just by putting a heavy fuel tank between the crew pods and the sun, but when the ship is landed and refueling, it will be forced to stand still while the sun moves in the sky; so I have to put fuel tanks all around the ship for protection.

    As a result, docking entails inserting a huge ship inside the gap of another huge ship, and there is a very tight fitting on the edges. generally the two subunits get stuck a few meters before the docking port touch, and I have to give a gentle push with the engines - or several not-so-gentle pushes - to get them moving again.

    As an aside, docking a Dolphin escape pod in Cylinder after use is also quite difficult.

    Yes, it's called an escape pod, it's supposed to be a one-use feature. You're not supposed to dock it back in place. But, well, as those ships have excellent long-term life support and a long range xenon propulsion, I keep finding improvised ways to use them.


  5. 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


    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.



  6. 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

  7. 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.


    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.

  8. 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.


    Temporary Eve lander + comet and asteroid catchers


    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.


    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.


    A fast ship just to promote three engineers


    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.


    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.


    Testing the parachute landing on Eve. This time successfully


    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.


    New engine pack

    I'm finally ready to launch.


    Liftoff. This thing really should not fly


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


    Last stage separation, this will go to Minmus


    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.


  9. 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


    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.

  10. 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


    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.

  11. 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.



    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.


    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.



    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






    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.






    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

















    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.


  12. Part 3: Small, boring missions

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


    The Eve mission


    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.


    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.


    Planned trajectory to Dres


    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.


    The Moho mission


    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.


    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.


    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.


    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.


    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.


    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.

  13. 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

  14. 4 hours ago, Kerbal123_Furry said:


    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.

  15. 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.


    10.1) More Europa


    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.


    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.


    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).


    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.


    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


    Europa looking great with its surface patterns


    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?


    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.


    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


    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.


    One last pic of Europa

    10.2) Ganymede and Callisto


    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.


    Trajectory to Ganymede


    Landing on Ganymede


    Return to Cylinder


    Route for Callisto


    Landed on Callisto


    Back to Cylinder


    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


    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.


    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.


    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.


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


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


    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.


    Approach to Saturn

    Once more, Titan 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.


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


    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.


    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.


    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.


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


    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.




    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.


    Just a nice pic of running maintenance


    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.

    Bugs compilation updated


    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

  16. 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

  17. 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.

  18. 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.

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