Jump to content

king of nowhere

Members
  • Posts

    2,385
  • Joined

  • Last visited

Posts posted by king of nowhere

  1. On 1/1/2021 at 4:47 PM, Popestar said:

    I've got thoughts on how to build a rover, and how to attach it to a rocket, but my mind is having an issue with picturing landing it on a body and then getting it on its wheels.  I keep seeing a vehicle standing straight up and down, wheels pointing outward, fuel tank and engine with landing gear below the rear bumper holding it in an upright position.  You undock, and the thing then...crashes to the ground?  This is the problem I have with this game in understanding payload.  I guess using a space plane to land parallel is the best answer here...but I don't see anything to create cargo bays like you'd see on the space shuttle?  Or a rear hatch to drive a rover out of like you see with massive cargo planes?

    a spaceplane won't work without atmosphere, so don't try one of those on mun

    To show how to solve the verticailty problem, I will shamelessly plug some of my designs for how to do those things. first, this is a very simple rover

    5K2GQod.jpg

    do notice that it has a terrier on the bottom. basically, this is a lander with wheels in place of landing legs. this little thing doesn't look like much, but it can land and take off from duna

    this is a more elaborate rover. it also lands and take off on its own power; do notice the rockets attached to hinges to point in several directions, i don't recommend that specific design unless you have good reasons for it though.

    qBJN7LM.png

     

    finally, those are proof of concept for a modular duna base. Do notice the rocket placement; in this case the rocket is indeed at the bottom, but the wheels are sturdy enough that you can land with the rear, then fall on the ground the last few meters without breaking anything. then the engine is jettisoned.

    D4SSzwR.png

    aeOggUE.png

    see how the modules can then be moved around (something necessary, very few people have the precision required to land the modules exactly where they need to be) and used to assemble the base. To deal with the inevitable small differences in docking port height, i finely tuned the spring values on the suspensions.

    ErOIlQH.png

    oh, in case you are wondering how to attach things laterally, the spaceplane hangar uses a lateral simmetry and it is more suited to make rovers. in general i switch from one to the other depending on where i need to attach the next piece

    Quote

    I also realized that I'm thinking about how to pull this off without understanding that I don't have to bring every satellite or rover back to Kerbin immediately.  In fact, if I transmit the data - which I don't want to do due to the loss of Science Points - I don't have to bring the rover home at all.  And I have to get beyond that line of thought before I undertake this.

    You can also make a very small rocket with a sample container and send it back while the rover stays. With a sample container, a hecs probe core, a oscarB tank, and a couple ant engines, you can make a vehicle that's perfectly capable of bringing back science from the mun or minmus. you don't even need parachutes, you rocket brake and it saves some weight on a thing that small.

  2. 8 hours ago, Klapaucius said:

    Wow, actually it is quite cool to see this necromancy happening.  It reminded me how far I have come.  Interestingly, I just did an advanced course in my outdoors passion, whitewater kayaking, and I was thinking the same about that--how far I have come.   And yet, I still have a lot to learn in both KSP and kayaking.

    when i saw the date on the first post and the necromancy i thought, this guy is already done with his community kids, he's not going to need ksp any longer, he probably forgot about it all completely.

    instead, you are still playing ksp. i wonder if by now there are also some more of your other kids here

  3. I can't be bothered to learn take off and landings properly. I find doing them slowly and safely too boring and not entertaining enough, so I always push things to the limit. And I crash often enough. I don't even conceive the idea of playing without saving the game often.

    I grossly overestimate what I can do with my deltaV budget. I also tend to be overly optimistic regarding deltaV savings on manuevers, aerobraking, gravity assists. And time spent. I am successful at managing such an economy just often enough that it reinforces the belief for all the other times when I cannot.

    I tend to put huge, heavy, superfluous things for the art, like extra labs or additional crew cabins. then I get all stingy trying to reduce mass for amenities like landing legs, ladders, attitude control, thrust, parachutes and thermal shields (those, i generally skip entirely).

    I hate spaceplanes. Yet I spent a lot of time designing them (i had a mission that needed a spaceplane design, unfortunately).

    I hate Dres, and I especially hate driving rovers on Dres. Yet I brough a rover to Dres on at least two separate occasions (then again, at least the first is justified because how would I learn that Dres is bad for rovers until I actually bring one there?)

  4. Part 4: Dream even bigger

    Brute force solves all problems. If you're failing to solve a problem with brute force, you're not using enough of it.

    Here I attempt to tackle the radiation problem by adding some 1200 tons and 150 parts to a ship that was already ludicrously big to start with, besides fixing several minor inconveniences. In the end, the new, improved DREAM BIG is ready for its voyage (again)

    wAuFml7.png

    Spoiler

    So, as I decided I'd remake the ship and fix all those small problems I found, I still was uncertain about radiations. Those are the main killer. What can I do? Swap the crew? I'm not even sure that will be enough! Make a small ship with ion engines and a crapton of xenon to reach everywhere in months? That would be much less spectacular. Trick the game? That would be cheating! Lowering the difficulty? That would also be cheating! But what can I do? The game gives me two ways to deal with radiations: shielding and active shields. I already have the most shielding I can, and it blocks 90% of radiations. As for active shields, I already have 9. Each one blocks 0.04 rad/h, a solar storm averages 5 rad/h, it would take 120 active shields to protect from that! I can't carry 120 active shields!

    ....

    Wait, why not?

    Those things would add some 350 tons of dry weight. This ship already weights 3600 tons, 1000 of dry weight. 350 wouldn't be that much. And if I worry about losing deltaV, since I'm there I may also add a couple more S4 big tanks. It would not be cheating, it would be spectacular, it would work. Let's do that.

    So here's the new Home mothership

    rwoapCN.png

    The main change is, of course, the addition of 120 active shields and 2 big tanks. I am a bit sorry I had to block windows from the crew compartments; then again, one of the many plans real space agencies are making is to make a similar arrangment, and use the fuel as radiation shielding. Now it makes me feel extra safe. Yep, nothing like being surrounded by 3000 tons of explosive chemicals to feel safe!

    But there was another problem with shielding. Even though i had maximized it everywhere, the resources tab still showed it lacking. Eventually I discovered the problem in the gravity rings; they have shielding, but it cannot be added from the VAB. I fixed that by editing the file.

    Since I was there, I took the chance for other small works. I moved around the antennas in a position I liked better. I had to move around the docking ports, since they would not fit anymore in their old places. I reduced the number of radiators, as they weren't needed. I added a couple of sentinel telescopes, I will include asteroids as possible refueling destinations. I added some chemical plants to make monopropellant, now I don't have to worry about running out.

    owaUS2s.png

    I used the base of the big tanks to add two more engine packs. Now I have 20 wolfhounds, resulting in better redundancy and thrust. I also swapped out the two standalones to put in two rhinos: the rhinos have high thrust while still keeping a decent Isp. I lose some fuel efficiency, but I gain a lot in correction manuevers. And if I don't need high thrust, I can shut them down. I also moved the small docking ports on the bottom of the craft, they work very well and the whole ensemble is less cluttered. I fixed the RCS system, now I have 4 Vernor pointing in each direction. This makes Home surprisingly manueverable, for its size.

    Finally, I moved back the rear cupola to better admire the rocket packs in action. It was a very good idea

    yA0hWEZ.png

    RNdryyr.png

    i7ADE04.png

    I didn't want to invent yet another launch vehicle by adding even more mammoths to the launcher, strapped in even more unlikely ways. I added a couple engines, but I also decided to use more the ship's own fuel. If I must refuel it with a mission, I may as well plan around it. Launch was great

    O1qcyT0.png

    oWadwhX.png

    And I also confirmed that yes, that launcher still works even if one engine explodes

    As for the rest of DREAM BIG...

    P2KCNuV.png

    I fixed the drills on the Diggers. Now they are correctly for water and nitrogen (not shown in the picture, only Digger 1 and Digger 2 have those). I removed the broken stepladders. And I added a small docking port as shown in the picture (those only on Digger 3 and Digger 4). This allows me to couple with the last stage of FU Eve (I wonder if I should give it a different name after it comes back from Eve and is ready for Laythe) without having to carry an adapter to change from medium to small clamp-o-tron. I placed the docking port there because it will keep the FU Eve parallel to the Digger's body and not too far from its center of mass, as to minimize instability problems.

    8j9Jc6j.png

    I added two engines to the Dolphin escape pods, including extra solar panel to work them far from Kerbol, and I decided to use some of the huge gas tanks offered by kerbalism for the xenon, mostly to save some parts count (everything that can help my poor CPU is welcome). I also removed the radiators, they're only needed inside Moho orbit, and I'm not going there.

    GpCt29e.png

    I added some separators for jettisoning used parachutes. I pulled back the wings, and I added some more. Will that be enough to stabilize the rocket? But most important, why didn't I think to include the airbrakes in the jettisoned part?

    FSe6RuI.png

    I actually tested the Tylo stage, something I didn't do the previous time. And of course, it was all faulty. Good thing I thought about it.

    First, it had too little thrust. I started the braking manuever in a 45 km orbit, and I crashed on the ground. I could have probably survived starting the braking from even higher up, but why not add a couple rockets? I lose 100 m/s of deltaV for their weight, which is vastly compensated by the more efficient manuever.

    So, during the last part of descent, the upper tank is removed, and the sepratrons push it away from the main ship - a lesson I sorely learned from my first Tylo landing attempt, back with the Marco Polonium, when I was destroied by my own spent fuel tank. Except, those sepratrons weren't making their job. Because, with symmetry, they were pushing in opposite directions, and thus were merely spinning the tank. It still fell back over my lander. I fixed that, now they correctly push the tank away.

    Then I landed, and after bouncing a couple of times, I flipped. Or sometimes I broke something. So I realized I needed landing legs. While at it, I also realized a 4k battery for this tiny ship is way overkill, especially when I also have a fuel cell, so I used a small battery to save some weight.

    Finally, just as I thought I was done, I had a sudden realization, something that already came close to costing me the mission when I was using the Flying Christmas Tree: the ladder!

    I'm used to just use the jetpack to get in and out of small landers, and I never remember that on Tylo it won't lift me! I certainly dodged a bullet there; can you imagine if after a month of playing I finally reached Tylo, and there I was unable to plant a flag because I had no ladder to return to the ship? Well, in this case I'd have probably cheated some with altF12. Still, better to have the ladder.

    DFtnGOI.png

    As for the Trucker Moho stage, I added four more engines, and I filled the xenon tanks entirely. Now with 25 km/s I really should have enough to deal even with Moho. I also added some small radiators, they weren't necessary but it just feels wrong to go so close to the sun without them.

    Assembling the ship in orbit was once again made complicated by strange krakens

    EXoQTxA.png

    The flat-earthers may try to use this to argue that planets are not spherical; they appear to be some kind of hyperboloid instead

    Co3hyt0.png

    And here I simply forgot to autostrut one of the Diggers

    And after all was done, I finally discovered that I forgot the small docking ports and had to start again.

    I will be honest, I did use the cheats to speed up ship construction. I still launched the main ship, the only one who was changed enough to fly differently. The rest are 15 individual ships that must each be flown individually. And because DREAM BIG is so big, every time I come close the game stops several minutes for loading. And it lags badly. Instead I took my landers and stuck them on top of each other, so I could save on loading times. And multiple rendez-vous. And then I edited the save to refill the tanks.

    It still took half a day. After I already lost a day for forgetting the docking ports. I don't feel like there's anything wrong there. That's not cheating, there was no risk and no cost in those missions. I'd never cheat to help my mission. Here I am just skipping some boring parts. The first time I did launch every single mission, and it took 2 days to assemble the ship.

    EDIT: the additions bring up the cost by 7.7 millions, to 19.4 millions. High quality active shields are 56k each

  5. 11 hours ago, Popestar said:

    Well, any kind of base.  How do you get the rovers to the Mun, really?

    no different than how you get anything else. basically, strap some wheels on your lander and you have a rover. or, rather, build your space station module, attach a rocket to it (possibly in a sky crane fashion if you want to get rid of it later) and some wheels, and land it on the mun just like a regular lander.

  6. 1 hour ago, jimmymcgoochie said:

    @king of nowhereyou do realise those shields use a considerable amount of power? 120 of them would require a nuclear reactor to run them all as (if I remember the numbers correctly) each one needs ~4EC/s to run so you’d be looking at 500EC/s for them, or the combined output of 22 Gigantors at Kerbin, so utterly impractical anywhere further out.

    I suggest you use some Hitchhiker cans which have radiation detox units in them and so can ‘cure’ radiation exposure for some power and extra oxygen use, plus they have TVs which can help with stress; those modules only work for Kerbals inside them though.

      Hide contents

    I’ve never actually seen either the TV or RDU having an effect on Kerbals so can’t say for sure that they both work as advertised. Letting your Kerbals get over stressed just means each one will break something when they hit 100% and if they start crippling engines or life support modules you’ll be in big trouble pretty quickly.

     

    for the energy cost, I have 64 gigantors on the main ship alone. plus 4 fuel cells packs. plus additional fuel cells on all the shuttles. and I can shut down the greenhouses during the storms, and I only need to keep it up for a couple hours. perhaps i won't be able to sustain the shield around jool, but i will definitely be able to keep it up at least until dres. And then it will still cover me most of the way towards jool. only close to jool i may have to shut down a few of the units after a while, in which case the shield is still helping. and at jool i'll be proctected by the magnetosphere

    for the hitchicker, i have them, and i haven't seen any effect from them. i had one kerbal inside one of those, and i didn't notice anything different. also, greenhsouses should give bonus to morale with plants, but they don't. the game is still telling me i have no plants. so, not everything in the mod is flawless. it may be the mod malfunctioning.

    as for stress, i have 12 kerbonauts, so I am looking at 12 accidents. of those, more than half will be fixable. and aside from a critical failure of the engine of the FU Eve lander, there is absolutely nothing that will hinder me. i have 32 greenhouses, each one of them has pressure control, and a good dozen other habitats, each with life support, and all the shuttles with 2 to 4 redundant life supports. I have 64 solar panels. The new version has 22 engines (and if i somehow were to lose them all, i could couple a Digger in front and use its engines to push). I can take some pieces breaking. especially because, unless the hitchhiker somehow works, there's no way i can avoid it.

  7. 7 hours ago, Yosir the Joolian said:

    What about using a bunch of Aldrin Cycler-esque designs which go between the different planets?  For example, you could have one that goes between Kerbin and Duna, say with a crew of 8 (although the ship would need to support 16 for safety reasons). When the ship first arrives at Duna, the crew would land at a prebuilt base, and any existing crew would be picked up from the surface to take back to Kerbin. Then, back at Kerbin, a crew shuttle would be sent up to the cycler, where the crew from Duna would return home and a new crew could head towards Duna. Then, at Duna, depending on the transfer windows, you could have another cycler going from Duna to wherever works best next (say Dres). A few of the crew from the Kerbin-Duna cycler could wait on Duna until the Duna-Dres Cycler makes it to Duna, and then board that cycler to land on Dres. It would take a bunch of surface bases and giant ships, but I think it would avoid a lot of the stress problems and a lot of the problems with solar storms, since the crew would mostly be on the surface of different bodies.

    Do astronauts not get stressed if they are on the ground, even another planet? I don't know those fine nuances of kerbalism.

    anyway, cyclers won't help me with radiations. and finding a proper orbit for them would be a nightmare. and i'm not even sure how well they would survive space. i built enough redundancies on the DREAM BIG that i am confident it will last decades. but if i make cyclers, either i make each one of those as big and complex as the DREAM BIG, or i risk them breaking up after a while

    4 hours ago, jimmymcgoochie said:

    Check your Kerbalism settings and turn the solar flare frequency down- as in way down- as IIRC Kerbalism has a bug in it which makes solar flares far too common and will irradiate your crew pretty quickly. You could also try turning the ship so the engines point at the sun which provides some measure of shielding to the crew compartments, then switch away from the ship during your travels so the game thinks it’s still pointing that way.

    does turning a ship really helps against radiation? again, those fine nuances aren't written anywhere.

    since you guys seem to know stuff, i take the chance to ask: do anything drastic happens when stress reaches 100%? because if the only problem is some extra stuff breaking up, i may be able to make it.

    as for reducing the frequency of flares - and indeed, they are too frequent - it still would feel like watering down the challenge. anyway, i decided to tackle the radiation problem by brute force. a solar storm is on average 5 rad/h. an active shield prevents 0.04 rad/h. so some 120 active shields would negate a solar storm completely. they weight 300 tons, but I figured my ship was already 3600 tons, it wouldn't matter all that much.

  8. Part 3: False starts

    No matter how extensive the testing, upon actually performing a mission you will always realize you were missing something. Here I reach Eve, Gilly, Moho before realizing I have to reload all the way to the beginning. DREAM BIG performs nicely, but the flight plan is faulty.

    RGiNQsT.png

    the DREAM BIG is about to explode during an overly optimistic attempt to aerobrake at Duna

    Spoiler

    I should have expected something to go wrong. I didn't because I had absolute faith in my ship and all the testing I did there.

    In fact, the problem was not the ship. The problem is, I've never been to Eve and Moho before.

    It's very strange. I've done multiple Jool 5, I've launched missions past Eeloo's orbit, I raced thousands of kilometers on rovers, I even landed on Dres three times. But never Eve and Moho.

    I actually launched a lot of missions to Eve back when I was playing a career; but I got bored of the career after about 200 days (after I had missions to every single planet, 13 million funds, and I just had to wait for everything to arrive). So, none of my missions actually went to Eve. And they all had ISRU for Gilly anyway; it's a lot easier if you can refuel at Gilly. And I spent a month testing an attempt at SSTO, which ultimately failed, but in all this time I was flying on Eve but I didn't get there. I also had a giant ship land there for a contract, but it had ISRU and it used rocket braking. And I stopped playing before it reached Eve anyway. Also, I didn't have to worry about radiations. Or about launching out of a window because your crew is slowly being killed and you don't have the luxury of waiting one year.

    Speaking of that, I didn't knew exactly what radiations would do. I assumed, since I was using the maximum shielding, and I had 9 active shields on my ship, and I was being careful to avoid radiation belts, that I would be fine. I took all possible precautions, no point worrying more. Well, wrong on both counts. But let's go with order.

    The travel starts with ill omens. On the very first day of flight, Jeb's stress value suddenly jumps to 2%, and he has a breakdown and smashes a radiator. Nothing an engineer can't fix, but c'mon, what the hell Jeb?!?! You're basically in a flying luxury resort, and you've been there less than 24 hours anyway!

    Besides this minor accident (which, if nothing else, proves that the ship can deal with accidents) I launch regularly. Instead of slowly raising my apoapsis with the low thrust main engines - a manuever that would leave me exposed for days to the radiation belts - I opt for using the big mammoth engines of the FU Eve to propel the ship quickly away from dangers.

    The trip took 200 days, mostly unremarkable. At least, nothing I can do anything about. But I keep seeing radiation symbols popping up. I eventually discover it's solar storms; they are almost once per week, and they got my crew to 20% radiation damage. Also, the crew stressed very easily; most of them are now past 30%. Despite, I repeat, living in what is basically a flying luxury resort. That's a lot of damage, for less than half a year. It seems my plans for a multi-year missions won't work after all?

    Well, if that is the case, I refuse to count it as a failure. A challenge is such if you can do something towards the result; you have an apparently insurmountable obstacle, but you can get creative and maybe the obstacle is not so insurmountable after all. However, if you cannot do anything, then there's no challenge, no sense to it all. And I already did all I could about radiations. Unless... I have 3 options about it:

    1) Rebuild the DREAM BIG and add 100 active shields to the ship. Those should be enough to negate solar storms. They'd also add 250 tons, which is some 25% of the ship's dry mass; actually feasible, if uncomfortable. And I can always add more tanks and engines.... The more I think, the more I am leaning in that direction. I could also very conveniently call it DREAM BIGGER. My main problem is with parts count getting even worse.

    2) Change crew. The DREAM BIG can survive decades; the crew cannot? Just make a fast shuttle, bring in a new crew at Duna, bring the old crew back. A bit clunky. The main problem is, I'm not sure I can do it reliably without getting anyone killed by radiations; I reached Duna after one year of total mission with 80% radiation poisoning on some crew members, I'm not sure they'd survive the trip back. Or the longer trip to Jool.

    3) Cheat. I discovered that radiation and stress damage only happens on the ship you're actively controlling. That's clearly not intended by the modders, and it would be cheating.... except that the whole crew dead in less than 2 years despite the best shielding available is also something that should not happen. Two wrongs don't make one right, but sometimes they cancel each other.... I'm definitely considering it. But it wold definitely hurt my bragging rights.

    EDIT: I later discovered that the mod keeps track of fuel tanks and other heavy parts offering radiation shielding, and that's how you would be supposed to survive solar storms, by pointing the heavy parts of your ship towards the sun to protect your crew. But I didn't knew at the time; it seems kerbalism has a discord channel as its main lobby, and asking questions in the thread here won't get many answers. /EDIT

     

    Then I reached Eve. I was, of course, in a very eccentric orbit, because circularizing around Eve would be too expensive. From there instead I went to Gilly with a 500 m/s manuever. I did so because I figured I'd be more protected from radiations (Eve's magnetosphere is too tiny unless I circularize, and if I did, I wouldn't have the fuel to leave). My plan was to wait around Eve, while the Moho stage did its trip.

    laIho0c.png

    The manuever to reach Gilly

    But this was a mistake. My elliptic orbit was already angled pretty well for reaching Duna. By going to Gilly and back, I spent a lot of fuel I didn't have to. I didn't even get much radiation protection, as far as the mod is concerned I only was in shadow of Gilly some 20% of the time. Most important, though, the correct course of action would have been to leave Eve for Duna after a couple of weeks, just the time for the Eve lander to do its tour. Duna and Eve were in the right position for a transfer, and the Moho stage can go back to Duna just like it can go back to Eve.

    I still had plenty of fuel, but it turned out, upon reaching Duna, that I didn't have enough to brake. I learned in the past that I can always aerobrake safely on Duna. I now learned that I can't do it when I have an intercept speed of 1500 m/s. I managed to slow it down to some 800 m/s with my remaining fuel - back in the day when I attempted this manuever with the Marco Polonium, it worked. Unfortunately, the DREAM BIG is larger and more fragile. The main ship could indeed survive the manuever with that intercept speed, but it lost all the gigantor solar panels.

    0MlsMkA.png

    Too much intercept speed, too little fuel

    But that would happen later. In the meantime, I sent out the Moho stage and I landed the FU Eve.

    lzvIzHY.png

    the main craft split threefold. In purple, DREAM BIG is heading for Gilly. In yellow, Trucker is preparing the first burn for Moho. In white, FU Eve and Digger 3 are gradually aerobraking

    Landing was harder than it was in the tests, because I started with more speed - I had to reduce it during several aerobraking passages, which I did while coupled with a Digger because FU Eve doesn't have enough life support on its own, nor does it have the deltaV to reach Gilly after orbiting. I managed, sort of. Getting away from Eve, instead, was much harder. Despite the giant wings on the bottom, my ship kept trying to flip. Perhaps it was the spent parachutes on top that I could not repack? Can't think of anything else, in the tests it was going great. Anyway, I should eliminate them after landing, they are extra weight. It took me some 20 tries before I figured out exactly how to take off from Eve. Yay! But if I can improve things, I will.

    xCNyhIV.png+

    Fu Eve coupled with Digger 3

    Ooq8n8v.png

    With 3 diggers, the DREAM BIG is asymmetric. After some trial and error, I align center of thrust with center of mass by shutting down two engines and shifting some fuel in the main tanks

    Nzx4BC6.png

    GYuLNWW.png

    Giuritto inspecting all the systems on board before separation

    nAQQB15.png

    HKgkg37.png

    lXACPfs.png

    hxNNyMC.png

    The various stages of descent, shedding the various parts. No pictures of ascent, I was too busy trying to steer the ship. Also, next time I'll try to do it in sunlight

    Meanwhile, since I was staying at Gilly for a couple of weeks, I decided to send the Diggers down to get some carbon dioxide through the molten regolith electrolysis, I was running low on it for the greenhouses. There I discovered several things:

    - I intended two of my Diggers to have small water and nitrogen drills. But all those drills were water! Granted, I should have plenty of nitrogen and ammonia and not need any for the whole mission, but being self sufficient would make me feel better.

    - I can't make monopropellant with the convert-o-tron. I still can make LF-Ox, but not monoprop. No idea why. Anyway, I need monopropellant for EVA, of which I need a lot to repair the spacecraft. Again, I should have enough for the whole trip (maybe -  not so clear cut as the nitrogen), and again, I'd feel better if I knew I could make more.

    - I missed a step on the ladder, so I cannot use it. I can fix it, or I can remove it for reduced part count. If I can make monopropellant again, there's no more reason to be stingy with EVA

    All small things, but all would make me wish I could go back to the workshop and fix them.

    RRAqUJv.png

    qpPngHx.png

    Some pictures from Gilly

    7BATsIn.png

    Wings 1 detaches from the DREAM BIG to collect science. The experiments will fail for practical reasons: they require low orbit, which on Gilly is below 6 km, and there are many peaks higher than that

    EJ99TiV.png

    This explosion was not caused by a mistake of navigation, but by a glitch of speeding up time. Low gravity meant I had the time to snap a picture while there were still enough debris around

    jXK2seh.png

    During this time I suffered a critical failure on Digger 3 engine. The possibility was well accounted for, it can still take off from Duna, and I have 3 extra

    QhbT1KP.png

    At some point I even tried to land the DREAM BIG to protect it from storms. It didn't work.

    The last nail, though, came from the Trucker Moho stage.

    - with 4 engines, it has an acceleration of 0.2 m/s. It needs some 7000 m/s to reach Moho outside of a perfect window, that makes it 10 hours of burn. Which I did with the game in background while I was reading a book, but anyway, adding some engines would be good. And same with the dolphins

    - Most dire, I packed 13 km/s thinking there's no way they would not suffice. It took 7 km/s to reach Moho, and Moho-Duna is another 7 km/s. Take away 1 km/s from a very optimistic aerobraking, it's still huge. 5 km/s of ejection burn. And it will be worse, with that low TWR. And my deltaV got reduced for being coupled with the Can lander. All this together meant the Trucker could not do its job and needed more fuel. Ouch.

    EDIT: Now that I have a lot more experience going to Moho, I can't believe how inefficient I was being here. My past self can be somewhat excused because the radiation clock was ticking /EDIT

    YokDxEw.png

    The Can couples with Trucker amid the other shuttles

    pKxhFO9.png

    As you can see, I start with two thirds of my fuel supply. Kerbalism provides some really big xenon containers, but I assumed it would be overkill filling them all.

    Really. I am piloting a 1200 parts, 3600 tons ship, and I worry about overkill for a couple tons of xenon. Of course it wasn't enough, and I did deserve that.

    The deltaV shown there, and in all other pictures, is obviously wildly inaccurate.

    xwV7OS3.png

    Some of the super expensive manuevers required

    Eventually, instead of trying to salvage the mission, I decided to go back to the very beginning and fix all those small problems I discovered along the way.

    Some may say that I should not have jumped straight away for the big target, that I should have learned the mod gradually. I'd reply that I learned it much better by going for the big target.

  9. I have another question:

    what happens when the stress level reach 100%?

    For every other indicator, the kerbal dies immediately. Stress doesn't kill immediately. On th eother hand, with the other parameters you are fine until you reach 100%, with stress you can get stress-induced accidents already from the very first day.

    is 100% stress simply a higher chance of accidents, or does something more drastic happens?

     

  10. After I split off the Moho stage while the main ship remained at Eve, the main ship was hit by no less than 3 solar storms. nothing happened to the moho stage.

    I wonder, is that coincidence, or the mod has some bias for giving more storms to the ship you're actually controlling?

  11. On 12/27/2020 at 2:24 PM, HansAcker said:

    You can set up actions on power low/high and sunlight/shadow events. I often use it to turn on fuel cells on low power, turn them off at high power and likewise with electrolysis on in sunlight, off in shadow.

    Note that at high time-warp rates, the latter won't work right on all vessels, though. Also, you'll eventually need to cycle through vessels to reset the dump-valves so that fuel cells continue dumping excess water and don't stop producing EC. It's where Kerbalism can get tedious when running long multi-mission games with a number of vessels in the background.

      Hide contents

    nVYh73k.jpgPhaLHyn.jpgsalG6T6.jpgdQ9BmqK.jpg

     

    ok, i got the hang of it, and i now set up my 4 mining vehicles properly to mine while they have energy, then shut down everything and activate fuel cells when they are low. i m not having any problem with dumping resources, the settings are saved.

    it took me a while to figure out how to do this. first i set cycles based on day and night, and i had interruptions i couldn't figure out, until i realized at a specific angle of the sun, my solar panels would shade each other. and i was just about to ask how to stop the continuous messages, when i discovered finally how to block them.

    i congratulate with the mod builders on this part

     

  12. On 12/22/2020 at 10:22 AM, Inker said:

    so I just updated to KSP 1.11 and i was making a space station when i clicked the engineers report it says hatches obstructed and when i try to eva in the launchpad i cant get out of the cupola there was nothing blocking it can someone pls tell me why this is happening

    post pictures please. maybe the kerbonaut is in some other module which is actually blocked. maybe there is something blocking the cupola that is not evident. without seeing, we cannot know

×
×
  • Create New...