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Posts posted by s_gamer101

  1. 16 hours ago, ravixbwo said:

    It's not possible if i use infinite fuel with cheat

    Remember that infinite fuel does not fill empty tanks, it just makes that the amount of fuel in the tanks doesn't decrease.

    If the tank is empty it isn't goning to work, even if you have infinite fuel activated.

  2. I'm playing KSP for a while now and I once did a trip to Eve and back, learning some stuff on the way. I see a lot of people struggling with Eve return missions and I noticed that I have a few tips that would be helpful for many of those people, so I decided to write a guide about it. If you see any errors in it, feel free to ping me.

    Who is this guide for?

    Before following this tutorial, you should have already done other manned interplanetary missions (with safe return to Kerbin) and you should be able to put a few hundred tons payload to LKO in a single launch.

    Useful mods:

    You might be able to complete the mission without these mods, but I highly recommend using them since it will make stuff easier.

    Where to start (and where to not start)

    The challenging part of the mission will be the journey from Eve's surface back to Kerbin and not the other way. You should begin by designing a vehicle that can get away from Eve's surface. Don't worry about landing on Eve yet. (We'll place parachutes, landing legs and heat shields on decouplers and eject it all after landing on Eve.) For now, just pretend the KSC is located on Eve and you want to design a rocket for a one-way trip to Kerbin (or just to Eve's orbit if you want to do an Apollo style mission). You can do test flights from Eve's surface by teleporting your vessel to Eve using HyperEdit or the cheat menu and hit "Revert Flight" afterwards.

    Important: Do not start dealing with how to land on Eve before you're completely sure that your vehicle can get away from Eve, otherwise you'll probably waste time designing a landing system for a ship that doesn't work.

    Apollo style makes lander design much easier since you'll have to carry much less mass from Eve's surface to Eve's orbit, but it is possible to do it without Apollo style (I did this myself).

    Vehicle design

    You can refer to the Community Delta-V Map for the delta-V requirements, but the delta-V readouts will not replace a test flight!

    The Wiki says the following about rocket engines at low altitudes on Eve:


    Because of Eve's high atmospheric pressure, rocket engines perform poorly at low altitudes. The engines best suited for low altitude use on Eve are the Aerospike, Vector, and Mammoth.

    However, I remember that this was already written on the wiki before the Making History DLC was released, so it could be possible that some engines from this DLC are also well-suited, but I haven't done further research in this direction. I decided to use the Vector engine because my vehicle quickly became quite big and therefore needed a lot of trust and the Vectors are more compact than the Mammoth. Just pick the one that suits your design the most.

    For more efficiency you should use asparagus staging.

    Feel free to put the capsule under a fairing. You can later attach a command pod at the bottom (on a decoupler) and use crew transfer instead of ladders.

    How to land your vehicle on Eve

    For landing, we'll need to add a few stuff. Place it on decouplers so that you can dump it before taking off again. RCS Build Aid can display what the touchdown speed will be with the current ammount of parachutes. This may be helpful. Since your design is probably quite big, you'll want to use 10 meter heat shields. You can also clip multiple of them into each other if one isn't big enough.

    Large heart shields at the bottom will probably cause your lander to flip around during reentry because they act like a very big parachute and force your ship to face prograde. This will lead to your ship being destroyed by reentry heating. You can compensate this by adding even more heat shields at the top of your vessel. These won't serve as heat shields but they'll stabilize the vessel during reentry. If you still have problems, you can try if a prograde reentry works better since you have heatshields on both prograde and retrograde side.

    You'll have to drop the heat shields before touchdown. You may have to experiment a bit until you find a way to safely separate them.

    Don't forget to attach the landing legs on decouplers too. Eject them at the moment you ignite the engines for takeoff and you should be fine.

  3. Pretty sure you're dealing with some kind of a glitch here. Therefore I don't think the design of your base is the problem. I've had some weird issues with DarkMultiplayer. Maybe try if it happens in stock too. Also, I think this should go in the subforum for bugs with modded installs and not gameplay questions (you can ask a moderator to move your post, they can do that)

  4. Just now, JetGoFast said:

    I tried to fit heat shields in front of and in the middle of the wing but that seemingly does nothing.

    Heat shields in front of the wings? That doesn't sound like something I'd recommend, also because it adds a lot of drag (and your craft seems to already have a lot of drag). Maybe you should attempt another design.

  5. I think you won't get much science points for that anyway, because the impact speed influences the amount of science you get for it (if I remember correctly, feel free to correct me if I'm wrong) and impact speeds are usually quite slow in such a dense atmosphere.

    But maybe I'll try it, I think I still have a Grand Slam Seismometer on Eve from my manned Eve mission.

  6. On 4/5/2021 at 8:47 PM, WarpPrime said:

    1000 tons is the payload mass. I'm assuming that the CN Tower had no fuel in it (or had fuel, but is unused). Your payload (CN Tower) must weigh at least 1000 tons, least partcount (rocket included) wins! Good luck

    Well, actually it had lots of fuel in it and it was used during launch. And also, I didn't realize previously that part count matters here and my CN tower is very partheavy and threfore probably not suitable for this challenge. But maybe I'll submit something else later.

  7. I'm not sure if I understand correctly - Is 1000 ton the minimal launch mass or the payload mass?

    I once sent a 1:1 scale CN Tower replica to Minmus and the mass that I sent to LKO was about 2,7 kilotons (the remining fuel included). Would that be a valid submission to this challenge?

  8. Stock 1:1 Scale CN Tower Replica to Minmus


    This Mission was one of my submission for the "Providence" community project which was part of the Upsilon initiative. The tower's height is about 553 meters, like the real CN Tower.

    The lower part of the tower consists of fuel tanks and some other stuff. I filled the fuel tanks, then I just had to attach some detachable engines and RCS pods. It seems like this "confused" the game, causing wrong delta V readouts (I had way more dV than what was displayed). Luckily, the delta V readous from Kerbal Engineer Redux were still displaying correct values.KG6IqXB.png




    I reached orbit with only one stage, so it was technically an SSTO so far, but now I was almost out of fuel and I decoupled the Mammoth engines.

    Time to launch the refueler!


    Part count including launch vehicle: about 900 parts





    Docking a 600 parts vessel to a 900 parts vessel - There was a lag.


    TAC Fuel Balancer saved the day, because without it, I would have had to refuel tank by tank, clicking on every single one at least once and also worry about balancing the vessel and it would have taken forever.


    Park orbit around Minmus, ready to land.





    But for some reason, the tower was kind of... shaky. And for some reason, it was sliding accross the surface. I had to use almost all of the remaining fuel for the RCS to keep it in an upright position while waitig for it to stop sliding. It took a while until I figured out that it might be better to disable SAS. And it also took a while until it came to a stop then.


    Then it finally stoped sliding.


    Decoupling the RCS pods.



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