Jump to content

cxg2827

Members
  • Posts

    973
  • Joined

  • Last visited

Everything posted by cxg2827

  1. Duna and Ike Departure Crew Roster: Asmund (Pilot) Bill (Engineer) Bob (Scientist) It is Year 10, Day 125. The crew take off on a Pegasus I and perform a rendezvous with the Duna-CTV in HEO. The command module has ~1,400m/s delta- V once in orbit, so rendezvous can be done fairly easily. A 610m/s periapsis kick is performed for the ejection to Duna. The DAV departs shortly after leaving, from a 130km circular orbit. They will both transit interplanetary space for 246 days before entering Duna's SOI. Ike Mission Once the CTV enters Duna's SOI, a capture maneuver is plotted that also creates an Ike intercept. This way 620m/s Delta-V is conserved compared to circularizing and completing the Duna segment first. The CTV then captures at Ike and rendezvous with the Ike lander, which remotely docks with one of the open docking ports on the CTV. The crew transfers to the lander, and depart for the surface. Year 11, Day 32. Mission time of 271 days, and the first steps are taken on Ike. Surface samples are obtained from 2 biomes, mystery goo and ionographer ground experiments are deployed. The crew stays for a few days before returning to the CTV in orbit and burn for Duna. Duna Mission the CTV performs a rendezvous with the DAV, which has captured in a 100km orbit several days earlier. The DAV undocks from the transfer stage and remotely docks to the CTV. After several orbits, the landing sight of the Mobile Habitat is in daylight and the Crew disembarks on the DAV. At this stage of the game, I have not installed the Trajectories mod, so previously a simulation in KRASH was performed to estimate the de-orbit burn to place the DAV close to the Mobile Habitat. The landing was sub-optimal as the burn was throttled back briefly after parachutes deployed. Throttle was restored to full and saved the landing, but touching the ground at 8m/s was too rough for the lander without any legs to cushion the impact and caused 2 of the airbrakes to get destroyed. Thankfully these are only needed for the descent Year 11, Day 118. Mission time of 357 days, and the first steps are taken on Duna. Insufficient Photovoltaics During the first night on the surface a planning error has caused the batteries to not operate for the full duration at night, and required systems to be shutdown for a 3 hour period before the next sunrise. What was found is that the Kerbalism planning tool showed 0.228ec/s used for all systems (scrubber, climatization, pressure control, comms, etc). However, what I missed was that the values was specific for when the craft was in daylight, and that the climatization power increased dramatically on the nightside due to colder conditions. The Kerbalism planner tool showed a power draw of 0.58ec/s in the shadows which estimated the battery runtime to about 4 hours. 7-8 hours or nighttime battery use is needed to sustain the mission, so now the original plan for a 300 day surface mission was now compromised. H2+O2 fuel cells were not designed into the DAV, so the only option was to complete the remainder of the stay via the Mobile Habitat. Mobile Expedition The Mobile Habitat Bon Voyage controller is activated to autonomously drive to the DAV landing site. This is monitored closely and changed to be manually driven back for the last 5 kilometers. With Bon Voyage, if you were to let the craft drive all the way to the target, there is a good chance that the craft will spawn inside the target and destroy both. The crew all transfers to the Mobile Habitat and spent several days driving across several biomes, with the plan to drive into the Trenches biome 200km away. As the crew approached the edge of the trenches, the terrain and steep conditions for driving seemed too risky to traverse and instead they turned back and returned to the DAV. In total 4 biomes were explored (Lowlands, Midlands, Craters, Highlands) with the farthest flag planted 160km from the landing site. Duna Departure With all samples and data transferred to the DAV, it ascends and returns to the CTV. They will remain in orbit for close to a year for the transfer window to open on Year 12, Day 100. During this time the samples will be analyzed in the CTV laboratory and transmitted back to Kerbin. Return to Kerbin With the Window to return to Kerbin now open, both the Lander Transfer Vehicle and the CTV perform burns for the return. Year 13, day 1 the CTV enters Kerbin SOI and performs a capture into an elliptical orbit. The crew departs on the Command Module near the apoapsis and execute a small burn for re-entry. Year 13, day 7. Mission time of 2 Years, 272 days the Crew safely land back on Kerbin. Financial and Scientific Results After completing the various contracts, the Space Program now has ~4.5million funds. Science obtained during this mission was enough to unlock a majority of tech for 5m rockets, and advancements in both the Nuclear power and propulsion branches, as well as Ion Propulsion . A new series of 5m Lifters are now in development. Duna and Ike Mission Video
  2. Mission Planning: Duna and Ike At this stage of the career, there is roughly 1.5 million funds available for spending and a majority of 3.75m diameter parts unlocked. LH2/Ox Cryogenic propulsion was chosen for the transfer vehicles, as nuclear on LH2 alone would need much more tanks to get similar delta-v. This also meant that there was much less LH2 to worry about for cryo cooling, so batteries and solar panels were enough to prevent boiloff and recharging of batteries from nightside use. The total mission cost is ~1,050,000, allowing a comfortable margin in the event of 2-3 failed launches. I recall one of the launches actually did fail midway through the ascent when a core stage engine failed, putting the craft into an uncontrollable spin. High Elliptical Orbit Staging I wanted to try an idea out that would help keep the craft size down. Using Mechjeb transfer planner, I plotted a transfer for a Duna which required 1,815m/s delta-v. Afterwards I deleted the node and placed a new one in the same location to be executed on the next orbit with a 1,200m/s delta-v burn. This way, on the date the transfer window opens, only an additional 615m/s delta-v will be needed to intercept. With the craft in High Elliptical Orbit (HEO) It can be re-fueled. On the return leg, similar can be performed to minimize the capture requirements. Overall 2,400m/s of Delta V can be shaved from the craft design . Mission Design The mission will utilize 4 vehicles: Crew Transfer Vehicle (CTV) Habitation and Laboratory. Mystery Goo, Materials Bay, "Porthole" Observation Window, and "Oculus" Remote Telescope included to farm science in Sun, Duna, and Ike Space. There is a Radiation Detoxification Unit (RDU) in one of the modules with space to cure a single kerbal. Command module will dock to the CTV and act as additional livable space, and a lifeboat in the event that the CTV cannot capture in Kerbin orbit. This contingency will allow the crew to return safely while the CTV is ejected back to a solar orbit. Supplies to sustain crew of 3 for 4 years, 294 days Duna Ascent Vehicle (DAV) Single stage craft that will act as habitation and return vehicle. Mystery Goo and Materials Bay for surface science. Solar cells for daytime recharging of battery banks, and a backup fuel cell. Supplies to sustain crew of 308 days Duna Mobile Habitat Rover to allow greater range of surface exploration, and more science from crew reports, EVA reports, and surface samples. Redundant pair of solar cells, in addition to redundant pair of fuel cells for nighttime power a pair of landing gear to help flip the rover back upright in the event of a rollover (tip assist!) Supplies to sustain crew of 3 for 19 days Ike Lander Reusing a majority of the design of the mobile habitat, this is fitted with LF/OX tanks, twitch engines, and RCS on booms for better control. Supplies to sustain crew of 3 for 10 days Orbital Assembly A total of 13 Launches were performed using the following vehicles. The fully fueled tank segments of the crew and lander transfer vehicles were between 44-55t, so those were required to be launched partially fueled. The DAV was also required to be launched partially fueled. Pegasus V Inspiration taken from the Ares V/SLS and shrunk down to a 3.75m form factor 32.5t payload capacity to 130km orbit Launches: Propulsion Module - CTV Inline Tank - CTV Propulsion Module - DAV Inline Tank - DAV DAV Pegasus V XLUS Extended Length Upper Stage variant Upper stage has more delta-v for smaller payloads, allowing the stage to be used for planetary transfers and captures Launches: Habitat Module - CTV Rendezvous with Transfer stage in HEO Ike Lander Direct Launch to Ike Duna Mobile Habitat Direct Launch to Duna Pegasus V - Tanker LH2/OX Tanker 3 Launches Pegasus I - Tanker Inspiration taken from the Ares I, but using a LF/OX first stage instead of an SRB 2 Launches for DAV top-off LF/OX Monoprop Orbital Assembly Video
  3. KSPCommunityFixes should resolve this. I experienced a similar issue where parts would begin to drift slightly on each reload or from a quicksave. Haven't had that issue since installing that mod
  4. Introduction I have owned KSP since v0.18 but never really sent crew past Minmus. I am not a fan of "tin can exploration" where the crew stays in a command capsule for months on end. So when Kerbalism came out it ticked off many boxes for game features the stock did not have, including life support, part failures, and crew stress. Coupled with Nertea's suite of Mods, it is a lot easier to make aesthetically pleasing crewed crafts. The JNSQ system's scale also feels a bit better for me, as the rockets are better proportioned and the increased challenge for reaching planets. I originally cut my teeth on Kerbalism and JNSQ on an earlier playthrough with BDB exploring some of the inner system (Duna, Ike, Dres, Gilly), but I wanted to try a fresh restart and attempt to design unique launch vehicles using restock/restock plus This mission report will solely focus on the crewed exploration aspect with detailing on the design approach for the mission architectures. The first few posts will be a bit retrospective as I have already completed the missions for the inner system. Career Goals and Mission Parameters This mission report begins after the Mun and Minmus have been mostly explored, and the tech tree has been unlocked enough to commit to a Duna/Ike mission Primary goal is to land a team of Kerbals on every body in the solar system and return to Kerbin. Science collection is factored into mission architecture for the inner system to maximize return and tech tree unlock, but will likely scale back for the outer system as the tech tree becomes complete Missions will be structured to explore all moons within the respective sphere of influence during the trip. Minimum crew of 3 for ground operations on planets/moons Jool and Lindor missions will be crewed by 6, and Nara will be a crew of 12 Cinematics are filmed from my career save without the use of quick save, so there will be bad landings and screwed up burns that require intervention to save the crew/mission. Game Settings and Self-Imposed Rules "Revert Flight" is disabled. Quicksave limited use for kraken attacks and "final descent simulation" for atmospheric bodies. Difficulty is a blend of Medium, Kerbalism obviously, and a modified Probes Before Crew install that scales back science returns. Pre-requisite of probe missions to all bodies to unlock K.R.A.S.H simulation tool for designing landers. Eve, Duna, Laythe, and Nara will require a pre-requisite probe to land on the surface and collect atmospheric Science. Mod List Full List in the spoiler but I am highlighting a few for major features that drive the mission designs: Kerbalism: Radiation, Life Support, Part Reliability, etc. Cryo Engines/Tanks: Cryogenic fuel and engines. Boil-off needs to be factored into designs Mandatory RCS: no more overpowered reaction wheels, RCS now a bit more important for maneuvering Prologue: Minmus Editing of the videos improves as the series will progress, but here the first video of a Minmus mission. The video gives a brief glimpse of how kerbalism changes the gameplay. Future videos will have more of a cinematic feel with less of the HUD in many of the clips.
  5. Finally landed and returned from Eve. That was quite a doozy to design for. Out of curiosity, anyone else who landed and returned from JNSQ Eve mind sharing pics of their crafts?
  6. @Killerbanana which ascent guidance setting are you using? I have found that "prime vector guidance" works best. I have had trouble before when I set the target periapsis to 90-100km, but I regularly use mechjeb now and launch to 130km. You might need to also experiment with booster pitchrate, but I have mine at 0.4 deg/s and this works with most all my launches.
  7. 2 day transfer to minmus is pretty quick. Looking at your trajectories for Mun and Minmus intercept, it looks like you are burning for short-transit instead of delta-v efficient. from my experience, a hohmann transfer to minmus is usually 7-8 days. A rocket with enough Delta-V to get into Mun orbit should also be able to reach Minmus typically. If you aren't already, use the included Delta-V chart they added with the mod as reference. For Minmus, i usually wait for the space center to be under the path of Minmus' orbit so I can launch into it's plane and not worry about the inclination change. This makes the transfer burn a little easier as well. I also recommend downloading PreciseNode, as this makes plotting transfers so much easier (I dont see it on your mod list).
  8. I like the design of your Explorer rocket. The only failure mod I have deal with is via kerbalism, and that does not have any failure modes for the fuel tanks, but I have encountered engine failures on several occasions. Similar to what you mentioned, I have designed most of my crewed vessels with multiple engines out of fear that a failure of the engine will strand/kill the crew. And with requiring life support there really isn't a possibility for a rescue. Good call on running several static fire tests.
  9. Video of my mission to Edna and Dak. Dak so far is my favorite to visit; Cool orbital view, and lots of variety in the surface.
  10. Awesome, looking forward to this! I'm in a similar boat as you, doing a full JNSQ crewed exploration playthrough but in career mode and with Kerbalism.
  11. My recent mission to Duna and Ike. Likely going to Edna/Dak next before Eve/Gilly.
  12. In the GameData\KerbalismConfig\System folder, you can edit the Reliability.cfg. all the parameters are in seconds, so to your point, a JNSQ 12h day will mean 1/2 time for MTBF. the easiest way will probably to do a CTRL+H find/replace for all of the settings with the values of 72576000 and 36288000 (doubling them or tweaking to your liking).
  13. I'm messing around with making videos. I've always wanted to land/return on every body in JNSQ, so we'll see if I can finally manage it this time around. As is tradition, first stop will be Duna.
  14. Getting my feet wet with making mission videos:
×
×
  • Create New...