Speeding Mullet

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About Speeding Mullet

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    Shuttle Program Director

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  • Location Re-entering on an asteroid

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  1. Speeding Mullet

    Duna Outpost Mission Architecture Challenge

    Hi there! How's the shuttle challenge going Yep - I'm planning some off window high energy packets to Duna around the first window at this stage. Launching at day 310 you can still get a transfer to Duna for a reasonable Ejection Δv. I am however considering scrapping my fairing requirement, as to be honest the fairings do contribute unfairly to the weight of the module's. A good example is the Duna Navigator and Habitation packages. both have a weight of 35t without fairings, or 45t with fairings, which seems a little silly when I could plonk an inflatable heat shield on at a cost of 1.5t to do the same job. This would mean I'd be able to launch module 2 on around day 250 and just scrape into the very end of the launch window. EDIT - Bit of a redesign now occurring this weekend to shave some weight off where I can! SM
  2. Speeding Mullet

    Duna Outpost Mission Architecture Challenge

    The "Habitation module" that I showed in the post is a module destined for the second transfer window. As the NPM of my rocket is 45t, I can only boost 2 payloads to Duna in the first window - The fairings count for the total payload as I'm placing the requirement of aero-brakes around Duna require shrouded payloads (where as EDL doesn't as it won't incur visible re-entry heating) As a consequence I will definitely have to sacrifice a good portion of the 45t to propellant in the fist two modules to Duna as I won't have any IPT's available. A DAV, some supplies (I've decided to use Ore instead of a life support, because I just don't have time to work it out, and I am familiar with ore from the last time I did this challenge), a habitation package, and a Duna orbital platform module, as well a small DSN are likely features of the first two packages. I reckon only a crew of 4 on the first transfer window, but if I'm clever I might be able to squeeze 8 in there or more! The plan is for 16 total on the ground in the second Duna arrival, and nearly 50 by the 4th or 5th arrival. That's going to be a great group photo!! SM
  3. Speeding Mullet

    Duna Outpost Mission Architecture Challenge

    Still very time limited but I thought I would check in, as I have made some (if limited) progress. Most people that know me on these forums will understand that I design to death and love making things as neat and aesthetically pleasing as possible, as well as functional. I've upgraded my NPM to 45t which means I can launch less often, but there's a bit of a sweet spot to be had around here with some transfers occurring after the window, but without incurring too higher energy so won't be too highly penalised for launching extra packages slightly late. The Duna Navigator that will complete the Elcano is now packaged up and ready to fly. The package itself is highly controllable, with a fully fitted out entry, descent and landing module which will be common across almost all modules: The Habitation package features two modules, each made for a crew of 4. Bolted to the common EDL package, it is capable of performing multiple deep space maneuvers, as well as a whole EDL sequence. This means the IPT's can boost the modules on escape from Kerbin, and return if required to boost the next module away. The EDL system is so accurate that both modules will land safely within a few hundred meters of each other on the surface of Duna (I hope) and use the small retractable wheels to join together and negotiate a short path to flat land. Movement is certainly limited, so landing site selection is critical for the success of the missions. On the front of each habitation package are two deep space relays which will provide considerable communication and automated control capability from Kerbin to Duna orbit. Here it is all packaged up with the Common EDL module and ready for shipping: These are actually modules designed for later shipping to Duna around the second transfer window. The first window allows for two launches on my schedule, so economics of weight dictate that I launch Hole Shot Missions (HSM's) where the SLV will boost lighter weight packages with enough propellant to make the trip to Duna without the need for an IPT. A smaller initial base module, a DAV, and a couple of other things are in store for designing over the weekend. Lastly, and just for fun, and because I quite like it - Here's a packaged up module heading off for final checks before being put into launch ready storage: SM
  4. Speeding Mullet

    Duna Outpost Mission Architecture Challenge

    As promised here's a couple of shots of the Duna Navigator which I will be doing an Elcano circumnavigation of Duna with during my challenge entry. I think this is nearly final form, although weighing in at 28t with all tanks empty, I'm either going to have to find some efficiencies, or slightly increase my NPM to a shade over 30t so I can package it in fairings (not essential, but in the spirit of my rules regarding aerobraking around Duna I require it). It's a pretty capable machine, with ground tests on Kerbin showing stability at speeds over 90m/s. At the front end we have a communications blister, detailed survey scanner and cupola command centre, as well as 4 braking engines. Moving back down the land train, we have lower and upper decks. Lower decks are engineering, made up almost entirely of an ore processing module which will serve to refuel the main tanks as we circumnavigate. at the rear of the lower decks we also have 4 small engines to help the Duna Navigator up steep slopes, or when I get bored and want to go fast. As going fast is extremely risky, there is also a parachute braking system in place for when I go too large. On the top deck we have space for 1 in the cupola, followed by a twin sided airlock with access to balconies. Moving back we have a secondary command module with a capacity of 2, followed by a large extending habitation module with flat screens, sofas, a kitchen, and living spaces. Behind this we have a science module with capacity for a further 2. 4 Kerbals living in supreme comfort will be circumnavigating Duna in this machine. Let's hope it is up to the challenge! More to follow once finished SM
  5. Speeding Mullet

    Duna Outpost Mission Architecture Challenge

    I haven't had heaps of time to put to this in the last week, but I have moved forward with the basic design for my habitation modules and, more importantly, my Duna Elcano vehicle is now well developed and in final refinement iterations. As its by far the most complicated aspect of my mission (it needs to be user friendly and easy to drive in a complete circumnavigation) I'm spending a lot of time trying to get it right. I'll post some pictures later which are sure to impress. All it needs now is it's Descent entry and landing system integration and it's ready for warehousing in advance of the mission proper. SM
  6. Speeding Mullet

    Duna Outpost Mission Architecture Challenge

    I'm using Kerbal Planetary Base Systems, as stock base building (in the fashion I like to build) is all but broken due to autostruts on landing legs. It has a greenhouse (among lots of other modules), supports TAC and 7 other life support mods including kerbalism which I intend to use. It also gets around the autostrut landing leg / decoupled tractor to move modules issue by having it's own retractable wheel set that doesn't make your base look like wheel/leg spaghetti. SM
  7. Speeding Mullet

    Duna Outpost Mission Architecture Challenge

    Oh wow, that's so long ago I forgot it was a thing! With life support I've always wanted to try out Kerbalism. It models radiation, Van Allen belts, magnetosphere's, solar weather including coronal mass ejections as well as all the biological, psychological, and general environmental needs of the crew. You have to be careful about where you position yourself in space, be aware of temperature fluctuations and loads more. Looks to be pretty challenging compared to taking ore on the trip and allowing for the extra Delta V, but then I've never used a life support mod before! We will see if I go down that road. I've got so much experience building and connecting large structures on Duna now that I'm sure I will figure out the re-supply thing again . So much of this feels like playing for the first time again though. I mind blanked on quick save and load yesterday! Loving the objectives and achievements by the way. @Kerbolitto not to step on Death's toes, but to answer your question - You can launch the first rocket after 40 days with any payload you choose within the confines of your Standard Launch Vehicle's (SLV) nominal payload mass (NPM). Basically the largest weight your SLV can loft determines your NPM, but also how often you can launch. Bearing in mind that once designed your SLV is fixed and must be used for all launches, I would think about your mission cycle before deciding on what NPM your SLV will have. Or you could just wing it, it'll be heaps fun either way . SM
  8. Speeding Mullet

    Duna Outpost Mission Architecture Challenge

    I think I speak for all who completed this challenge between 2013 and 2015 when I say that I am extremely glad to see it refreshed. This post most definitely marks my intent to re-enter the world of KSP! For all who are reading this and want a challenge that will test you as much as any other out there and give KSP some game-play definition, I would highly recommend taking part - This is a true heritage challenge! First step for me is to mod up and do a LOT of thinking. Advice to anyone considering an entry to this is to do a little spread-sheeting. Feel free to check out my previous entry or any of @Death Engineering's or other peoples detailed entries. The old OP is a wealth of good information and guidance that could be relevant to this challenge. Undecided as to whether I am going to simulate life support or use a mod but the basics of what I would like to achieve are: 1) Enjoy myself. I'm not going for any particular score, just immersion as much as it is possible. 2) Develop an SLV and mission test by launching and assembling an LKO station in modules for staging crew on outbound and return legs. 3) Develop a space-plane to phase out the shuttle and act as a reliable and cheap crew transport to and from LKO. 4) Develop IPT and associated refuel module, DAV, Hole-shot missions, and all other associated space and ground exploration packages. 5) Use the architecture and ongoing mission to support an Elcano of Duna From there (assuming I make it) I would only make one suggestion for this thread, which for me was lacking in the last one: At day 800 or 1000 or somewhere after you first crew are likely to make it home I'd love to see the Kerbal Federation finish development of a second SLV which could be used to support Laythe Outpost Mission Architecture, either as a bolt on to this challenge, or separate and associated thread Great work bringing this one back from the boondocks!! Edit - I see you've also made a couple of changes like the days in that the first rocket is available for launch etc. SM
  9. This might bring me back to KSP. Bring me back Death Engineering!! Might get a head start on it SM
  10. Speeding Mullet

    Heritage Challenges [1 available for reboot]

    There's a couple on the front page available for re-boot, or you could go deep trawling in the bowels of the challenge forum to find one that really should be a heritage challenge. that was half the fun of OP'ing this page for me! Good luck, and thanks for picking this up! EDIT - There's also quite a lot of clean up required from previous posts on challenges to open and close / replace etc. SM
  11. Speeding Mullet

    Heritage Challenges [1 available for reboot]

    You are welcome to. The time commitment is probably an hour every other week, sometimes more sometimes less - Just to make sure the thread stays up to date as possible. If you can't afford that time then I would hesitate SM
  12. Speeding Mullet

    Heritage Challenges [1 available for reboot]

    Please see post directly above yours SM
  13. Speeding Mullet

    Heritage Challenges [1 available for reboot]

    Hi everyone, sorry for the (very) extended leave of absence. Have a lot going on and just have barely had any time to maintain things like this, let alone play games. I guess I also took a bit of a break from KSP altogether too, as I found I was going in design circles a lot and never getting anything off the ground. When that happens to me I know its time to let my creativity go somewhere else and take a break for a while! I'd like to play some more KSP every now and then. For that to work I can't really run challenges, or maintain pages like this. I would request that it un-stickies at this stage. If someone wants to take on the maintenance task, they could happily copypasta this thread and ask for a sticky on it Happy space voyages everyone. I might actually get round to updating to the latest version and making a few new ships soon! SM
  14. Speeding Mullet

    Heritage Challenges [1 available for reboot]

    Cracking challenge - OP updated and good luck SM
  15. Speeding Mullet

    Heritage Challenges [1 available for reboot]

    Cool, link here when you are up and running and I will edit the OP for you! SM