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  1. Ok I got the Dev MechJeb 2....when I get the "non Dev" build, PVG runs perfectly, but I do a little better with my classic ascent program...minus 100 to 200 DV !
  2. Y2, D187 to D213 - First crew at Minmus base Y2, D187 - After studying potential production supply chains, it was decided that the Midlands had more potential in the short-medium term. It had Minerals which could be converted into Fertilizer (more efficient than trying to make Supplies directly from Substrate and Water). Minerals, Metallic Ore, and Substrate could be refined, then combined into Material Kits, which are used to fill inflatable modules with equipment. Material Kits are also one component of Machinery (needed to keep resource converters running) and eventually being able to build and launch vessels from the shallow gravity well of Minmus instead of Kerbin. (The other component being Specialized Parts, but the resources for those were in another biome.) Castor Base had enough propellant for a short hop to a higher elevation, and so it was relocated near the edge of a plateau overlooking the Lesser Flats. Y2, D192 - A Red Dwarf 2-4L (which hasn't been launched in almost a year) launched Denebola 19, an autonomous double rescue of Leelorf and Megan Kerman in low Kerbin orbit. Y2, D194 - The Gemini 26 propellant depot, which had five docking ports for incoming and outgoing vessels, was launched to Minmus orbit. The Tejat 3 lander docked to it and refueled on Day 203. Later that day, Algieba 6 launched the first crew to live on Castor Base (Jebediah, Handorf, Bob), docking with the depot on Day 213. The crew transferred into Tejat 3 and landed less than 200 m away from Castor Base, deployed experiments, then entered the habitat. Systems were activated, including the small nuclear reactor keeping everything powered and the radiators that dissipated its heat, as the skycrane jettisoned and softly landed about a dozen meters away (it could be disassembled into Material Kits, but they would need storage for that). The next step was to increase the habitation space and provide a way for the crew to grow food.
  3. Adding shorter 1,25 m methane tanks as in the FL-T100 and 200 but with 0.5 and 1 ton methane. Very nice for small SSTO and make it easier to adjust how much extra methane you want. For an LKO SSTO you need much less than on an plane exploring Laythe and then return to orbit. Add an drain valve so you can drain exec oxygen or methane. You want to drain all exec oxygen then entering the atmosphere. Also useful then your interplanetary ships carry extra metalox for landers, but here engines works better as they add dv and trust.
  4. Wait. You went to laythe with a 100t payload? Did you record any of that? Would love to see it that must have been a pretty big transfer ship! I tried to make a ship with a 200 ton payload in ksp 2 the other day and my computer did NOT like that... i got 2 fps on the launchpad. It made me rage quit haha. In my duna mission in ksp 2 i used 4 stumpy medium hydrogen tanks soaking up all the heat. That went great! I'm glad we don't need heat shields there.
  5. I landed on duna last week without heat shields. I did use some fuel to slow down a bit. Maybe 200 m/s? I'm not sure though. Just enough to not burn the craft to a cinder haha I noticed that the heat model in ksp 2 is less forgiving than in ksp1. I once travelled to duna in 120 hours and used aerobreaking to land (in ksp1). I don't recall the exact speed I entered the atmosphere...but it sure was at ludicrous speed haha. In this case I did use a heat shield, but hardly any ablator was used! I don't know if I could do this in ksp 2 though haha. I should try!! I made a small video of the mission if you're interested.
  6. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Ryzen 5 5600X | GPU: Nvidia RTX 4060 | RAM: 32GB DDR4 Severity: High - soft crash. Tou can't Launch, random buttons stop working, after exiting to menu you won't be able to load or start new game. Frequency: Reproducable Description: Create new vessel. Start with Mk1 Command Pod. Attach TVR-200 below it. Rotate the camera te the left 90 deg, so you can see door with #04. Using 2x symmetry (pressed X once) attach FL-T200 to the LEFT node (marked on SS). Still using same symmetry copy fragment of the vessel below Command Pod (TVR-200 and two FL-T200s). Rotate fragment 90 deg (pressed E once) and attach under the LEFT FL-T200 (marked on SS). Still using same symmetry add LPS-250 to the CLOSER RIGHT FL-T200 (marked on SS). Your vessel should look like on the screenshot. Using wing shape menu change wing span to something like 0.15. With wing shape menu still visible, save the vessel. Launch. Revert to VAB. Using wing shape menu change wing span to something like 0.18. With wing shape menu still visible, save the vessel (overwrite). Save menu should still be visible - that's the sign you reproduced it. Enjoy. Launch doesn't work anymore, cannot edit the craft. Most buttons don't work. If you exit to menu, you cannot create new game, loading a game will get you stuck in loading screen. A lot more stuff probably happens, but i did not try most options. If you press CTRL+Z and CTRL+Y to "reload" corrupted craft after step 16, you can grab the FL-T200 with the "original" wing and try to reattach it. You will get "VAB/Messages/IvalidSymmetryAttach". That's the simplest craft I tried to reproduce the bug. Seems like it works only when you attach the wing to the part that was created by symmetry, so directions in the guide are important. To open the wing shape menu I was using the "original" wing, not the one created by symmetry but i don't know if it matters. The bug was also present in v0.2.0. Video evidence of reproduction steps above: SoftCrash.mp4 Included Attachments: .ipsImage { width: 900px !important; }
  7. My issue isn't that there is a restriction. My issue is that it's too restrictive. Sorry, but not all of us are adept or even capable of designing airplanes. I've got 1000+ hours in KSP1, and more than 200 in KSP2, and I can't build a craft to fly in the atmosphere for 2 minutes. Now go tell a new player to do that. Make it less restrictive. The amount of time it takes is too long.
  8. Ok finally done with Duna landings, well has one left at the monument and just radiation readings so unmanned and waiting with is as seriously bored of landing on Duna. Now as most of the "dry" mass of the Duna ship was metalox 32 ton for lander, lander took 5 ton but I tended to only use 4 and lander was fully fueled so 8 landings who was the number needed. Now as the last landing will be unmanned it need less than 200 m/s to deorbit and land. but dropped fully loaded. Who left this with this. 10 km/s dV, lets get home fast Unfortunately its an bug in KSP 2, who messes up your trajectory if you leaves the sun SOI. But less than 80 days is decent from Duna, overtake the previous missions, the large nuclear engines rocks. Final trajectory. Might not be able to circulate at LEO but not like I will use this ship again having unlocked the big round tanks so probably drop capsule and aim for the mun. Also seen is the first Moho mission ship on eternal patrol, second going to Moho, the 300 ton lander for Duna, first Duna mission and in the back the 4 ships heading for Jool.
  9. new fanart lets go this time jeb makes the reentry profile a bit too shallow (-200 km or so) and they burn up in the atmosphere hilarious
  10. The final Gladiator SSTO of Milk Run 5 offloaded the last of the Refined Exotics, and returned to KSC. I now have more money than sense. Hooray! More upgrades for Mirage, specifically the LH2 storage tanks. Storage tanks completed and attached. Moved the solar arrays so they'd be less likely to interfere with the Orbital Assembly Space. I'll likely move them again when I get round to replacing the current reactor setup with something less silly. Another kit was brought up for orbital construction. Ran out of MaterialsKits halfway through, so I decided to install a much larger storage facility. It contained nothing on launch, so won't solve the stalled construction by itself. I needed further resupply missions for that. Construction complete! Based on the Asgard but heavily modified, the Antelope IPFV is an interplanetary-capable propellant carrier. Its first mission will be heading out to Minmus, fillimng the tanks there, then returning to Mirage to fill the station's storage tanks. After that, I will likely send it to Duna alongside Basilisk at the next Duna transfer window. Then Leviathan won't have any resourcing concerns whatsoever. Big fuel tanks means a lot of fuel. I realised that the Manticore FTV was simply too small, and I needed to launch a higher capacity replacement. That vehicle, even mostly empty, ended up weighing 100 tons. I had to design a whole new booster to lift it. I learned from this landing that these landing legs are actually far better than the SpaceX-derived ones I usually use. Those would have no doubt exploded on landing, but these handle the heavy booster with no issues whatsoever. I've actually forgotten what I named this. I'd have to reopen KSP to find out. It has four Wolfhound engines, about the most efficient LFO orbital engines I could have used while retaining decent thrust. Despite its size, this vessel is actually quite easy to fly, even when full. It can fully fuel the Antelope in around four trips from Minmus' surface. I found that Sparrow's fuel storage wasn't quite sufficient. I will probably send another LFO tank. to increase the base's capacity. In other news, Wayfarer 4 reached the periapsis of its 200 day orbit of Jool, coming close enough to gather science in Near Jool space. I tried to lower the periapsis enough to scrape the atmosphere, but the instruments failed to function. I then found that I was having terrible lag after dropping below 200,000m, which continued even after the probe started rising again. According to Task Manager, the CPU core running KSP was going 100% at each of these lag spikes, so I'm not sure what exactly was going on. It's possible that the Volumetric Clouds mod was requiring a lot more processing power at Jool than it does anywhere else, due to the sheer size of the planet. Even Eve wasn't causing this kind of issue.
  11. Any capsule or probe has a range of 200Mm, but the communotron 16 and communotron 16-S antennas only have a range of 500Km. Shouldn't it be the other way around? As they stand now, communotron antennas are useless. Or I'm wrong? 500Km = 500,000 meters and 200Mm = 200,000,000 meters.
  12. Final Frontier kerbal individual merits current version: 1.10.0-3485 Sometimes it's hard to choose a kerbal for a mission because they are all the same... well, they differ in courage and stupidity but they have no history, no personal merits they have achieved. Do you remember who was the first kerbal in space? No? Ok, who was the first kerbal on Mun? Still no idea? The Final Frontier plugin will handle this for you. Each kerbal will get ribbons for extraordinary merits. And the number of missions flown (i.e. vessel recovered), total mission time and total EVA time is recorded, too. Download: Spacedock Spacedock direct link for KSP 1.1.3 Mirror: Curse For modders: Version 0.8.12 and later includes an api to reward ribbons from an external plugin. You will find an adapter class and an example here: FinalFrontierAdapter Planet Packs (for use in 0.6.0 or later): PFCE: Download Kerbol Expanded: Download (WIP, last update 02.01.2015) Ribbon Packs (for use in 0.9.1 or later): RANKS and MILITARY RANKS FOR KERBALS (Base ID 1000) by Araym Expedition/Rank Ribbon Packs (Base ID 8000) bySmarterThanMe Armed Forces Ranks (Base ID 3000) by Shadriss If you want to create your own ribbon pack feel free to do so. But you should use IDs other than in the ribbon packs above. Just set the BASE in the config file to some other number and keep in mind that every ribbon must get an unique ID. (Screenshot of my development copy and not from a real game) To open the Final Frontier Hall of Fame window just click on the button labeled "FF" in the toolbar or press LEFTALT-F (hardcoded at the moment, so it's not assignable to another key). If you are using the stock toolbar you will find some kind of award icon. To browse all available ribbons just press the "Ribbons" button on the right of the hall of fame. Currently the following ribbons are awarded to kerbals: Orbit around a celestial body (including Kerbin) Landing on a celestial body (including Kerbin – kerbals do reward even simple tasks, because most of the time they fail...) EVA in around a celestial body without a stable orbit (including Kerbin) EVA in an orbit around a celestial body (including Kerbin) EVA on a celestial body (including Kerbin – let's hope they will survive...) Docking around a celestial body (including Kerbin) Collision in a vessel Dangerous EVA while not on ground and not in a stable orbit Get into a Kerbin orbit in less than 200, 150 or 120 seconds Accumulated mission time of at least 5, 20, 50, 100, 500, 2000 or 5000 days (20, 80, 200, 400, 2000 or 20000 kerbin days) A return from single mission that lasted for at least 20, 50, 125, 500 oe 2000 days (80, 200, 500, 2000, or 8000 kerbin days) At least 5, 20 or 50 missions flown (i.e. vessel recovered) Done a splashdown landing First kerbal in space A ribbon for entering the sphere of influence of a celestial body (new in 0.2.2) Planting flags on celestial bodies Launching with solid fuel boosters of 10%, 20%, or 30% ship mass Achieved gee-force of 3, 4, 5, 6,..., 17 or 18 g Entering the deep athmosphere of Jool Orbiting the Sun at half or less the distance of Moho Moving a vehicle (hopefully a rover) on the surface of a celestial body Crew member of a heavy vehicle of at least 250, 500, 750, 1000, 1500, 2000 or 4000 tons Launching a heavy vehicle of at least 250, 500, 750, 1000, 1500, 2000 or 4000 (!) tons Landing a heavy vehicle of at least 250, 500, 750, 1000, 1500, 2000 or 4000 (puh!) tons Ribbons for 1h, 2h, 6h, 12h, 24h, 48h, 96h and 192h in EVA Ribbons for flying a vessel at Mach 3, 4, 5, 6, 8, 10, 15 below 20,000m in Kerbin atmosphere (0.4.1 and later) Ribbons for EVA Endurance, i.e. a single EVA of at least 20, 30, 40, 50, 60, 90, 120, 180, 240 or 300 minutes. Ribbons for entering atmosphere of Eve, Duna, Jool,... A Ribbon for entering the sphere of influence of all celestial bodies (Grant Tour ribbon) A Ribbon for entering the sphere of influence of all moons of Jool (Jool Tour ribbon) Ribbons for completing contracts Ribbons achieving research (while in a mission) Ribbons for first completed mission as an engineer, pilot or scientist Ribbons for altitude, distance, speed and depth records A Ribbon for entering deep space beyond Eeloo (or whatever outermost planet may exist) Ribbons for landing in polar regions Ribbons for landing at high elevations on kerbin Ribbons for landing with less than 5% or 1% liquid fuel More than 500 ribbons in total! If a kerbal is the first one rewarded with a celestial ribbon, he will get the "First kerbal" ribbon of that kind (for example "First kerbal in orbit around Kerbin "). Some ribbons replace some others when earned. For example: The ribbon for EVA in an orbit around a celestial body replaces the ribbon for EVA around the same body without a stable orbit. The ribbon for 20 missions flown replaces the ribbon for 5 missions, etc. A tooltip gives a short description for each awarded ribbon. The ribbon graphics are inspired by the ribbons created by Unistrut (view this thread). But unfortunately I still do not have his permission to include his ribbon graphics into Final Frontier so I have created my own set of ribbons. They are using the same color and sometimes similar graphics (so they will look similar). If Unistrut will give his permission to use his ribbons, I will include them in a modified form with better graphics than mine. Some of the custom ribbons are created by SmarterThanMe and nothke and are used with their permission. Update: I finally got the permission to use the ribbons from Unistrut. But why is it called "Final Frontier"? Well, I'm quite surprised that nobody is asking, but I will try to explain it anyway. I was thinking about this plugin since the personal achievement mod by blizzy78. I liked the idea in general but in a sandbox game achievements for the player doesn't mean to much to me (but this is a personal opinion of course). Unfortunately I'm a Java/C++ programmer and C# is quite new for me, so time and missing skills/experience delayed the implementation until the first days of 2014. Then I decided to give it a try and created a small C# project for testing/learning the basics. The first decision to made was the name of the project. I do not exactly remember how I get the idea for the name, but I searched a bit in Youtube, Google and well, perhaps there was a replay of Star Trek in TV. I really don't know how I got the name, but I created a project "Final Frontier" and so it begun. And I don't like to change the name of a project afterwards without a specific reason. Installation: Important! Please read if you have trouble with Final Frontier. Just unzip the archive into the KSP folder. Don't move the FinalFrontier folder, it should be nested in the folder GameData/Nereid. If you are already using the toolbar you don't have to extract the toolbar folder. Do not change the installation path! Final Frontier must reside under GameData/Nereid Compatibility: Final Frontier should be compatible with most mods. There is one important exclusion from this rule: Mods that are changing names of celestial bodies or add new celestial bodies will cause trouble. All releases from 0.6.0 and later can handle the altering of celestial bodies. There is still one exclusion: All celestial bodies must have unique names. To get ribbons for new celestial bodies, you must install a planet pack (see above). Changelog: 0.7.15-1047: Fix for missing button in blizzys toolbar 0.8.1-1282: Fix for lost ribbons bug 0.8.2-1285: minor bugs fixed 0.8.6-1370: fix for Contract Configurator compatibiliy 0.8.8-1410: Update for KSP 1.0.5 0.8.9-1414: new custom ribbons from SmarterThanMe 0.8.13-1728: 7 new ribbons (includung deep space ribbon) support for external plugins that may award ribbons minor fixes 0.9.1-1749 support for user defined custom ribbons 0.9.3-1792 fix for not properly removed kerbals in hall of fame that were spawned by CC+ new ribbons: Lost And Found (untestet), Significant Contract, Exceptional Contract, Passenger Transport removed some uneccessary log spamming added optional logging of ribbons/achievements (to analyze incorrectly awarded ribbons; see last checkbox in config window) 0.9.4-1798 fix for Lost And Found ribbon and Passenger Transport ribbons (NREs in log) 0.9.5-1819 Minor fixes (if you do not enable the logging of ribbon awards you should be fine) Lost And Found ribbon disabled Reasearch ribbons tuned down a bit 0.9.6-1826 Fix for mission summary window 0.9.8-1882First North Polar Lander ribbon North Polar Lander ribbon First South Polar Lander ribbon South Polar Lander ribbon 5% Fuel Landing ribbon (only liquid fuel ist taken into account!) 1% Fuel Landing ribbon (only liquid fuel ist taken into account!) 1500m Mountain Lander ribbon 2000m Mountain Lander ribbon 2500m Mountain Lander ribbon 3000m Mountain Lander ribbon 3500m Mountain Lander ribbon 4000m Mountain Lander ribbon 1.0.2-2131 Update for KSP 1.1.0 1.0.3-2181 Update for KSP 1.1.2 Minor fixes (e.g. windows stay open in main menu) 1.0.4-2216 New First-Kerbal-In-Space and First-EVA-In-Space ribbons graphics by SmarfterThanMe Configurable hotkey 1.0.5-2223 correct URL for KSP-AVC no other changes 1.0.6-2301 Fix for Closer Solar Orbit ribbon and OPM 1.0.7-2319 Hotkey fixed (hopefully) 1.0.8-2443 no more 0%/5% Fuel Landing ribbons if a vessel is landing with deployed (or cut) parachutes logging of some keypresses to analyze the still not solved hotkey issue 1.0.9-2459 timestamps in log now in kerbin time, if enabled in KSP settings fix for FinalFrontierAdapter (kerbal type applicant now eligible for ribbon awards) hall of fame is now refreshed, if an applicant joins the crew roster 1.0.10-2467 Fix for hotkey issue (maybe) minor fix to prevent NRE 1.0.12-2505 Build for KSP 1.1.3 RSS compatibility 1.0.13-2539 Mountain Lander Ribbon for 4000m now superseedes 3500m fixed a typo in the description of the polar landing ribbons 1.2.1-2650 Build for KSP 1.2 1.2.3-2675 fix for the incorrect data in the mission summary window "show summary window" checkbox in config 1.2.4-2772 mission summary window only shown if crew recovered 1.2.5-2906 Fix for conflict with Contract Configurator 1.2.7-3080 KSP 1.2.2 (no significant changes) 1.3.1-3103 KSP 1.3.0 (no significant changes) 1.3.2-3155 no more science records for no science points earned low gravity landing ribbons 1.3.3-3172 KSP 1.3.1 logbook pages 1.3.5-3175 Rover ribbon no longer supersedes EVA ground ribbon 1.3.6-3189 Option to permanently disable ribbons in the Ribbon-Browser without tampering with the ribbon png files 1.4.0-3325 KSP 1.4.0 1.4.1-3335 KSP 1.4.1 1.4.2-3375 KSP 1.4.2 Fix for blurred ribbons in low quality settings 1.5.0-3380 KSP 1.5.1 1.5.1-3415 KSP 1.6.0 Squeezing of science points in hall of fame history (reduces data stored in save file) 1.5.3-3465 KSP 1.6.1 If a flight is reverted to EDITOR all ribbons are reverted too 1.8.0-3475 KSP 1.8.1 1.8.1-3479 Minor fix: sorting/statistics for ribbon count in hall of fame fixed 1.10.0-3485 KSP 1.10.0 The plugin is currently in some kind of alpha beta gamma stage. It works or at least I think it will work. But bugs may occur and don't try this plugin in a current game without a backup. And it its my first project in C#, so don't expect to much from the code . Kerbals are identified by their names. So don't add kerbals with the same name or Final Frontier will get confused. The plugin takes use of System.IO to store its data in the corresponding persistent.sfs of a game and its settings in GameData/FinalFrontier.dat. Release 0.8.x will do a scan for old save games in the saves folder and converts them upon permission by the user. There are no other write operations anywhere on the system. License: http://opensource.org/licenses/BSD-2-Clause Source is included in the zip archive. Final Frontier uses the toolbar created by blizzy78, see http://forum.kerbalspaceprogram.com/threads/60863-0-23-0-Toolbar-1-4-3-Common-API-for-draggable-resizable-buttons-toolbar. If you don't like the toolbar or just want to use the stock toolbar for Final Frontier disable the use of blizzys toolbar in the configuration dialog of Final Frontier. Bugs: Ike and dres ribbons are the same. (fixed in 0.4.20) Decoupling in orbit, leaving orbit and immediatly returning into orbit give Fast Orbit Ribbon (fixed in 0.5.4) A splashdown landing in water give Mach 10 Ribbon (fixed in 0.5.4) Typo" Grant Tour" instead of "Grand Tour" (fixed in 0.5.4) SOI ribbons (and maybe others too) are not awarded when in time acceleration (fixed in 0.5.6) Gee force ribbons don't work as intended if crew is changed in flight (still suspicious) Closer solar orbit ribbons don't work (fixed in 0.6.0) quickload may cause loss of ribbons (fixed in 0.6.3) Ribbons may get lost, after installing new mods (fixed in 0.8.1-1282) Kerbals may get cloned (fixed in 0.8.3-1361) mission summary incorrect in some cases (fixed in 0.9.6-1826)
  13. System Info KSP Version: KSP2 Build ID 10624168 Operating System and version: Windows 11 / Version 22H2 CPU and GPU models: AMD 5800X / NVIDIA RTX 3700 / 32GB RAM Mods Installed: None Description of the Bug Expected Behavior: Wing shouldn't be upside down when placed on "NCS 200" Observed Behavior: Wing is placed upside down when placed on "NCS 200" attached to the plane with mirror symmetry. This is specific to wing pieces and does not apply to stabilizers or control surfaces. Steps to Replicate: Open new workspace Build a plane in horizontal mode as shown in my recording using "NCS 200" and any wing part Fixes / Workarounds: Using stabilizer or control surface works as expected on "NCS 200" Recording of behavior: https://imgur.com/a/uKRTk2j
  14. Someone did here's the https://www.google.com/amp/s/www.technologyreview.com/2021/12/07/1041420/spacex-starship-rocket-solar-system-exploration/amp/Article, ( and there was a open letter by some people at NASA talking about using starship and that NASA need to start to dream big). Just to give an example: a deep space fully refueled V3 starship can give a 9KM/s DV to a 150 tons payload. And if that payload is a 15 tons probe, and 135 tons fuel with an engine with storable propellant that has 300 seconds of ISP, this gives the 15 tons probe 7 km/s, enough for a direct transfer and propulsive brake to Neptune. With a probe 20 times heavier than voyager. But transfer time with a Hohmann is 30 years to get there. If we could speed up and down 0.5km/s (1km/s total) the travel time get cut to 12 years, and we would probably still talk about a 10 ton probe. And numbers get even more stupid if we start to refuel starship to a tanker that is fully fueled on a highly hell optical orbit, like getting a 500 ton probe to Jupiter orbit, or 200 tons to orbit one of it's moon, all done with only propulsive method.
  15. Part 6: Need for Speed: Tylo Flying Christmas Tree 2 drops Tamarromobile on Tylo. It's a completely different experience than it was with Dancing Porcupine, with sustained speeds between 150 to 200 km/h. As Tylo is big, this piece of report only covers the first half. The second half of the circumnavigation is still underway. Two pictures to get a clear view of the western emisphere of Tylo. Flags are 90 km apart Meaning that between flags 10 and 11, as well as 15 to 16, I crossed 90 km in 28 minutes. It gives an average speed of 193 km/s (53.5 m/s, close to the maximum of the wheels at 58 m/s), but the time includes planting a flag. 6.1) I thought docking issues would be a thing of the past 6.2) Beautiful desolation 6.3) Mountains ahoy! 7.4) Bonus: Back to El camino de muerte
  16. https://historynewsnetwork.org/article/181681 800 km in diameter = 500 000 km2 = 0.5 mln km2. Earth land area = 140+ mln km2. Say, a half of the land is deserts and wastelands. So, you need ~150 x 10 Gt to eliminate the terrestrial life. Say, it's based on LiD and uses 238U for casing. Then it's ~50 000 t heavy in total, Together with propulsion and other, 200 000 t. Say, average density is ~1 t/m3, like for the known meganukes. Total volume ~200 000 m3. Centrifugal artificial gravity habitat safe radius = 100..200 m. A typical crewed ark cross-section area = pi * (100..200)2 = 30..120 * 103 m2. 200 000 / (30..120 * 103) ~ several meter length. So, the 150 x 10 Gt fit the mass-dimensional capability of a typical space ark (i.e. an interstellar genetration ship, or a mass rescue ship at the Earth, or a near-Mars orbital habitat), with a hundred-up-to-thousands crew and a fridge+incubator facility with frozen ravioli colonists. Just it is a ring of 10 Gt warheads instead of the artificial gravity ring. And their propulsion unit is absolutely the same. So, there is no problem to send three such ships in advance, before sending the colonists. It comes to the star of interest, calculates intervals of arrival (to let the warheads keep the safe distance from each other, and to let the planet of interest rotate and bring next hit point under the next warhead hit), and releases the warheads, without braking. The no-brake scheme is important. If the local biosphere is equipped with defense systems, it's much harder to intercept the incoming warheads, which are moving at the near-interstellar speed. After the 150 x 10 Gt near-space explosions, the landmass is totally burnt, so the local lifeforms are eliminated, the local ecological chains are broken, the local biosphere starts collapsing. Next, another crewless set of ships arrives and spreads the terrestrial grass, rodents, rabbits, cats, and wolves (consult with Australians, what they don't let to import, it's exactly what you should send). They eliminate the remains of the local biosphere, and form the Tier 1 of the terraforming. Several decades later, the fleet of colonial arks begins arriving, occupying the planet, and populating it with the correct set of lifeforms. By repeating this scheme on every next star system, you will successfully perform the interstellar extinction of the previous sapient species, and terraform entire galaxy. *** In case if somebody thinks, that it's a joke, no. It's absolutely the traditional historical way, how the things are being done. https://en.wikipedia.org/wiki/Slash-and-burn https://ru-m-wikipedia-org.translate.goog/wiki/Подсечно-огневое_земледелие?_x_tr_sl=ru&_x_tr_tl=en&_x_tr_hl=ru&_x_tr_pto=wapp "Slavic colonists are developing the eco-village on the burnt surface of Epsilon Eridani 5". (You can see the already terraformed areas at the background)
  17. I managed to get to Mun and Minmus and do the major science missions around those, but now I am stuck. I am down to two missions: the Duna discovery mission and the "Lil Chonker" mission. I can't seem to succeed in either. I have medium rockets unlocked, but can't seem to lift a 200 ton lander on Minmus and wondering if I need heavy to do that? Actually, that isn't true, I landed a 250 ton lander on Minmus and didn't get the credit. I am assuming it dropped below 200 tons when I finally landed. So I built a heavier one, but haven't been able to get it to minmus without just burning the extra fuel anyway due to the weight/thrust needed to get it off Kerbin. For Duna, I didn't seem to have enough fuel to land properly (chutes don't seem to work). So then I thought maybe I need to drop a rover or something, but realized I still need some sort of braking to land it safely. Maybe I just need to learn more about how to maximize burn efficiency to do either mission. Any advice? Finally, some feedback: I've run out of science and can't unlock more. I've tried to gather some from various biomes on Kerbin and Mun, but it feels tedious. Being newer to the game, I actually like the rails of the science progression. This coupled with the training center has made the game a lot more enjoyable for me. But now I just feel stuck. I wish there were more landmarks, or missions to send me to different parts (biomes or regions) with more purpose. Right now it just feels like I'm randomly trying to find science, which coupled with my frustration of Duna and Lil Chonker, got a bit tired of the game as a result.
  18. A person is a bag of water, so their hydrostatic pressure would balance with the outside pressure. It would be similar to deep-sea diving, without a hardsuit. The recreational dive limit is 100', with heliox mix 200' and more is possible. So at 9 gees, being under 1' of water would be like being under 8'-9' of water, which is easily doable although it gets painful on the ears without equalization (a skill I never mastered; I even have difficulty popping them during an airliner descent). As to how practical or effective it is, I don't know, I ran across the concept while reading Arthur C. Clarke's (with Gentry Lee) Garden of Rama (unofficially aka Rama III in the Rendezvous With Rama series)
  19. Well that's actually not bad, although it's not the same as what you said before. Regardless of that, when I'm looking at an initial TWR of 0.15-0.4 on LKO, which is usually how it is for my long-range transfer stages and space planes, I'll generally divide the dV required to get up to just short of Munar capture (~830 m/s) into at least 3 separate periapsis kicks of 2.5 minutes or less. If you divide those evenly across your point of ideal instantaneous ejection, i.e. where you'd place the node in KSP1, your cosine losses up to that point are pretty trivial. If you're going to Duna or Eve, you can set up a Munar assist from there that will get you an intercept for less than another 100m/s. If you're not going to bother with that, you can do the rest for a little over 200 with just another final kick, still losing very little from boosting off prograde. If the destination is further out however, requiring more than ~400m/s above a minimal Kerbin escape trajectory, there are other things you can to reduce wasted dV on the long final burn that's required. One of these is to raise your PE to 500-1000km from your distant AP, which costs you a little in dV terms due to Oberth losses, but more than pays for itself with the reduced cosine losses you'll suffer doing that long burn out of a slightly slower and significantly higher-radius orbit. If you're doing a Munar assist, you can also divide your final burn into two shorter ones at your Kerbin and Munar PEs, taking maximum advantage of the Oberth effect in both places. As I said before, I have done a whole lot of this sort of thing in KSP1, and planning such maneuvers under that system is something I can do in my sleep. In KSP2, I have still not figured out how to do it anywhere near this precisely. Lastly, for Tylo or any other vacuum body, the most efficient possible (theoretical) landing plan is to set your PE to zero and do an instantaneous retrograde burn of exactly your surface velocity at exactly that point. As this is of course impossible, the best physically plausible approximation of that is to plot a purely retrograde, continuously full thrust "suicide" burn, starting at whatever point prior to that tangent PE that will bring your velocity to exactly zero when you reach the ground. This is not an easy thing to do, especially for Tylo, and definitely not something you want to attempt with a marginal TWR, but to the extent you can approximate that descent profile, you will make it more efficient. TBH, I never really use a maneuver node to try to set this up, because neither system will have you boosting in the most efficient, continuously retrograde manner. So I usually just seat-of-the-pants it, giving my F9 key some exercise if I come in hot or stop too short. On that score, I'd say that stopping at 2km up on Tylo would probably be a do-over for me, as even a near-instantaneous braking burn near the ground from there will cost you over 210m/s, and in practice you'll probably spend closer to 400-500 to put yourself down safely.
  20. Issue with this is that they have to have radio or they could not hear the satellites. Radio is just 125 year old, much less in practice as in able to communicate with an satellite even if pretty powerful. Assuming we do this in 200 years. The alien will be less than 300 year behind us or ahead, so ahead is much much more likely and we are likely to could talk directly to them, but sending an probe with data would make sense. If not they could not get anything from the satellite and you have to land, if they are doing agriculture you should probably be able to spot that from orbit. Send down an lander. If they don't have fields with crops they would be hard to spot. Named this image first contact, an cat like alien trying to eat an small rover. We did not know of them before she spotted the rover and went to investigate.
  21. Y3 D325-Y4 D169 - Jool Explorer So, hot on the heels of the departure of Draco, we have another historical event taking place: The arrival of Jool Explorer at the Jool System! If you recall, Jool Explorer was launched all the way back in the middle of Year 1, almost two and a half years ago! Heck, that was all the way back when Jerry here was an intern! Ha ha! What's that, Jerry? You're still an intern? Oh. Well. Talk to KR about that. In any case, as Jool Explorer is approaching its goal, this is a good time to review its mission objectives: Minimum Objectives (If we don't accomplish at least this much, we'll wind up sitting in front of a Kongressional hearing.) One flyby of Jool One flyby of Laythe Primary Objectives (These are the objectives that the probe has been designed to achieve.) Two flybys of Jool Two flybys of each of Jool's large moons: Laythe, Vall, and Tylo Deploy one atmospheric probe on Jool and one on Laythe Secondary Objectives (Once the Primary Objectives have been completed, if the probe has any capability left, we will attempt to accomplish these additional objectives.) Flybys of Jool's minor moons: Bop and Pol Additional flybys of Jool and its large moons. So, this morning, Jool Explorer crossed over into Jool's SOI. Our first task is to adjust its trajectory coming in to the Jool system. The folks over in Orbital Dynamics have worked up a plan for us that will let us use a gravity assist at Laythe to capture Jool Explorer into the system rather than burning fuel, which will help extend the life of our propellant load. If you're unfamiliar with the concept of gravity assists...well, go ask the guys in Orbital Dynamics. There's a reason I'm in management. This maneuver will also check off our first minimum objective with a flyby of Laythe. So Jool Explorer burns at the very edge of the Jool system to set up its capture maneuver. However, as we all know, the Jool system is huge. It's going to be almost sixty days before the Laythe flyby. So, back to work, everyone. We'll get back to this in a couple months. ---------- Well, here we are back with Jool Explorer on Day 384. The Science team has been hard at work over the last several weeks getting preliminary readings from the experiments on board Jool Explorer, and they've already been releasing some stunning photography. Today is the day we discover if our burn two months ago was good. Jool Explorer is rapidly approaching Laythe. And, so far, it appears that we are right down the middle of the slot. Science has all of their instruments and cameras ready to go for our first flyby. We'll be passing about 140 kilometers away from the surface. And we have our first successful flyby! Flight just got back and let me know that their numbers indicate that Jool Explorer has successfully captured into an elliptical orbit around Jool. Excellent work! So now Orbital Dynamics is getting to work on plotting the next burn, which should be at JEs first apoapsis in a couple of days. ---------- Day 387 now, and Jool Explorer is getting set to burn at its Jool apoapsis. This burn will set us up for releasing our first atmospheric probe into the atmosphere of Jool. The burn was successful, so Jool Explorer is now on a sub-orbital trajectory for Jool. We'll get back to it in a couple of days for the probe separation and burn. ---------- And now we're back on Day 389. Jool Explorer is about an hour away from entry to Jool's atmosphere, which we obviously would like to avoid. So, first up, we trigger the separation of the Jool Atmospheric Probe. Then Jool Explorer immediately turns and burns to increase its periapsis above Jool's atmosphere. This would not be the time for an engine failure. <nervous laugh> But, thank goodness, that burn was successful. Now we can turn our attention back to the atmospheric probe. This is an important milestone of the mission, so obviously we hope that the periapsis was set to the correct height to ensure proper entry. <glances nervously over at the Orbital Dynamics folks sweating in the corner> The probe enters the atmosphere and is almost immediately enveloped in plasma, entering radio blackout. It's a long five minutes. But eventually, radio contact is restored. The probe survived atmospheric entry! It immediately begins radioing back data from its instruments. When it reaches about 200 kilometers below entry, its parachute deploys. It continues to sink deeper into the Joolian atmosphere, sending back pressure, temperature, and spectrographic data as it goes. However, although the probe is tough, it is not indestructible, and the Joolian atmosphere is unforgiving. Finally, after sinking an amazing 500 kilometers into Jool's clouds, the probe stops transmitting. That was an incredible outcome, and I'm sure the Science team will be parsing through that data stream for a long time. Meanwhile, Jool Explorer's instruments have not been idle, and they have recorded their data from their first flyby of Jool, meeting our second minimum mission objective. So, we have met the minimum mission requirements! Now JE is headed back up to its apoapsis above Jool, and OD will be plotting our next move. ---------- Back at periapsis on Day 393, and Jool Explorer is burning prograde this time to set up another flyby of Laythe. This is a pretty major burn, but it will set us up for the release of the Laythe Atmospheric Probe, which is a major milestone of the mission. So the fuel expenditure is justified. See you back in five days for the flyby. ---------- Back now on Day 398. Jool Explorer is approaching Laythe once again, this time on a suborbital trajectory. An hour away from entry, the atmospheric probe is released. Jool Explorer immediately burns to raise its Laythe periapsis...and its Jool periapsis? Or so the OD guys tell me. I don't get it either. I just keep pressing the "I Believe" button. In any case, Jool Explorer is safe now and recording data from its second Laythe flyby. Meanwhile the atmospheric probe is burning its way through Laythe's atmosphere and we're all holding our breath. The probe hurtles tantalizingly over a couple of major land masses... ...deploys its parachute... ...and settles into the ocean. That's fine. The probe floats. We'll probably get better data from Laythe's liquid water than we would from dry land anyway. In any case, another successful probe deployment, and a second Laythe flyby checked off of our primary mission objectives. Jool Explorer passes out of Laythe's SOI and then sweeps down to its Jool periapsis. The probe's orbit is very low now. The good news is that this gets us a very close flyby of Jool, which marks our second flyby of Jool itself and makes the Science team very happy. However, the low orbit will make it very difficult to perform flybys of the other Joolian moons. We could just burn to raise our orbit, but the Orbital Dynamics wiz kids have a better plan. They want to use another Laythe flyby to raise the probe's orbit with a gravity assist. So, here we are now, just a couple of hours out of Laythe's SOI, and we're burning at Jool periapsis to set up another Laythe flyby. I guess we'll see how that turns out in a couple of days. ---------- Well, Day 400 now, and Jool Explorer is swinging by Laythe again. After the flyby, Flight confirms that the gravity assist has raised Jool Explorer's orbit by a considerable amount. And Science has collected their data from Jool Explorer's third Laythe flyby. So now JE is back on its way to Jool apoapsis and we're setting our sights on the rest of the moons. ---------- Four days later now, Day 404, and we're back at Jool apoapsis. Orbital Dynamics has another burn scheduled that should set Jool Explorer up for its first Tylo flyby. Exciting! ---------- In other news: As Jool Explorer is coasting down Jool's gravity well, Draco reaches its mid-course correction burn on Day 406. The crew of Draco have been following the progress of Jool Explorer with great interest. (Because, let's face it, they don't have much else to do.) As they look out their windows and see Jool as a sparkling green gem in the sky, the Kerbol System doesn't seem so large after all.... ---------- Three days later, Jool Explorer is approaching Tylo for the first time. The probe swings by in a close pass and collects its data. It then exits Tylo's SOI and carries on. The next day, 410, Jool Explorer is back at Jool apoapsis. Orbital Dynamics assures me that a small burn here will set it up for another flyby of Tylo in a week or so. ---------- Day 419. We're back for our second Tylo flyby. This, unfortunately, is a more distant flyby. Science is disappointed. But OD assures me that there is a method to their madness. After Jool Explorer has exited Tylo's SOI, the probe burns again. And this burn sets it up for its first flyby of Vall next week. As an aside: Once this burn was completed, Flight sent me a notice letting me know that Jool Explorer has reached 50% of its initial fuel load. Good to know. ---------- It's Day 425 now, and we're excited that we're passing through our first Vall flyby! Science has all of their data, so Jool Explorer is just going to keep coasting for now. ---------- It's Year 4 Day 4 now. Happy New Year, everybody, hope you all had a good holiday. Jool Explorer is approaching Jool periapsis, and OD has a burn planned that will bring it back for its second flyby of Vall. That went well, Flight tells me everything is in order. It's a long haul back to Vall, but we'll see you back in a couple of weeks. ---------- Okay, Day 24, and Jool Explorer is flying by Vall for the second time. So, for everyone who hasn't been keeping score, this means that Jool Explorer has successfully deployed both atmospheric probes, and completed two flybys of Jool and all three of its major moons. This means that Jool Explorer has successfully completed its primary mission objectives! Since we still have almost 50% of our fuel load remaining, we've given the go ahead to start into the secondary mission objectives. Orbital Dynamics should be getting us some flight path options for those any day now. Right? <Orbital Dynamics guys look startled for a second, then run back to their offices.> ---------- Day 27. Jool Explorer is back at Jool apoapsis today. And Orbital Dynamics has given us a flight path that is...ambitious. The plan is this: Jool Explorer is going to make a minor burn at apoapsis today that will put it on a course to flyby Vall. It will get a gravity assist from Vall that will put it on a course to flyby Tylo. It will get yet another gravity assist from Tylo that will put it on a course to flyby Bop. I am pounding that "I Believe" button today. So Jool Explorer makes its burn. ---------- Day 28, we have our third flyby of Vall... ---------- Three days later, we have our third close flyby of Jool... ---------- Four days after that, on Day 35, we fly by Tylo for a third time... And after we exit Tylo SOI...well, I'll be damned. We will need a course correction burn, but not a major one. I guess that worked. Good job, folks. ---------- Now on Day 40 we have our course correction burn for Bop. We're right on target. Things move even slower here in the outer reaches of the Jool system. See you all back in two weeks. ---------- It's Day 54 and... Heerree'ss Bop! Science is very excited, although all it appears to be is a captured asteroid. Jool manages to look small from out here. So our next target in the extended mission is Pol. Unfortunately, there are no large moons out here to provide gravity assists. So we will just have to burn for it. Orbital Dynamics is working on a plan for that. ---------- So, did I mention that things move slowly out here? It is now Day 131, two and a half months since we left Bop, and we have finally reached the burn for Pol. Now we have to wait more than two weeks for the flyby. All for just another captured asteroid. <yawn> And Flight has just informed me that this burn brings Jool Explorer below 25% of its initial fuel load. ---------- So, it's Day 148 and we're getting the first pictures and data back from the Pol flyby... ...aanndd...that is not just another captured asteroid. I will be very curious to see what Science has to say about that one. ---------- So, after the Pol flyby we have some hard decisions to make concerning Jool Explorer. The probe has accomplished all of its primary mission objectives, and all of its secondary objectives. It has roughly 22% of its initial fuel load remaining. It is in the outer limits of the Jool system, with no gravity assist targets available, so any destination we pick for it will require a large expenditure of fuel. And there is a possibility that if the probe is allowed to orbit uncontrolled in the Jool system it may crash into Laythe, possibly contaminating its surface with the radioactive contents of the probe's radiothermal generators. So KSP management have decided that the probe should use its remaining fuel to achieve a controlled disposal in the atmosphere of Jool. Day 155, a week after the Pol flyby, Jool Explorer performs its final burn. ---------- Two weeks later, Day 169. Jool Explorer is a couple of hours out from entry now. Still sending back data. The probe is hurtling towards Jool's atmosphere at over 9,000 meters per second. This is the closest it has ever come to Jool, still getting good data on the planet. And as the probe enters the outer limits of the atmosphere...end of transmission. What a mission! Atmospheric probes deployed on Jool and Laythe! Four flybys of Jool, three flybys of Laythe, Tylo, and Vall, and flybys of Bop and Pol! A staggering amount of data! We'll be turning our attention to Draco and Duna here in just another week, but after this it will be hard not to be imagining what a kerballed Jool mission would look like. Eh?
  22. The Moon orbit is unstoppably raising, and the Earth:Moon mass ratio is much less than the Jupiter one. So, no stable orbits in the Earth moon system. And at the same time no possibility to build a stable base, so much less interest from any view but the bare flag planting. The first, close, big Moon is significant from the military and then-looking-actual industrial pov. The second, far, small Moon would interest nobody but nerds. While irl the lunar program was funded with active support of the military, the mini-moon would be waiting for its turn like the asteroids. I remember the decade-old posts there about the (ULAlian, not nuke) Orion flights to the asteroid, then to the near-Earth asteroid, then to at least a captured piece of stone in HEO. These posts would stay actual in that reality, too, just the Orion's target name would change. The same users, who are blaming SLS, would be doing it to Nova, that's all change. In the USSR the space race was actively doubted by the military, who were not once asking for proper reinvestment. The Korolyov's participation to the lunar program was forced, distracting him from his dream of life, the expedition to the Mars. Originally, in 1920s-early 1930s, Korolyov and Glushko were just two of several tens of groups, developing rockets of more-or-less same level, never exceeding several hundreds of kgf thrust (~Aggregat-1&2). They were arrested due to the struggle between the teams in the institute, and the opponents in the known collective denunciation were pointing at the fact, that the only results of their eight-year activities were a 200-kg winged missile with 30-kg payload, and a small glider with a small rocket drive, so the funds had been spent on nothing. It was also playing a role, that (unlike for other development teams) their patron was marshal Tukhachevskiy, a big fun of then-hi-tech in army, so they were funded and raised as his protegee. At the same time, this means that they were in low orbit at then-scandalous scam of the "dynamo-reactive guns of Kurchevskiy", when Tukhachevskiy was actively promoting recoilless guns and cannons everywhere, including tanks and heavy artillery, as a cheap replacemenr for the normal cannons. Of course, this strange idea failed, after having eaten a lot of budget money and delaying the upgrade of artillery. So, when the scam was stopped, all Tukhachevskiy's protegee were hit by recoil. Especially the most known ones. Especially spending money without results. Especially conflicting with the solid-fuel department, who were providing actual results. (Though, the solid-fuel tops were executed a little earlier, due to the struggle between the teams and the parties.) In 1940s Glushko had developed a 1.5-tf rocket engine for a glider, which became 1.1-tf after making it human-rated by another engineer. I.e. corresponding to Aggregat 3&5, when Walter Thiel's Aggregat-4 engine was already 25..28 tf. You should not think that on the German side the things were going much wiser. The whole Aggregat series (which fruited into V-2) was starting from the idea of a long-range 14" artillery shell with a rocket engine, which would throw it farther than powder. Originally the Aggregat-1 was to be stabilized by rotation, without gyroscopes or so, but on realizing that the rotation will prevent the fuel sucking, they decided to rotate the warhead, leaving the booster motionless. After making the rotating warhead mockup and exploding the first and the only A-1 on start, they screwed the rotating warhead, and put the amateur "gyroscope" in the middle, launching the two and the only Aggregat-2 just once. Realizing that the shell is failed, they began Aggregat-3 (<<< the in-war imprisoned Glushko is nearly here) shaped as a an aircraft bomb with an alcohol booster inside. As they were trying A-3 and A-5 launches from He-111, we can presume that the idea of the shell turned into idea of rocket-propelled long-range bomb. On failing the vertical launches of A-3, they turned to big rockets like A-4 (as big as a railroad carriage can contain, the fin span is 3.2 m), which were succesfully eating the German money on the sick (20% sorted out on the plant, 40% of launched had exploded), useless (1-2 human casualties per A-4) rocket program. That's because they hadn't imprisoned von Braun in time, lol. Von Braun himself is a strange, murky persone, closely associated with another one, even murkier one, Hans Kammler, who was the head of secret weapon development and KZ camps development, but mistically lacks any attention. The Aggregat series was developed not by von Braun alone, but by the whole department of arms, where von Braun was not the boss. The key components like the engine (by Walter Thiel), the C&C, the aerodynamics were provided by other people. Von Braun's role looks more like a curator, than like a real engineering developer. His kinda developed A9/A10 project looks like a scam. While he was doing aerodynamic experiments with the models. the A10 engine was a pure fantasy, changed from six A-4 28-tf engines around the single nozzle to a 200-tf alcohol engine (the practicallyreached top limit of the alcohol engines is RD-103, 45-tf), so we can assume that beyond a couple of failed launches of winged A-4b, there was no serious development behind A9/A10. The A11 and A12 stages for his space rocket "were using" the same never-developed super-engine, so they are just a pure scam, sold to Americans to prevent the von Braun's extradition to the British, who were glad to ask him about the London bombing. All components of Saturn/Apollo were developed by the American companies, so the von Braun's role looks totally PR, and this in turn returns us from the romantic dreams to the real roots of the American lunar program, which are concentrated as Project Horizon. Meanwhile in the far, snowed Russia. After making the R-7, an ICBM useless as ICBM, Korolyov was putting all efforts on killing the hypergolic rocketry, which efforts had fruited into separation of the Yangel and Makeev rocket bureaus, and raising the Chelomei's bureau in ballistic missiles, and thus into dismissing the Korolyov's bureau from the military development and losing him leading position in space launches, he started developing N-1 (another cryogenic non-ICBM ICBM, without any possibility of further development) and the Martian ship. The whole department in bureau was developing the TMK (Heavy Martian Ship) under the Tikhonravov's leadership. (Btw, Tikhonravov came into rocketry before Korolyov, he had developed the very first working semi-liquid engine in 1920s). As ~5 t of canned supplies was looking too heavy for the crew of 3, they were developing a whole on-board space farm, with kitchengardens and animals. A ten of agricultural plants would be farmed under the solar light, rabbits and some others would be herded to provide meat, chlorella vats would refresh ing the air, etc. But as Mars is 1.5 times farther from Sun than the Earth, the sunlight is weak. So, they added a huge parabolic reflector to insolate the garden. But on the Martian orbit the ship will be rotating every hour, so the garden would be shaded. So, they made the mega-mirror truss mechanically rotating. But the motor needs energy. So, they added 15 t of fuel to rotate the mega-mirror truss. Another part of command was developing 100-t Martian rovers with 6-m wheels, and other things. Thus, the Korolyov's team was wisely spending the budget funds on the highly realistic designs, and competing with Yangel and Chelomei were doing all daily dirty work of ballistic and cruise missile development. Meanwhile almost all rocket engines were being provided by the Kosberg and Isayev bureaus, but for some reason the heavy RD-253 was possessed by Glushko. Khrushchev had formulated the lunar objective very clearly and simply: "We'll not give away the Moon to the Americans". This can be treated as a PR flag planting, but all further development show that the most sober and insightful Soviet leader was meaning the practical aspect, to prevent the monopolization of the Moon by the opponent. Thus, once Proton and E-8 crafts had provided the ability to destroy any American lunar base before it could become operational (see the underdeveloped Death Star destruction in SW), the lunar program was immediately stopped, and the Korolyov's fantasy space program as well. So, the "Space Race" was existing only in the heads of PR journalists, and another moon would not affect it.
  23. Supplementary Electric Engines Download *Also on CKAN Dependencies: Module Manager, B9 Part Switch. The mod will not work without these mods installed. Recommendations: Waterfall This is a small mod that adds a few new types of electric engines that aren't already covered by Near Future Propulsion. The current lineup includes: Pulsed Plasma Thrusters - These square-shaped engines have fairly mediocre stats and can only run on the limited amount of solid fuel stored within them, however they are quite compact and fairly cheap. Resistojets - These tiny engines are not much more than a cold gas thruster with an electric heating element before the nozzle. Their performance is closer to chemical engines than other electric engines, however they take very little power to run and are incredibly cheap in terms of funds. Field-Emissision Electric Propulsion - This unique engine uses liquid Indium as propellant, which is a bit cheaper compared to Xenon gas. It has a very high Isp of 10,200 seconds, but a somewhat low thrust of only 0.8 kN. Future planned engines include: Arcjets This mod was originally inspired by Near Future Propulsion and its Pulsed Plasma RCS, which I thought would work well as a proper engine. After going through the process of learning how to make a part mod for KSP I managed to finish them, and since then I've gotten a few new ideas for things to add onto this... hopefully you enjoy these little parts, thank you. Liscense: CC-BY-SA
  24. 200 Δv seems fine - I always aim at having about 300 Δv. Then Im sure I wont bounce off the atmosphere. I make sure my craft is empty once the final burn has been done though. dry mass vs fueled mass is a big difference. and you glide a lot better if your vehicle weights nothing. I usually aim here: What makes aiming super tricky is how far the planet has rotated before you get bellow 70km. Now you can extend the glide a lot in the 70-40km by holding a pitch 10-20° Angle of Attack. I've sometimes gotten "stuck" bouncing off the Stratosphere (the ~40km mark) until you bleed off enough speed to enter. If you manage that you can really extend the glide. The 30km to 40km is your last chance to extend or shorten the glide. Once your below 30km, depending on your glider.. you only have 20-40km you can travel. If you haven't seen it, I can highly recommend the video about landing a shuttle that Sylvi linked on Tap 3. I made a habit of quicksaving before doing the deorbit burn. See how far I could glide and adjust until I knew where to start the burn to line the runway up propper. I never time my launches x) I just time warp and wait for a good window to arrive: The old method your vehicle orbit time is slower than the target. So at some point you will get a window that is less than 10.000km - although I think I have corrected as big margins as 20.000km. But the new method is always the same... once you have your ~10km orbit bellow target. you just have to wait until your directly beneath it. then burn about 10 Δv to rendesvous with it and then another 10Δv to match the orbit. I might start wait for good windows with this method.. as a bad window can leave you in time loop for a while x) but still.. the consistency in how much Δv you use is nice i think. But my station is only at 100km - I think you can make it easier by just reversing.. method one, you know AP at 200 and PE at a 100 or so? I dont know how well method two is at more than 10km difference in orbit. Aaand I can imagine at 190km the orbit period is quite extensive. I strongly believe in documenting your failures too - it gives you some data to theorycraft with x) Well my large tugs were also the second stage - no reason to not use perfectly good vacuum optimized engines you could also go for a split wing tail - man 1.900 Δv is a lot! You are also a lot higher up though. My station is at 100km It may be easier for you to aim your decent if you start by getting down to a 70-80km orbit and then do the final deorbit burn from there. Makes aiming a lot easier. Yeah. Its hard to gauge from a screenshot. but with your angle of attack at 20° and a speed of 39.5m/s I assume you should be able to land it no problem. My gliders never produce that... I simply go through the atmosphere too gently. Any way.. I can see you also re-entered following your prograde. meaning you get the shortest tour through the atmosphere as possible (except for if you entered at 90° ofcourse). With a Angle of Attack (AoA) on 0° you cant extend the glide. The danger of flipping is also none existent. The shuttle re-entered with a 40° AoA for instance. I find with a AoA on 10-20° you can have trouble re-enter the atmosphere. You can experiment with that. Not at all. But if we are going to make a habit of it. I think a private threat would be a better option. (just to keep the already bloated thread on topic ) I hope my thoughts and comments will help you in your future endeavor - I have contemplated starting a For Science Campaign.. but I think there are enough avenues I can explore just in sandbox mode.. before I need other things to entertain me. btw I took an FPS count last time I was at K.G.01.. its not flashy: So I guess I am also just a very patient person x)
  25. Getting this message when trying to put fuel tanks on the smaller two nodes. I can get the first to attach, but trying to get a second (both appropriately sized) fuel tank to attach gives this message. Anyone know what I'm doing wrong?
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