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  1. I'm not sure about the rules of this sub, Am i allowed to post a link to my website ? I ve written an extensive mission report about the deployment of a base on Moho. If yes, here is the article ( split in 5 parts) https://mobylettespaceindustries.wordpress.com/2017/01/13/moho-02_01/ if no, well, let me know and remove it!
  2. Hello everyone! Just a quick report on my first Moho mission. I chose to deploy my rover, small outpost and ship for returning to the orbiting mother ship, near the famous Mohole, at the North Pole. I also brought a special rig to go down to explore the very bottom and return to tell the story and cash in the Science. Here are the pics: Scorching hot Moho! Bringing down the crew of 3 merry Kerbals. The infamous Mohole from above... A nice view from near the Mohole at the North Pole. Bringing down the outpost and the rig for the Mohole. Now to deploy the rig with a little Kerbal Scientist into the volcanic funnel. What's at the bottom? Apparently the South Pole! That's how deep it is! Slowly, slowly and we have a lock in the walls And we are still South-Pole-deep. But there is still a little bit to go. Fortunately I have a smaller probe attached below. Decouple! So close, a few more meters until the very bottom. Oh well, close enough. Over 4,6km into Moho's crust! Also, the perspective shifts to this... So, what else is at the bottom, besides the South Pole and rocks and dust? Well, sunlight, plenty of it. Could also be starlight, but enough to keep things going. No need for fuel cells. Ok, it's getting late, better get back before the Snacks get cold (no way, never going to happen on Moho). Off we go! Aaaaand... MADE IT! "Moho Base, this is Allela Kerman. I'm back from the pit! No Hades there; confirmed they are just stories to scare little Kerbals. You better still have all my snacks there, I'm starving." ... on to the next adventure!
  3. SmithMicro has recently renamed their 2d animation product (previously "Anime Studio") Moho. really. /our Moho came first.
  4. So, I've only ever been to Moho twice, one was a flyby probe, the other was a single Kerbal return mission. This time, I've decided to bring 3. And two small rovers to boot. The ship also serves as the lander, and is asparagus staged with 3 nuclear engines, 2 of which can be jettisoned for higher efficiency on the return trip. Combined, with a transfer stage with 7k dV, should get me to Moho and back easily. Launch weight- ~1300 tons Crew- Original 3 (Jeb,Bill, Bob. Sorry, Val.) The launch stage was unable to fully get it into orbit, had to give it a little kick from the transfer stage. Trans-Moho burn. Nothing can go wrong.
  5. How you guys go to Moho? Even with transfer window planner mod i just cant get it right. So I used the same system as the Mun, on Kerbol. i launch with the minimum delta v necessary to escape kerbin but being as close as circular to kerbol. Once outside i align plane and do a hohman transfer. The price, around 7k delta v.
  6. This is a version of a near-identical post on Sufficient Velocity. For years, I have played the Kerbal Space Program. I have traveled world to world, exploring the very bizarre terrain scattered throughout the Kerbol system. From the space program's inaugural flight to the colonization of Laythe, my veracity was unbroken. Plans were finished and dreams were fulfilled, but there was always one world I never ventured to, one no Kerbal ever stepped foot on: The scorched ball of rock known as Moho. Something important to note is that my visual mods and screenshot resolution vary within missions. Unfortunately, this was my fault and, though eventually corrected, it will plague the first series of images. Mod conflicts are wonderful, aren't they? First up, a Dawn-1B lifts off with an unmanned satellite. Known as the Vulcan OreSat, this satellite is to scan the planet for valuable resources and double as a reconnaissance orbiter. VOS will inject into Moho's orbit approximately two days before the manned spacecraft, entering a polar orbit four hours from then. Next up is the interplanetary spacecraft. To carry a crew of three to Moho both safely and effectively, a nuclear tug must push a crew module and a lander to the planet. In this, I have opted for a near-minimalist approach while remaining in the general guidelines. In the original plan, four launches were necessary to construct a spacecraft in orbit. Fortunately, I was able to shrink the nuclear propulsion stage and fit it into a single launch, lowering the total launches to three. This saved cost and time removes ~1000 ΔV from the spacecraft, leaving little room for error. The first piece is the nuclear stage. Launched atop a Seraphim-II Heavy, the 200-ton Behemoth Nuclear Stage is injected into a circular, equatorial orbit of 125 km x 125 km. This booster separation remarkably resembles the R7's Korolev Cross. In fact, the bottom of the boosters actually push upwards, then the booster nosecones push away, separating the heavy boosters in a beautiful fashion. Following the launch of the Behemoth Nuclear Stage, a lander, Haven, will attach to the forward berthing node. This lander is a two-stage unit with excess ΔV to carry the primary module home, should the BNS fail. It's launch vehicle is a standard Seraphim-II with a Taurus upper stage and Proprietary Avionics Package (PAP). The Taurus deorbits itself shortly after separating from Haven. Several days after Haven berthed with the BNS, the Moho transfer window lies only one day away. The well-trusted Wyvern crew module is to be the crew's living space and escape pod, while Haven provides room to stretch their legs. The launch vehicle, the Sentinel-1A, is a partially-reusable rocket that works in a similar fashion to the Falcon 9; first stage is recovered via boostback or, in this instance, barge, while the second stage is expended. Scatterer + EVE + EngineLight = TERRIBLE ENGINE LIGHT A mobile pad on the ocean is the target of the first stage. Abort tower jettison. Unfortunately, I never took any images of the Wyvern docking to the main ship. Also, broken sunflare. That is one of the reasons I was changing out visual mods. With the vessel constructed, it was time to orbit thrice and then set off for the inner world. The crew were eager, Mission Control was prepared, the engines were ready for full-power. Only one more objective had to be fulfilled before the mission could commence, and that was... giving the ship a name? I'm such an idiot. Throughout the entire planning, construction, launching, docking, and tracking of the spacecraft and planets, after giving every individual module a name, I never once considered to name the entire spacecraft. For basic communications purposes and being able to keep track of the damned ship, I rushed to create a true name, and fabricated one: Shepherd of Fire. Currently, this is where the mission stands. A maneuver node lies 65 days away for the Shepherd of Fire; 63 days from VOS. Both spacecraft will soon correct their orbital positions and traverse to the huggled world. Check back for updates!
  7. I'm sure most of us have been there: your mission plan didn't quite estimate delta-v right and now your probes are drifting in interplanetary space, out of gas and lonely. I've been working on a ksp career save for about a year now, slowly working away shooting off probes in every which direction, and while I've had many successful missions and many on the go, my biggest failure to date on this career has been Operation Infernus. The goal was to place three probes at Moho. One a lander, one an orbital cartography satellite, and one an orbital science satellite. All were for not however, as none were capable of slowing down enough for capture and now they're drifting in low solar orbits, entirely useless to me. So I gotta get to Moho eventually (for science!) but I'm working on a very tight (hard mode) budget. I wanna plan the second attempt a little better, so that I can get to Moho and do all the intended science for as cheap as humanly possible. Now, efficient engines are swell and all, but efficiency in hardware comes at a price. I wanna know what kind of clever planning and design can get me to Moho for the lowest possible funds cost. And that's my challenge to you! Construct a rocket that can get a minimum 1.5 ton payload to Moho, for as little funds as possible. I wanna know your design tricks, I wanna know your wacky but efficient manoeuvring techniques. I want to see the cleverest, cheapest way to send a 1.5t payload to a low Moho orbit. GROUND RULES: >payload must have a mass of at least 1.5 tons. >final Moho orbit should have an apoapsis no greater than 500km and a perhaps is no greater than 100km >bonus points will be awarded if you perform the mission after year 2 day 250 >further bonus points will be awarded if you come up with a manouver that's particularly clever. (as judged by me ) >a specific set of mods are allowed as follows: -RLA stockalike -Kerbal Engineer Redux -Dmagic (though it won't really help) -Ask about any others, but those should be it for part mods SCORING: Score will be directly determined by launch cost. Since payload is only being judged by mass, not content, the cost of the launch should be recorded without a payload. Without a payload, the vehicle should cost no more than about 80000 funds. So, from this I'll determine score. The cost of your vessel at launch, minus the payload, is to be subtracted from 80000. The difference will be your score. Highest score wins. If you performed the mission after y2d250, you'll be awarded an additional 5,000 points. If I found your manoeuvring particularly clever, you'll earn an additional 10,000 points. Thus the theoretical maximum score is 95000, but of course I expect the best submission won't crack 50000. To submit an attempt, simply reply to this post with a photo of your payload, with either KER or the engineer's report demonstrating that the payload's mass is at least 1.5ton, as well as photos of the vehicle at launch, and in the designated Moho orbit, including a detailed explanation of your flight plan. Video submissions are of course also welcome. Best of luck, and happy flying! --------------------------------------------------------------------------------- CURRENT LEADERBOARD: Maccollo 75079 points Jetski 36334 points
  8. Allright lads! Figured that since people have such a hard time with reaching Moho and returning that I would upload my own Moho mission. Was able to reach the planet, get into a circular orbit and return with some fuel to spare. PS - This game uses mods such as Scatterer, Texture Replacer, SVE, Kerbal Engineer, NFT, RPM, OPM, Planetary Bases etc. I don't use MechJeb or anything that should be considered "cheating".* Was also played on a Science Sandbox game. I should also add that I have TAC installed, so the Kerbals required Food, Water and Oxygen to remain alive (adding to the challenge). Anyways, without further ado, here goes! *On Kerbin re-entry the Kraken struck, causing my craft to be insta-destroyed about 3 minutes into re-entry (this was with half ablator, G-Force down and a shallow approach, with SAS on and rigidly sticking to the retrograde icon. Moreover, I had already shed 2000m/s off my incoming velocity). I have reported it as a bug and was forced to put on the overheating cheat to circumvent the issue. Should also add that multiple quickloads were needed for various stages of the landing and such (which explains the irregular times on the mission clock). Decide on that as you will! Introducing the Titan MK I; a massive rocket (for a massive job). Capable of crewing 4 Kerbals for extended periods of upto 6 years or more in the outer planets and returning them safely to Kerbin.
  9. I have what's proving to be quite a difficult mission in career mode to save a Kerbal who's in low orbit of the sun. I designed a refueling station as part of the rescue operation, with the intent of landing it on Moho as a "last stop" gas station before heading inward. However after studying the Delta-V subway maps a little further, I'm wondering if Gilly might be a better spot to invest the resources for a fuel stop (due to it having far less dV requirements to land / orbit / escape). Any thoughts?
  10. First mission to Moho here. Used this plane to lift the interplanetary stage - And that's the single crew ion probe. Has a crew cabin so it's not a total spam in can setup, the drive section detaches as you can see with a command chair. That's the lander. Somehow i've burned 11k Delta V getting there, am now in low orbit with just 2300. I take it some kind of rescue mission will be needed, or is the return leg less costly, is there anything clever that can be done with aerobraking / assists?
  11. OHNO IT'S MY FIRST MISSION TO MOHO There comes a time in everyone's KSP career when they consider their first mission to Moho. Extensive forum browsing normally ensues and I certainly partook in much reading of outlandish stories about insane delta-V requirements, but also good solid advice such as perhaps try a flyby first, always a good idea to start small etc. Once I'd read all of the requirements I fully understood what I needed to do and designed a modest mission to Moho, to get my eye in so to speak. This therefore is my "Ohno it's my first mission to Moho" mission report, and with that in mind let's check out the small probe that will make the journey to Moho: If you didn't get it from the picture let me fill you in that this is clearly no small probe. I genuinely started out with the best intentions, but as the wish list for "doing Moho" grew I decided that I required the following to say that I had effectively "done" Moho: 1) Lander: Clearly why bother unless we are actually going for boots on the ground (and returning them safely) Room for 2 Kerbals 24-77 "Twitch" liquid fuel descent stage O-10 "Puff" mono-propellant ascent stage 2) Orbital outpost: If we are going we are going big and I'm pretty confident I don't want to be sending any more than 1 rocket if I don't have to. Room for 24 in emergencies, but otherwise built to handle 6-12 in spacious living conditions Radiator due to proximity to Kerbol Junior and Senior Docking port adapters for full expandability Science module, short and long range communication capability 3) Return vehicle and habitat: Yes, it's a pretty long mission, so the crew needs somewhere to play cards and also to return safely if at all possible. Supports a crew of three with extended living space Also functions as orbital utility vehicle Much ablation - High speed returns If you still don't get a picture of the scale of this absurdity then let's cover off some basic facts on the mission with my mission factoids section: Tall - 50.2 meters to be precise. Not the tallest out there but nearly the height of the VAB and certainly long enough to experience massive noodling Wide - Almost exactly 25 meters each way. It's both long and very chubby Heavy - Four thousand five hundred tonnes, and seven hundred kilos (snacks). the trans Moho injection vehicle and payload alone are over 800 tonnes Computer crushing - 608 parts on the launch pad. Could be worse but it's not friendly. Luckily Gerty 3000 is up to the job Expensive - 1,659,692 things. Now as with many (every) one of my missions, I didn't just start with the perfect rocket (or end with it) and there were many, many, many design iterations that preceded what I thought might actually be able to leave the launch pad without hailing the Kraken or destroying KSC. This resulted in some rather fervent explosions. Some were even eager enough to end my KSP session is a molten pool of memory dribbling from my pc case, but onward I gallivanted through failure after failure secure in the knowledge that the escape tower would hurtle the crew far away from the all consuming rage of nearly twenty stacks of S3 KS-25 "Mammoth" driven fury. Let's have a quick browse through some of the more memorable failures: 1) THE "YEAH, NO MATE" 2) THE "ILLUSIONIST" 3) THE "NOTHING TO SEE HERE, QUITE LITERALLY" Post these brazen and runaway series of successful launches (honestly 3 of nearly 20 shown) I decided that I needed to do a few things. Firstly I needed to completely remove and reroute the fuel lines. Something wasn't flowing correctly and the rocket drifted considerably off course as a result. Secondly I needed to completely re-do all the strutting due to the rocket frequently eating itself on the way to orbit. Lastly I needed to appease the Kraken. Luckily I'd already done this nigh on 20 times already so all I did was cross my fingers and hope to Gene Kerman that everything went smoothly. Let's see if it did with the first launch of the final iteration of the Moho Ohno: Wow so that actually worked, and worked well. A good 4 days of working, reverting, reworking went into making this thing a success. The worrying thing is that while I had total oversight of the Delta-V stats during construction I actually never looked at it. I had no idea this thing would reach orbit, and I still have no idea at all whether it will reach, and or return from Moho. It's going to be a nail biting mission for sure. Follow me over the next few updates to see how the mission goes, and as ever I am open to questions, comments, criticism, or commitment to the KSC asylum for bad mission planners. SM
  12. This challenge probably is not that hard so that is why it is called Moho party not Moho challenge... and I like typing Moho. But the last part of the challenge may give you a heart attack from too much AWESOME! (or rage I can't tell) super easy: get 5 kerbals to Moho then, PARTY!!! easy: get 10 kerbals to Moho and then, crash them into the sun after partying poor kerbals medium: get 10 kerbals to Moho with 2 rovers (the designs of the rovers is up to you) and drive around make sure to bring ramps for the rover so you can have fun jumping up way in the atmosphere and probably killing some kerbals hard: get 15 kerbals to Moho with 2 rovers and crash the rovers into each other with the other kerbals watching then if any of the two rover drivers died give them a proper funeral (just get a coffin to moho and land it by the kerbals done!) why am I still playing this game super hard difficulty: get 25 kerbals to Moho with 5 rovers and a disco floor (make sure that the disco floor lights up!) and all 25 kerbals have to be able to stand on the disco floor (it doesn't matter if they can't move)then, you can truly PARTY!!!!!! no mods that add parts or change the game you can have kerbal engineer and stuff like that and no cheats so get your fingers off alt f12 right now!
  13. So I've been trying to find a way to get to moho. Do I use Jool or just drop down near Kerbol?
  14. So, this is a mission series that will be built around constructing infrastructure around Moho. Not much else to say at this point. Not entirely certain where I'm going to go with this, so it could turn into anything. It may even develop a real plot. I'll try to update at least once weekly, but no promises. Part 1:
  15. I don't know if this is Kragathea's old easter egg nobody ever saw or something Sentar Expension mod inadvertently introduced when converting the mesh into Kopernicus appropriate format, but the fact is, Ablate has a mohole. The fact it's basically at the subsolar point makes me thing it's Krag's idea. You can read the whole report in this post. Getting to this underappreciated body (should be stock, IMNSHO) is painfully difficult due to insane delta v requirements and enormous radiative heat, so I thought it's a good idea to report this finding in a separate thread.
  16. I'm trying to mine ore on Moho, but every single spot I land at is apparently devoid of any ore whatsoever despite being right in the middle of the pink zone derived from orbital scans. I know the surface scanner is technically more accurate, but still, you'd think I would have found something by now in my fifteen attempts at surface hopping. Am I missing something super-obvious? Three Kerbal lives are at stake.
  17. Heres another video in my series of (Planet Name) Is Gorgeous. Check it out and tell me what you think!
  18. Hi everyone ! This is my first post here after 2 years playing KSP. I would like to show you my lastest mission to Moho. It may help new players who have some issues reaching this body, or some of you looking for design ideas. Before beginning, note that this was done in Career mode. Transfer Window Planner and Kerbal Engeneer were the only mods used. This mission is completely stock parts. Let's get it started ! First of all, here's the goal of this mission : Fulfill 'Explore Moho' Contract. I'm using an 'apollo style' design in 3 different stages : - Main engines & liquid fuel - Hab module - Moho lander. The whole ship is approximatly optimized for this mission, in terms of weight and delta-V required, but some adjustments can still be done. My personnal challenges on this mission were : Create a 'half-reusable' asparagus nuclear cluster, made with mk3 LiquidFuel parts => using it for this mission, then refueling and reusing it for a closer one. Use high efficiency of the nukes to bring the less fuel possible on our cluster. There won't be any 'interplanetary kick' stage made of size 3 parts. Bringing all the science done home with the crew. Enough talking, let's show you what it looks like ! Feel free to comment and share ! If you got any questions, just ask ! A next episode may come later !
  19. What the title says, if you hang around Moho or timewarp for a significant amount of time, the ablator for your return craft burns off, which is incredibly annoying and inconvenient. So, how do I stop it from doing that? Edit: wierd, the Dres probe had it's return module ablator burnt off too for some reason......
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