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Found 37 results

  1. Hello Agent, Your mission if you choose to accept it is to launch a submariner to laythe. Once you've landed your submarine you need to test launch a tactical nuke. That nuke should fly below 1km at any moment and it should detonate at a shore of your choosing Rules: No Dirty Cheating Alpacas (HyperEdit or F12 menu) No mods except BDa (You can launch a stock missile to if preferred) ((Visual mods and KER are allowed)) This Message will self-destruct in 7 days
  2. MKS is a suite of mods from RoverDude with a focus on building bases and colonisation. It adds eleven resources that you can mine, along with various refineries to convert these raw materials into processed goods that can then be used for maintaining a colony. It also adds an additional level of difficulty where your kerbonauts must have large, decent accomodation and supplies so that they won't go stir-crazy. The goal here is to establish a fully sustainable surface base on Laythe - if a moon like Laythe existed in our own solar system with oxygen at reasonable pressure in the atmosphere, liquid water on the surface and 80% of earth's gravity, it would be the prime target for colonisation. However, this isn't easy - because of the atmosphere and the gravity, the landings are challenging. First the mod list: MKS - colonisation mod from RoverDude, including life support. Planetary Base Systems - effectively serves as an extension to MKS giving more part options for life support recyclers, habitation, and various other things. Extra-planetary Launchpads - Allows building of rockets on other planets given sufficient resources to do so. Easy Vessel Switcher - Allows you to Alt-left click to switch to a nearby vessel. Pretty much essential when you have a dozen craft on the ground. KIS/KAS - Inventory system and Attachment systems. Allows you to detach and reattach parts, and to join vessels together for resource transfer. MechJeb - Doesn't really help with flying the planes but setting up and executing maneuvers in space. NearFuture - gives me a few additional options regarding nuclear engines and batteries - nothing game breaking and more to save on part count than anything else. PlanetaryDomes - allows the construction of cool looking surface bases SXT - Stock extensions. Allows electric propellers, sea plane floats and additional plane parts. TacFuelBalancer - Allows dumping and equalising of fuel easily. I also have a few mods like FinalFrontier, PlanetShine, ScanSat, UnmannedBeforeManned installed that don't really impact the mission but add convenience or fun stuff. I do have HyperEdit installed too, but it wasn't used apart from simulating transfer of nuclear fuels (I can do it without hyperedit but it's such a faff - note to @RoverDude - please make this easier!!) Early Experiments The first job was really to test if I could actually get stuff to Laythe, and land it relatively accurately. For that purpose, an initial ISRU-refueller type plane was designed and landed on Laythe, called Heron One: As it's an SSTO plane, it was flown into Kerbin orbit before being docked to a shunt that could transport it to Laythe. This certainly wasn't my finest hour though - landing it is terrifying. The stall speed is around 120ms on Laythe meaning that powered landings are pretty essential, and on non-flat terrain in the dark, it's horribly difficult to land. This means that taking it back to orbit and back down again is possible, but very tricky. It simply doesn't have enough wing area to make it work as an easy to land plane. As such, after landing it twice it got redesignated as "surface fuel dump" and left there. It also scanned for resources that could be mined, and it turns out that the shores of Laythe have everything I need with the exception of Gypsum which isn't massively serious. The second experiment was to see if I could land an MKS Tundra module on the surface. These are big and bulky, but utterly essential to constructing a successful base on Laythe - I need to be able to produce material kits, machinery and specialised parts on the surface in order to build more pieces of the base - leading it to being a sustainable colony that can expand itself. The Barbet was an SSTO plane from Kerbin (just), so it was a simple matter to get it into space, dock it to a shunt for transport to Laythe. Landing wasn't exactly 100%, but the important bits survived and it's around half a kilometre from the Heron, so good enough. I also sent a cargo plane, containing essentials that would be required whilst setting up the base - some supplies to keep the crew fed, some fertiliser so that more food could be grown, along with a some small kontainers to store various goods and some inflatable habitation modules and greenhouses. This wasn't an SSTO plane from Kerbin, so getting it into space was somewhat tricky. Introducing the Egret: Backups Building the base on Laythe is not going to be easy, and naturally, things might not work out. A single plane-crash could mean that the base simply isn't going to work. So we have backups - planes that can take the crew off in an emergency, the Red Kite, and the Erne - there's two Ernes at the start though I crashed one later on: We also have backups around the Joolian system, firstly a full featured base on Vall called the Emmy Noether, that can produce all materials. Getting stuff off Vall and to Laythe is a little long-winded but in an emergency can be completed in under a week. We also have the Leonard Euler station around Laythe - shipped out in 3 parts and joined together in Laythe orbit, it has lots of habitation and is used as a storage resource as well for the difficult to produce stuff - the Vall base has sent over lots of specialised parts, machinery, supplies, fertiliser, organics and colony supplies. We can always go and get stuff from the station as required as it has all sized docking ports for everything. The Madness Begins After the initial mostly successful experiments, I started designing the crazy planes that would be required to establish a fully working base on Laythe. All of these were tested on Kerbin first - can they survive re-entry into Kerbin, can they land at around 3000 metres altitude on Kerbin on rugged terrain (Laythe's air-pressure at sea level is roughly equal to 3000 metres on Kerbin, and Laythe's terrain is really not flat!). The first vessel is Ardea - some drills for mining various resources, along with two Tundra refineries that can turn raw materials into processed goods. It even has landing legs so it can form the basis of the first occupied structure on Laythe. With this it can take all raw materials and convert them to processed goods. With the addition of the Tundra manufacturing plant that has already been landed on Laythe, it can produce finished goods of Material Kits, Machinery and Specialised Parts which can then be used to create new vessels. We also have two Zeltornis - these carry large nuclear reactors to power the various parts of the colony, plus large KIS containers that have a bunch of parts that will be handy for base construction when they get to Laythe. With the award for the second maddest vessel I sent to Laythe, we have the Runway. This allows new vessels to be constructed using material kits and specialised parts using the Extra-planetary launchpads mod. Also contender for the most draggy plane I've ever built. It's not fast, but it does actually fly and land relatively well: I did say second maddest didn't I? We also have the Triple Heron. A 3-cockpitted, twin-fuselage aircraft that really shouldn't exist, or at least, not fly as well as it does. It serves as a backup for the Zeltornis craft above and carries the same cargo, nuclear reactors and large KIS containers: We also have a couple of other utility vessels, firstly an SSTO plane called the Wigeon, that can take resources such as machinery and specialised parts from Laythe orbit to the ground base, as well as carrying a couple of crew: And two Teals designed to be converted to rovers on landing by tearing off the wings and engines - these will be used to move crew and parts from vessel to vessel. I also sent a second variant of the Heron that looks identical to the one already landed at Laythe - however, this one's cargo is some Duna-style modules to help construct the first habitation portion of the base - a PDU (nuclear reactor), a logistics centre and a pioneer base. Getting to Kerbin Orbit and beyond Naturally, getting these "planes" off Kerbin is tricky. The best way I found was to surround it with large boosters to try and keep centre of mass low enough and not have the aerodynamics of the planes interfere too much. Massively overpowered to reach Kerbin orbit, I don't really care as all I want is for them to get there. And they're either designed to dock to a shunt or do get there under their own steam (possibly after some refuelling in LKO). Here's the shunt that pushed most vessels to the destination. Uses some NearFuture engines - they're not any better than the stock nuclear engine, but it helps save on part count when I want moar power: Landing on Laythe The place chosen for landing is a small piece of land of around 250 square kilometres called Ishmael Island, it sits on the other side of Laythe to Jool on the equator, so we get to see the other moons occasionally, but the choice of location was really determined by the initial Heron and the crashed Barbet that could no longer be moved. The main plan here was to get everything down and landed all in the same place ready for assembling. That meant landing all the planes before sending a crew down. The Wigeon also went down but it stopped off first at Leonard Euler to pick up some machinery, specialised parts and two crew members. Most things landed safely, but not all. The second Heron crashed around 2.5km from the launch site (though retained all the important cargo) and one of the Zeltornis planes decided that it didn't like having wings and landing gear any more (self-destructed on physics load on the ground, though it landed ok). Building a working colony Once the crew were down from orbit (via the Ernes / Wigeon), it was time to start creating a base by joining stuff together, recycling unneeded parts like engines and wings. I crashed one of the Ernes on landing (not fatal for the crew, but it'll never fly again) meaning that I now only have one remaining Erne to take crew off planet. The first job was to sort out the Teals, tear off the wings and engines and convert them into rovers that could be used to move parts around. There's two of them (Cape Teal and Baikal Teal) and they are the true work-horses (or work-ducks) of colony building - moving parts from place to place. The second job was to take Ardea, tear all the wings and engines off, put it on landing legs, attach a reactor, add the Tundra assembly plant, and a million and one little jobs. Driving backwards and forwards with the rover to various different vessels, detaching parts, attaching them to the rovers, driving to Ardea, attaching the part there, and so on. This is all painfully slow and involves many steps but eventually I have a workable manufacturing hub. This has all the capabilities to go from mining the raw materials to processing them all the way up to producing material kits, specialised parts and machinery. Then it was time to sort out the runway, by adding a reactor, a workshop and some habitation: You can see the large a KIS Kontainer in the screenshot above - this is now all that remains of one of the Zeltornis craft - both have now been completely recycled for parts, with the exception of the KIS kontainers. Additionally, the Barbet no longer exists - once I'd taken the Tundra Manufacturing and storage container off it, it had served its purpose and was scrapped for its material kits value. The six crew are all required for moving parts around and often have to engage in team lifts to move the heaviest parts. The Teals always come in useful to ferry both kerbals and parts around. The brave pioneers are Tanris, Learigh, Maxalla, Stelya, Gersan and Madie (and technically, Jesra who's remained on Vall to build any emergency stuff that might be required). Rather than cobble together a habitation section from the parts I'd brought with me, all the scrapping of wings and engines and planes means I have plenty of material kits to play with. As I have a working runway that can build other vessels, I decided to construct a skeletal base that I could then attach the parts I'd brought with me. Unfortunately it was dark by the time it had finished, so final tweaks like attaching of parts I had brought with me had to be done in the dark. But finally, it's done - and the second crashed Heron was recycled for parts after all its useful bits had been taken for the new habitation base. All of my bases on other worlds are named after female scientists, and this one will be no different. Please give a warm welcome to Grace Hopper. At this point the base is effectively finished - it can keep up its supplies, has good habitation ratings and can produce its own vessels. Subsequently I did build other stuff - a nuclear fuel and fertiliser plant (I know, these don't really go together, but they were the two manufacturing chains I was missing) - I also built a plane do a bit of (fuel efficient) exploring. If we're going to live on a world, we want to explore! I did build a replacement habitation module that isn't fully equipped as yet - the problem is the initial one is slowly but surely slipping down the hill, gradually trying to get out of physics range where local logistics will stop working and eventually slipping into the sea. The plan is to replicate the base around 5 kilometres away where it is much much flatter, but that will take a significant amount of time to generate the material kits and machinery to build it. Finally, here's a screenshot of all the vessels I could get in a single shot. I have many more plans for the base, but for now - it's ok as it is, it can produce everything it needs to, it has long habitation ratings and plenty of supplies to keep the Kerbals fed and happy. I've had great fun doing this mission - my plane design skills have gone up many notches in the process and surface base building is always great fun. Here's the imgur gallery with some additional images as well
  3. I've been planning to establish a long-term colonization on Laythe for a while now, considering so far the only non-Kerbin planet I ever sent Kerbals to was Duna, with a very lackluster base. Because of it being long-term, I plan to have a space station orbiting Laythe with two landers on standby, which must be almost completely reusable and be able to ferry at minimum six Kerbals from the station to the base(s), with maximum efficiency. With those restrictions in mind, and considering that I plan to keep the space station at an altitude of 150-175km(to make the rendezvous easier for me), I managed to design a hefty lander packing 3.8 m/s of dV, space for seven Kerbals, and a jumbo docking port on the bottom, which also counts on being refueled when landing on Laythe by virtue of the base(s) being equipped with fuel refineries and rovers able to ferry the fuel: As you can see, the reason for the unusual placement of the docking port(below instead of on top) is in favour of a RealChute parachute, designed to work flawlessy(mostly) on Laythe - which is why the lander is not completely coated in 'chutes. Unfortunately, RealChute has a hardcoded limit of 10 uses per parachute part, after which it will no longer work; as it will have to be replaced by a new parachute part through KIS, this is why the lander is only 95% reusable - and not using parachutes at all is a terrible idea as the lander completely loses control when entering Laythe's atmosphere - being the very first craft I've seen that prefers to fly face-first when I intend it to fly butt-first, while it's normally the other way around. (Re-entry heating is disabled in my save file because I have barely mastered proper drag-friendly crafts, let alone drag-friendly heat-freindly crafts) Nevertheless, using HyperEdit, I did multiple simulation flights with Laythe and, despite those shortcomings, de-orbiting and landing in Laythe is something the lander can do(with some trouble regarding loss of control; it can end up flying sideways and therefore gliding far away from its intended destination). The true problem is taking off again and reaching orbit: It just doesn't have enough fuel. Sure, it can attain an apoapsis that's above the atmosphere(thanks to a planet pack, the atmo height is raised to 66km instead of 50km; pressure and grav are unchanged), but it will be left with just 900-800m/s of dV left, when over 1100m/s are needed to complete the circularization. And this is without accounting the fact that the lander would still need to rendezvous with the soon-to-be space station at 150-175km of altitude... Either the lander is fuel-inefficient, or I am doing a wrong ascent profile. And I did check a guide for ascent profiles, but when I tried that, it just resulted in the lander deciding to fly into the ground. (Considering that guide was aimed toward large Kerbin crafts, it's possible its advice just doesn't apply for this situation) Thus, I'm wondering if anyone is able to help me with either/both problems. I'm looking to try and optimize its fuel consumption as much as I can(the aerospikes are the most efficient engines available: the Terrier is too weak, and everything else is either too powerful/inefficient, or has a mismatching size) to be useful in case of an emergency, and find out a more efficient way to get the lander up into Laythe orbit. As well as possibly find out what's causing the lander to completely lose control when braking into Laythe, as that will definitely end up causing problems later on regarding landing precision and the time spent ferrying Kerbals and fuel. And yes, the Center of Mass is above the Center of Lift, which is above the Center of Thrust. And here is the lander's .craft file, in case you need it or just want it.
  4. Ballistic coefficent

    Hey guys, looking for advice. I have a 197 ton vessel coming from a Jool aerobrake(not orbit) into a Laythe aerobrake and I need an aerocapture. It has the stock 10m inflatable at the front,fins at the back(attached to an Orion drive that wasn't originally invited to the party, but hey) and my COM is just slightly back from centre, I have about 4 large sas wheels in the mix but only 63 units of mono. Due to the absurd amount of time it takes to turn this thing around I really need to aerocapture on first pass. Any recommendations on altitude? Also if anyone knows the formulae for this kinda thing
  5. Laythe Map Laythe
  6. As a followup to this mission report and satisfaction of Mission III in this challenge, I submit: Laythe Clipper! Phase 1: Design, Construction, and Launch The trickiest thing, other than packing all the correct components onto the spacecraft, was getting it all to fit inside the 3.5-meter fairing. But I managed! Exploration Upper Stage, powered by four LV-T45s and using two separate tanks inside a fairing to match the design of the EUS. A peek under the hood at Europa Clipper itself. Looks pretty cluttered, I know. It has its own propulsion and RCS, two survey scanners, a large relay antenna, assorted instruments, tweakscaled solar panels, four RTGs, heat management, four ion-powered cubesat probes, a large bipropellant-powered atmosphere-skimming probe, and a lander. Yes, I know the current Europa Skipper does not include plans for a lander, but I went with one of the earlier plans. Majestic on the pad. SSME ignition. Liftoff! Nice shot under the engines. Not the most efficient ascent, but I have fuel for days. Europa Clipper and the EUS, though large, are small enough that I could get into orbit on the boosters+core alone. At least it's nice to have a ton of control authority on the engines. Booster separation! Way steeper an ascent than I'd like, so I'm going to nose over quickly and then jettison my fairing. Fairing away! Second star to the right, and straight on till morning. MECO while my periapsis is still low enough for booster disposal. Safe periapsis for disposal! Separation and firing up the EUS. Orbit achieved! That was easy. Honestly I probably could have done this with the ICPS. Shot of the core post-separation -- note the support column for the EUS. Silhouettes are always nice. Back on the daylit side, verifying systems. Closeup of the EUS; note the octagonal thrust structure. All systems go, ready for Jool departure!
  7. HRO shuttles, originally designed for some advanced levels of STS challenge, now join together for even more daring mission than before Launch sequence First is HRO-M03 with all the deployable vehicles. Including the Elcanoplan 2 strapped on its back Barely enough thrust for takeoff (and that's with payloads having the tanks practically dry). I even activated the main engine of the Elcanoplan, but that didn't seem to make much difference either. Those boosters barely miss the tail wings (just don't forget to set SAS to prograde) Also waited a bit after the tank ran dry before separating it - to wait for the ship to get a bit more balanced (orbiter's tanks are set to drain from the tail first) 55 km? Eh, this isn't Laythe yet! Also forgot to ignite OMS OMS + upper pair of main engines = the best balanced solution with this payload. One ship in orbit OK, now to the second launch... What the Kraken?!! OK, After a tweak to the clamps... let's pretend that didn't happen HRO-M takes off a bit easier, despite having full payload bay as well Looks like we launched a bit too early Well, raise the apoapsis a bit higher and let's meet in one orbit Let's align... and wait for some sunlight Despite the size, HRO is quite good at docking. If you don't rush. (Hey, it's called Heavy Recovery Orbiter - what else could you expect?) This position will provide the best balancing And in couple passes we get the transfer to... somewhere green But this is... Anyway, let's get into polar orbit. By the way, HRO-M also has the scanner antenna in the bay Going down This modification of HRO-M has got some landing upgrades from the latest version of HRO-M03 And a full mining rig in the bay Minmus means "mine me", doesn't it? And a few days later... And in the meantime HROM-03 changed to equatorial orbit - so here's the direct intercept with it There's enough to fully fill all LFO and ore tanks of the craft in orbit So let's make another run down - this time at the equator And after refuel... Who needs atmosphere for horizontal takeoff? And back together - with plenty of fuel Transfer And over 300 days later... (yeah, completely missed the window) What's the best way for Minmus-Jool transfer? Oberth effect! Say goodbye to Kerbin! And a couple years later... Let's just capture into Laythe-Pol transfer orbit What a view! And then, since there seems to be enough fuel to reach the destinations independently, let's separate the ships Oh, hey there! Has anybody checked for running into Vall? Now to pass by Tylo - barely missing its SOI (turned to get better solution than with slingshots) and we are getting to the destination Let's capture with rocket engines, and then release the mapsat - it will change plane at apoapsis Now, to lower the orbit... the shuttle way Strangely enough, the moment you get in, it feels about as much (if not more) drag as on the same altitude on Kerbin. Just don't forget to stabilize the orbit Low Laythe orbit achieved! Next phase - going down there
  8. As one can tell, Matt Lowne did a video showcasing a Laythe SSTO with 4025 m/s dV in LKO. So my challenge will be, can you do better? Could you make the most out of as little dV as possible? Here are the rules: ---------------------------------------------------------------------------------------------------------------------------------------------- 1) No dirty cheating alpacas (no debug menu) 2) You must have either a video or a full album of the mission 3) KER must be installed 4) No mods (besides KER) 5) You must show the Resource Tab always if you make a video 6) You must bring at least 10 passengers with 2 pilots to Laythe and back 7) Finally, you have to have clear knowledge of gravity assists ---------------------------------------------------------------------------------------------------------------------------------------------- Leaderboard: 1st place: @herbal space program, 3390 m/s (Yay, you get your first badge) 2nd place: @Matt Lowne, 4025 m/s 3rd place: @Firemetal, 6250 m/s ---------------------------------------------------------------------------------------------------------------------------------------------- So build away, intrepid builders. May the Best SSTO win! ---------------------------------------------------------------------------------------------------------------------------------------------- Oh yeah, anyone who at least beat Matt's score gets a badge (WIP).
  9. Yeah I'm back in stock KSP. I enjoyed RO a lot but my it slows my computer down to the speed of an Ion engine which subtracts a lot of the fun from it. So my first mission back in stock was a Mun SSTO. I built this because 1, SSTOs are very fun to build and fly, and 2, I heard rumors about some parts' heat resistance was buffed and I wanted to test that. Here are some pictures. So once I'd landed, (This took multiple tries, darn you small landing legs!) I decided that I'm not going to recover reusable things. I'm just going to leave them at the space center and refuel them when I want to use them again. If they don't land at the space center, then I'll bring them to the space center. So onto the mission. I have attempted this many times before. But I always ran short of DV and couldn't enter Kerbin's atmosphere without burning within seconds after reaching 70km. So I eventually quit and went on to things like Jool V and Eve landing and returning. (Which I did both) Anyway. I decided to try it again. I made a similar space plane to the one that I took to the Mun, only bigger, better cockpit, quadrupled the batteries, doubled the power generation and added reaction wheels. (I'll add the craft files for both SSTOs if anyone wants me to) So it was a simple ascent. Getting off the runway was tough because this thing really wanted to swerve to the left so in the end I just let it and went off the runway before taking off but luckily I wasn't damaged at 80 m/s and was able to take off soon after. I probably should have added more oxidizer and wasted fuel when I passed the apoapsis and started falling again. I made it up to around 2000 m/s so I was able to accelerate to the point at which the plane was going so fast, it starts ascending again, even with a low TWR. So I decided to use the Eve-Kerbin-Kerbin-Jool gravity assist method and this went well. I got a Jool encounter right after the 2nd Kerbin assist and was able to use Laythe to get into a nice low Jool orbit. This is where things went south. I thought I was going slow enough to aero-break at Laythe but I wasn't. There is a thin line between too fast and too slow for some reason and I was just passed too fast. I then spent 400 m/s to get a better encounter in which I was going way slower than before. About two or three passes and I was ready to land. Landing was smooth and on the first try. Better than when I tried to land my Jool V Laythe Spaceplane on Laythe. That was a disaster! Jeb got out and stretched his legs, planted a flag and then got into the plane again and took off. Since no oxidizer is needed at all on Laythe, getting into orbit was nothing compared to Kerbin. Now here I decided to try and do what all the cool kids do and try a Tylo gravity assist back to Kerbin. This didn't go very well and I ended up in a high orbit around Kerbol. Thank Kraken for F9! So I ended up using my 1000 m/s direct return to Kerbin technique which worked out way better than the Tylo assist. Now comes the part where previous missions have failed. Return to Kerbin. Here you have to reverse the gravity assists going to Jool to bring you down to a low enough speed to enter Kerbin's atmosphere. I had 1000 m/s of DV left from the 6200 m/s I had left in LKO at the start. So I got a Kerbin assist for 200 m/s.and then after that, an Eve assist for pretty much the same cost. This brought my Apoapsis to just touching Kerbin's orbit and my Periapsis to just under Eve's orbit. This wasn't ideal but it worked. Things got to about 70-80% critical heat, but nothing exploded and after a small burn to capture, we were back in LKO... with about 350 m/s left. I was literally running on fumes. After that, I did another pass and had about a 150 m/s plane change and then I had only one more pass to do... Only I misjudged it and... ended up dropping my periapsis into the ocean west of the KSC. Luckily, it was just off the coast of the desert west of KSC and I managed to change my course stalling only 3 times and came down for a bumpy, 1st try landing, in the desert. Jeb got out and was recovered but I'm sticking to that rule. That plane stays in the desert until I find a way to get it back to the KSC. So anyways, I conquered the one thing I was never able to do, and then landed in the desert. Now Jeb is sitting comfortably in the astronaut complex and his plane is sitting out in the desert awaiting rescue... To be continued I think... But that's all for now. Fire
  10. The question: I want to visit every biome on Laythe and retrieve all the science, including surface samples. There are a million ways of doing this, but I’m wondering which is the most time efficient one (in real time)? In other words: i would rather fly a heavy inefficient ship that's gets the job done in say 3 hours than sail the seas on light cheap-as-free solar energy and spend weeks getting the same results. Do you guys have any experience with visiting every biome on Laythe? I won´t be able to use the RAPIER, but I think I have all other engines at my disposal. I would love to hear your ideas. Edit: I'm trying to build something from stock parts only. My current ideas so far I´ve been thinking of the following strategies, but they all have certain pros ans cons... · Seaplane: cruising the biomes with a large winged plane. Afterwards I could send the data (and Kerbal) with a separate rocket to a mothership orbiting the planet. o Pros: Low part count, elegant, cheapish o Cons: Biome hopping 10 biomes at mach 1.5 takes a lot of time · Reusable dropship: From orbit I decouple a dropship that descends towards a certain biome, performs science and the gets back into orbit where it is refueled again. Rinse and repeat o Pros: low weight, low part count o Cons: 10 rendezvous procedures which take a lot of time · Biomehopping spaceplane: build a high tech spaceplane that performs sub-orbital flights to get from biome to biome o Pros: pretty fast. o Cons: Requires a high tech node (which I don’t have yet (see picture below)), fuel consumption will be pretty high. Getting out of the water could be pretty difficult · Miner/refiner: land an all-purpose miner, refiner that has enough delta v to get to at least 2 biomes and is able to make its own fuel. o Pros: time efficient (real time) o Cons: very heavy, high part count · …??? Some background info I’ve been working on a career game where my goal is to unlock the entire tech tree with all reward sliders at 10%. I’m currently visiting the Jool system and I want get all the science from Laythe. I don’t have all the tech nodes unlocked but here is my current tech situation. NOTE: I also want to note there is a batch of 1500 worth of science points heading to the KSC so I will be able to unlock several new tech nodes! YAY! I'm currently trying out some nice designs with advice @Cunjo Carl gave me. it's a sub orbital spaceplane with whiplash engine. it's able to land and take off from land and sea... but i don't know if I'm able to visit all biomes with a fuel budget of 22km/s. the whiplash is pretty inefficient down in the souposphere and getting out of the water is tricky. I'll post a craftfile and a picture of the ship tomorrow.
  11. Outer of My Ideas: Rings For Laythe One or Multipes Moonlets For Laythe a Flag For Laythe a New Continent (Called Brazilen) a New (unnamed)Mon for Jool a Empty Space Station(Easter Egg) Montains For Laythe and a Great Spot For Jool
  12. Hi I'm not quite new to the forums, but haven't been active a lot. Now I decided to share some of my epic missions with you. I'm playing this almost vanilla, just with some minor mods for precise planning, better visuals and of course, to make it more plausible: life support. An (almost) complete mod list: Distant Object Enhancement Environmental Visual Enhancements Kerbal Alarm Clock KAS KIS Persistent Rotation PlaneShine SCANSat scatterer Stock Visual Enhancements TAC Life Support MechJeb SimpleContruction Planetary Base Systems Konstruction Link to my gallery: The pale blue dot, circling the green giant has captivated generations of Kerbals since the beginning of astronomy. With the beginning of the space age, Kerbalkind got to taste what it could be to visit it's mysterious twin for the first time. But to find out, what it would look like to visit the beaches of this far off world, there was alot lot learn, a lot of progress to be made, and a lot of mistakes that were awaiting brave pioneers. The KSP, the Kerbal Space Program, as it was officially named had quite some successful missions: Landing a unmanned UAV on Duna: Duna Direct: The Ravenstar: The Rolling Thunder: But all these missions served only one purpose: the get to Laythe one day. Finally, KSC accumulated enough bright minds, technology and of course funds to start with this humongous undertaking. Part I: The construction of the DSV Hermes
  13. In a feat of Kerbal engineering, the boys at the SPH have devised a way to make fully stock hinges and pivots! Using this breakthrough, the technology has been incorporated into the design of a new SSTO to give it VTOL capabilities, as well as enough fuel to go to Laythe and back without refueling or need for mining! In order to rotate the wings, the tilt-wing section un-docks to become a separate craft that can move independently of the main ship. It's held in place by two rings of cubic octagonal struts around some of those Oscar-B fuel tanks as a sort of axle. Torque wheels are used to rotate the wing and lock it into position using the 'radial out' marker on the navball. Finally, 4 small docking ports lock the section back in place- rejoining it with the rest of the craft fairly securely in a quadruple seal! As a lot of you have found out, in order to get the craft working as intended the nuclear and RAPIER engines had to be modified by altering their config files. Here's the video I made that I have had in the works for a while now. A lot of time and effort went into making this but I am really happy with it so I hope you enjoy watching it!
  14. Kerbalitiy Activites on Laythe!

    NOTE: I play in Sciene Mode, with Cheats, because of my time. Hello! I love space, and space projects. I am very interested in so i decided a project like this, Let's get started! Laythe is very very likes each other with Kerbin, like Earth and Europa-Ganymende and Io moons. But I can't trust the moons geography, so i send a Lander here named Gaia II (it is my second build of another probe) And, here is Laythe, ı use four parachutes for stabilised landing, it is too difficult landing on continents, to my luck, i have succes landing on continent named "Dansen" There is no chance to communicate with mainworld without any Relays, so i make Uranoos. It is orbitting in Jool now. I transmitted all of informations about Laythe for Space Center. I gain lot of TP's after transmit Tomorrow, i'll try send a passenger file and edit this thread. I plan build first village in here. I wait your proposals and comments! Have fun! Regards.
  15. The Flight of LE1096

    I have never journeyed to Jool let alone Laythe before, the furthest I have made it out of the SOI of Kerbin was in one insanely huge mission to show my love for Dres ... You can find that mission report here: Anywho, I decided to take a crack at Laythe to see how much science I can manage to send back via satellite with only one launch I now present for your approval the CANUKWorks Laythe Explorer 1096 ... All Stock for your convenience Payload 9 Kerbals (Room for 12) 16 Communication Relay Satellites 16 Lander Probes w/ full Stock science package 6 Narrow Band Ground Scanning Satellites w/ Stock orbital science package (orbital meaning only instruments that work in orbit ) 1 Resource Scanning Probe 1 Mobile Processing Lab NOTE: All probes and satellites are equipped with engines, probe cores and control systems As I finish off each stage of the mission I will release the save file for the start of that stage, however seeing as this is the beginning, I will only release the craft file: Explorer 1096.craft?dl=0 Be Warned - She is 1096 parts in orbit after dropping her 2 launch stages and I think she is 1677 parts on the launchpad so expect some lag if you try and launch her I have made it to Laythe orbit and I am editing the video, I expect to release it in the next few days ... In the meantime, here's a few snapshots of her:
  16. This is Laythe, a moon circling the great green giant, Jool. For decades, kerbals have stared in awe at Laythe, planning, dreaming, wondering. The challenge is simple. Send a spacecraft to explore Laythe. No cheats are allowed (Hyperedit, debug menu...etc.). The probe must send back AT LEAST 500 Science! points. No parts can be lost without being planned before entering Laythe's SOI. You need to post part count, cost, Science! points collected, and at least one thing you found that was interesting(if you succeeded). Screenshots or it never happened. All non-cheat mods are allowed. "You Tried" Mode Fly past Laythe in 10 years or less. Easy Mode Fly past Laythe in 5 years or less, OR enter Laythe orbit. Medium Mode Land safely on Laythe's surface, it doesn't matter where. Hard Mode Land a rover on Dracoduck Island, Visit two island biomes OR land a boat and sample Laythe's ocean, and visit two ocean biomes. Dracoduck Island>>> Super Mode Land an autonomous, amphibious, walking robot on Laythe. Visit all 10 biomes with all available scientific instruments. Test for life. DMagic Orbital Science is recommended for this part. If you only play stock, that's okay. Dmagic is no requirement. Hyper Mode Any kind of manned mission.
  17. The science behind Laythe!

    Laythe is the closest moon to Jool in terms of distance. It is also the most visited one. We know that laythe is an ocean world filled with water. It is spread all over the surface with a little exceptions like islands and small volcanoes. Such surface tells us about laythe internal structure. But how did islands formed on surface of Laythe? (surface of laythe before volcanism stopped, not to scale) For now, sadly volcanism on Laythe stopped, but we still can see the results. And back to oceans! But how did surface ocean appeared on such a distant world? For example Ice caps on Duna appear to be made of water ice, while Duna is way closer to Sun than Layhte is. It appeared because of heat coming from mantel that is heated up by core. It simply doesn’t let water turn into ice. Making contrast of temperature on surface and underwater. Heat from the iron core would be powered by tidal friction. Tidal friction itself may cause volcanism, in our case underwater volcanism. Perhaps if there wasn’t any volcanism ,islands wouldn’t form and there would be absolutely no solid surface to walk on (except the bottom of the ocean). Oxygen in the atmosphere could appear from vapor of water that interacted with lava from volcanoes. Though it still could be gas that came with the planet itself. So as a result of heat coming though core all ice melt and kept it from to our days. Island formation- I hope it was at least a bit infromative! And still, it is just a theory. If you know more or find an error in my theory try to write down in the comments about the issue!
  18. Is Laythe a real satellite?

    From what I can tell, the consensus is that Laythe should, by all accounts, not be feasible. Yet it exists, and continues to exist. It somehow has an oxygenated atmosphere that hasn't escaped or reacted away, has enough energy flux at the surface to stay relatively warm, and has exactly the right conditions for liquid water on its surface. This leads to the only explanation I can think of: Laythe is artificial. The nearly global ocean is simply a cover, a layer of insulation for a megastructure that lies beneath the surface. It is heated from within by some arcane power source, and houses...well, something awesome i suppose. I mean, you don't hide anything that isn't awesome in a planetoid. Perhaps Laythe is the original home of the Kerbals, who have been transplanted to Kerbin for reasons unknown? The possibilites are endless!
  19. Hi, all! After a lot of help and guidance from you wonderful people over the last month or two, I went from building Single-Stage-To-Nowheres to building compact and capable Mk1, 2, and 3 spaceplanes that happily deliver station modules into orbits all over the Kerbin system--and look good to boot. With active stations and surface bases on Kerbin, Mun, and Minmus, my 30+ Kerbonaut fleet is finally put to use, and the time between transfer windows is actually as fun as the interplanetary stuff. Life is good. Thank you! ...But now a Jool window is coming up, and I want to take my new Bachelor of Science degree in Spaceplane Engineering and apply for a Masters program. If I have a spaceplane that can take a 10t payload to LMO and return with 5% fuel left, could I just put an ISRU in one half of the cargo bay and extra fuel in the other--enough Delta V for a Jool transfer, etc--and make the Laythe trip, simple as that? Or does a spaceplane need to be designed with Laythe in mind? How does a spaceplane behave differently there? Is the ascent profile the same, with slightly different altitudes in mind, or is it fundamentally different? How do engines behave? What did YOU learn about spaceplane design when you started going interplanetary that you think might not be obvious to a Kerbin-system SSTO builder? What did you learn when you started going to Laythe? Thanks!
  20. The entire ocean has z-fighting and/or gaps and it could give someone a seizure (did I spell that right?). Also, the 1.2 bug tracker isn't up yet - it's still 1.2 pre-release. I'd report it there if I could
  21. Fanart - Jool viewed from Laythe

    I made a thing.
  22. Big thanks to @Cunjo Carl for bringing this challenge up to date! Amelia Earhart was an American pilot who tried to fly around the world in her Lockheed Model 10 Electra-plane. Unfortunately, she crashed her plane, and was never found. The Earhart Challenge is following in her footsteps (without the crashing hopefully though). The challenge primarily takes place on Laythe, one of the five moons of Jool, and the only other planet than Kerbin with an atmosphere containing oxygen. This brings the opportunity to use jet engines. The challenge is an opportunity to get a look around on Laythe. You have 10 islands, one of them harder to get to plant a flag on than the other. When you visit an island you must plant a flag to points. The challenge has two modes, "Realistic mode" where you must launch from Kerbin get too Laythe and get back to orbit to finish your challenge. My recommended crafts here are: a big tug to bring you out there, a plane to fly around and plant the flags and a lander that you use to get back into orbit after finishing And "Casual mode" where you can use Hyperedit to get to a specific position on Laythe and then fly from there if you don't feel like doing the whole interplanetary travel. My recommended craft for casual mode is a plane so you can get around on Laythe and plant all the flags. How to use Hyperedit in the spoiler and download link below: Get it here Rules: You should plant a flag at every island you want points for. But if you want points for island number 7, you must visit and plant a flag on 6, 5, 4... It doesn't matter in what order you visit them, as long as you visit everything up till the number you finish on. You can use two (realistic) or one (casual) launches to make the ship. Eg. one launch for a rocket to push you out there, and one launch for a plane. The mods allowed are: Mechjeb KER Mk IV Spaceplane Systems (only the fuselage parts and the docking ports, so no engines, intakes, structural parts or RCS) You can also use mods that don't bring an advantage like Remote Tech or TAC... Hyperedit (Casual mode only of course) Partclipping is not allowed and no debug menu. (you can clip engines, liquid fuel tanks, and intakes into wings tho') You are allowed to use ISRU to refuel your craft. Your craft must carry at least four kerbals. You can not lose anyone on the way, and if you choose to land back at kerbin you should also land them all. Point system: Island points: The islands are in the hidden "box" further below with pictures. This here is only the names of the islands and the number of points they each assure you by planting a flag on them. The easy one: 100p The where to land?: 200p The slightly harder one: 300p The Australia: 400p The Chinese dragon-ish one: 500p The bumpy runway: 600p The New Zealand: 700p The high(run)way: 800p The tiny one: 900p The you can't see it without zooming one: 1000p +425p for an actual landing at the island Bonus points: 500p for using a boat to reach all the islands. (no flying, no driving, only sailing) 300p for only using two Juno engines and two small intakes to power yourself on Laythe. 100p for using a seaplane. This means that your plane can't have any landing gear, except if it is an SSTO. If you plan to leave Kerbin on landing gear, you must decouple your landing gear before entering Laythe's atmosphere. This also means that you will either have to swim to land with a kerbal or bring a small boat. 700p for using one SSTO for everything. (Realistic mode only) 600p for returning all kerbals back to Kerbin. (Realistic mode only) Multipliers and dividers: This is to get more difference and better competition between the people trying. p=price fs=final score s=score (all your points added together) P=parts Realistic mode: Your score minus the square root of the price of your craft(s) combined: s-√p=fs Let's say I' got a score of 3500 and one of my ships cost 200,000, while the other one costs 500,000 my equation would be: 3500-√700,000=2663.34 Casual mode: You shall minus your score with the number of parts times 2.5: s-P*2.5=fs Lets say I have a score of 600 after visiting the first three islands and my craft uses 58 parts this means my equation would look like this: 600-58*2.5=455 Images: The images are helping me to see if you have done what you needed to do. And a classic rule on the forum is "No pics, no clicks", so if you want just a little applause, you will help yourself by inserting pictures. Realistic mode: You must have a picture of your craft(s) at the launchpad or runway before launching them. You must have a picture of your craft(s) going up through the atmosphere. You must have a picture of your craft trajectory out to Jool. You must have a picture of your craft on the island or next to it before you plant a flag. You must have a picture of a kerbal standing next to the flag. A picture of you in orbit around Laythe after you've planted all the flags you want. You must have a picture of your kerbals standing back at kerbin (if you chose to go back) Casual mode: You must have a picture of your craft at the launchpad or runway before Hypereditting them. You must have an image of the place you land after Hypereditting. You must have a picture of your craft on the island or next to it before you plant a flag. You must have a picture of a kerbal standing next to the flag. The islands you can land on to get points: Somewhere at every island, there is a "flag" like this to help you with guidance while flying. (except for "The tiny one". Here the flag is on a northern island, so it won't disturb your landings) Savefile here Just create a folder and place the "persistent. sfs " file inside. Place the folder in your saves folder, start the game and fly! ______________________________________________________________________________________________________________________________________________________________________ Leaderboards: There will be two leaderboards, one for all the people who are used to doing interplanetary travels and know how everything works. And one for all the people who might just have reached Minmus, or maybe even Duna. If you are one of the people who can do this with your hands tied on your back (or not), you can get on the "Realistic mode" leaderboard. If you just wanna try and see how everything will work out, you can get on the "Casual mode" leaderboard. Realistic mode: The King: 2. 3. 4. 5. Casual mode: The Lord: 2. 3. 4. 5.
  23. The past weeks have seen a big spike of Elcano attempts. Many of them have a beautiful and witty narrative, something that's really not my strong suit. So why post yet another one? Simply because this particular circumnavigation is a long standing project of mine, and because I'd like to share my passion. Since Imgur and the KSP forums don't get along at the moment, I'll post my images in spoilers and add a link here and there to keep loading times reasonable. Nine months ago, I circumnavigated Kerbin by boat. It was my first attempt at the Elcano Callenge, and the views of Kerbin that this journey offered me got me hooked. But also from an engineering point of view, I learned a lot about hydrofoils, so I started to make plans about a circumnavigation of Laythe. Of course, it never ocurred to me that it would take this long. One of the most important lessons from my first attempt is, that having too many lifting is a surefire way to have your craft flipping when low on fuel. I suspected that my pontoons were part of the problem, so my subsequent designs tried to avoid them: While the left one was quite satisfactory in terms of speed and stability, it simply didn't have the range to make it all around Laythe. The right one had IRSU capability, but at a top speed of about 85 m/s it was a bit on the slow side. The final design can refuel itself, is very stable up to 110 m/s (although it can go considerably faster), all while being quite manoeuvrable on land as well as at sea. 110 m/s may look like a lot, but considering that conventional boats easily achive 30 m/s, at 4x physics warp they are faster than this design since time acceleration is a no-go for hydrofoils. Still, I prefer this approach because speeding along, barely touching the surface is something strangely pleasing in itself. Besides, why choose the easy route when there's a complicated way to do it? Here's the craft on a low-fuel test run on Kerbin: Now the big day has come - on top of a launcher, the Speedboat IV sits on the pad: The launch vehicle is capable of SSTO. This avoids the hassle of assembly in orbit, although it forces me to refuel before sending it off on its journey. Coming up next: From liftoff to splashdown Edit: Craft Link:
  24. So, I've been putting together a project over the course of a few days. I decided to head to Laythe, and boy, was it worth it. Did it crash? Almost. Did it work? Yes. Not too bad for iMovie and Quicktime Player... Enjoy!
  25. Should Laythe be closer to Jool? Laythe, in my Opinion is my most favorite Celestial Body in the Kerbol System, Laythe is a moon with a thick Atmosphere, Oxygen, Liquid Water, and a great view of its main Planet, Jool. Infact the only reason why I even landed on Laythe is for the amazing Science and great view of Jool Laythe has to offer, however I alway's thought it wasn't enough. Me, as an Astronomy and Science geek, have always been wondering what it would look like if Celestial Bodies were closer to each other? That is what I would like to see at Laythe, I do understand that Laythe is already close enough to Jool where it's intense radiation belts wouldn't cover all of Laythe in Radiation apart from its protective Atmosphere, but I believe Laythe's atmosphere is thick enough to be moved closer to Jool. Laythe is 1/5 the size of Jool, however moving it closer to Jool will effect Jool's orbit as it will move Jool a bit as Laythe passes over Jool if Laythe was to be moved to Jool (Which I would love) a lot closer.