Search the Community

Showing results for tags 'laythe'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • The Daily Kerbal
  • Kerbal Space Program 2
    • KSP 2 Discussion
  • General KSP
    • KSP Discussion
    • Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Gameplay and Technical Support
    • Gameplay Questions and Tutorials
    • Technical Support (PC, unmodded installs)
    • Technical Support (PC, modded installs)
    • Technical Support (PlayStation 4, XBox One)
  • Add-ons
    • Add-on Discussions
    • Add-on Releases
    • Add-on Development
  • Community
    • Welcome Aboard
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • Making History Expansion
    • Making History Missions
    • Making History Discussion
    • Making History Support
  • Breaking Ground Expansion
    • Breaking Ground Discussion
    • Breaking Ground Support
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


Location


Interests

Found 59 results

  1. LUDLONG KERMAN'S MISSION LOG: Y34D155 - 2H15M (NEPTUNE I) While our space program still sucks at SSTOs, our reserve kerbalnauts are demanding we send people to Laythe. After all, if the Elegail rover is reporting an atmosphere similar to Kerbin's, then it would make a good place to settle. Though our engineers are still working on a feasible method to get people on and off Laythe's surface, Mission Control decided to at least start expanding our Laythe presence - starting with: A space station We have a permanent contract to dock to vessels around Laythe. Return a vessel from Laythe orbit to Kerbin At least we can get a manned orbital reconnaissance mission of the moon with full science points (e.g. crew and EVAs, goo, materials). Too bad it wasn't a landing mission. The Elegail rover on Laythe. While Mission Control is constructing Odin Station - which would look exactly like Hades Station in orbit of Eeloo - the current general plan for the descent vehicle is to land on the surface and rendezvous with a separate return craft upon ascent; that may also be the case if we send an SSTO (which also means we'll have to leave the plane). All future mission plans aside, the three of us - Nathan, Matster, and myself - are flying to Laythe to explore the planet from orbit. We're in the Neptune I, a modified interplanetary travel pod designed to carry less passengers (we need 3 people, not 7), more battery power, and more science. In a couple of years, we'll be right in Jool's orbit. We'll then orbit Laythe and get some science and photographs before heading back home. If anyone has any ideas for a two-way surface mission craft (either a lander or SSTO), I'm open.
  2. Dragonfly mission to the ocean moon Titan Your mission is to create as realistically as possible the upcoming proposed Dragonfly mission to Titan, the ocean moon of Saturn. You can read about it here, its really cool. Basically, you have to fly to Titan (Laythe if playing stock), and set up a self sustaining base with explorer quadcopters that can go out and take samples and readings, then return to the main base. Categories are full Stock (visual and info mods only, nothing that modifies parts or physics in any way) or Modded ( I recommend Firespitter for excellent rotors, although your quadcopters will be large) as much as you like. Basically your job is to recreate the mission as close to real life as possible, either in Stock or Modded. I'll accept pretty much any entry, but if you need rules, then the rules are as follows: You must fly the mission, no cheats of any kind, although quicksave/quickload may be used as needed. Be careful loading/saving too much in atmo, parts can do strange things especially offsets You must leave Earth/Kerbin, fly to Saturn/Jool. Next you must make an entry with a heat shield and parachutes to Titan/Laythe, land and set up your base. Your base must be self-sustaining - if playing stock this will require an ISRU to allow multiple quadcopter missions. Your exploration vehicles must be VTOL, preferably as close to a quadcopter as you can make it. You may use jets or rockets since there aren't working electrical props in stock. They must be powered by RTG (like in real life). They must be able to fly 10-100km, take a sample, and return with it. There should be at least a conceptual way to refuel them, although I won't require a demo if the piloting is insane (landing on a docking port, etc). Lots of pictures! We are recreating a real mission, make it look cool!!! Scoring may evolve as new entries come in, since I likely haven't thought of everything, but for now it's as follows: Quadcopter points: Real Weight: 100 points if close to 450kg, subtract points for anything over (10 points/ton) Honest Quad: 25 points if 4 engines VTOL Real Science: 25 points if you recreate sample collection and analysis, seismological studies, meteorological monitoring, and local microscopic imaging using LED illuminators Reusable: 50 points if you show a full round trip copter sampling mission, and are prepped for another More Copters!: 25 points for each additional quadcopter up to total of 4 Mission points: Low Mass: 100 points if launch mass is under 100 tons, subtract 10 points for each 50 tons over weight. Orbital Genius: 25 points for each clever maneuver - aerobraking, gravity slingshots, anything that lowers dV and looks cool. Phone Home: 10 points per relay set up in system for a max of 30 points, it's nice to be able to call home. I will also award an arbitrary number of points for general realism, including but not limited to: Using Real Solar System Accurate models of rockets Making the spacecraft look and function as realistically as possible Finding something cool about the mission that I don't know about, and including it. Have fun! If you are ready to get technical, Here is more detail in a pdf
  3. Background: There is photographic evidence of life in the deep oceans of Laythe. Kerbal scientists want more conclusive evidence. Funds are short, so private contractors are asked to bid for the chance to change the way Kerbals see their place in the universe. Build a lowest cost mission to Laythe, from KSC launch pad, to the DeGrasse Sea biome, do a Mystery Goo experiment, and bring the science back to Kerbin. The twist is: The Mystery Goo experiment must be done on the DeGrasse Sea floor. Rules: Stock parts (including Making History) only, no mods that change game and parts physics, - exclude command chairs (we don't want Kerbonauts going puff in the upper atmosphere), All other flight and aesthetics mods OK (except of course, NO Hyperedit, config file editing, etc). Please check with this forum thread all mods you intend to use, and list them all when submitting. The mission includes two Kerbonauts. At least one Kerbal needs to land on the surface of Laythe. It is optional whether the Kerbal goes to the ocean floor. Both Kerbonauts must return alive to the surface of Kerbin. No formation hang gliding. Spend the Kredits to include a chute, and land your Kerbals safely. No clipping of parts in a way that will change the physics / aerodynamics of the craft. Minor clipping (e.g. into fairings) is OK. Players may turn pressure limits off to avoid the Mystery Goo experiment exploding at depth. ISRU is allowed anywhere, but not on Kerbin. Craft must be fully fuelled for launch in the VAB/SPH Leaderboard will be in order of cost of craft in the VAB at launch (with and without recovery of craft) Leaderboard 1: no recovery @jinnantonix 32,985 funds. Video Craft ISRU equipped, staged spaceplane with dolphin-diving Laythe landing jet. @dnbattley 33,059 funds. Album Craft Cheapo Laythe Rocket (CLR) Mk 15 a.k.a. "The Pleasuredome". A non ISRU non-recoverable craft. Some very clever minimalist techniques are used. Congratulations on being the first on Leaderboard 1. Leaderboard 2: with recovery (cost in the VAB/SPH minus 90% depreciated recovery cost + cost of any components expended during the mission). @jinnantonix 52,865 funds. Album Craft. Low cost SSTO. Fully recoverable including the science experiment and attachments. @farmerben 90,650.26 funds. Posted here. Impressively big SSTO seaplane with ISRU, which can land and take off from the sea. Used RTGs to sink the goo to the sea floor. Rogues Gallery: For entries that don't quite meet the rules or objectives of the challenge, but want to submit anyway @bayesian_acolyte 26,593 funds. Album Craft file. Sandbox mode. Amazing SSTO which uses a lot of clipping to reduce aerodynamics “including overlapping NERV and Whiplash engines, a weird fairing, 4 fuel tanks on top of each other, and a few other instances”. Super clever minimalist design, showing the benefits of ISRU and spaceplane components for this challenge. Does not meet clipping requirements. If legal would have been a contender for winner in Leaderboard 2. .
  4. Hello, everyone. I've already got a surface robot on Laythe exploring one of the islands. However, if I really want to cover some ground, I need to be able to travel by sea too. Does anyone have any ideas for an unmanned boat I can send to Laythe and cruise around with? If you had something that could travel on both land and water, that would be awesome. Thank you. (PICTURE OF ELEGAIL ON LAYTHE'S SURFACE, NEXT TO THE DELIVERY CAPSULE/RELAY)
  5. I was wondering which of jool's moons to make a challenge for and decided to make a poll to see what the greater ksp community thinks
  6. What is the best way to bring a jet aircraft into Laythe's atmosphere safely? Should I dump as much velocity with rockets as possible before insertion, or dump just enough so my perigee is just above the ocean's surface? I've done the latter once before and it almost ended with a flat spin stall and crash; I managed to land safely some how.
  7. [Verse 1] It's a god-awful small affair To Valentina on her EVA But Gene kerman is yelling, "No!" And her teammates have told her to go But her ship is nowhere to be seen Now she flies through her sunken dream To the place where there is map view And she's hooked by the A.G.U [Pre-Chorus 1] But this all is a saddening bore For she's lived it ten times before She’d soon die a fiery death As they tell her to focus on [Chorus] Kerbals watching Jeb and Bill dock Oh no! Jeb has rammed his ship at Bill. It's the freakiest show Take a look at the Kerbals getting in their spaceships Oh man! Wonder if they'll ever know that they will never return home. Is there life on Laythe? [Verse 2] It's on Kerbin's tortured lands That KSC is building up the funds Now the players have struck for fame Because modding is fun again See Kerbonauts in their million hordes From the north to the south poles Rule the star system is out of bounds To anything except them and bugs [Pre-Chorus 2] But this all is a saddening bore For we lived it ten times before soon more kerbals will get blown up As I tell them to focus on [Chorus] Kerbals watching Jeb and Bill dock Oh no! Jeb has rammed his ship at Bill. It's the freakiest show Take a look at the Kerbals getting in their spaceships Oh man! Wonder if they'll ever know that they will never return home. Is there life on Laythe? If you have the power to do so, please make it a real song.
  8. @Jebediah Kerman Jr. had a problem on his hands when Ribfrod Kerman stepped on his return craft's antenna and put his science return mission in jeopardy. Apparently the contract to return or transmit science data from the surface of Laythe was about to expire in eight Kerbin years, and his return craft was stuck in low Laythe orbit with a critical amount of delta-v remaining. While a direct transfer from Jool to Kerbin was possible, the Kerbin re-entry speed would exceed 6 km/s and fry Ribfrod to a crisp. We weren't able to get the save file because he was on the Console edition. But I tossed together an example save file (20 KB ZIP) that I thought reproduces the problem, and kind-of echoes Criske Kerman's Minmus return problem from the stock scenarios. Jeb Jr explained this was a space plane, that it had spent much of its dV just getting to low Laythe orbit and had maybe 2 km/s remaining. The eight-year time limit causes problems for a long-term return with gravity assists. Time is of the essence! The Challenge: Get Ribfrod Home Quickly! Deliver Ribfrod and his surface data from Laythe to Kerbin before the mission timer exceeds eight Kerbin years. Stock craft, stock system, normal difficulty, no cheating. Challenge modes are: Kanada Post: Deliver the craft and Ribfrod to the surface of Kerbin in one piece within eight years. Kerolator: Deliver the craft and Ribfrod home within four years. This one's possible without cheating if the craft had another 100 m/s to spare, or if you can be patient with transfer windows. Kerbal Express: Deliver the craft and Ribfrod safely to the KSC runway within four years. This is a stock save with a modified Aeris 4A in the same style as the Aeris 4B from Criske's return mission. Add-ons or mods that don't reduce the difficulty are permitted. I can add a Stock leaderboard and a FAR leaderboard for the foolhardy. The craft should be stable in FAR or Stock aerodynamics. I have attempted this and managed to almost get the Kerolator mode done, but fell 100 m/s short. I think more patience with transfer windows and less aggressive flight planning would have overcome this. See Jeb Jr's original thread for the details.
  9. In my latest career mode game I am planning to start a Laythe colony. I am using MKS and USI Life Support, with the lowest levels of Interstellar Extended's power and propulsion tech unlocked. In short, no transit times to Jool that would be less than two years or so, at least while carrying a reasonable (30+) number of passengers per trip. I plan to use the Cycler to only carry colonists, building more as time goes on to eventually have a voyage every year or so. Cargo deliveries can be done with traditional Hohmann Transfers. Unfortunately my math and coding skills are not up to the task of determining masses and orbital parameters for this vehicle. I am hoping you nice folks can help me figure these parts out. My questions are as follows: 1. How many ships would be needed for one to arrive at Jool every year? 2. What would be the parameters of the Cycler's initial orbit? 3. How much Delta-V would I need for course changes, ideally or worst case, per trip? Could I use the Joolian moons to reduce this? 4. Is there a more resource-efficient way of doing this cost-wise? I figure that the Cyclers will pay themselves off within two or three voyages because the fuel and construction costs to carry the supplies and crew would be far greater for a similar ship that had to decelerate at either end of the voyage. Once I unlock the more powerful fusion drives this design will be obsolete, but in the interim I have contracts to do things near Jool, and I want to simulate the rotation of specialist personnel that such a facility would experience. As for off-world infrastructure, I currently have a mining and science base on both the Mun and Minmus, a big orbital fuel processor around Minmus, Science/tourism station orbiting the Mun, a science base on Duna with a fuel plant on Ike, and a fuel depot in Geosynchronous orbit over Kerbin, with smaller tugs to carry fuel to crafts in LKO.
  10. AIM: Make a stock ship that would be able to deliver cargo of ore to Laythe from Kerbin. RULES: The ship must be fully stock, no cheating, the cargo must survive, no abusing of the game engine, if manned: it must have some living space and crew must survive, the whole cargo must be carried by one ship PS: (empty fuel tanks may be removed, but apart from them and the cargo containers, all of the ship must survive (fuel tanks cannot make up the whole of the ship.) PPS: ("ship" starts only after it is in LKO, the lifting stage can be dumped) Challenge modes: Participation award: just get to Laythe Noob mode: take your time, land safely 10 tons of ore to Laythe. Easy mode: maximum time 5 yrs, land safely 20 tons of ore to Laythe Hard mode: max time 4 yrs, land safely 30 tons of ore to Laythe, land on land, ship must survive, must be manned Super hard mode: max time 3 yrs, land safely 60 tons of ore, land on land, ship must survive and return safely, must be manned Matt Lowne mode: impress me
  11. Do the mobile science labs float? And if they do, how much of them sticks above the water? I'm not at my home computer and will not be able to test this for some time. If someone could drop a lab in the sea and post a screenshot, that would be great. Also, could you take a similar length of the new structural tubing of the same diameter as the lab, capped by "Rockomax Brand Adapters 02s" at both ends, that would also be great. I strongly considering sending a sea plane base out to Laythe, but I am not sure how to build a craft carrying the required (for me) two science labs. But if I can use the labs as part of the floats, might be easier. I already know I'll need to build massive wings and between 4 and 8 jet engines (depending on the model I use). So if anyone isn't doing anything (I'm ADD-ing in a lecture on the basics of MS Word), some you mind dropping some things in the water for me?
  12. After numerous complaints from construction workers at the Kerbal Space Centre, the Kerbal Construction Union has successfully campaigned for a total ban on Oxidiser created on Kerbin. Despite the R&D Department's best efforts to convince the strikers that their recent breathing difficulties were simply due to a bad case of "The Sniffles," the workers believe that the abundant use of oxidizer in ascent stages has caused a lower oxygen concentration in Kerbin's atmosphere. Without the ability to create oxidizer using Kerbin's oxygen, the KSP has turned to a new source: Laythe. Your challenge: Design a craft capable of landing on Laythe, mining, and returning to Kerbin without using Oxidizer. Any other engine or form of propulsion (excluding Kraken drives) are permitted. Due to Jeb's short attention span, the mission must be completed in one launch in ten years or less. This challenge must be accomplished in a stock game, though Making History and mods that do not affect gameplay (Scatterer, TextureReplacer) are permitted. Scoring: You will gain points for every ore tank you fill with ore mined from Laythe. These tanks must be empty on launch, filled on Laythe, and returned to Kerbin to be scored. +1 point for each radial tank. +4 points for each small tank. +20 points for each large tank. Bonuses +25 for not using NERVs. +25 for not using SRBs. +25 for not using parachutes. Weight Categories (on launch): Ultralight - 25 tons or less Lightweight - 50 tons or less Midweight - 100 tons or less Heavyweight - 200 tons or less Ultraheavy - 500 tons or less Behemoth - Over 500 tons
  13. Hello, to anyone who is reading this post. I have ideas for Laythe SSTOs & I need need some help in fixing my crafts so they can live up to my expectations. Feel free to reach out to me & help me on my goals!
  14. Previously, on “The 100”, you flew 100 colonists to Laythe to establish a bright and explorative future for all of Kerbal Kind. With the first outpost established, you will be able to explore the outer planets much easier, starting with Jools various moons. Buzz Kerbal, one of the colonists transported to the colony, had been given a special mission to build a small VAB facility on Laythe. He couldn’t build a very big one yet, but he has managed to gather enough resources to fabricate a few basic parts for you to use. Valentina and Bill are on site to aid Buzz in gathering materials for his work. Jebediah couldn’t make it because he, well, retired early. In this mission, Valentina will be your lead role. The 100 - episode 1: https://drive.google.com/open?id=1iwg7XpY638dL1C1b_Bi3blRu13yXSSsY The 100 - episode 2_ Buzz's Biz: https://drive.google.com/open?id=1gI4tANbX5Utv-4_QFkK06C_jpuD_V8mJ No mods required, EVER... and only bug tested without them. To install as mission packs, place only the zip files in your Missions folder. Then Open the game and Play Missions. They will be imported and grouped as a mission pack under the same category heading.
  15. Laythe has air and water. We believe it's about time it had life too. You've been tasked with the momentous mission to put 100 Kerbals on Laythe. "The 100", as we have so named them, will all be specially trained colonists. They are not to become a part of any ship crew and to ensure this, we have designated them all tourists. There is a colony structure already in place. Just dock with it and load them in. You'll have 8 years. This is the first episode in what will probably become several (not sure how many though). There is a main mission, and several side jobs that will be thrown at you for extra points, but not to interfere with the main mission. This mission features a few artistic structures, some of which you won’t see until their respective events are triggered. Due to a bug where by you cannot set icons in mission vessels to anything but Rockets and Aircraft, it is advised once you get started you rename the Colony structures and any other ground bases when they appear to change the icon only, not the name. This will make it easier to review only your own vessels. I’ve tried to work around all the known bugs with mission builder as best I can, but some required inserting little notes within the mission to remind you. https://drive.google.com/open?id=1iwg7XpY638dL1C1b_Bi3blRu13yXSSsY This is also my first Mission Pack assembly so to install it as a mission pack, just drop the zip file in your Missions folder. Don't unzip it. KSP will do that for you when you load it up and view the available missions.
  16. I just read on the wiki that Laythe's atmosphere has a lower oxygen concentration the Kerbin's. I assume this effects the efficiency of jet engines. I have a jet powered boat en route to Laythe and another being prepared for launch. The one en route and the new one I'm working on do not have air intakes other than the engine nacelle parts, one for each engine. These provide 5 air, which is more than the engines i'm using require on Kerbin at sea level. But I doubt sea level on Laythe has the same conditions. Should I add air intakes to the boat I'm working on?
  17. I'm building an aircraft in Mission Builder that will fly on Laythe. I'm using the Fat-455 large wings. They hold a lot of fuel, but only liquid. Is there anyway, therefore, to have other tanks be oxidizer only? I realize I can drain liquid fuel out of tanks to save weight, but that still leaves me with a lot of bulk. I'd like to get the most oxidizer in the least amount of space--approx 1200 units--to match what the wings will carry. Also, it needs to be stock, because I hope to share this mission and want to make it simple for others to use.
  18. I lost in some kind of betting game with my friend... So I should do.... "position a satellite at the lagrange point of Laythe". Is this possible? Oh, and no other mods, debug menu, or cheats are allowed... Please, If there's anyone that can help me?
  19. So my first laythe lander failed bigtime. 3 spark vac engines and 1 terrier 3600dV in vac , barly came up to 35000 meters. I know this is a engine issue , and i can just swap it for a reliant/swivel engine. But is the lander better to be a spaceship or just i just fumble with the rapier engine? A photo of laythe lander you use would be great. I need a simple craft for 1 person to land collect science and dock with space station in orbit.
  20. It's just super awesome villa to live on Laythe. There are supplies, rovers and VTOL in this super cool facility.
  21. 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: http://richman1050.imgur.com/ 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 http://imgur.com/a/8QevU
  22. ~ Triton Mk-IV ~ 224 Parts, Stock, Version 1.3.1 Ever wanted to check out the seas of Laythe with a speed boat? How about some off road dune action? Perhaps an enjoyable flight past picturesque mountain peaks? Using the Triton Mk-IV, you can do all 3 with 1 launch. Establish an adventure colony on Laythe today! THE ROCKET Triton Mk-IV rocket: Designed to deliver a small 4 kerbal exploration team and 3 vehicles to Laythe (one way). Straight forward stage progression and generous delta-V values make getting to Laythe an enjoyable experience. After you drop the first stage, slowly push forward a full 90º until you are parallel with the surface. This should put your apoapsis at around 80~90k. Keep your remaining stages right on the horizon and if you do it right, your nukes will only need to use about 100dV or so to put the periapsis at 80~90k and all the prior stages will de-orbit properly. This will leave you with an orbital craft sporting just over 8,200dV, plenty for the journey to Laythe. Once there, simply de-orbit over the ocean and let the parachutes do the work. THE VEHICLES Trident: A jet boat and vehicle carrier. It's purpose is to transport the Beast from island to island, unloading and reloading it from beaches. It can achieve speeds over 42 meters per second and has reversible jets that act as brakes. It has good steering and enough fuel to reach land from nearly any landing location in the ocean. Always open and close the loading ramp slowly using the percentage slider. If you are stuck on a beach, you can reverse full thrust and use the ramp to dislodge. (packed on the Triton Mk-IV) PRESS "1" to toggle thrust direction. Beast: A mining and fuel refinement truck. The truck can be used to explore deep inland and produces fuel for the other two vehicles. It has a narrow wheel base to allow for unloading and loading on to the Trident. Always slow down below 10 meters per second for turns or steep hills. If you start to tip over, counter steering can often save you. In flatter areas, you can safely go 20~35 meters per second without tipping over. (packed on the Trident) PRESS "2" to toggle solar panels when on land. Firebolt: A very small and highly maneuverable jet weighing less than 900kg! It is capable of flying medium distances and is perfect for surveying the surrounding area. Even with a kerbal in the seat it has zero torque, allowing maximum benefit from the SAS. It is very easy to land, but care must be taken to prevent crashes. Using the brakes it can take off and land using a very small area. Keep SAS on at all times. It is the fastest of the 3, allowing for horizontal flight speeds of over 160 meters per second. (packed on the Beast) DOWNLOAD THE CRAFT FILE HERE! IMAGES OF A SUCCESSFUL LAUNCH! Design Notes: *Craft is turned 90º left on launch pad to accommodate unorthodox payload shape, just press up/forward instead of right when turning into orbit. **Once deployed, the Firebolt cannot be combined with the Trident and Beast again for sea transport. However, the Firebolt has enough range to follow the Trident most places and can be flown separately.
  23. So spacestation and lander is on its way to laythe. How can i refuel this , looking for a good solution. I have a spacestation , refuelers , ore at pol , medium grabber 5000dV Should i land at Laythe , produce fuel the rendezvous with space station. Or refuel at pol , transfer the fuel to laythe ? Or build a huge grabber with a Kerbodyne S3-14400 Tank & Rhino / Vector ?
  24. 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
  25. My ship had no shaking problems last night but when I load today on any of my 3 or 4 saves with this ship it shakes itself to pieces. Very repeatable. Nobody appears to have a solution on the forums so I guess I have to relaunch. I needed to modify the ship anyway. I used autostrut on almost everything and set it to various modes. I also used rigid assembly on a lot of the ship. The following was written before I encountered the shaking. Ion engines can be useful. I meant to build a rocket with some ion engines to fine tune navigation, but I ended up with nothing but ion engines for three quarters of the trip to Laythe. Set a course near Kerbin with the last of my big fuel engines and then found I was 800,000,000 meters off. The sun was pretty dim. I had 20 ion engines and about 12 gigantor solar that were actually getting sunlight. I could leave all the engines on for about 20 seconds and then the batteries would be totally drained. It seemed to take about ten minutes to recharge after turning the whole ship 90 degrees to get a little more light on the panels. Then I'd have to turn the ship back before the 20 second burn. That got very tiresome so I noticed that I was constantly moving closer to my target even with a little thrust in the right direction. Seemed like if I could just keep thrusting a tiny bit for a little more than an hour I'd be able to skim the atmosphere. I ran the engines at about ten percent power and got the ship on course. Dealing with this kind of problem and rationing my thrust seemed very real, very immersive. Very satisfying when my fiddling about actually got me the precision insertion that I wanted. Too bad I didn't know enough about Laythe's atmosphere. As my course got closer I shut down all but one engine in each pod of five engines, but that was still too much power. I wanted to hit at 15,000 feet because I didn't want to come back out of the atmosphere and smash into Jool which was huge and right in my path. I shutdown all but one of the ions. Oddly, as I thrusted towards my target I was moving away. The engine wasn't on the centerline of the ship so I guess it was rotating it and pushing me in the wrong direction. I activated the other engine across from it and started moving closer to 15,000. Got it to 14,986. That's what the ions are good for, setting up your encounter with the atmosphere and controlling your entry within fifty feet instead of 50,000 feet. I close the solar and communications dish and inflated the heat shield, pointed it prograde. Not very exciting in real time, even when you're between the two huge bodies. I got closer and things went very fast. The heat shield turned red and then the whole rocket turned sideways. Everything started blowing up and blowing away, but then I slowed down and popped one chute. I was heading for the ocean. The chute slowed me down enough for a water landing where I could watch the sky for a few days. Jool took up a huge part of the sky, but I only saw one, tiny moon. It appeared to be circling, but I don't think that's true. Not sure which moon it was. It popped up behind Jool, a small bead, and moved almost vertically. If I was going to do it again, I'd go for a higher orbit, maybe 25,000 meters or more, maybe even 40,000. try to slow down and get caught in orbit, but not land. Experimenting with this might have been nice but the ship shakes itself to pieces every time I reload now. I don't think it did that last night. Pretty sure I reloaded last night. Originally, what I intended to do with this rocket was control my final stage with a mixture of fuel and ion engines. I'd set the engines to different action groups and when I needed a precise atomospheric insertion, I'd turn off the liquid fueled engines and just use the ion engines. Maybe another action group to turn off all but one ion engine. I started work on that but got all confused by fuel flows and the game changing numbers that I'd tediously entered and doing things that weren't intended or making any sense.