Capt-Coulson Posted October 30, 2015 Share Posted October 30, 2015 (edited) A 1.04 Interplanetary After-Action Report********************Reports - Chapter 0, Pt 1 - Origins (30 OCT 15) - Chapter 0, Pt 2 Ã¢â‚¬â€œ In the Beginning (05 NOV 15)Interludes- Interlude - Kessler Syndrome (03 NOV 15)- Interlude - From Work-shop to Work-horse (11 NOV 15)Crew StatusComing Soon!********************Chapter 0, Pt 1 - OriginsFirst thingÃ¢â‚¬â„¢s first; a little bit of context. IÃ¢â‚¬â„¢m terrible at KSP careers. IÃ¢â‚¬â„¢m not bad at designing things, and I can push past the Ã¢â‚¬ËœMOAR BOOSTERSÃ¢â‚¬â„¢ phase far enough to Ã¢â‚¬Ëœnot explodeÃ¢â‚¬â„¢ and make it to the Mun and MinmusÃ¢â‚¬Â¦. and then I add more mods, or go back to stock, or dabble in RSS, or an update comes out, or I get tied up building a frame-shattering behemoth in low Kerbin orbit, orÃ¢â‚¬Â¦. You get the picture. I restart and IÃ¢â‚¬â„¢m back to trying to make orbit. NOT this time. IÃ¢â‚¬â„¢ve managed to push past that initial phase, and onwards to greater things. I got so excited that I decided to write about it. Which is great, except that for the first few years of my program, I havenÃ¢â‚¬â„¢t taken any screenshots. Boo. Ah well. IÃ¢â‚¬â„¢m not about to bloody restart again; that would defeat the whole point, and you wouldnÃ¢â‚¬â„¢t be reading this! Instead, I have decided over two posts to catch up on the last few years of my game as best I can, and this week has been perfect for it Ã¢â‚¬â€œ no time to play KSP, but lots of small bites of time with which to write.In this iteration of the universe, a world not unlike our own is playing out a history not unlike ours, except that the Kuban missile crisis never quite resolved itself, and the Kerlin wall remained standing. The tension that divided our world in two for half a century persisted through the new millennium, and still exists now. Spurred on by the fear of total annihilation and the eradication of all Kerbalkind, various smaller space agencies banded together in 2015 to form a global initiative. With funding from all participating nations, the agency was designed from the ground-up to focus on the colonisation of other worlds and the preservation of Kerbalkind.So I am currently in Year 5 of the game, and have a number of different projects underway, and assets floating about being useful in some shape or form. The first three years donÃ¢â‚¬â„¢t really need much catching up on; I flew into space, I did science, I came back from space. I went to the Mun. I went to Minmus. Only at the end of year three did it get interesting, with my first interplanetary mission to Duna; VOYAGER I. Unfortunately, I donÃ¢â‚¬â„¢t have any images of the mission itself, but it was simple enough: a crew of Jeb, Bill and Bob, with a lander, sent out to land on Duna and Ike, and return. They returned pretty much on day one of Year 5, having successfully completed their mission. What I do have is a picture of the Multi-Purpose Exploration Vehicle (MPEV) lander they used being assembled in the VAB:This was sandwiched in between a heatshield that could detach and reattach, and the transfer ship, which was basically a Mk1-2 capsule and two hitchhikers bolted onto a tonne of liquid fuel and a single Nerva. It was my first interplanetary mission, and while simple, it taught me a lot, particularly about using more than one Nerva. 25-30 minute burn times are just not fun. The mission left my bank account with some Ã¢Ë†Å¡3,500,000 through contract completions, so I could begin to really kick-start some big ideas I had.So thatÃ¢â‚¬â„¢s where we are in terms of overall context. Whilst the orangesuits were away though, Year 4 saw a lot of action that canÃ¢â‚¬â„¢t really be glossed over so easily. The following ramblings are mostly for context for future posts, and donÃ¢â‚¬â„¢t really reflect chronological activities within the game during that time, but I thought IÃ¢â‚¬â„¢d share my main objectives for that year, and then provide a little context on them, as well as summing up all of my existing assets. This post will look at those, and provide a short summary of the different ships I use in my game to date. The next post will look at those ships, provide a list of mods currently being used, and lay out the current objectives for that game year. Hopefully by this point, work will have calmed down enough that I can get back to playing AND reporting as I go! With, of course, less babble and more photos!Establishing the Core TeamsWhat is a core team? To me, a core team is a pilot, an engineer, and a scientist. It probably is to most people; one of each skill to cover all your bases. One of my objectives whilst the orangesuits were off at Duna breaking records, was to make sure that by the end of Year 4 (2019 in my game) I would have two Ã¢â‚¬Ëœcore teamsÃ¢â‚¬â„¢, with every member at least at two stars. This means they would be able to perform basic repair, piloting and scientific tasks, and in my game, is the qualifier for teams to deploy on Ã¢â‚¬ËœOther-worldÃ¢â‚¬â„¢ missions out into the wider Kerbol system. I knew that the orangesuits would hit this target as a team by visiting Duna; in fact, they were all already at level two when they left! So, a number of training flights to the Mun and Minmus were conducted, using established hardware (talked more about in the next post), to bring a second core team up to scratch. This went on throughout the year, and was pretty ad-hoc. In future, the plan is for a more regimented training program to be conducted with new members, and using permanent infrastructure.Orbital Research and Refuelling Station (ORRS) DemonstrationIn order to maintain a permanent other-world presence, it was decided that the first important step would be developing an orbital station capable of providing the necessary support and administration to our explorers. It was envisioned that these stations will become the first foothold in a network of assets that link the worlds of the Kerbol system. With that guiding principal established, the following requirements were put in place:The station must be modular. This will allow for the future redesign of existing stations.Each station must be able to support an enhanced crew of 4, for as long as is necessary between transfer windows.Each station must be capable of processing resources, and hold a store of those resources appropriate to each system.Each station must possess a laboratory, to enable it to act as the orbital research centre for a given system.After much fettling and tweaking, a series of 5 modules was designed that could be assembled to create a simple but expandable orbital Ã¢â‚¬ËœhubÃ¢â‚¬â„¢. The first module forms the core of the station, and is always launched first (subsequent modules can be launched in pretty much any order I choose, though it is generally a good idea to launch the solar armatures shortly after, so that control isnÃ¢â‚¬â„¢t lost over the core). The core consists of a laboratory, and a monopropellant store, with two structural hubs. It holds a large amount of electric charge, and also provides the reaction wheels. The idea is that the structural hub sandwiched between the lab and mono-store will be expanded upon with habitable modules and visiting crewed ships, whilst the hub attached to the mono-store will hold fuel tanks, an ISRU unit, and provide docking space for mining vessels.The second module is a series of solar armatures:Not massively exciting, but these hard-dock to the mono-store ports and provide a basic power supply to the station, enough to run the laboratory and sub-systems. They donÃ¢â‚¬â„¢t need to be able to power the ISRU, as any mining vessel will require power for the drills, and when docked to the station this power can be applied to the ISRU. Simple.Module three is a pair of habitable areas, designed to give some much needed breathing space (literally) to those staying on board:The only thing worth noting about their design is that once installed, theyÃ¢â‚¬â„¢re a tad difficult to get rid of. They only have one docking port, and stack-separated once in place. This is to save on part count, as it means two less docking adaptors on the station. Besides, if a particular station ever needs upgrading, it will provide more of a challenge to replace them!Module four is a single fuel tank. ThatÃ¢â‚¬â„¢s it. Nothing more to see here.ItÃ¢â‚¬â„¢s launched fully loaded, and provides on-orbit storage of LOX products. A pair of these will typically be installed, providing enough storage for most vehicles. Not very exciting, but it does the job.The fifth and final module is the ISRU unit. It is separate to the core for reasons of modularity Ã¢â‚¬â€œ There may be cases in future where I donÃ¢â‚¬â„¢t want ISRU capability, but do want a permanent orbital station. ItÃ¢â‚¬â„¢s pretty much just an ISRU part, docked and strutted on-orbit using KAS. You'll note with all of the additional modules, A 'Service Tug' is attached to move them and dock them once they achieve orbit. It's a pretty simple device, that is disposed of once its job is done. It could stay on orbit if needed, but at the moment there's no need, so they're de-orbited.I donÃ¢â‚¬â„¢t have any pictures at present of the orbital launches or assembly process, as I did this several weeks ago when I wasnÃ¢â‚¬â„¢t recording my games here, and to be honest; itÃ¢â‚¬â„¢s just docking and strutting. Instead, hereÃ¢â‚¬â„¢s an example of a fully assembled ORRS in orbit:This is the second ORRS I've built. The fuel tank with the engine attached is actually the upper stage from the core module launch - i realised during the demo construction that I can just leave it attached, top up the fuel as I add the other modules, and use it to move the station to where it's needed before dumping it. This second ORRS is destined for Duna, but more on that later!The SPIRITUS ProgramSPIRITUS is my third-generation launch family, which was designed around a relatively simple set of tenants:1. All stages must be recoverable. 2. Each size (2.5m, 3.75m etc.) must have a common core, and can be expanded upon with a variety of boosters.3. The first stage must have 2100dV, and the second stage must have 1400dV. This is enough to get into an 85x85kmx0Ã‚Â° parking orbit with a margin for error. Rather than developing the rockets all at once, I decided they would evolve in size and variety as the requirements changed. TheyÃ¢â‚¬â„¢re also coded in the following manner: Core size, Number of first-stage cores, Payload in metric tonnes to orbit. So a 23-36 would be a 2.5m, 3-core lifter capable of putting 36 tonnes into and 85x85kmx0Ã‚Â° parking orbit. The net cost is the actual cost of using the launcher, while the discount is what I use to work out the cost of projects to see if theyÃ¢â‚¬â„¢re going to be profitable or not. HVN is high-voltage nuclear; the kind of payloads that feature large amount of nuclear material (a few Nerva engines is fine; a Ã¢â‚¬ËœNear-futureÃ¢â‚¬â„¢ nuclear generator and accompanying fuel is not so good when it falls out of the sky). Below are a few pictures of the launchers. Note the similarity between the 3.75m and 2.5m variants. The 2110 is mostly used for OSS and ORRS assembly:The 2336 is the workhorse of the group so far, and the only man-rated launcher in the fleet (my threshold for man-rating is 10 successful launches and a 90% launch success rate):The 3375 is basically a 3.75m 2336. Currently the biggest launcher in the fleet:Summary of Existing Assets So there we are. All set, and on day one of Year 5. Except; not quite. What the hell are all those acronyms and what do they mean? You havenÃ¢â‚¬â„¢t explained any of them! Well, I achieved a lot more in Year 4 than I initially planned, and IÃ¢â‚¬â„¢ve done a fair bit of setting-up for Year 5 objectives, so in my next post weÃ¢â‚¬â„¢ll go through the Kerbol system as it is today, set out my Year 5 goals, and explain what mods IÃ¢â‚¬â„¢m using. And, of course, provide a lot more pictures! Then maybe IÃ¢â‚¬â„¢ll be ready to move forward. Of course and as always, feedback, criticism and general commentary welcomed and encouraged. Until next time, good day! Edited November 11, 2015 by Capt-Coulson Added links to new posts. Updated title. Quote Link to comment Share on other sites More sharing options...
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