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The KSP Interstellar Proxima Centauri Challenge


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For breaking speed you could also use the (bussard) magnetic nozzle, it is capable of producting a lot of drag without heating effects, and is throtable, so you have some control. but it only function above the atmosphere.

A low tech solution would be to make use of ballutes.

 

 

Edited by FreeThinker
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Break is not a problem the ship break until zero horizontally with no issue.

Actually found 2 solutions to do the refuel:

  1. Brute force from 80 to 200 km using 4 packs of 4 NV-GX, semi-worked, the forces at the end or so big the ship exploded, maybe accelerated to much at the atmosphere.
  2. Don't go below 200 at all just at 220km is enough and in a elliptic orbit to allow a fast correction at "AP" if needed.

I can say now that the last detail to close the issues list:

  • Still RCS final wheels (to avoid unwanted rotations, without using the engines to control the spins)
Edited by pmborg
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The goal is done all individual parts and phases of the ship were tested: following some demo videos of some parts.

This video belongs to a collection of videos that will describe an Interstellar Journey to the near Star:
- Using the physics Simulation "Kerbal Space Program" and "KSP Interstellar" mod
- Alfa Centaury, planet "Von Broun" (of Centauri Dreams mod adapted to work on 1.7.3)
- The max potential acceleration speed of the ship is 105 Mega delta-v m/s 35% speed of Light

InterStellar SHIP version: "Daedalus_and_Bussard-v3_2-Kerbin-tanksEmpty.craft"

 

 

Edited by pmborg
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19 minutes ago, pmborg said:

humm... strange never saw that nice Exhaust ...

well that is becaue I'm trying to add it, which is not trivial. The main problem is that not easy to scale an exisitng exhaust effect. To achieve above effect, I downsized the Daedalus to 0.625m and then rescaled it up with tweakscale to 5m. It works but the default Engine size will be 0.625 instead of 5m. Of cource is you will scale everything anyhow, that will not be a problem, but some people like to keep thing unscaled. It also looks weird in the Part Catalog where you have aprt with only 1kN of thrust, which is low, but becomes 3000kN when scaled up to 5m

@pmborg When using a Daedalus for transfer to Jool/Jupiter,  you realy don't have to conserve fuel durring transfer, you can spend 100000 dv to Jupiter and don't feel sorry about it.

Edited by FreeThinker
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6 minutes ago, FreeThinker said:

well that becaue I'm trying to add it, which is not trivial. The main problem is that not easy to scale an exisitng effect. To achieve above effect, I downsize the part to 0.625m and then rescaled it up with tweakscale. It works but the default Engine size will be 0.625 instead of 5m. Of cource is you will scale everything anyhow, that will not be a problem, but some pople like to keep thing unscaled. It also looks weird in the Part Catalog where you have aprt with only 1kN of thrust, which is low, but becomes 3000kN when scaled up to 5m

Are you using realplume?

 

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  • "Daedalus_and_Bussard-v3_3-tanksEmpty.craft": Pretty much almost the final version:

rD1rRpH.png

Notes:

  1. - The max potential acceleration speed of the ship is 105 Mega delta-v m/s 35% speed of Light
  2. - (with refuel on a planet  can go more 87 Mega delta-v ), if we decide not de decouple Scoops.
  3. - Stage 1: Go Orbit (Kerbin or Earth)
  4. - Stage 2: Do the first 18M delta-V
  5. - Stage 3: Do final aceleration 87M delta-V

 

  • Factory Tank with "Kit Container":

Useful Payload: (Capsule to be delivered on Von Broun Planet of Alfa Centaury)

acXdxXN.png

- Notes:

  1. The Payload can "fly" if needed (electric, infinite range)
  2. InterStellar Crew made for 6 pax with 100% life Support.

 

 

  • "InterStellarHouse.craft" (Inside KitContainer)

t69YEc4.png

House made for 6 pax but can hold in 100% life Support for max: 8

- Note:

  1. the house can "fly" if needed (electric, infinite range)
  2. the Car have a docking port with the House for parking and refuel

 

Additional Notes:

  1. refuel on Jool (stock planet) can be done safely between 250 and 200km height
  2. refuel on Saturn (RealSolarSystem Mod) can be done safely between 2000 and 1600km height

 

Additional Features (that are being Study):

  1. The interStellarShip will be on orbit of the planet, ready to be used again if need.
  2. On ground factory, make a rocket that will do a Rendezvous with InterStellarShip (on stage 3)

 

What do you think @FreeThinker ?

 

 

Edited by pmborg
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12 minutes ago, FreeThinker said:

Where is the Science Lab?

-The science lab is one of the components of the payload that will land, can be seen up the FactoryTank in image

-Payload, Tank and the House will be linked with KAS for share resources

 

Edited by pmborg
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What about resource scanning and collection and ISRU. KSPIE Has a universal drill that can collect surface collectable resource. Also include several  IFS Switchable Storage tanks to hold collected resources.

Edited by FreeThinker
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6 hours ago, FreeThinker said:

What about resource scanning and collection and ISRU. KSPIE Has a universal drill that can collect surface collectable resource. Also include several  IFS Switchable Storage tanks to hold collected resources.

Hello,

- Resource Scanning is there not appear on images: (opposite side )

X8BPItz.png

 

About the Universal Drill yes also there: (Oposite-House-Side):

rqd87rN.png

 

About the Tanks are not there on propose, please note that I have a factory and can do what ever I want over there.

  • Right now my payload is about 600tones, don't want to go further than that
  • Have 2 versions of the ship 105M (35% speed of light) and 125M (41.666% speed of light)
  • My dream goal is to have a 570M i.e. go 95% speed of light and break from it.
  • I am studding crazy possibilities to rich that I think that is possible.

 

I record a video of 30mins do show/demonstrate the payload and house working but discovered that the payload is not balanced after tank leave the payload bay (cannot fly balanced due center of gravity changed)

 

 

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44 minutes ago, pmborg said:

My dream goal is to have a 580M i.e. go 95% speed of light and break from it

THe only way to achieve that is go antimatter or use a black hole. You could also achieve that with Laser but its only realy feasible for probes, Kerbals would  get squiched, but you could use as scouts to figure out the best candidate for a interstellar colony

Edited by FreeThinker
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4 minutes ago, FreeThinker said:

THe only way to achieve that is go antimatter or use a black hole.

  • I am studding other more realistic, ways :) using asteroids and trying to merge them with current ship.
  • Basically I am talking about "almost" infinite fuel and only using things that already exist on KSP.
Edited by pmborg
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15 minutes ago, FreeThinker said:

Ok, but how did you get it there?

  1. Went with a balloon type over there at that position
  2. Saved the position with notepad++
  3. Recovered the ballon
  4. Pickup one of asteroids that are in orbit, changed the balloon "position" with the asteroid "position".

This was "Balloon type" position:

            sit = LANDED
            landed = True
            skipGroundPositioning = False
            vesselSpawning = False
            launchedFrom = LaunchPad
            landedAt = KSC
            displaylandedAt = #autoLOC_300900
            splashed = False
            met = 98.819905757904053
            lct = 668475539.79294729
            lastUT = 668475638.61285305
            distanceTraveled = 515.52345315709022
            root = 0
            lat = -0.098673705952374346
            lon = -74.522388298149977
            alt = 64.569542951066978
            hgt = 1.47541833
            nrm = -0.0250147283,-0.0148511529,0.999576807
            rot = 0.583818614,0.800399244,0.0888111591,0.103099555
            CoM = -0.00688099861,-12.8979635,1.50726223

            stg = 2
            prst = False
            ref = 720921111
            ctrl = True
            PQSMin = 2
            PQSMax = 9
            GroupOverride = 0
            OverrideDefault = False,False,False,False
            OverrideActionControl = 0,0,0,0
            OverrideAxisControl = 0,0,0,0
            OverrideGroupNames = ,,,
            altDispState = AGL
            cPch = 0.154
            cHdg = -0.1739998
            cMod = 0
            ORBIT
            {
                SMA = 300815.41150032368
                ECC = 0.99479870470064879
                INC = 0.099043526226397088
                LPE = 89.970433349832049
                LAN = 313.81764215614982
                MNA = 3.141592313265114
                EPH = 668475638.61285305
                REF = 1
                IDENT = Squad/Kerbin
            }

 

Original Asteriod Position:

        VESSEL
        {
            pid = ba66e590e8f0425facce00821031fd42
            persistentId = 1221993883
            name = Ast. LWN-827
            type = SpaceObject
            sit = ORBITING
            landed = False
            skipGroundPositioning = False
            vesselSpawning = True
            launchedFrom =
            landedAt =
            displaylandedAt =
            splashed = False
            met = 668475518.37296772
            lct = 668475518.37296772
            lastUT = -1
            distanceTraveled = 0
            root = 0
            lat = -0.55781777049346815
            lon = -89.290834923992122
            alt = 14228200388.274847

            hgt = -1
            nrm = 0,1,0
            rot = 0.00292284274,-0.228961512,0.170795977,0.958330214
            CoM = 0,0,0
            stg = 0
            prst = False
            ref = 0
            ctrl = False
            PQSMin = 0
            PQSMax = 0
            GroupOverride = 0
            OverrideDefault = False,False,False,False
            OverrideActionControl = 0,0,0,0
            OverrideAxisControl = 0,0,0,0
            OverrideGroupNames = ,,,
            altDispState = DEFAULT
            ORBIT
            {
                SMA = 14032032172.555252
                ECC = 0.036964021273038467
                INC = 0.63374638306081099
                LPE = 34.59915334524969
                LAN = 171.97672404410264
                MNA = -0.5627157779875509
                EPH = 671656361.93986225

                REF = 0
                IDENT = Squad/Sun
            }

 

Final Merge:

        VESSEL
        {
            pid = ba66e590e8f0425facce00821031fd42
            persistentId = 1221993883
            name = Ast. LWN-827B
            type = SpaceObject
            sit = LANDED
            landed = True
            skipGroundPositioning = False
            vesselSpawning = True
            launchedFrom =
            landedAt =
            displaylandedAt =
            splashed = False
            met = 668475518.37296772
            lct = 668475518.37296772
            lastUT = -1
            distanceTraveled = 0
            root = 0
            lat = -0.55781777049346815
            lon = -89.290834923992122
            alt = 14228200388.274847

            hgt = -1
            nrm = 0,1,0
            rot = 0,0,0
            CoM = 0,0,0
            stg = 0
            prst = False
            ref = 0
            ctrl = False
            PQSMin = 0
            PQSMax = 0
            GroupOverride = 0
            OverrideDefault = False,False,False,False
            OverrideActionControl = 0,0,0,0
            OverrideAxisControl = 0,0,0,0
            OverrideGroupNames = ,,,
            altDispState = DEFAULT
            ORBIT
            {
                SMA = 14032032172.555252
                ECC = 0.036964021273038467
                INC = 0.63374638306081099
                LPE = 34.59915334524969
                LAN = 171.97672404410264
                MNA = -0.5627157779875509
                EPH = 671656361.93986225
                REF = 0
                IDENT = Squad/Sun
            }

Edited by pmborg
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17 minutes ago, FreeThinker said:

Ok, but how did you get it there?

Regarding Equipment, why not use extra planetary launchpad mod, and therefore have maximum flexibility.

 

Yes this can be one of the possibilities, but with the way that I am doing it, I don't need that mod and in practice do the same.

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4 minutes ago, pmborg said:

Yes this can be one of the possibilities, but with the way that I am doing it, I don't need that mod and in practice do the same.

Well one of the reason it might be preferably would be to minimize part count as you would only create the part once you real need it, and there will be plenty of time. Also take into account, you going into at he big unknown, who knows what you need on the other side.

Edited by FreeThinker
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6 minutes ago, FreeThinker said:

Well one of the reason it might be preferably would be to minimize part count as you would only create the part once you real need it, and there will be plenty of time. Also take into account, you going into at he big unknown, who knows what you need on the other side.

  • Yes that's the pretty thing about "Kit Container", that's why I am using it, I can put over there what ever I want (300 or 600 parts) and will count only with 1 part, until being constructed.

 

  • So I have 1 "Kit Container" with the Car+House+"Assembly line" inside
  • and 1 Tank-factory (mobile factory) only, that

 

Edited by pmborg
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