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Artemis: Deep Space Mission Architecture


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Artemis:  Deep Space Mission Architecture

Scenario:

KASA has completed the Artemis program, and abundant water ice and volatiles have been found at the Mun’s south pole in the shadows at the bottom of craters.  As KASA had hoped, this means they can execute deep space missions at a lower cost, by making fuel on the Mun, rather than launching all fuel for space flights from the surface of Kerbin. 

IyLFKA8.jpg   

Challenge:

Create a mission architecture as follows:

  • Deliver a robotic, remote controlled ISRU facility to the Mun’s south pole, that is able to manufacture fuel
  • Launch additional equipment needed to establish the architecture
  • Create a crewed vehicle, launch and transit from Kerbin to Duna utilising the architecture
  • Land at least 1 Kerbal on Duna’s surface, and then return them safely to Kerbin
  • Establish the capability to launch repeated missions to Duna using the same crewed vehicle design and architecture.

 Rules:

  • Advanced Setting: 
    • All SAS modes on all probes = off
    • Require signal for control = on
  • All craft are assumed to start in Low Kerbin Orbit (LKO).  Launch to LKO by whatever means, launch vehicles are not scored.
  • Solar power may NOT be used for mining and/or ISRU on the dark floor of Mun craters. RTG and fuel cells are allowed.
  • Mining at the poles only at latitude > 85degrees north or south
  • Parts returned to Kerbin have zero recovery costs.  Mechjeb may be used on any craft at zero cost. 
  • ISRU on the Mun only, no ISRU on Duna, Minmus, or Ike
  • Kerbal(s) must remain in a pressurised seat, except during EVA on Duna, Mun and Kerbin surface, i.e. no command seats
  • To avoid radiation sickness, all Kerbal(s) must be returned to Kerbin within 3 Kerbin years.
  • The return capsule must be capable of Kerbin re-entry direct from heliocentric orbit without progressive aerobraking
  • Only one Duna mission is required but it must be demonstrated that it is possible to execute repeated missions indefinitely

Note: LKO (Low Kerbin Orbit) is assumed to be an orbit with both Ap and Pe between 90 and 300 km altitude above Kerbin.

Mods:

  • Stock only plus DLCs - Making History and Breaking Ground expansions only
  • No Part or physics mods nor editing.  Clipping not allowed, except into fairings. No cheats, eg kraken drives, etc, etc.
  • Visual enhancements and mods assisting with engineering, flight and landing guidance are allowed. 
  • Hyperedit is allowed within reason.  Craft must prove completion of all transits.  All launches must start from the Kerbin surface.

 Submissions:

Must include as a minimum, screenshots or video:

  • All craft in the VAB or SPH showing cost in the configuration when starting from LKO, including fuel.  (exclude Mechjeb)
  • Mun ISRU operation showing latitude >85 degrees using a Surface Scanning Module
  • Craft at key moments in the mission execution, showing resource window
  • Architecture in place for repeated additional Duna missions
  • Your calculation of score
  • Craft files to be submitted on request

Score = 5 x (cost of crewed vehicle in LKO) + (cost of all other equipment in LKO) – 1000 x (number of Kerbals on Duna)

Submissions will be listed in order of final score.

Leaderboard 1:  ISRU liquid fuel + oxygen  

  1.  .
  2. .

Leaderboard 2:  ISRU liquid fuel only (nuclear + propellant)

  1. .
  2. .
  3. .

 

Edited by jinnantonix
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1 hour ago, Kerbolitto said:

How are you supposed to use the ISRU base ? fill tanks on the south poles, fly them back in LKO then launch to Duna ?

Yes, that is one possible solution.  Another is for the Duna transit vehicle to go to the ISRU base on the way to Duna.  Or meet midway, say in LMO or in Mun elliptical orbit.  Or leaving refilling tanks in Mun orbit and Duna orbit. ...

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On 12/23/2019 at 1:03 AM, Kerbolitto said:

@jinnantonix No fuel cells allowed ? This means I have to use 40 RTG ? :/

Good point, no reason to disallow fuel cells.  Changing the rule now.  

BTW, I don't see why you need so many RTGs.  The ISRU facility is autonomous, ie an engineer is not included, so the equipment runs at a much lower efficiency and electricity consumption.  It takes a long time to generate fuel, but time is not a factor in this challenge.  Once you have established the ability to generate fuel, you may use hyperedit to fill tanks.

Edited by jinnantonix
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14 hours ago, jinnantonix said:

Good point, no reason to disallow fuel cells.  Changing the rule now.  

BTW, I don't see why you need so many RTGs.  The ISRU facility is autonomous, ie an engineer is not included, so the equipment runs at a much lower efficiency and electricity consumption.  It takes a long time to generate fuel, but time is not a factor in this challenge.

I just quickly calculated ISRU + 1 drill which is around 40 RTG, but with fuel cells Im fine, I searched a challenge since a few weeks / months to use some of my ships which have no real purposes ^^

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