MacLuky Posted April 6, 2021 Author Share Posted April 6, 2021 (edited) 1970 first half 8 missions, four on the big 0D, three on the lighter 0C and 1 0L light launch. A new station around the moon and two failed mars landings Spoiler Having dropped off in LEO the crew of Vega 15 returns Polaris 4 heads for the moon on a block 3B which carries an improved lander Nearly a ton lighter and 20% more dv and a rover... Insertion on the CM. The TLI stage had 200 m/s left, meaning we can send heavier payloads Targeted landing is tricky, we came from 65km which is too much for this little lander Fortunately we have a spare tank to balance out the rover that we could use It is good we brought an engineer, the decouplers are placed wrong We perform a 6,5 km drive around the lander It drives like a dream up to 4.8 m/s Planting the flag and spend a day on the surface Departure Dock with 100 m/s left Going home. We discover that pointing the tank at the sun protects us from radiation Skip rentry A new crew is sent to Capella 3 to analyse the samples left behind and prepare for an upgrade The station is big, but also unshielded Mars 2 arrives but the engine explodes. Using RCS to capture but it will take 1,5 hours to burn What if we use the descent engines on the lander? Relay enters orbit and starts relay and scanning operations. Bad orbit though The lander, cant make a landing, but might get to one of the moons. Mars 3 arrives too Eliptical orbit, release lander at Ap This is where the exoshell gets fused to the rover The paracutes fail to pull of the shell and we impact the surface Rover 2 is there but very low on power, sending science would drain us completely Series of breaking burns using RCS Moments before impact But we didn't relay any data.. Vega 17 have been radiated after 50 days and need to go home We need a safer system Altair 4 can launch on a 0C and is based on the lander descend stage It is quickly followed by Polaris 5, 10 hours later Altair 4 gets there first and finds a spot in the middle of the sunshine Good landing, losing the engine (again) this should support a crew for 60 days, based on 30 days fuel cells and 30 days using the solar panels Going for a precise landing Off target... We landed 11 km from the base, but we brought wheels There we are! our new home for 30 days All systems are looking good. The idea that the fuel tank will protect us from the sun is wrong. 2 storms radiate the crew Liam is going to his home Here he will consolidate the systems in preparations for upgrades Ditching the old station On the surface we do a 50km EVA to 2 other biomes Mountains are tough Got it! Getting ready for the night Cold and dark We have a crew of mechanics getting ready for the new station First up is the transfer stage, which is a 7m TLI stage, capable of pushing 70t to the moon From the smaller launchpad we need to send a coffee resupply to LEO On the moon 30 days have passed and we want to go home We can use the descent stage for the first time for a couple of seconds Lander is performing fine Love the view Approaching the docking adaptor Finally the new lab launches Docked with the transfer stage and TLI It has its own insertion tank that will be used as a radiation shield as well. It can store liquid H2 and O2 that we want to switch to in the future so we have a optional fuel depot in Lunar orbit Polaris 5 is send to automated docking Vega 18 is used to raise the orbit of Capella 10 And a supply ship is used to match velocities We move over the supplies and radiation shields Then we dock the stations to transfer the data Lots of cabling is transfered Alexander moves over the solar panels and many instruments Vega 18 brings the crew of Polaris 5 home, Capella 10 is discarded due to poor radiation choices This crew should be able to stay here longer. Supplies last over a year Heading home Edited April 6, 2021 by MacLuky Quote Link to comment Share on other sites More sharing options...
MacLuky Posted April 8, 2021 Author Share Posted April 8, 2021 RP1 Patch of the day Dynasoar. I am not sure why the amazing RP1 team excluded this gem from the tech tree, but here goes: Spoiler @PART[ROC-DynaTitanAdapter]:FOR[ROCapsules]:NEEDS[RP-0] { %TechRequired = prototypeSpaceplanes @description ^=:$: <color=green>From ROCapsules mod.</color> %RP0conf = True } @PART[ROC-DynaFuelTank]:FOR[ROCapsules]:NEEDS[RP-0] { %TechRequired = prototypeSpaceplanes @description ^=:$: <color=green>From ROCapsules mod.</color> %RP0conf = True } @PART[ROC-DynaDockingArms]:FOR[ROCapsules]:NEEDS[RP-0] { %TechRequired = prototypeSpaceplanes @description ^=:$: <color=green>From ROCapsules mod.</color> %RP0conf = True } @PART[ROC-DynaAntenna]:FOR[ROCapsules]:NEEDS[RP-0] { %TechRequired = prototypeSpaceplanes @description ^=:$: <color=green>From ROCapsules mod.</color> %RP0conf = True } @PART[ROC-DynaBody]:FOR[ROCapsules]:NEEDS[RP-0] { %TechRequired = prototypeSpaceplanes @description ^=:$: <color=green>From ROCapsules mod.</color> %RP0conf = True } @PART[ROC-DynaSkidFront]:FOR[ROCapsules]:NEEDS[RP-0] { %TechRequired = prototypeSpaceplanes @description ^=:$: <color=green>From ROCapsules mod.</color> %RP0conf = True } @PART[ROC-DynaElevonR]:FOR[ROCapsules]:NEEDS[RP-0] { %TechRequired = prototypeSpaceplanes @description ^=:$: <color=green>From ROCapsules mod.</color> %RP0conf = True } @PART[ROC-DynaDockingSystem]:FOR[ROCapsules]:NEEDS[RP-0] { %TechRequired = prototypeSpaceplanes @description ^=:$: <color=green>From ROCapsules mod.</color> %RP0conf = True } @PART[ROC-DynaWingRight]:FOR[ROCapsules]:NEEDS[RP-0] { %TechRequired = prototypeSpaceplanes @description ^=:$: <color=green>From ROCapsules mod.</color> %RP0conf = True } @PART[ROC-DynaBay]:FOR[ROCapsules]:NEEDS[RP-0] { %TechRequired = prototypeSpaceplanes @description ^=:$: <color=green>From ROCapsules mod.</color> %RP0conf = True } @PART[ROC-DynaDragChute]:FOR[ROCapsules]:NEEDS[RP-0] { %TechRequired = prototypeSpaceplanes @description ^=:$: <color=green>From ROCapsules mod.</color> %RP0conf = True } @PART[ROC-DynaElevonL]:FOR[ROCapsules]:NEEDS[RP-0] { %TechRequired = prototypeSpaceplanes @description ^=:$: <color=green>From ROCapsules mod.</color> %RP0conf = True } @PART[ROC-DynaWingLeft]:FOR[ROCapsules]:NEEDS[RP-0] { %TechRequired = prototypeSpaceplanes @description ^=:$: <color=green>From ROCapsules mod.</color> %RP0conf = True } @PART[ROC-DynaCabin]:FOR[ROCapsules]:NEEDS[RP-0] { %TechRequired = prototypeSpaceplanes @description ^=:$: <color=green>From ROCapsules mod.</color> %RP0conf = True } @PART[ROC-DynaSkidRear]:FOR[ROCapsules]:NEEDS[RP-0] { %TechRequired = prototypeSpaceplanes @description ^=:$: <color=green>From ROCapsules mod.</color> %RP0conf = True } @PART[ROC-DynaAftBay]:FOR[ROCapsules]:NEEDS[RP-0] { %TechRequired = prototypeSpaceplanes @description ^=:$: <color=green>From ROCapsules mod.</color> %RP0conf = True } This should put it roughly where you would expect it. You need ROCapsules of course Quote Link to comment Share on other sites More sharing options...
MacLuky Posted April 13, 2021 Author Share Posted April 13, 2021 RP1 Patch of the day Okay I really hate those huge cameras and there are some great models that we are not using for some reason. Here are some different film cameras that you can use: Spoiler +PART[scansat-recon-ikonos-1]:FOR[RP-0] { %name = RO-ImprovedFilmCamera-new %RSSROConfig = True @title = Improved Film Camera @description = The Improved Film Camera is used to take photographs of Earth from space. This is a vast improvement over the very basic Early Camera. Historically, these were flown as Spy Satellites under the Corona name, but for our peaceful RP-1 purposes, these represent the earliest weather satellite photos. @mass = 0.06578 @tags = science photo photographs film camera corona spy sats dmagic @maxTemp = 1073.15 !MODULE[ModuleKerbNetAccess] {} !MODULE[DMReconScope] {} } @PART[RO-ImprovedFilmCamera]:NEEDS[!Kerbalism]:AFTER[RP-0] { @description ^=:$: \n\n<b><color=white>The photos can be transmitted, but at a severe penalty of only 50% data. </color></b>\n\nLevel 2 Planetary Photography Experiment. Can gather 50% of Photography Science. } +PART[cansat-recon-worldview-3-1]:FOR[RP-0] { %name = RO-HighResFilmCamera-new %RSSROConfig = True %rescaleFactor = 1.2 @title = High Resolution Film Camera @description = The High Resolution Film Camera is used to take photographs of planets from space. This camera provides very high resolution photographs that can be transmitted back to Earth, but some fidelity is lost. It is still recommended to physically return them. Historically, these were flown as Spy Satellites under the KH-9 Hexagon name, but for RP-1, these represent the first high resolution satellite cameras from commercial companies. @mass = 5.0 @tags = science photo photographs film camera keyhole spy sats dmagic hexagon kh-9 @maxTemp = 1073.15 !MODULE[ModuleKerbNetAccess] {} !MODULE[DMReconScope] {} } @PART[RO-HighResFilmCamera]:NEEDS[!Kerbalism]:AFTER[RP-0] { @description ^=:$: \n\n<b><color=white>The photos can be transmitted, but at a severe penalty of only 50% data. </color></b>\n\nLevel 3 Planetary Photography Experiment. Can gather 100% of Photography Science, but is limited by requiring the experiments to still be returned for full value. } +PART[scansat-recon-kh11-1]:FOR[RP-0] { %name = RO-DigitalCamera-new %RSSROConfig = True @MODEL { @scale = 1.2, 1.5, 1.2 } %rescaleFactor = 1.0 @title = Ultra Resolution Digital Imaging Camera @description = The Ultra Resolution Digital Imaging Camera is used to take planetary photographs from space. This camera stores all of the imaging data digitally and these images can be transmitted fully back to Earth. Historically, these were flown as Spy Satellites under the KH-11 Kennen name, and also used in a similar fashion by the Hubble Space Telescope. @mass = 6.0 @tags = science photo photographs film camera keyhole spy sats dmagic kennen kh-11 hubble @maxTemp = 1073.15 !MODULE[ModuleKerbNetAccess] {} !MODULE[DMReconScope] {} } @PART[RO-DigitalCamera]:NEEDS[!Kerbalism]:AFTER[RP-0] { @description ^=:$: \n\nLevel 4 Planetary Photography Experiment. Can gather 100% of Photography Science and transmit for full recovery. } @PART[RO-DigitalCamera]:NEEDS[SCANsat]:AFTER[RP-0] { MODULE { name = SCANsat sensorType = 80 //2^6 + 2^4 fov = 0.5 min_alt = 100000 max_alt = 1000000 best_alt = 350000 requireLight = True scanName = Visual animationName = Deploy RESOURCE { name = ElectricCharge rate = 2 } } MODULE { name = SCANexperiment experimentType = SCANsatVisual } } Quote Link to comment Share on other sites More sharing options...
MacLuky Posted April 15, 2021 Author Share Posted April 15, 2021 RP1 Patch of the Day: Real Scale Sea Dragon Sea Dragon is an amazing mod and I struggled to get it to work in RP1 for a long time. It feels balanced with the current patch and they show up in the tree. However, a land launch takes out the 2M$ pad and a sea launch leads to a crushed rocket due to FAR. Show it in the tree Spoiler @PART[RSSDengineStage1|RSSDengineStage2|RSSDfairing23m|RSSDtankBallast|RSSDtankStage1|RSSDtankStage2|RSSDtankStage3|RSSDengineTVC]:FOR[RSSeaDragon]:NEEDS[RP-0] { %TechRequired = orbitalRocketry1981 @description ^=:$: <color=green>From RSSeaDragon mod.</color> // @cost *= 1.2 // %entryCost *= 3 %RP0conf = True } Patch the fuel and tanks, this one is weird, I can't get the original measures to work but with these numbers it flies. Spoiler // tanks @PART[RSSDtankStage1|RSSDtankStage2|RSSDtankStage3]:FOR[RSSeaDragon]:NEEDS[RealismOverhaul] { %RSSROConfig = True %rescaleFactor = 1 @cost = 30000 @entryCost = 50000 // similar to Titan 4 @maxTemp = 900 %skinMaxTemp = 2000 %emissiveConstant = 0.6 %thermalMassModifier = 1.0 %skinMassPerArea = 4 //!RESOURCE, * {} } @PART[RSSDtankStage1]:FOR[RSSeaDragon]:NEEDS[RealismOverhaul] { @mass = 174.5 // Capacity: 25,613,380 lbs, or 11,618,033 kg: in 5kg units: 2,323,606 // Should be RP-1 (kerosene) and LOX) @RESOURCE[LiquidFuel] { @name = Kerosene @amount = 4451374 @maxAmount = 4451374 } @RESOURCE[Oxidizer] { @name = LqdOxygen @amount = 7181947 @maxAmount = 7181947 } @description ^=:$: <color=blue>fill with RP-1 and LOX</color> } @PART[RSSDtankStage2]:FOR[RSSeaDragon]:NEEDS[RealismOverhaul] { @mass = 142 // Capacity: 9,676,554 lbs, or 4,389,211 kg: in 5kg units: 877,842 // Should be LH2 and LOX @RESOURCE[LiquidFuel] { @name = LqdHydrogen @amount = 5881059 @maxAmount = 5881059 } @RESOURCE[Oxidizer] { @name = LqdOxygen @amount = 2012980 @maxAmount = 2012980 } @description ^=:$: <color=blue>fill with LH2 and LOX</color> } @PART[RSSDtankStage3]:FOR[RSSeaDragon]:NEEDS[RealismOverhaul] { !RESOURCE, * {} // 292614 units // Should be LH2 and LOX MODULE { name = ModuleFuelTanks basemass = -1 volume = 292614*5 type = Tank-Sep-Steel-HP } @description ^=:$: <color=blue>fill with LH2 and LOX</color> } // engines @PART[RSSDengineStage1|RSSDengineStage2|RSSDengineTVC]:FOR[RealismOverhaul] { @maxTemp = 900 %skinMaxTemp = 2000 %emissiveConstant = 0.6 %thermalMassModifier = 1.0 %skinMassPerArea = 4 %RSSROConfig = True %rescaleFactor = 1 @cost = 70000 @entryCost = 90000 !MODULE[ModuleAlternator] {} !RESOURCE[ElectricCharge] {} } @PART[RSSDengineTVC]:FOR[RealismOverhaul] { @cost = 17000 @entryCost = 10000 } @PART[RSSDengineStage1|RSSDengineTVC]:FOR[RSSeaDragon]:NEEDS[RealismOverhaul] { @MODULE[ModuleEnginesFX],0 { @heatProduction = 100 %ullage = True %pressureFed = False %ignitions = 1 @PROPELLANT[LiquidFuel] { @name = Kerosene @ratio = 0.38264 } @PROPELLANT[Oxidizer] { @name = LqdOxygen @ratio = 0.61736 } IGNITOR_RESOURCE { name = ElectricCharge amount = 0.8 } } } @PART[RSSDengineStage2]:FOR[RSSeaDragon]:NEEDS[RealismOverhaul] { @MODULE[ModuleEnginesFX],0 { @heatProduction = 100 %ullage = True %pressureFed = False %ignitions = 2 @PROPELLANT[LiquidFuel] { @name = LqdHydrogen @ratio = 0.745 } @PROPELLANT[Oxidizer] { @name = LqdOxygen @ratio = 0.255 } IGNITOR_RESOURCE { name = ElectricCharge amount = 0.8 } } } // other @PART[RSSDtankBallast]:FOR[RSSeaDragon]:NEEDS[RealismOverhaul] { %RSSROConfig = True %rescaleFactor = 1 } @PART[RSSDfairing23m]:FOR[RSSeaDragon]:NEEDS[RealismOverhaul] { %RSSROConfig = True %rescaleFactor = 1 } I think the scale would have compensated for some of the things that ksp does not. Quote Link to comment Share on other sites More sharing options...
MacLuky Posted April 15, 2021 Author Share Posted April 15, 2021 RP1 Patch of the day What two patches in one day? Here is the KerbCan, your 1 kerbal seat to space but not back to earth. Spoiler @PART[KerbCan]:FOR[xxxRP0] { name = KerbCan2 %TechRequired = spaceStationDev %cost = 1000 %entryCost = 15000 RP0conf = true @description ^=:$: <b><color=green>From Ven Stock Revamp mod</color></b> MODULE { name = ModuleTagHumanRated } MODULE { name = ModuleTagNoResourceCostMult } } Quote Link to comment Share on other sites More sharing options...
MacLuky Posted April 15, 2021 Author Share Posted April 15, 2021 (edited) 1970 Part 2 To the Moon, to stay An exciting year with tons of missions, including a new station, a long duration moon project and the glimps of the future. Spoiler First up is the maintenance crew. Cloe Frimaut (P), Valentina Yankovskaya (S), Alexander Hoffmann (E) will spend 100 days in lunar orbit to prepare for the new modules that are supposed to be radiation proof. Lorenzo Fernandez (P), Robin Kuipers (E) pay a visit to LEO to rotate the crew and provide Valerie some company who is approaching her first year in space. Two more to go. Eva Larsen (P), Elene Eikina (E), Ann Johansson (S) head for the moon to practice precision landings in preparation of a better base The block 4 lander has even more delta v and a bit more supply The third stage had a bit fuel left for the insertion Landing begins, good matching of inclination Descent begins 450km from target at an altitude of 65 km using the Scott Manley calculation. Landing within 100m of Luna 15 Fuel transfer from the spare tank to the descent stage, should we walk to Luna 15? Neah, we brought a rover. This thing has spent 7 years on the surface of the moon and the solar panels are completely gone, but it seems to have fuel I wonder what would happen if we hook it up to a power supply? Whoops Ehm ground They will spent 2 days and drive 13 km The rover is parked for some cinematic shots There is quite a bit of fuel left. We now have 2500m/s for descent where 1800 is the min The CM stage has also been enhanced, we prepared it for more inclined rendez vous Another oldie. After 4 years Canopius 10 arrives at Vesta It gathers significant data and the ground team discovers that the other satelite in orbit had its transmitter shut down. A ton of science rains down in ground control after it has been activated The crew does the usual skip rentry Getting ready for the second pass Meanwhile the orbital crew returns on Polaris 5. Some images of the construction seems to be lost. but the new lab is completely radiation proof A recovered photo of its launch A fast probe to Uranus A moon rocket for a deep space probe seems overkill Departing at nearly 20km/s it will reach its destination in 3 years Next up is a new moon base, using a RL-10 Lunex lander frame. In preparation of the switch to a hydrolox eco system around the moon Good insertion, the lander can put nearly 7t on the moon Use RCS for deorbit Balanced thrust is nearly impossible, RCS is not enough And there goes a very expensive HAB, the ground team starts working on a new landing system Edited April 15, 2021 by MacLuky Quote Link to comment Share on other sites More sharing options...
Spaceman.Spiff Posted April 15, 2021 Share Posted April 15, 2021 What was the last thing? Quote Link to comment Share on other sites More sharing options...
MacLuky Posted April 15, 2021 Author Share Posted April 15, 2021 I wasn't finished editing but the kids needed help ;-) it was the new base module. I seem to have lost some screenshots. The station around the moon got replaced by a new one that was pushed there using a 120t tug. This thing is massive since it has nearly maxed out shielding Quote Link to comment Share on other sites More sharing options...
MacLuky Posted April 16, 2021 Author Share Posted April 16, 2021 I am contemplating a fresh start on 1.10 or 1.11 with a multi-site game. Kind of what if rather than WW2 an extra terrestrial signal was located, would it not improve unification rather than war and accelerate space travel. But first Mars... I've done red planets on Kerbalism before but this thing is way more complicated However scene changes take up to 2 minutes, its soooo slooooowwww Quote Link to comment Share on other sites More sharing options...
MacLuky Posted April 20, 2021 Author Share Posted April 20, 2021 (edited) 1971 Part 1 We choose to go to the moon, to stay. And figure out how to survive when heading to mars. Spoiler Early 1971 Canopius 11 arrives at Jupiter with nearly full tanks. A small burn aligns the plane with the moons. Spica 2 has a new landing system. Based on the proved LMDE rather than the RL10 Very difficult landing, the landing platform gets destroyed but the hab survived. We have too much thrust in the final stage of the descent and not enough RCS power. The drive to Altair begins Swing by Europa Very close! it will take nearly half a year before the next encounter Next up is the lab, but with a new engine arrangement Targeted landing using the Scott Manely burn time calculation We can stage off engines if we have too much thrust Landing on 2 engines, 12 km from the target Getting off the pad is difficult After a 2 hour drive we arrive at the base For now we dock with the hab. Altair still has 30 days of supplies that can be used in an emergency. The plan is to turn it into a shelter Spica 4 launches Now we have 4 engines and a thrust balancer. One failure on the J2 means we cant do the inclination change. we need to wait 25 days before the base is underneath us Spica 4 is a rover and a nucluar generator Great thrust allows better killing of hor velocity, hopefully we can be more precise I can see the base Someone forgot to turn on the brakes and the rover has no avionics, lets hope it doesnt wanders off. Fresh crew to keep Valentia company. She has been up there for over a year. Liam O'Brian (P), Francesco Verne (E), Judith Pesquet (S) will be the first crew to SAMBO: The Stephen Adams Memorial Base of Operations Grabbing the lander. The Block 5 has an upgraded CSM Coasting to the moon Time to go home, these rotations are short missions Using the transfer stage to capture The base is in the shadow, so they will stay at the station for 14 days Mechjeb is docking the CSM, the LM is docked manually simultaniously. Mechjeb is faster . Course change, will pass Neptunes moon too, we could get within 500 MM of pluto but no encounter Time to go for landing, we can use a push down Using an empty supply rocket for the deorbit burn Descending to base Going back up, we want to be closer Another hover Touchdown, 70m from base Using the rover to get the rover Lets see if we can setup the reactor here, keep the radiation from the base Reactor fails, we need 100kw cooling not 4 Driving to the base This is a great vehicle, that can keep us alive for a long time And its solar panels power the base. The lander is slowly losing power for now. The fuel cells will boot up when we leave Parking spot Getting into the lab This will be the new base, we still need a supply module and the power situation needs to be fixed Love the airlocks After 10 days they go for a 2 day excursion to the major craters Love the IVA On the way back they pass the Spica 3 lander, there is some fuel that we could salvage. Edited April 20, 2021 by MacLuky Quote Link to comment Share on other sites More sharing options...
MacLuky Posted April 25, 2021 Author Share Posted April 25, 2021 RP1 Patch of the day: Benjee's amazing MMSEV mod These patches are not complete, but it is a start. Here are the parts scattered in the RP1 tech tree: Spoiler |// Rover @PART[Benjee10_MMSEV_chassis|Benjee10_MMSEV_grapple|Benjee10_MMSEV_headlight|Benjee10_MMSEV_monopropSled|Benjee10_MMSEV_wheelLinear|Benjee10_MMSEV_wheelMount|Benjee10_base_platformA]:FOR[Benjee10_MMSEV]:NEEDS[RP-0] { %TechRequired = largeRoverDesigns @description ^=:$: <color=green>From Benjee10_MMSEV mod.</color> %RP0conf = True } // Station @PART[Benjee10_MMSEV_baseGreenhouse|Benjee10_MMSEV_baseHDU|Benjee10_MMSEV_baseHDU_hab|Benjee10_MMSEV_baseHabLong|Benjee10_MMSEV_baseHabShort|Benjee10_MMSEV_baseLab|Benjee10_MMSEV_baseLander]:FOR[Benjee10_MMSEV]:NEEDS[RP-0] { %TechRequired = modularSpaceStations @description ^=:$: <color=green>From Benjee10_MMSEV mod.</color> %RP0conf = True } // station thingies @PART[Benjee10_MMSEV_adapter_0-9375|Benjee10_MMSEV_baseMount1-875|Benjee10_MMSEV_baseNode1-25|Benjee10_MMSEV_endCapRound]:FOR[Benjee10_MMSEV]:NEEDS[RP-0] { %TechRequired = materialsScienceSpaceStation @description ^=:$: <color=green>From Benjee10_MMSEV mod.</color> %RP0conf = True } // storage @PART[Benjee10_MMSEV_logisticsShort|Benjee10_MMSEV_logisticslong]:FOR[Benjee10_MMSEV]:NEEDS[RP-0] { %TechRequired = colonization2051LifeSupport @description ^=:$: <color=green>From Benjee10_MMSEV mod.</color> %RP0conf = True } // large bases @PART[Benjee10_MMSEV_baseDockLowProfile|Benjee10_MMSEV_baseRailings|Benjee10_MMSEV_base_TNode1-25|Benjee10_MMSEV_crewTube0|Benjee10_MMSEV_crewTube1|Benjee10_MMSEV_crewTube2|Benjee10_base_HDU_base|Benjee10_base_stairs|Benjee10_MMSEV_baseSolarArray]:FOR[Benjee10_MMSEV]:NEEDS[RP-0] { %TechRequired = largeScaleHabitats @description ^=:$: <color=green>From Benjee10_MMSEV mod.</color> %RP0conf = True } // base landing @PART[Benjee10_MMSEV_baseLifter|Benjee10_MMSEV_baseNode_vertical|Benjee10_MMSEV_baseRadiator|Benjee10_base_HDU_attic]:FOR[Benjee10_MMSEV]:NEEDS[RP-0] { %TechRequired = materialsScienceColonization @description ^=:$: <color=green>From Benjee10_MMSEV mod.</color> %RP0conf = True } // fancy stuff @PART[Benjee10_MMSEV_baseTurbineBoom|Benjee10_MMSEV_baseTurbineBoomMount|Benjee10_MMSEV_baseTurbineHelicalTiny|Benjee10_MMSEV_baseTurbineHelicalSmall|Benjee10_MMSEV_baseTurbineHighDensity]:FOR[Benjee10_MMSEV]:NEEDS[RP-0] { %TechRequired = colonization2051EDL @description ^=:$: <color=green>From Benjee10_MMSEV mod.</color> %RP0conf = True } // big fancy stuff @PART[Benjee10_MMSEV_baseTurbineGiant|Benjee10_MMSEV_baseTurbineHelicalLarge1|Benjee10_MMSEV_baseTurbineHelicalLarge2|Benjee10_MMSEV_baseTurbineLowDensity|Benjee10_MMSEV_baseTurbineMedDensity|Benjee10_MMSEV_baseTurbineMotor]:FOR[Benjee10_MMSEV]:NEEDS[RP-0] { %TechRequired = colonization2100EDL @description ^=:$: <color=green>From Benjee10_MMSEV mod.</color> %RP0conf = True } Then, if you have RO tanks, this should configure the life support a bit better: Spoiler /// Base 1 Kerbal for 1 day @PART[Benjee10_MMSEV_baseGreenhouse|Benjee10_MMSEV_baseHabLong|Benjee10_MMSEV_logisticslong|Benjee10_MMSEV_baseHabShort|Benjee10_MMSEV_baseHDU|Benjee10_MMSEV|Benjee10_MMSEV_baseLander|Benjee10_MMSEV_logisticsShort|Benjee10_MMSEV_base_TNode1-25|Benjee10_MMSEV_baseNode_vertical|Benjee10_MMSEV_baseLab]:AFTER[zzzKerbalism] { MODULE { name = ModuleFuelTanks type = ServiceModule volume = 200 basemass = -1 TANK { name = ElectricCharge amount = 1000 maxAmount = 1000 } TANK { name = Oxygen amount = 40 maxAmount = 40 } TANK { name = Water amount = 0.15 maxAmount = 0.15 } TANK { name = Food amount = 0.3 maxAmount = 0.3 } TANK { name = Waste amount = 0 maxAmount = 0.1 } TANK { name = WasteWater amount = 0 maxAmount = 0.05 } } } ///MMSEV - supports 4 crew for 10 days/// ///LANDER CAN - supports 4 crew for 10 days/// @PART[Benjee10_MMSEV|Benjee10_MMSEV_baseLander]:AFTER[zzzKerbalism] { @MODULE[ModuleFuelTanks] { @TANK[*] { @amount *= 40 @maxAmount *= 40 } } } ///LOGISTICS SHORT - supports 2 crew for 33 days/// ///LAB - supports 2 crew for 33 days/// ///NODES - support 2 crew for 33 days/// ///GREENHOUSE - supports 2 crew for 33 days, added greenhouse/// @PART[Benjee10_MMSEV_baseGreenhouse|Benjee10_MMSEV_logisticsShort|Benjee10_MMSEV_base_TNode1-25|Benjee10_MMSEV_baseNode_vertical|Benjee10_MMSEV_baseLab]:NEEDS[Kerbalism] { @MODULE[ModuleFuelTanks] { @TANK[*] { @amount *= 66 @maxAmount *= 66 } } } ///3.75m NODE - supports 6 crew for 33 days/// @PART[Benjee10_MMSEV_baseHDU]:NEEDS[Kerbalism] { @MODULE[ModuleFuelTanks] { @TANK[*] { @amount *= 122 @maxAmount *= 122 } } } ///3.75m HAB - supports 6 crew for 66 days/// @PART[Benjee10_MMSEV_baseHabShort]:NEEDS[Kerbalism] { // Orginally this used rescyclers but kerbalism works differently // So we load only half and the user can decide how to augement @MODULE[ModuleFuelTanks] { @TANK[*] { @amount *= 122 @maxAmount *= 244 } } } ///LOGISTICS LONG - supports 8 crew for 33 days/// @PART[Benjee10_MMSEV_logisticslong]:NEEDS[Kerbalism] { @MODULE[ModuleFuelTanks] { @TANK[*] { @amount *= 264 @maxAmount *= 264 } } } ///LONG HAB - supports 3 crew for 33 days, added recyclers/// @PART[Benjee10_MMSEV_baseHabLong]:NEEDS[Kerbalism] { // Orginally this used rescyclers but kerbalism works differently // So we load only half and the user can decide how to augement @MODULE[ModuleFuelTanks] { @TANK[*] { @amount *= 45 @maxAmount *= 99 } } } This is the patch for kerbalism adding scrubbers and stuff Spoiler @PART[Benjee10_MMSEV|Benjee10_MMSEV_baseLander|Benjee10_MMSEV_baseHDU|Benjee10_MMSEV_baseHabShort|Benjee10_MMSEV_baseHabLong|Benjee10_MMSEV_baseGreenhouse] { %capsuleScrubbers = true %scrubberCapacity = 1.67 MODULE { name = ProcessController resource = _PressureControl title = N2 Pressure Controller desc = Use <b>Nitrogen</b> to maintain the internal atmosphere at a comfortable pressure. capacity = 1.67 toggle = true running = true } @MODULE[ProcessController],* { @capacity *= #$/CrewCapacity$ } MODULE { name = Comfort bonus = exercise desc = A treadmill designed to permit exercise in zero-g is included. The crew will love it. } MODULE { name = Reliability type = Comfort title = Treadmill repair = Engineer mtbf = 36288000 extra_cost = 0.25 extra_mass = 0.05 } @tags ^= :$: comfort: } ///MMSEV - supports 4 crew for 10 days/// ///LANDER CAN - supports 4 crew for 10 days/// @PART[Benjee10_MMSEV|Benjee10_MMSEV_baseLander|Benjee10_MMSEV_baseHabLong|Benjee10_MMSEV_baseGreenhouse]:AFTER[zzzKerbalism] { %MODULE[Habitat] { %volume = 50 //guesstimate %surface = 80 //guesstimate } } ///3.75m NODE - supports 6 crew for 33 days/// @PART[Benjee10_MMSEV_baseHDU|Benjee10_MMSEV_baseHabShort]:NEEDS[Kerbalism] { %MODULE[Habitat] { %volume = 25 //guesstimate %surface = 40 //guesstimate } } ///GREENHOUSE - supports 2 crew for 33 days, added greenhouse/// @PART[Benjee10_MMSEV_baseGreenhouse]:NEEDS[Kerbalism] { MODULE { name = Comfort bonus = plants desc = There's something inherently calming about an artificial slice of nature, kept alive only by the miracles of duct-tape and kerbal engineering. Let's hope the crew doesn't think too much about it. } @tags ^= :$: comfort: } Here is the first stab at Realism Overhaul lots of work to be done Spoiler // both seem based on the MMSEV lander from NASA. // 4x4.5x3 meter, 4ton rover @PART[Benjee10_MMSEV|Benjee10_MMSEV_baseLander]:FOR[RealismOverhaul] { %RSSROConfig = True %rescaleFactor = 1.6 %scale = 1.0 @mass = 3 // leave a bit for wheels and chassis !MODULE[ModuleReactionWheel] !RESOURCE[MonoPropellant] @MODULE[ModuleDeployableSolarPanel] { @chargeRate = 1 // more reasonable } } @PART[Benjee10_base_stairs|Benjee10_MMSEV_wheelLinear|Benjee10_MMSEV_wheelMount|Benjee10_MMSEV_headlight|Benjee10_MMSEV_chassis]:FOR[RealismOverhaul] { %RSSROConfig = True %rescaleFactor = 1.6 %scale = 1.0 } @PART[Benjee10_MMSEV_chassis]:FOR[RealismOverhaul] { !MODULE[ModuleSAS] !MODULE[ModuleKerbNetAccess] !MODULE[ModuleDataTransmitter] MODULE { name = ModuleAvionics massLimit = 4.5 } } // rover bits @PART[Benjee10_MMSEV_crewTube0|Benjee10_MMSEV_crewTube1|Benjee10_MMSEV_crewTube2|Benjee10_MMSEV_endCapRound|Benjee10_MMSEV_grapple|Benjee10_MMSEV_logisticsShort|Benjee10_MMSEV_logisticslong|Benjee10_MMSEV_monopropSled]:FOR[Benjee10_MMSEV]:NEEDS[RealismOverhaul] { %RSSROConfig = True %rescaleFactor = 1.6 } // base modules @PART[Benjee10_MMSEV_baseGreenhouse|Benjee10_MMSEV_baseHDU|Benjee10_MMSEV_baseHDU_hab|Benjee10_MMSEV_baseHabLong|Benjee10_MMSEV_baseHabShort|Benjee10_MMSEV_baseLab|Benjee10_base_HDU_attic|Benjee10_base_HDU_base]:FOR[Benjee10_MMSEV]:NEEDS[RealismOverhaul] { %RSSROConfig = True %rescaleFactor = 1.6 } // misc base parts @PART[Benjee10_MMSEV_baseDockLowProfile|Benjee10_MMSEV_baseLifter|Benjee10_MMSEV_baseMount1-875|Benjee10_MMSEV_baseNode1-25|Benjee10_MMSEV_baseNode_vertical|Benjee10_MMSEV_baseRadiator|Benjee10_MMSEV_baseRailings|Benjee10_MMSEV_baseSolarArray|Benjee10_base_platform|Benjee10_MMSEV_adapter_0-9375|Benjee10_MMSEV_base_TNode1-25]:FOR[Benjee10_MMSEV]:NEEDS[RealismOverhaul] { %RSSROConfig = True %rescaleFactor = 1.6 } // turbines @PART[Benjee10_MMSEV_baseTurbineBoom|Benjee10_MMSEV_baseTurbineBoomMount|Benjee10_MMSEV_baseTurbineGiant|Benjee10_MMSEV_baseTurbineHelicalLarge1|Benjee10_MMSEV_baseTurbineHelicalLarge2|Benjee10_MMSEV_baseTurbineHelicalSmall|Benjee10_MMSEV_baseTurbineHelicalTiny|Benjee10_MMSEV_baseTurbineHighDensity|Benjee10_MMSEV_baseTurbineLowDensity|Benjee10_MMSEV_baseTurbineMedDensity|Benjee10_MMSEV_baseTurbineMotor]:FOR[Benjee10_MMSEV]:NEEDS[RealismOverhaul] { %RSSROConfig = True %rescaleFactor = 1.6 } Quote Link to comment Share on other sites More sharing options...
MacLuky Posted April 28, 2021 Author Share Posted April 28, 2021 (edited) 1971 Mayhem at the Moon Explosions and expansions, the moons of Jupiter and a crew in jeopardy. Spoiler The Mars window opens up and we launch 2 rovers to seek out possible landing sites Mars 4 with a working engine, which will seize to work after the mod update And its backup Mars 5 The rover uses a new delivery system and better power management Meanwhile the crew of Polaris 7 gets ready to return. With the night fall power levels are dropping beyond what the base can sustain. Hopefully the next mission can fix the powerplant Powering up the lander And lift off... The crew meets at the station and will spend another week before returning Traveling home with rock samples The new Pe is 65km and seems to work fine Landing in one pass Polaris 8 is a new crew transport for LEO capable of 5 crew The Taurus-0L needs a bit of extra oemphf to get off the pad One engine fails, avionics fail things are not looking good Feedpressure is too low to make orbit. The C1 will not make orbit. Cloe Frimaut (P), Alexander Hoffmann (E), Eva Larsen (P), Elene Eikina (E) will re-enter in the ocean Due to delays in R&D the Mars6 recognisances orbiter designed to scan for resources will need 2000 d/v extra The new booster addition seems to work well But detaching them takes some of the wings with them Approaching orbit, look at the huge kick stage, originally designed for Jupiter probes Mars 6 is en-route A resupply mission (boring) The backup of Mars 6 becomes Luna 24. We forgot a fairing half though. Luna 24 will start with mapping the earth, then head to the moon Meanwhile Canopius 11 begins its orbital ballet. It will swing by several moons after a small plane change First up is Calisto It will be used to change the plane of the craft and boost the orbit a bit Passing very low over the surface We will have another encounter in 2 weeks The last of the Vega class crafts heads to the Luna station Part of the mission is to install new Vacuum scrubbers Polaris 9 is the second flight of Block C. It uses a re-designed second stage, still under 700t This time Eva Larsen (P), Elene Eikina (E), Liam O'Brian (P) get used to the craft The new stage works just fine! Orbit is achieved and we have 4 days of supplies before we return Ablator gets really hot. Why is this capsule less capable than the Mk1? I should not have updated deadly re-entry. After 4 attempts they land safely Second pass at calisto Next stop Ganymade We still have an old probe in orbit of Vesta. Why not try to land it? No throttle means it is hard. fortunately we have unlimited ignitions Final descent on RCS, slows us down just enough To safely land and deliver a crapload of science Polaris 10 heads to the moon on block B5. A new lander that can house 3 Eva Larsen (P), Elene Eikina (E), Ann Johansson (S) release the lander after the TLI This is where we discover the whimsy solar panels. "Uh command, this is not going to cut it, we are losing power quickly." As the craft speeds away a decision to scrap the mission must be made quickly or face the consequences. Elina goes outside to extract the solar panels on the lander that think they are still in the fairing. That still is not enough, "Power up the LEM" Eva decides to shutdown the CM and move over. That will reduce the power strain. It works barely, we won't need the CM until re-entry though. The view is quite different And they get pulled out of their seats during the correction and insertion burn The rest of the spacecraft functions nominally, they end up at exactly the correct inclination to land at Sambo The ship will be abandoned and will need to be powered up after the mission, that means the LEM must do the rendez vous. Some batteries are locked as a precaution. The new lander design feels slugglish We are landing 21 km from the base. The rover is put on auto pilot and takes 3 hours to get there and pick them up. Finally! but now we discover Elina has lost her tools. She will need to go to the base to fetch some Ann will start doing science Elina adds the food reserves to the base And fetches the radiators, while crashing a solar panel on the rover Lets hope this works They drive up to the powerplant to mount the new radiators that each have 50kw of cooling power There, this should do the trick, now lets get to the base and power the reactor I'm sure that will be enough right? Entering the night, we will see. Mission plan is 90 days on the surface Oh, another moon Setting up another node, Europa in a few months for 158 m/s What if we could get to mars faster? Canopius 18 tries to slingshot around Venus to get to Mars Without a fancy calculator, its just try and see what happens And .... its on its way. At least we will get a flyby. Doesn't look like we can kick up the orbit enough Spica 5 is a storage container that allows for larger base construction. It's not completely full because it would be too heavy. However supplies can be transferred into it Good insertion, we will need to wait for the base to pass under us The sun is back, it has been brutal. Altair 4's old power cells had to be used to make up for the loss of power, we need at least one more nuclear generator Elena runs an experiment with old fuel tanks, we might make a fuel depot here Adding those to the lander And getting fuel from Spica 3 descent stage that was still sitting nearby We are having a great time There, that starts to look like a nice depot (the kraken will eat it though) Spica 5 starts to descent, plenty of fuel Forgot to detach the engines, it would take for ever to wiggle it in place Again some deployment issues, but the solar panel works, it is time to remove the wheels of the lab and hab If we could find a way to connect Altair 4 to it..... We can probably drag it in place with the rover Proud arial shots But with the second night approaching it is decided to head home as Polaris 10 is coming overhead soon and the dv margins are slim The reduced weight should help though Lift off. Now our rover is 21 km from the base.... Orbit and rendez vous achieved. Same juggle. The lander will power the main craft, only switching on avionics when needed Keep everything pointed at the sun Slowing down Transfered to CM, thanks LEM! Final launch if 1971 Polaris 11 will be an unmanned test of a new lander, using direct ascent 6 F1 engines power the first stage, 6 J2 the second The transfer stage can also capture, this is unexpected. A descent stage handles the inclination and deorbit using 3 RL-10 Lunex engines Killing horz. velocity over target. Final descent Just before touch down the stage is jettisoned Well okay a bit too high up Great precision landing and we think we can get home. It will stay for 150 days to test boil off Altair 4 explodes without any reason, this is bad Mars 4 and 5 have arrived at mars and are put in an equatorial and polar orbit. So is Mars 6, it will act as an relay and scan for resources where the landers may land Edited April 28, 2021 by MacLuky Quote Link to comment Share on other sites More sharing options...
BBM Posted April 29, 2021 Share Posted April 29, 2021 Great stuff! Quote Link to comment Share on other sites More sharing options...
MacLuky Posted May 3, 2021 Author Share Posted May 3, 2021 (edited) 1972 Part 1 Getting ready for Mars We are aiming for a 1975 manned mission to Mars, with a test run in 1973 which means we must crank up production and learn what it takes to survive in outer space. Spoiler The crew in SpaceLab is approaching the 3 year in orbit event, but are running out of Lithium Hydroxide (why are they still using those scrubbers anyway) Capella 19 is the resupply Next up is Polars 12 which will add new scrubbers and rotate the crew that keep Valerie company We could use this engine on other designs too Francesco installs the new scrubber And they rotate the crafts out, returning home in one of the last Vega class Still working fine Next up is a new reactor for the moon base. We lacked power the last time we spent the night and with two reactors we should be good, A new lander design and a prototype cargo rover that will also be used on Mars Landing of the spider Touchdown 2km from the base Detached and heading towards the base, we crash the lander frame to clean up It will be parked near the power plant, the next crew can put it into action After Europa (forgot to take picutures), Io comes around making Canopius 11 the first craft to swing by all of Jupiters moons At 170t Aquarius 1 is the first part of the Mars mission. It has fully shielded crew and command centers and carries a year of supplies and 3200 m/s which should be enough to return to Earth from Mars It is launched on a Taurus-0E with 6 F1 engines, 6 J2 on the second stage and 2 on the third All systems operational. Although.... we seem to have boil off despite lots of layers Polaris 13 is another moon lander based on the direct ascent design. Goal is 1 year at the moon surface, if they succeed Landing burn using the discardable descent stage Landed 2.4km from the base Rover picks them and 120 days of supply up and drives them to the base Lorenzo will need to move the tanks first though It is noticed that power will be a problem, so one of the solar panels is transfered At the base the supplies are added to the main reserve And 4 regolith drills will be used to create shielding, though very very slow Polaris 14 is a maintenance flight to aquarius It carries cargo like the early Rigel craft did Since some idiot made a mistake the panels need to be shifted. It takes 2 astronauts to do this Next up are docking procedures and mounting of the radiators Working together at a rotating ship is not easy This is where we picked up a nasty spin But they get the job done!, no more boil off Back at SAMBO we see serious boil off on Polaris 11, it is decided to test the ascent profile If you spent 100 days on the surface you may get back up, but not to earth. Polaris 11 is crashed for science Robin collects some of the surplus radiators to prevent a similar event on their return craft Its a tight fit on this rover a slow and tedious drive But no more boil off! Once Mars 6 had completed mapping the Martian surface it was time to descent. Slowing down takes a lot of dv But the craft is up to the task Getting there Touchdown, only to discover that the decoupler was mounted upside down. The rover can drive and do science, but has the skycrane attached. Mars 5 heads for the south pole We steer towards what looks like ice Landing ! this time the ground crews send a software patch to the decoupler, turning it into a separator Fireworks Science!!! and lots of funds (we need those) As the night falls we notice that the mod updates of simple logistics and kerbalism do not play nice togetether, Robin saves the day by linking SAMBO directly to the power station. There must be a better way Luna 26 hopes to provide that, as we are scared of using nucluar power due to radiation This will bring a 11 ton battery and solar substitute for 16 days of power Approaching the LZ Lowering so the rover can leave, I like the new design, it performs better. It will take three astronauts to move these into position Soon, solar tower 1 is up and running bringing 4,5 M units of electricity online and a ton of food. Its great to work together (but a hassle) SAMBO base is up to 2.7 out of 71 shielding the team may not survive a year. Perhaps we should build a radiation shelter. Edited May 3, 2021 by MacLuky Quote Link to comment Share on other sites More sharing options...
Spaceman.Spiff Posted May 3, 2021 Share Posted May 3, 2021 46 minutes ago, MacLuky said: adiation shelter. Yes. Or.... maybe ship down some shielding? I know its heavy but probably easier than landing a whole module. Or are you unable to transfer shielding? I haven't tried it. Quote Link to comment Share on other sites More sharing options...
jimmymcgoochie Posted May 3, 2021 Share Posted May 3, 2021 4 minutes ago, Spaceman.Spiff said: Yes. Or.... maybe ship down some shielding? I know its heavy but probably easier than landing a whole module. Or are you unable to transfer shielding? I haven't tried it. You can’t transfer shielding, and Kerbalism runs on an average value across the vessel so one or two heavily shielded modules won’t really help if the rest is lightly shielded. Joining it with KIS hoses that can be switched easily from ‘docked’ as one vessel to ‘undocked’ as separate vessels would be one way around that, though I haven’t actually tried it myself. Quote Link to comment Share on other sites More sharing options...
MacLuky Posted May 4, 2021 Author Share Posted May 4, 2021 Thats a great idea. I could have saved a bit off weight on the Mars transfer vehicle that way. I thought of undocking and redocking when in storm, but it seems like a lot of work. KAS tubes might be a good alternative. Btw you can transfer regolith.... but you would need a lot RP1 patch of the day LanderCan Mk12 Off course I should support my own mods as well ;-) This is for RP1 Spoiler @PART[MacLuky.LanderCanMk12]:FOR[SHED]:NEEDS[RP-0] { %TechRequired = advancedCapsules @description ^=:$: <color=green>From LanderCanMk12 mod.</color> %RP0conf = True } and this for RO Spoiler @PART[MacLuky.LanderCanMk12]:FOR[RealismOverhaul] { %RSSROConfig = True %rescaleFactor = 1 @mass = 1.6 !RESOURCE,* {} @MODULE[ModuleCommand] { @minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 1.0 } } !MODULE[ModuleReactionWheel] {} MODULE { name = ModuleFuelTanks type = ServiceModule volume = 500.0 basemass = -1 TANK { name = ElectricCharge amount = 16000 maxAmount = 16000 } TANK { name = MMH amount = 46.9 maxAmount = 46.9 } TANK { name = NTO amount = 56.1 maxAmount = 56.1 } TANK { name = Oxygen amount = 700 maxAmount = 700 } TANK { name = Water amount = 5 maxAmount = 5 } TANK { name = Food amount = 6 maxAmount = 6 } TANK { name = LithiumHydroxide amount = 40 maxAmount = 40 } TANK { name = CarbonDioxide amount = 0 maxAmount = 200 } TANK { name = Waste amount = 0 maxAmount = 15 } TANK { name = WasteWater amount = 0 maxAmount = 15 } } } How I hate that forum auto-merge thingy. Is there a way to force separate posts? if not what is the timeout? Quote Link to comment Share on other sites More sharing options...
Kari Posted May 8, 2021 Share Posted May 8, 2021 (edited) Hello There! I was recently searching for new mods to put in my RO/RP1 game and I found out your patches for the Sea Dragon. You seemed to be having some trouble getting it right so I tried to improve it and I think I have something very close to real numbers. Here's what I did: Kept original Mass of all parts (They are good) Kept your fuel mixture, thermal patches and costs Took away engine throttle control (Didn't find anything about throttle control so I guess it never had any) Made all engines pressure fed Switched Auxiliary Thrusters to hydrolox (They work from launch to orbit as TVC for second stage and overall roll control), plume needs update too Balanced tank volume using stage burn time (and guessed 3rd tank) Removed ModuleCommand from first stage engine and added to first and second stage tanks Added RP-1 Avionics support Added plenty of eletric charge to support avionics and recovery of first stage Tanks now use "Tank-Sep-AlCu-HP" definition (Closest definition to Aluminium 2014) With these changes I was able to get a Gross Mass close to 18000t, 2:1 TWR and enough Delta-V to put 550 metric tons in LEO. This was my source. Here they are:RO only Spoiler @PART[RSSDtankStage1|RSSDtankStage2|RSSDtankStage3]:FOR[RSSeaDragon]:NEEDS[RealismOverhaul] { %RSSROConfig = True %rescaleFactor = 1 @cost = 30000 @entryCost = 50000 // similar to Titan 4 @maxTemp = 900 %skinMaxTemp = 2000 %emissiveConstant = 0.6 %thermalMassModifier = 1.0 %skinMassPerArea = 4 !RESOURCE, * {} MODULE { name = ModuleFuelTanks basemass = -1 } } @PART[RSSDtankStage1]:FOR[RSSeaDragon]:NEEDS[RealismOverhaul] { // Capacity: 25,613,380 lbs, or 11,618,033 kg: in 5kg units: 2,323,606 // Should be RP-1 (kerosene) and LOX) @MODULE[ModuleFuelTanks] { volume = 10626069 type = Tank-Sep-AlCu-HP TANK { name = LqdOxygen amount = 6560109.91365659 maxAmount = 6560109.91365659 } TANK { name = Kerosene amount = 4065959.08634341 maxAmount = 4065959.08634341 } } @description ^=:$: <color=blue>fill with RP-1 and LOX</color> RESOURCE { name = ElectricCharge amount = 3262 maxAmount = 3262 } MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 0.025 } } } @PART[RSSDtankStage2]:FOR[RSSeaDragon]:NEEDS[RealismOverhaul] { // Capacity: 9,676,554 lbs, or 4,389,211 kg: in 5kg units: 877,842 // Should be LH2 and LOX @MODULE[ModuleFuelTanks] { volume = 13082326 type = Tank-Sep-AlCu-HP TANK { name = LqdOxygen amount = 3335993.06761861 maxAmount = 3335993.06761861 } TANK { name = LqdHydrogen amount = 9746332.9328139 maxAmount = 9746332.9328139 } } @description ^=:$: <color=blue>fill with LH2 and LOX</color> RESOURCE { name = ElectricCharge amount = 225000 maxAmount = 225000 } MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 7.650 } } } @PART[RSSDtankStage3]:FOR[RSSeaDragon]:NEEDS[RealismOverhaul] { // 292614 units // Should be LH2 and LOX @MODULE[ModuleFuelTanks] { volume = 4213709 // guess type = Tank-Sep-AlCu-HP } @description ^=:$: <color=blue>fill with LH2 and LOX</color> } // engines @PART[RSSDengineStage1|RSSDengineStage2|RSSDengineTVC]:FOR[RealismOverhaul] { !MODULE[ModuleCommand]{} @maxTemp = 900 %skinMaxTemp = 2000 %emissiveConstant = 0.6 %thermalMassModifier = 1.0 %skinMassPerArea = 4 %RSSROConfig = True %rescaleFactor = 1 !MODULE[ModuleAlternator] {} !RESOURCE[ElectricCharge] {} } @PART[RSSDengineStage1]:FOR[RSSeaDragon]:NEEDS[RealismOverhaul] { @cost = 70000 @entryCost = 90000 @MODULE[ModuleEnginesFX],0 { @heatProduction = 100 %ullage = True %pressureFed = true %ignitions = 1 @minThrust = 360000 @PROPELLANT[LiquidFuel] { @name = Kerosene @ratio = 0.38264 } @PROPELLANT[Oxidizer] { @name = LqdOxygen @ratio = 0.61736 } IGNITOR_RESOURCE { name = ElectricCharge amount = 0.8 } } } @PART[RSSDengineStage2]:FOR[RSSeaDragon]:NEEDS[RealismOverhaul] { @cost = 70000 @entryCost = 90000 @MODULE[ModuleEnginesFX],0 { @heatProduction = 100 %ullage = True %pressureFed = True %ignitions = 2 @minThrust = 62500 @PROPELLANT[LiquidFuel] { @name = LqdHydrogen @ratio = 0.745 } @PROPELLANT[Oxidizer] { @name = LqdOxygen @ratio = 0.255 } IGNITOR_RESOURCE { name = ElectricCharge amount = 0.8 } } } @PART[RSSDengineTVC]:FOR[RSSeaDragon]:NEEDS[RealismOverhaul] { @cost = 17500 @entryCost = 22500 @MODULE[ModuleEnginesFX],0 { @heatProduction = 100 %ullage = True %pressureFed = True %ignitions = 2 @minThrust = 474 @maxThrust = 474 @PROPELLANT[LiquidFuel] { @name = LqdHydrogen @ratio = 0.745 } @PROPELLANT[Oxidizer] { @name = LqdOxygen @ratio = 0.255 } IGNITOR_RESOURCE { name = ElectricCharge amount = 0.8 } } } // other @PART[RSSDtankBallast]:FOR[RSSeaDragon]:NEEDS[RealismOverhaul] { %RSSROConfig = True %rescaleFactor = 1 } @PART[RSSDfairing23m]:FOR[RSSeaDragon]:NEEDS[RealismOverhaul] { %RSSROConfig = True %rescaleFactor = 1 } and here's RP1 Spoiler @PART[RSSDengineStage1|RSSDengineStage2|RSSDfairing23m|RSSDtankBallast|RSSDtankStage1|RSSDtankStage2|RSSDtankStage3|RSSDengineTVC]:FOR[RSSeaDragon]:NEEDS[RP-0] { %TechRequired = orbitalRocketry1981 @description ^=:$: <color=green>From RSSeaDragon mod.</color> // @cost *= 1.2 // %entryCost *= 3 %RP0conf = True } @PART[RSSDtankStage2]:FOR[RP-0] { MODULE { name = ModuleAvionics massLimit = 20000 } } @PART[RSSDtankStage1]:FOR[RP-0] { MODULE { name = ModuleAvionics massLimit = 0 } } Edited May 8, 2021 by Karin Sea Dragon picture hehe Quote Link to comment Share on other sites More sharing options...
MacLuky Posted May 26, 2021 Author Share Posted May 26, 2021 Thanks @Karin I think I used integral steel which is too heavy. I like your approach. Didn’t your launchpad xplode? Quote Link to comment Share on other sites More sharing options...
Kari Posted May 29, 2021 Share Posted May 29, 2021 On 5/26/2021 at 12:12 PM, MacLuky said: Thanks @Karin I think I used integral steel which is too heavy. I like your approach. Didn’t your launchpad xplode? I put some launch clamps a little higher and had no issues, but with none it did explode Quote Link to comment Share on other sites More sharing options...
MacLuky Posted June 7, 2021 Author Share Posted June 7, 2021 (edited) 1972 part 2: getting ready for Mars After a "dad-build-me-a-minecraft-server-please-hiatus" back in Space. We run a number of missions to prepare us for the Mars window and solidify the Moon base. We also show what should have been the SeaDragon, but is an even bigger monster. Spoiler Our slingshot manoeuvre is not paying off. We can get a significant boost, but not enough to reach Mars or any other planet. Mission control will have to be content with what the new instruments gather We did demonstrate that we can boost the orbit, its just that Mars is in the wrong place The day has finally come for Valerie Pearson. After having spent 3 years in LEO she and Francesco return home. Slightly too many G's for such a fragile body No matter, she is back and will probably retire soon Aquarius 2 launches on a Leo-A class rocket. This monster weights 10113 tons! towers 124 meters with a 20 meter core. Its first stage has 10F1S engines and 8 UA1205 boosters. Followed by a second stage of 2 M1 and is insanely expensive The boosters actually run a few seconds longer than the core stage Leading to more fireworks Pushing onwards Those are really expensive engines Precise delivery of a 450 ton payload. The autonomous MTS vehicle. Capable of pushing 90 ton and capture it in mars orbit Dock is complete It also carried a detachable supply container, what a wiggle! Next up is the base. It needs to go now so it can drill up shielding for 2 years and be isolated when the team arrives Its not that heavy, so that the capture stage can also be used in crashing eh landing it on the planet There's redundancy for the redundancy Meanwhile Jupiter 1 arrives at its destination and starts plotting an orbit to one of the moons Capture! Liam Leia and Anton head out to MOONPORT for one year deep space radiation sickness test After TLI The new craft is very elegant En route to the station Housekeeping Cloe and Alexander can return on one of the last Vega rockets First flyby This yields incredible amounts of science Home again Going down Spica 6 is the storm shelter for the moon. Digging up regolith is taking to long for the massive base. Nice decoupling Fairly standard approach It is one heavy capsule Overshooting target But we have wheels It will be a long drive Arrived. It will be parked in the vicinity so we can get in there fast. Funny little orb supply to leo Refill of RCS was needed As for the moon port We should update this craft with new tech On final approach Docked, the moonport is thirsty Dropping garbage back to the moon Mars 7 is the rover that has to find water, ice and regolith for the base to land Normal taurus D Familiar lander design, but it will need a push to get to mars This is the MTS stage for the base Note the improved staging One big engine Docking is hard But completed Storm hits the moon, lets see what this thing is made off Looking good! Arrived at a moon where we can capture Not really close Transfer stage for the rover is a trimmed MTS The Taurus-1F is based on the new HG3 engine so we can improve the ignition rate. It also lifts 200 ton Docking without a hitch Next up is the MAV Mars Ascent and Descent vehicle Including the capture stage and not enough dv. Someone in enginering must have been sleeping Edited June 7, 2021 by MacLuky Quote Link to comment Share on other sites More sharing options...
MacLuky Posted June 7, 2021 Author Share Posted June 7, 2021 Almost there and 100 days to the mars window. But I fear that in 2 years most of the tech will be obsolete Quote Link to comment Share on other sites More sharing options...
IV_Aerospace Posted October 9, 2021 Share Posted October 9, 2021 Forgive my ignorance, but how do I go about changing the configs and adding the above information? Is that all info for one config file or separate part files? I'm new to this whole business of editing configs, but would really love to try this mod out Quote Link to comment Share on other sites More sharing options...
Slverfox94739 Posted November 18, 2022 Share Posted November 18, 2022 (edited) On 4/25/2021 at 7:06 AM, MacLuky said: RP1 Patch of the day: Benjee's amazing MMSEV mod These patches are not complete, but it is a start. Here are the parts scattered in the RP1 tech tree: Reveal hidden contents |// Rover @PART[Benjee10_MMSEV_chassis|Benjee10_MMSEV_grapple|Benjee10_MMSEV_headlight|Benjee10_MMSEV_monopropSled|Benjee10_MMSEV_wheelLinear|Benjee10_MMSEV_wheelMount|Benjee10_base_platformA]:FOR[Benjee10_MMSEV]:NEEDS[RP-0] { %TechRequired = largeRoverDesigns @description ^=:$: <color=green>From Benjee10_MMSEV mod.</color> %RP0conf = True } // Station @PART[Benjee10_MMSEV_baseGreenhouse|Benjee10_MMSEV_baseHDU|Benjee10_MMSEV_baseHDU_hab|Benjee10_MMSEV_baseHabLong|Benjee10_MMSEV_baseHabShort|Benjee10_MMSEV_baseLab|Benjee10_MMSEV_baseLander]:FOR[Benjee10_MMSEV]:NEEDS[RP-0] { %TechRequired = modularSpaceStations @description ^=:$: <color=green>From Benjee10_MMSEV mod.</color> %RP0conf = True } // station thingies @PART[Benjee10_MMSEV_adapter_0-9375|Benjee10_MMSEV_baseMount1-875|Benjee10_MMSEV_baseNode1-25|Benjee10_MMSEV_endCapRound]:FOR[Benjee10_MMSEV]:NEEDS[RP-0] { %TechRequired = materialsScienceSpaceStation @description ^=:$: <color=green>From Benjee10_MMSEV mod.</color> %RP0conf = True } // storage @PART[Benjee10_MMSEV_logisticsShort|Benjee10_MMSEV_logisticslong]:FOR[Benjee10_MMSEV]:NEEDS[RP-0] { %TechRequired = colonization2051LifeSupport @description ^=:$: <color=green>From Benjee10_MMSEV mod.</color> %RP0conf = True } // large bases @PART[Benjee10_MMSEV_baseDockLowProfile|Benjee10_MMSEV_baseRailings|Benjee10_MMSEV_base_TNode1-25|Benjee10_MMSEV_crewTube0|Benjee10_MMSEV_crewTube1|Benjee10_MMSEV_crewTube2|Benjee10_base_HDU_base|Benjee10_base_stairs|Benjee10_MMSEV_baseSolarArray]:FOR[Benjee10_MMSEV]:NEEDS[RP-0] { %TechRequired = largeScaleHabitats @description ^=:$: <color=green>From Benjee10_MMSEV mod.</color> %RP0conf = True } // base landing @PART[Benjee10_MMSEV_baseLifter|Benjee10_MMSEV_baseNode_vertical|Benjee10_MMSEV_baseRadiator|Benjee10_base_HDU_attic]:FOR[Benjee10_MMSEV]:NEEDS[RP-0] { %TechRequired = materialsScienceColonization @description ^=:$: <color=green>From Benjee10_MMSEV mod.</color> %RP0conf = True } // fancy stuff @PART[Benjee10_MMSEV_baseTurbineBoom|Benjee10_MMSEV_baseTurbineBoomMount|Benjee10_MMSEV_baseTurbineHelicalTiny|Benjee10_MMSEV_baseTurbineHelicalSmall|Benjee10_MMSEV_baseTurbineHighDensity]:FOR[Benjee10_MMSEV]:NEEDS[RP-0] { %TechRequired = colonization2051EDL @description ^=:$: <color=green>From Benjee10_MMSEV mod.</color> %RP0conf = True } // big fancy stuff @PART[Benjee10_MMSEV_baseTurbineGiant|Benjee10_MMSEV_baseTurbineHelicalLarge1|Benjee10_MMSEV_baseTurbineHelicalLarge2|Benjee10_MMSEV_baseTurbineLowDensity|Benjee10_MMSEV_baseTurbineMedDensity|Benjee10_MMSEV_baseTurbineMotor]:FOR[Benjee10_MMSEV]:NEEDS[RP-0] { %TechRequired = colonization2100EDL @description ^=:$: <color=green>From Benjee10_MMSEV mod.</color> %RP0conf = True } Then, if you have RO tanks, this should configure the life support a bit better: Reveal hidden contents /// Base 1 Kerbal for 1 day @PART[Benjee10_MMSEV_baseGreenhouse|Benjee10_MMSEV_baseHabLong|Benjee10_MMSEV_logisticslong|Benjee10_MMSEV_baseHabShort|Benjee10_MMSEV_baseHDU|Benjee10_MMSEV|Benjee10_MMSEV_baseLander|Benjee10_MMSEV_logisticsShort|Benjee10_MMSEV_base_TNode1-25|Benjee10_MMSEV_baseNode_vertical|Benjee10_MMSEV_baseLab]:AFTER[zzzKerbalism] { MODULE { name = ModuleFuelTanks type = ServiceModule volume = 200 basemass = -1 TANK { name = ElectricCharge amount = 1000 maxAmount = 1000 } TANK { name = Oxygen amount = 40 maxAmount = 40 } TANK { name = Water amount = 0.15 maxAmount = 0.15 } TANK { name = Food amount = 0.3 maxAmount = 0.3 } TANK { name = Waste amount = 0 maxAmount = 0.1 } TANK { name = WasteWater amount = 0 maxAmount = 0.05 } } } ///MMSEV - supports 4 crew for 10 days/// ///LANDER CAN - supports 4 crew for 10 days/// @PART[Benjee10_MMSEV|Benjee10_MMSEV_baseLander]:AFTER[zzzKerbalism] { @MODULE[ModuleFuelTanks] { @TANK[*] { @amount *= 40 @maxAmount *= 40 } } } ///LOGISTICS SHORT - supports 2 crew for 33 days/// ///LAB - supports 2 crew for 33 days/// ///NODES - support 2 crew for 33 days/// ///GREENHOUSE - supports 2 crew for 33 days, added greenhouse/// @PART[Benjee10_MMSEV_baseGreenhouse|Benjee10_MMSEV_logisticsShort|Benjee10_MMSEV_base_TNode1-25|Benjee10_MMSEV_baseNode_vertical|Benjee10_MMSEV_baseLab]:NEEDS[Kerbalism] { @MODULE[ModuleFuelTanks] { @TANK[*] { @amount *= 66 @maxAmount *= 66 } } } ///3.75m NODE - supports 6 crew for 33 days/// @PART[Benjee10_MMSEV_baseHDU]:NEEDS[Kerbalism] { @MODULE[ModuleFuelTanks] { @TANK[*] { @amount *= 122 @maxAmount *= 122 } } } ///3.75m HAB - supports 6 crew for 66 days/// @PART[Benjee10_MMSEV_baseHabShort]:NEEDS[Kerbalism] { // Orginally this used rescyclers but kerbalism works differently // So we load only half and the user can decide how to augement @MODULE[ModuleFuelTanks] { @TANK[*] { @amount *= 122 @maxAmount *= 244 } } } ///LOGISTICS LONG - supports 8 crew for 33 days/// @PART[Benjee10_MMSEV_logisticslong]:NEEDS[Kerbalism] { @MODULE[ModuleFuelTanks] { @TANK[*] { @amount *= 264 @maxAmount *= 264 } } } ///LONG HAB - supports 3 crew for 33 days, added recyclers/// @PART[Benjee10_MMSEV_baseHabLong]:NEEDS[Kerbalism] { // Orginally this used rescyclers but kerbalism works differently // So we load only half and the user can decide how to augement @MODULE[ModuleFuelTanks] { @TANK[*] { @amount *= 45 @maxAmount *= 99 } } } This is the patch for kerbalism adding scrubbers and stuff Reveal hidden contents @PART[Benjee10_MMSEV|Benjee10_MMSEV_baseLander|Benjee10_MMSEV_baseHDU|Benjee10_MMSEV_baseHabShort|Benjee10_MMSEV_baseHabLong|Benjee10_MMSEV_baseGreenhouse] { %capsuleScrubbers = true %scrubberCapacity = 1.67 MODULE { name = ProcessController resource = _PressureControl title = N2 Pressure Controller desc = Use <b>Nitrogen</b> to maintain the internal atmosphere at a comfortable pressure. capacity = 1.67 toggle = true running = true } @MODULE[ProcessController],* { @capacity *= #$/CrewCapacity$ } MODULE { name = Comfort bonus = exercise desc = A treadmill designed to permit exercise in zero-g is included. The crew will love it. } MODULE { name = Reliability type = Comfort title = Treadmill repair = Engineer mtbf = 36288000 extra_cost = 0.25 extra_mass = 0.05 } @tags ^= :$: comfort: } ///MMSEV - supports 4 crew for 10 days/// ///LANDER CAN - supports 4 crew for 10 days/// @PART[Benjee10_MMSEV|Benjee10_MMSEV_baseLander|Benjee10_MMSEV_baseHabLong|Benjee10_MMSEV_baseGreenhouse]:AFTER[zzzKerbalism] { %MODULE[Habitat] { %volume = 50 //guesstimate %surface = 80 //guesstimate } } ///3.75m NODE - supports 6 crew for 33 days/// @PART[Benjee10_MMSEV_baseHDU|Benjee10_MMSEV_baseHabShort]:NEEDS[Kerbalism] { %MODULE[Habitat] { %volume = 25 //guesstimate %surface = 40 //guesstimate } } ///GREENHOUSE - supports 2 crew for 33 days, added greenhouse/// @PART[Benjee10_MMSEV_baseGreenhouse]:NEEDS[Kerbalism] { MODULE { name = Comfort bonus = plants desc = There's something inherently calming about an artificial slice of nature, kept alive only by the miracles of duct-tape and kerbal engineering. Let's hope the crew doesn't think too much about it. } @tags ^= :$: comfort: } Here is the first stab at Realism Overhaul lots of work to be done Reveal hidden contents // both seem based on the MMSEV lander from NASA. // 4x4.5x3 meter, 4ton rover @PART[Benjee10_MMSEV|Benjee10_MMSEV_baseLander]:FOR[RealismOverhaul] { %RSSROConfig = True %rescaleFactor = 1.6 %scale = 1.0 @mass = 3 // leave a bit for wheels and chassis !MODULE[ModuleReactionWheel] !RESOURCE[MonoPropellant] @MODULE[ModuleDeployableSolarPanel] { @chargeRate = 1 // more reasonable } } @PART[Benjee10_base_stairs|Benjee10_MMSEV_wheelLinear|Benjee10_MMSEV_wheelMount|Benjee10_MMSEV_headlight|Benjee10_MMSEV_chassis]:FOR[RealismOverhaul] { %RSSROConfig = True %rescaleFactor = 1.6 %scale = 1.0 } @PART[Benjee10_MMSEV_chassis]:FOR[RealismOverhaul] { !MODULE[ModuleSAS] !MODULE[ModuleKerbNetAccess] !MODULE[ModuleDataTransmitter] MODULE { name = ModuleAvionics massLimit = 4.5 } } // rover bits @PART[Benjee10_MMSEV_crewTube0|Benjee10_MMSEV_crewTube1|Benjee10_MMSEV_crewTube2|Benjee10_MMSEV_endCapRound|Benjee10_MMSEV_grapple|Benjee10_MMSEV_logisticsShort|Benjee10_MMSEV_logisticslong|Benjee10_MMSEV_monopropSled]:FOR[Benjee10_MMSEV]:NEEDS[RealismOverhaul] { %RSSROConfig = True %rescaleFactor = 1.6 } // base modules @PART[Benjee10_MMSEV_baseGreenhouse|Benjee10_MMSEV_baseHDU|Benjee10_MMSEV_baseHDU_hab|Benjee10_MMSEV_baseHabLong|Benjee10_MMSEV_baseHabShort|Benjee10_MMSEV_baseLab|Benjee10_base_HDU_attic|Benjee10_base_HDU_base]:FOR[Benjee10_MMSEV]:NEEDS[RealismOverhaul] { %RSSROConfig = True %rescaleFactor = 1.6 } // misc base parts @PART[Benjee10_MMSEV_baseDockLowProfile|Benjee10_MMSEV_baseLifter|Benjee10_MMSEV_baseMount1-875|Benjee10_MMSEV_baseNode1-25|Benjee10_MMSEV_baseNode_vertical|Benjee10_MMSEV_baseRadiator|Benjee10_MMSEV_baseRailings|Benjee10_MMSEV_baseSolarArray|Benjee10_base_platform|Benjee10_MMSEV_adapter_0-9375|Benjee10_MMSEV_base_TNode1-25]:FOR[Benjee10_MMSEV]:NEEDS[RealismOverhaul] { %RSSROConfig = True %rescaleFactor = 1.6 } // turbines @PART[Benjee10_MMSEV_baseTurbineBoom|Benjee10_MMSEV_baseTurbineBoomMount|Benjee10_MMSEV_baseTurbineGiant|Benjee10_MMSEV_baseTurbineHelicalLarge1|Benjee10_MMSEV_baseTurbineHelicalLarge2|Benjee10_MMSEV_baseTurbineHelicalSmall|Benjee10_MMSEV_baseTurbineHelicalTiny|Benjee10_MMSEV_baseTurbineHighDensity|Benjee10_MMSEV_baseTurbineLowDensity|Benjee10_MMSEV_baseTurbineMedDensity|Benjee10_MMSEV_baseTurbineMotor]:FOR[Benjee10_MMSEV]:NEEDS[RealismOverhaul] { %RSSROConfig = True %rescaleFactor = 1.6 } Do you have more configs for this mod for RP1? Edited November 18, 2022 by Slverfox94739 Quote Link to comment Share on other sites More sharing options...
MacLuky Posted November 23, 2022 Author Share Posted November 23, 2022 no sorry Quote Link to comment Share on other sites More sharing options...
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