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Rocket only SSTO to Eeloo and back


camacju

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The challenge was to make an entirely rocket based SSTO that launches vertically. I added another element of challenge which is that I only used 1.25m parts. This means that I can't get the same performance as if I used a Mammoth and a cluster of nuclear rockets, but this approach keeps part count and mass down.

The rocket consists of a Vector engine for Kerbin takeoff and landing, and two Nerv engines for everything else. Inside the fairing are a command seat, reaction wheel, battery, and a bunch of Mk 0 fuel tanks.

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This rocket is very aerodynamic so I take a shallow ascent profile.

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At 1500 m/s I shut off the Vector engine and let the Nervs continue. I'm not using all the oxidizer here because I need it for the landing back on Kerbin.

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In Kerbin orbit

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I use the same sequence of Mun assists that I always use for an Eve transfer. Mun assist brings me into an orbital resonance that gives me a better assist three orbits later, which brings me into an orbit that gives me a final assist 3/4 of an orbit later.

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This flings me onto a 6:5 resonance with Kerbin, where I intersect Kerbin for another Mun assist, which drops my orbit down and gives me a plane change, where I get an intersection with Eve's orbit.

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I don't have enough Eve relative velocity to do a Kerbin-Eve-Kerbin-Kerbin-Jool route. So I do a Kerbin assist, followed by another Eve assist, to get greater Kerbin relative velocity. This gives me a Kerbin assist that puts me onto an orbit intersecting Jool's orbit.

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I need to intersect with Jool's orbit at the ascending node of Eeloo with Jool, but Jool is in the wrong place. So I swing by Kerbin one more time to adjust my orbital period.

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My problem now is not too little energy, but too much energy. I have to eject from Jool in a nearly prograde direction in order to reduce my Eeloo relative velocity, but that would put me on an escape trajectory. Instead, I use a Laythe assist to bleed off velocity relative to Jool and also do a plane change to line up my descending node with Eeloo's apoapsis. Doing this reduces the capture burn significantly.

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Laythe assist

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Only 35 m/s to capture around Eeloo. That's quite good

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In low Eeloo orbit, and I've got plenty of fuel to land and take off again.

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This rocket is tall so landing was a bit of a challenge. I had to quickload a bunch of times.

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Eventually, I found a flat enough place to touch down. The question is, is 1403 m/s enough to get home?

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Eeloo ascent

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In Eeloo orbit with 820 m/s remaining. This should be enough, as long as I remember to save enough liquid fuel for the powered landing on Kerbin.

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Jool transfer. As you can see, I can't get a Kerbin transfer orbit directly from a Jool transfer. Instead, I use a Tylo assist to build up relative velocity to Jool. The problem with this is that I can't eject from Jool at the right angle.

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Closeup of Tylo assist. 570 m/s left. I definitely have enough to make it home at this point so I accept a less than optimal correction burn.

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I solve the problem of ejection angle by setting up a second Jool assist at a better angle.

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Kerbin encounter plotted. I use Kerbin and Eve to slow down, and thanks to the double Jool assist I have more than enough energy to do so.

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Using the body lift of the near empty fuel tanks to slow down

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Terminal descent using the last of the oxidizer.

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Landed back on Kerbin.

 

 

Edited by camacju
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