-
Posts
647 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Posts posted by Nefrums
-
-
Parts of the ship got really hot fast in the atmosphere. Even above 85km. There where no flames around the ship, but many parts started to glow and the solar panels exploded, even when retracted. And the ship did not lose a significant amount of speed only ~ 30 m/s, when going as far into the atmosphere as i could without damage.
This might be due to that i choose to not wait for a optimal transfer window. Instead i just used 4 long mk3 liquid fuel tanks for the Nervs, So i had the dV to do the retro burn.
As i already had a booster package to take 500t into kerbin orbit, I designed the ship with that in mind. So I had plenty of room to add liquid fuel tanks. The ship wights about 450t.
-
The Eve mission have now started.
The mission will include a swim in the sea on Eve for Jeb and Bob.
The eve lander:
150t. 9 stages, powered by 24 aerospikes.
The complete ship launching from Kerbin:
Apart from the lander the ship also have a rover and ion powered return craft. The nuclear powered interplanetary stage has close 4,5k dV. It is lifted to kerbin orbit by the same booster package that I used for the Jool mission.
It was a bit hard to keep the ship from loosing control during launch. so the assent path was far from optimal
Eve burn started:
Eve intercept ploted:
After some arobraking and a lot of retro burning the ship is in a low Eve orbit:
The interplanetary stage has about 1.3k dV left, That will be a lot more without the lander and the rover. Adding the return crafts 4k dV, return will not be a problem and I will not need to wait for a good transfer window.
I will probably do the landings and post an update later today.
-
I think it looks like you have to low lift compared to mass, try adding more wings.
-
That is a nice ship you have there!
You know that you can mouse-over the nodes and see the dV?
-
Or even EVA animations. Any time 2 or more Kerbals are within arm's reach of each other and neither is the active thing under player control, I envision them going all "3 Stooges" on each other .
Or a Kerbal on EVA puking inside his helmet.
-
Yes i noted that to. Will ahve to go back and check the other engines as well. But it appears that the Arospike is the way to go on Eve now.
I built a ~100t lander (still 2x lander cans) with mainly aerospikes that could take of from Eve sea-level.
-
There are fuel tank adapter for many sizes but I am missing one for 3.75m to 2.5m.
So I'm requesting a Kerbodyne ADTP-2-3 adapter full of fuel!
-
Nice! Will have to look into that, when i get home from work! How much was the mass lowered?
-
-
Taking of from sea level on Eve is a bit tricky.. Especially as all guides I have been able to find don't work in 1.0.2.
The problem is that most engines cannot even lift themselves at the 5x Kerbin atmospheric pressure on Eve.
After a lot of investigation i have determined that there are only 4 engines that can be used, These are the top 4 in both TWR and Isp at Eve.
[TABLE=width: 500]
[TR]
[TD]Engine[/TD]
[TD]Isp[/TD]
[TD]TWR[/TD]
[/TR]
[TR]
[TD]Mammoth[/TD]
[TD]198[/TD]
[TD]10.0[/TD]
[/TR]
[TR]
[TD]Aerospike[/TD]
[TD]186[/TD]
[TD]3.9[/TD]
[/TR]
[TR]
[TD]Mainsail[/TD]
[TD]148[/TD]
[TD]7.1[/TD]
[/TR]
[TR]
[TD]Twin-Boar[/TD]
[TD]148[/TD]
[TD]5.9[/TD]
[/TR]
[/TABLE]
Of those the Mammoth is the by far best.
The Aerospike have good Isp but suffers from low TWR. I still found this easier to use than the others as it is a small engine.
Note that an Aerospike cannot even lift a single FL-T800 tank of the ground.
I finally managed to build a 2 kerbal lander that can get to orbit from Eve sea level. One Mammoth and 16 Aerospikes gives this 186t ship a TWR of 1.3...
The Mammoth and the Aerospikes attached to it get the ship up to about 10km, at that attitude the 8 top Aerospikes and one Swivel have enough trust to take it the rest of the way.
Vac. dV is about 9.7 km/s
Now, how do i get this to Eve..
-
Write a greate Web comic? I would never do as good job of that as you do... Or do you refer to the Eve badge?
Eve sea level and back...
Challenge accepted!
-
Thanks!
I like the x-wing style lander myself, as it is so easy to fly and it looks good to.
I had way to much liquid fuel for the nukes. I could probably have completed the mission without any of the 12 radial 5000 units tanks on the tail section.
In retrospect I could have made a second trip with the Laurie plane as I had the fuel for it.
But overall I'm happy with the way the mission turned out.
What should I do next? It is a bit hard to find a mission that can match this one
-
Quite a haul! How much of it did you still actually need?
I had maxed out the tech tree with the duna mission already. And that screenshot was taken for the Ultimate Jool challenge, for the continuation of my career game i actually recovered the lander with the licensing policy at 95% giving 4M funds instead. And I had 6-7 missions completed in the Jool system. science data from moon x etc. so i now have about 15M funds.
If anyone who reads this would like to post a peer review in the Ultimate Jool-5 challenge thread i would much appreciate it.
-
I have completed the Challenge on JEBEDIAH'S LEVEL now.
- Which game versions did you use?
1.0.2
- What mods did you use, if any?
only one: Kerbal Engineer Redux
- How many Kerbals are on the mission?
6
- How many launches was needed to start your mission from Kerbal?
2
- How much did your mission cost?
1898106
- Did you needed a refueling mission?
no
- Did you bring a Living Quarter (Hitch-hiker's Storage or Passenger Cabins) for the guys during the long journey?
one mk2 Passenger Cabin
- Did you bring additional stuff like satellites, rovers, etc?
one rover for Tylo
45513 Science points
Pics and complete description is in this thread:
Edit: I would very mush appreciate some peer reviews!
-
thanks!
I have sunk a lot of hours in to this game by now, so i would not really call myself a noob anymore.
The Jool mission is now finished!
Fist the last planet to visit Pol:
I had a few contract on Pol:
The low gravity enables my lander to visit all 4 bioms as well as complete the two contracts, and then return to dock with more than half the dV left.
I have overestimated the amount of dV needed for traveling betwean the jool moons alot and now have almost 3k dV left before i need to drop the aft section of the ship, and then some 9k more dV in the fropnt section and 3k dV in the return craft.
As I have way more dV than i need i Plot a fast return path that takes less than 2 years:
At kerbin i finaly drop the tail section of the ship during the 3k dV retro burn:
I leave the ship in a 100km orbit and detach the return craft. The ion powered return craft was planed to be detached at jool, not a 100km kerbin orbit.
I aim for KSC and begin the assent:
I miss KSC and land on the other side of the mountain ridge.
the results:
45513 Science!!!!!!!!!!
Jeb gets the most exp as he has landed on all the moons. The 5 scientists all go up to level 5 despite only having landed on one moon each (3 of them on Vall) even the ones that where rookies that hadn't even been to Kerbin orbit before.
-
Compared to Tylo, Bop was not very exiting:
The lander could easily visit all 5 bioms and return to orbit with close to half the fuel left.
-
That is a really nice looking ship!
Where will you put the lander(s), in the cargo bays?
-
Good luck!
Are there only one lander in there?
What engines are you using for the transfer?
-
After a long drive i finally got to the lander.
The trip back to orbit was a lot easier than landing. And i did not need to get that close to the tug to be able to eva over:
and a second eva after tip to high orbit in the tug.
I git science from 6/8 bioms on tylo. It was better than expected. but also more difficult due to my poorly constructed lander.
The rest should be easy, I have alot of fuel left and i'll be using the same lander as i did on vall.
-
The second landing was a bit.... interesting...
Al started well enough with the second lander detaching and Jeb boarding it:
Then The problem starts.
I have put the command chair facing the wrong way!!!
All controls are screwed up and sas don't work, except stability assist. This is going to be an interesting landing i think...
At least the tug has the command chair on the right way. So getting to low orbit is easy, it has two command chairs as is supposed to return the crew to high orbit.
Time to detach the lander and try to land with f--ked up controls ans no working SAS and no working navball....
pitch works like it is supposed to, but Yaw is Roll and Roll is reversed Yaw.................
Almost to easy.... emm... Lets say that that was the first attempt... not the 374856378:th attempt..
Ow well that was fun. And i only landed 98km from where i tried to land..
Time to do some driving:
-
Yes the orange radial engines is there to balance the thrust (and to increase the TWR). they are not angled, I just positioned them so center of thrust aligned with center of mas in VAB. It is actually flys quite well.
The tug with the nervs however..... that was a pain to fly. Small boosts at low power then wait for the hole thing to turn back on course, repeat.
The 5 solar panels are totally insufficient, but there are a 1k battery in there so it can keep going fore a while before i need to stop and timewarp recharge it.
Lets just hope i can land the other lander that is supposed to get them back to orbit. There is 17 engines on it, so it should work.
-
So it was time to land on Tylo. A 300 dv burn and a 100 dv retro burn put the Jool explorer 3 in a very high orbit around Tylo. As it would require about 1100 dv to get to a low orbit and as much to get back i had not planed to take the entire ship down.
Instead I detached the rover lander with integrated tug.
I had about 900 units of fuel for the nervs to get to low orbit:
The tug where then dumped.
Alski started the retro burn to come in for the landing:
I Intended to land in oneof the Mara zones next to one of the big crates, This would enable me to get science from those two boims plus the surrounding low- mid and highlands. I overshot the landing a bit and landed in the lowlands.
Time to start driving.
To my surprise i found the minor crater and major crater bioms on the edge of the mara:
That was four bioms with only 12km driving.
I continued towards the big crater that i had intended to visit as the midlands should be on the way, and the highlands that is the intended rescue zone was to the north of that crater, the whiteish area:
As expected the midlands was on the way.
As the rover has no way of getting of Tylo, Jeb will have to come down and rescue Alski. Will hopefully post how that goes later tonight.
-
I did not try that mainly because that i could not find any where to place the battery.
I did have to try the launch many times as the craft is not very stable. But getting the speed up to over 100m/s in 4s saves alot of fuel as it means less time fighting gravity.
-
Time to do landings on Vall:
Starting with a landing on the Vall highlands
Jeb and Gen on Vall:
Back to orbit with 300 dv to spare,
Refueling back at the Jool explorer 3:
This time Jeb took Alski down for a landing at the Vall Lowlands:
From the lowlands the lander had about 60 dV left when returning to the Jool Explorer 3. I thanked myself for doing the last minute adding of the extra fuel tanks inside the cargo bay of the lander.
Then it was Wentes turn for a visit to the midlands:
Landing sites:
As the ship is is a ruffly equatorial orbit i do not believe that the lander could reach the pools biome and return, and I do not wan't to spend all that fuel required to move the hole ship into a different orbit and then back. 3/4 biomes visited on Vall will do as my target is at least half the biomes on each moon, so this concludes the visit to Vall.
I have only used about 2500 out of 7000 units of spare rocket fuel for the lander. So there is plenty of fuel to do more complete explorations of Bop and Pol.
Next up is Tylo!
Help with calculating delta v and twr
in KSP1 Gameplay Questions and Tutorials
Posted · Edited by Nefrums
never mind...