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jinnantonix

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Everything posted by jinnantonix

  1. My craft has 16 command pods, each with a chute, use hard points as decouplers, and has a probe core, terrier engine with two baguette fuel tanks to power the de-orbit. I was able to land all the pods, no deaths, with a maximum distance between pods of 174.5m 10 points for each command pod with one or more occupants = 160 + 16 (for the launch vehicle) = 176 For each pod destroyed during reentry, subtract 20 = 0 distance between the two most seperated pods, distance to be in Km = 0.1745 Divide the score by the distance apart in Km = 176/0.1745 = 1008.6 Take the total cost and divide by the score to get the adjusted cost = 18910 / 1008.6 = 18.75 Take the total number of parts and divide by (score / 10) to get the adjusted parts = 97 / 100.86 = 0.962
  2. I have come back to this mission after a brief hiatus, and immediately realised how the scale of the project is taxing my computers CPU resources. It is SLOW. The good news is that I won a new computer in a competition (yay) and hoping this will provide better performance. So will be getting back to this in a few weeks.
  3. The mods I had loaded were Near future electrical Trajectories Kerbal Alarm Clock Min Ambient Light Mechjeb HyperEdit. NFE is the only part mode, was was obviously not used (this challenge doesn't need large scale nuclear reactors). I was using it for another challenge, and just too lazy to remove it for this challenge The other mods are not part mods, and I thought these were allowed. Am I mistaken? Hyperedit was used for testing, again was using for another challenge design, and too lazy to remove. It was not used for the challenge run as evidenced by the resource window which remained open at all times. The reason the panel was open briefly is that I had restarted the game, and opened the panel to remove the H tile (forgot to close the panel again, d'oh). Hyperedit used for the Kerbin encounter ? I don't know how to do that. You should be aware that the resource window is the only way to prove no cheating with hyperedit and ALT-12, which is why it is open throughout the video. Note: If you think I used hyperedit to assist with the Kerbin encounter, check speed when I hit the atmosphere - over 9km/s. How does hyperedit help with that?
  4. The shortcut through the atmosphere reduces distance traveled by about 250km. However above the atmosphere it is possible to achieve greater speeds, and so less time to complete an orbit. The difference with the atmospheric approach is in the much higher acceleration and deceleration at the start and end of the flight.
  5. Leapfrog: 22:50. Orbital velocity at near 4200m/s, and re-entry craft hitting the upper atmosphere at 3145 m/s. https://youtu.be/RyQLTTWypWc
  6. Well done RoninFrog. I had completed another run at 23:34 with my previous lander, but you are still top of the leader board. So back to the drawing board ...
  7. I am not familiar with launching westward, and so had a think about the quirks. This video demonstrates the first problem I found.
  8. Here is my draft run at 24:15. More to come...
  9. I enabled in Utilities and in Ascent Guidance. Still doesn't work. I have noticed also that the fuel levels shown in the staging HUD show all engines are the same fuel capacity, even though I have flow priority set properly. So MJ apparently doesn't know when to stage. Weird, there is nothing unusual about my staging design.
  10. Thanks, it was just about selecting a probe core as a root part. All good now. Just did an unofficial test run, and landed at 24:20 . Yep, exactly. I have another question. Mechjeb autostaging doesn't work. I tried tweaking all the parameters, nothing. I have to manually stage which is annoying. Any ideas?
  11. I have a bit of noobie question. My craft has a big launch vehicle stage, then when I separate off my lander the clock resets to 0 seconds. Any ideas on how to fix this?
  12. 7 command chairs and a heat shield, plus lots of asparagus staging. And endless patience waiting for a rendezvous with Jool to fly-by back into equatorial orbit. BTW you sent 7 Kerbals to die in space? You are obligated. Bring them home!
  13. Try sending a craft with chutes etc from Kerbin now to rendezvous with the space station. It would be interesting to see how that would be done. Arriving at Jool at just the right moment to align with the space stations orbital plane would be challenging. Certainly possible though.
  14. I always thought the space station idea was impossible, but then I was assuming launching on three separate Hohmann transfer windows. You have followed the rules by launching three separate craft in the same Hohmann transfer window, with the 3 craft arriving at Jool at about the same time. Very clever.
  15. OK, here's my entry, Hard mode. 6 x asparagus launch vehicle with Mammoth engines 3 stage craft with Wolfhound engines, and Spider engines for final adjust at Kerbin. Jool fly by, assisting to distant Kerbol orbit At Ap, plane change from Kerbol equatorial to polar orbit, eject boosters for Kerbol impact Craft completes polar orbit with Pe just inside Moho orbit At Ap, plane change from Kerbol polar to equatorial orbit, and adjust for rendezvous with Kerbin Third stage ejected for burn up in Kerbin atmosphere Final stage adjusts for Kerbin atmospheric entry I used a solar panel for power, which was useless once past the orbit of Jool, but set hibernate and reaction wheels off to ensure there was always power available when needed. Gimbals provided attitude control when reaction wheels were unavailable.
  16. While the Transit 3 is under way, back on Laythe the Supply Carriers are filling up, and being sent out to the Outposts to ready them for Kerbals arriving. The below video shows how the Skycrane is used to deploy supplies and Kerbals from a Supply Base at Dune City to a nearby outpost on the Sagen Sea. https://youtu.be/4xfQkwTxf_w The above technique works for Sagen Sea, Shores, Crater Bay and Crescent Bay that have nearby Supply Bases. But the Degrasse Sea Outpost is an exception. It doesn't have a nearby Supply Base, and cannot do a short suborbital hop to resupply. This is not a showstopper, but the means to supply is a bit more challenging, here's how it is done: Skycrane lifts the Supply Carrier to orbit, little fuel remains Skycrane docks with Tugs * and 100% refuels in orbit Skycrane lands the Supply Carrier at the De Grasse Sea Outpost site Supply Carrier transit to the Outpost Skycrane returns to orbit (note: can return to orbit with an empty Supply Carrier) Skycrane dock with Tugs * , and 50% refuels, then lands at Dunes City for refueling (5 days) Cryo Rover docks with Skycrane Skycrane lifts Cryo Rover to orbit, docks with tugs and 100% refuels Skycrane lands at De Grasse Sea site Lightweight rover transports Kerbals to Outpost Skycrane and Cryo Rover returns to orbit, docks with Tugs * , 50% refuels and lands again at Dune City. to fully refuel. * The challenge here is ensuring enough fuel in the Tugs. It requires initially that the Tugs return to Pol for a refuel, which delays the process by 20-60 days. To ensure this process is smooth, a large fuel tanker will be added to Laythe Space Station kept topped up but continuous refueling by the Tugs. Below is the fuel tank. Look familiar? Yes it's a modified Superlifter with the engines ejected, and will be be delivered on Transit 4 and 5 to Laythe and Tylo equatorial orbits, docking the Space Stations
  17. Transit 3: 12 x launches of the Superlifter from KSC Assemble in LKO three transit vehicles (TVA3A, TV3B and TV3C): comprising 1 x RA-100 relay satellite - Complete Jool polar relay satellite network 29 x Supply Carriers (21 x Terrestrial, 8 x Amphibious craft) 1 x Nuclear fuel ISRU facility (to be deployed at Laythe Peaks City) 8 x Laythe Supply Bases (each sustains 20 Kerbals) 4 x Outposts (each 10 Kerbal seats) and 2 x Spacestation Outposts (each 10 Kerbals) for Pol Space Station 6 x Nuclear Tugs Execute the transit to Jool, including 3x Tylo flyby captures, and refueling tugs at Pol Position Jool Relay to go to polar orbit. Deploy Pol Space Station At the end of this video the transit craft are in Pol orbit, with the tugs on the surface refueling. Next stop Laythe. https://youtu.be/trtPL6M2L90
  18. Using ion engines to launch a craft from LEO to TLI is a bridge too far, the final stage of the LV would be preferred, or the upper stage of another LV, separately launched and docked in LEO. I also doubt the PPE ion engines would be used to inject into NRHO, a hypergolic fueled booster would be better suited. The same booster could be used for NRHO injection of each of the Gateway components. My money is on a modified Cygnus or SpaceX Dragon SM.
  19. I am running into trouble with sending Kerbals to Jool using DeepFreeze. The process of hiring Kerbals, and then freezing them, is killing my CPU. Any more than about 50 Kerbals in the game, and it grinds to halt. Anyone else seeing this? I plan to continue building the colony hardware, with just a few Kerbal engineers to assist with refueling.
  20. Not sure about the SM being "removed". Rather I would think modified to provide more dV for NRHO injection of the PPE+HALO. The current SM has limited thrust, as it only provides for LEO orbital manoeuvres. Would upgrade of the SM be appropriate, or development of a purpose built booster for NRHO injection?
  21. Jool 500 Mission: Transit 2 Completed. 7 x launches of the Superlifter from KSC Assemble in LKO two transit vehicles: comprising RA-2 relay satellites - Laythe (3) and Pol(3), 1 x Laythe Skycrane (to replace the previous abject failure) 1 x Cryo Rover, freezing 25 Kerbals on the launch pad 5 x Supply Carriers (3 x Terrestrial, 2 x Amphibious craft) 4 x Laythe Bases (each sustains 20 Kerbals) 2 x Laythe Outposts (each 10 Kerbal seats) and Spacestation Outpost (20 Kerbals) 4 x Nuclear Tugs Execute the transit to Jool, including Tylo flyby capture, refueling tugs at Pol Deploy relay satellites providing full surface coverage 3 x Pol RA-2 relays go to equatorial orbit 3 x Laythe RA-2 relays go to equatorial orbit Establish Dune City: Land 4 x Laythe Bases at the Dunes site (80 Kerbal seats) and Cryo Rover at the Dunes site, unfreeze 20 Kerbals, and occupy one Base Land 5 x Supply Carriers at the Dunes Site Dock each Supply Carrier to the functioning Base, to fill them with supplies. Land 4 x Laythe Outposts at Sagen Sea, Shallows, Shores and DeGrasse Sea Deploy Laythe Space Station (20 Kerbal seats) Transit 8 x Nuclear Tugs to Pol Highlands landing zone for refueling Each refuel of the Skycrane requires an engineer to use the Dunes Rover to drive from the Dunes Base to the landing site, and occupy the Skycrane. Each refuel requires about 5 days, then the Skycrane is ready to return to orbit. There are supplies in the Skycrane that last about 20 days , and when exhausted these are replenished from the Supply Carriers. There are 14 landings and launches of the Skycrane (phew!), plus a few suborbital "hops" to move the Skycrane closer to Dune City. [video pending]
  22. My Jool 500 Mission continues. 20 live Kerbals on Laythe in a fully sustainable base, with outposts for 200 occupants on Laythe and Pol. CPU is stretched...
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