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Mars-Bound Hokie

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Everything posted by Mars-Bound Hokie

  1. On what, the weather satellite? Though fuel-efficient as they may be, they are weak as hell; they may not do much good for the larger craft, like the Tarawa. I do plan on sending an ion-powered "Ultimate Relay Antenna" in the second fleet to strengthen communication (check my Eeloo Fleet post for a picture of it), even though the Tarawa has some decent relays already. That may also be the case for an infrared telescope carrier that I may send too. Even if the ion engines were powerful enough for the Tarawa, the leftover liquid fuel will be used to gas up other craft that swing by - like the return pod. Which reminds me, I'm working on an "Expansion Pack" for the second fleet - part of it involves a section with 2 small holding tanks and an ore converter (and thermal control systems and radiators). This means I'll need to work on an "ore carrier" with WAY more than enough Delta-V to make it from the surface to the Tarawa and back to a specific landing spot without refueling; if the net fuel gain is zero or negative, it kinda beats the purpose of "refueling runs," doesn't it? Even with four ion engines (2 kN * 4 ion engines = 8 kN total thrust) mounted on the lander craft, I don't think it's enough to get the lander pod off the ground (7.288 ton mass * 2.7 m/s2 on Moho = 19.6776 kN weight). To do that would require me to be on a moon with a gravitational acceleration of 1.097 m/s2. And furthermore, I don't know of any ways to convert ore to Xenon using only stock parts. Any other ideas?
  2. IF YOU CAN MAKE IT THERE, YOU CAN MAKE IT ANYWHERE That's what I say about Moho; if I have enough Delta-V to get to Moho, then I can sure as hell get to anywhere else in the Kerbol system (especially Jool's moons). Anyway, I'm preparing a fleet for a trip to Moho and I want your input on what I may be missing for the first wave - or if you think it's good for now. U.S.S. Tarawa*: Can hold up to seven Kerbals at a time {1 viewing cupola, 1 lab (and I also carry all science but the telescope and ore scanner), 1 hitchhiker}, has 32 Mk. 2 docking ports and 16 Mk. 1 docking ports, 4 RA-100 Relay Antennae and plenty of liquid fuel and oxidizer in the reserve tanks. After the boosters run out of fuel, the station will be powered by four nuclear-powered engines to a designated orbit around Moho and send the crew to a prograde equatorial orbit around the planet. I have plenty of spare pure liquid fuel tanks in reserve for the return pod (when I get around to sending it), and reserve tanks of liquid fuel and oxidizer ready for landers. I should have plenty of Delta-V to make it to Moho from here (after I jettison the ascent boosters, of course). * I named it the Tarawa because, before I was born, my dad was in the U.S.M.C. He served in the U.S.S. Tarawa aircraft carrier while stationed in Hawaii; Mom was waiting patiently for him for about a year. Now that Dad's retired from government (he was in the State Department after the Marines), I thought it would be a fun way to honor his service to his country. Interplanetary Weather Satellite: Will put up in polar orbit around Moho and scan for rich ore deposits around the equator. Once I find a spot with a satisfactory minimum concentration (let's say 30% cutoff), I will set up a waypoint there and put my rover and lander there. I also carry some reusable scientific instruments on it. Moho Lander: capable of sending one Kerbal at a time from the U.S.S. Tarawa to the surface of Moho and back up. Doesn't have science on it to save mass since, well, "I'm a lander pod, not a science ship." Which reminds me, I tested its rendezvous and docking capabilities after sending this bad boy up to the Mun and refueling it before ascent - everything worked PERFECTLY. In this screenshot, I'm pointing at the Terrier fuel engine for the final stage (7.288-t mass). Do I have enough thrust to ascend/descend safely? Mini-Bus: Capable of carrying five Kerbals at a time (but will send unmanned), it will carefully land on a spot along Moho's Equator that's rich in ore deposits and start mining ore. When the lander gets there, I will use the claw and dock the rover with the lander before refueling it - it may take a while, but I can't risk running out of fuel during the lander's return rendezvous with the Tarawa. Check out my YouTube channel to see it in action. Concerning landing spots, as Robert Eddison once said, "I must choose, but choose wisely." That's why I'm sending the ore scanner in a polar orbit - to find a good spot beforehand. According to the Delta-V gauge on MechJeb and the community map, I should have enough juice to make it to Moho's surface. I don't want to send too many ships at once, otherwise I may miss my burn window while distracted with one ship (since, you know, nuclear engines are slow with their Delta-Vs). It should still be satisfactory to start a decent operation there. I originally planned to send a permanent single-stage base there too, but then I thought "Nah, send it with the second fleet - after we get a good first peek of the planet. I'll also send the return pod with the replacement crew for the Tarawa along with the base in the second fleet. Questions/concerns/comments?
  3. Here's the U.S.S. Tarawa at LKO, along with the Delta-V gauge (ascent boosters still have some fuel left over). It is currently set up in a parking orbit ready for a transfer burn to Moho in about 63 days. The best part is that it costs less than the U.S.S. Defiant (and the Enterprise + pre-burn refueling trips) Can I make it to low Moho orbit (honestly, I'm not getting too low) with 6380 m/s of Delta-V from 85 km above Kerbin's surface? If so, well... TO MOHO!! If you can make it there, you can make it anywhere.
  4. @FleshJeb and @sturmhauke, I'll think I'll leave the Defiant's design alone and not bother transferring any fuel to it next time. After all, since I burned up some monopropellant on my way to LKO and I had a good Delta-V going for Eeloo BEFORE I tried refueling, I think it's best to say that I LEAVE IT ALONE. Anyway, I think I got another single-launch space station ready - the U.S.S. Tarawa. It's still under construction, but so far the total Delta-V seems good - good enough to reach Moho. If I can make it there, I can make it anywhere (did the math and saw that the delta-V required to get to Moho is greater than those necessary to get to Jool's moons) Picture of the U.S.S. Tarawa in the VAB (still under construction), along with the MechJeb's Delta-V gauge. I'm pointing at the four nuclear engines that will be powering the station itself to Moho (after Stage 2), and it seems like I have sufficient Delta-V to go straight to Moho at the next transfer window. What do you think? Am I good for Moho (which means anywhere, for that matter), or do I still have delta-V problems? Sure, it doesn't look structurally sound, but I will fix that later. Oh, and @Torn4dO, I have an entire fleet ready for Dres - check my Eeloo Fleet post for the crafts I originally planned to send to Eeloo but ended up planning for Dres instead.
  5. Craft construction is another issue, and I just want a trajectory solution that works. I'm not going to do an Eve assist just for the heck of it (unless it serves a practical purpose). I take it you're saying I should just stick with a direct trajectory to Moho, then. Even if an Eve gravity assist is the most fuel-efficient solution, I still plan to have enough Delta-V for a direct flight in case I miss my Eve launch window - or if I mess up the trajectory somewhere in the middle. I already have a craft in LKO that's capable of getting this single-launch base to Moho's surface I think this weather satellite has enough Delta-V to make it to Moho (directly) and pick my landing spot for the base. Doesn't it? A ground relay that I will put on the other side of the planet from my base landing spot A xenon-powered "Ultimate Relay Antenna" that I will leave in Moho's orbit to maintain long-range communications to KSC. I just need to get a single-launch seven-man space station (with science) to Moho's orbit. It should also carry LOTS of liquid fuel in reserve for the nuclear-powered return pod. It should also have Liquid Fuel and Oxidizer left over for a two-way moon lander that I plan to send the crew in (I'm sending the permanent base empty) This five-man rover with refueling capabilities (and Bon Voyage) can be of some help. Does this satisfy your need for more information, @Foxster?
  6. I'm trying to plan a mission to Moho. While I have MechJeb's Delta-V gauge to tell me if I can or cannot fly directly to Moho - fleet construction and organization is another problem - it does not tell me if I have enough Delta-V to do an Eve Gravity Assist to Moho. Here's the story. While planning transfer orbits for my Eve Fleet two months ago, I saw that the planned maneuver would have taken me in an escape trajectory out of Eve and into a somewhat low circular orbit around Kerbol - I forgot the specifics of the orbit, but it would have enabled me to put the crafts in some designated path for a contract. Now it got me thinking "Hey, maybe I can do that for a trip to Moho." If that's the case, here's my plan for a Eve gravity assist to Moho: Wait until the next Kerbin->Eve transfer window to escape Kerbin's sphere of influence (I have Kerbal Alarm Clock) As soon as I reach Eve's SOI, set my periapsis to 100-125 km and (possibly, it's been months since I was last at Eve) get in an escape trajectory out of Eve. Low periapsis requires less delta-V. Anything lower than 90 km will be dangerous (atmospheric burn-up, aerobraking messing up my escape trajectory, etc.) After leaving Eve's SOI (and in solar orbit), set up a Hohmann Transfer to Moho. On one hand, I get to do a really cool physics-based maneuver and (possibly) save delta-V (I don't say "fuel" since it's not the only factor used in MechJeb's Delta-V gauge) on my way to Moho. On the other hand, here are some numbers that may convince me that flying directly to Moho is just as good as using an Eve gravity assist. DIRECT FLIGHT LKO to Moho's Surface = 5490 m/s LKO to Low Moho Orbit = 4530 m/s EVE GRAVITY ASSIST TO SURFACE LKO to Eve Intercept = 1140 m/s Eve Intercept to Moho's Surface = 4350 m/s 1140+4350 = 5490 m/s TO LOW MOHO ORBIT LKO to Eve Intercept = 1140 m/s Eve Intercept to Low Moho Orbit = 3390 m/s 1140+3390 = 4530 m/s NO DIFFERENCE, IS THERE What do you think I should do to save Delta-V? Should I just stick with direct flights to Moho, or do you recommend I use the Eve Gravity Assist? If the direct flight is the best bet, fine. If the Eve assist is the best bet, then: How do I time it right to have the most efficient flight? Remember: I have Kerbal Alarm Clock. Any instructions for such a flight, or does my plan sound solid? Either way, off to the drawing board (I mean V.A.B.) for me. Your input is greatly appreciated. Thank you.
  7. Like in real-life, it's about time to establish a permanent base on the Mun. The Blacksburg Aeronautics and Space Administration has decided to take on this task, and it is hosting a competition for ideas to accomplish it. SLPB (SINGLE-LAUNCH PERMANENT BASE) CHALLENGE As the name implies, you must get a base to the Mun in a single launch. To complete the challenge, your base must meet the following criteria: DO IT ALL IN ONE LAUNCH, DUH!!!! Stock Parts ONLY - NO MODS MechJeb's okay, as it's only a remote guidance mod. WorldStabilizer's also okay. Just no mods that come with additional base parts. Must hold ten or more Kerbalnauts. Must be able to generate its own power (e.g. solar panels/radioisotope generators) Don't forget batteries. You're gonna need them. Must have at least one antenna Relay preferable, but I'm also okay with direct Must have a probe core so you can work it while unoccupied. Must have science lab with instruments (you can't activate the "science farm" without data) Two-man lab will count when checking crew capacity for Rule 3 Must be able to penetrate the surface (e.g. need drill/s) and mine and convert ore (need converter/s) - which also means you need radiators/thermal control systems to cool them down. Be sure you land in a spot with a good ore concentration Don't forget the fuel and monoprop tanks +500 fuel capacity +500 oxidizer capacity +500 monoprop capacity You can't convert anything without ore tanks Must be stationary. I've seen WAY too many mobile bases on YouTube, and it's about time we have a "house to come back to" on the moon. Which means you'll have to pick your landing spot wisely. Besides, this will simulate the permanent bases we'll be getting in real life. Must have enough lights to be seen in the dark from a distance (at least in an incoming rover). HokieFarm Insurance won't compensate any losses suffered due to damage if our base is not designed to be seen in the dark. Additionally, we may be held liable for any accidents that happen if a rover crashes into it. Example: one night Jebediah crashed his rover into a base in the mountains. He was not held responsible for damages (despite him speeding), as his vehicle's lights were on but the base was practically invisible in the dark Your base must have docking capabilities with either: A docking port An open space for a claw to grab on to. Must be stable. Our insurance also won't cover losses due to damage if the base can easily tip over (except if the planet's acting glitchy/buggy/bouncy, like Minmus). We are also liable for motions sickness-related incidents if the base is not stable by design (upside-down, easily wobbles (assuming no game bugs)). Must have a plan to remove debris upon landing that does NOT involve hitting self-destruct in the tracking station. Must have a means of egress (getting out). Here's a screenshot of my base on the Mun to get you all started. Have fun, everybody. LET'S SEE WHAT YOU ALL GOT!
  8. Don't count on that; I stink at SSTOs. I can't even get a full orbit ready in one, and not to mention I have trouble landing planes. Besides, I already have a craft that works. The embedded video is proof enough that I am more than capable of rescuing Bob and Val from Minmus with ease. "If it ain't broke, don't fix it."
  9. I can rescue Bob and Val easily. I mean, I have a lander that's able to take THREE people to the Mun AND Minmus before returning to Kerbin - it's just not Apollo-style. If that's unacceptable, I just need to modify the craft design to have an orbiter waiting in Minmus orbit and then rendezvous the lander with that orbiter when it's time to return. Honestly, @PlatinumBlast, I don't even think Apollo-Style is necessary. Is the design in the embedded video okay ? It may not be Apollo-Style, but I guarantee you it will get the job done. As for the mission time, we'll have to assume that the lander is carrying the necessary resources to last the crew for the trip home. I mean, COME ON, you have to be dumb NOT to load that. Additionally, @PlatinumBlast did not specifically mention that the entire mission (to AND from Minmus) had to last ten days total. I can get to Minmus in way less than that, but once I reach Bob and Val in the Midlands they should be good for the trip back - even if the total mission time takes me more than ten days.
  10. I only docked with the Defiant once, and that was to transfer a crew - since I plenty of fuel left in the pod, I decided to take advantage of the opportunity. Unfortunately, refueling the Defiant turned out to be a bad idea (probably for the monopropellant). - Are you also suggesting I remove the monoprop control engines from the Defiant as well for the next craft? If so, then I cannot use monoprop to turn the craft. For future missions, I'll probably do what you said and remove the monoprop tank and replace it with 2 large reaction wheels in its place (since it's close to the ship's center of mass upon that stage). As for refueling craft with monoprop, I'll put a few cylindrical tanks (how many specifically? Remember: 50 units per tank). Monoprop usage quantity for docking with the Defiant varies greatly depending on many factors. Since trying to refuel the Defiant is what got me into this mess in the first place, I won't do that again the next time I launch a ship of the same class. Ideally, the plan is to dock a lander with the station and send a crew of three to a planet/moon before launching it back to the station. When the return window is almost open, I shall dock a nuclear-powered "return pod" to the Defiant and gas it up with the pure liquid fuel I have in reserve. Then, I shall leave the station in orbit (in this case, it will be Dres*) and send the return pod back home. * Next time, Eeloo.
  11. MISSION: POSTPONED Due to an unforeseen complication while refueling and transferring the crew, the Defiant currently does NOT have enough delta-V to get to Eeloo (now has 3570 m/s). However, I have my entire fleet already in LKO. After I told my crew the news, they started demanding I send them to another planet instead of just sitting there in LKO for the next Eeloo transfer window. Thanks to this site (https://13375.de/KSPDeltaVMap/), I believe I have enough Delta-V for the Defiant to make it to Dres. Why Dres, you ask. Well, I can establish a strong relay post out there in the middle of the Kerbol system for future missions. Since my fleet is already prepared to explore a moon (or at least a planet with no atmosphere), Dres can serve as practice for planets like Eeloo and Moho - that's also why I decided to NOT go to Jool, since some craft won't have enough Delta-V to make it to the moons - like the rover and the lander. Don't get disappointed just yet, ladies and gentlemen. At least I can prepare that same fleet (and have a space station with enough Delta-V that time) for Eeloo next chance I get. Aside from that, I will have great coverage the further out I go into the Kerbol system - thanks to the powerful relays already in orbit of Dres - as well as being able to map out more asteroids. Additionally, I would have already made some progress with Dres when I decide to establish a permanent base there. Questions/concerns/comments?
  12. I thought it was a mass-related issue, but I was not sure what. This specific station does NOT have any reaction wheels, but I put one on the craft file AFTER I launched the Defiant into LKO. As for the ship WITH the reaction wheel, do I just lose the monopropellant tank (750 units) or keep some on board? If so, how much should I fill up the tank (the Defiant currently has 750 units in the tank + 10 from the viewing cupola)? I use the monopropellant to turn the craft since it's HUGE, and I won't be docking it with anything - smaller ships dock to it (and so will extra modules upon expansion phases).
  13. That's weird. I put some more fuel and monopropellant into the Defiant and my MechJeb's Delta-V gauge REDUCED - down to the point where I COULD NOT reach Eeloo . Before: 4216 m/s After: 3570 m/s Any ideas why, @FleshJeb (or anyone else for that matter)? Additionally, is it true that I lost Delta-V in the refueling or is it just a mistake?
  14. Here's a three-man lander I made for a tourism contract. Its boosters (jettisoned near the Mun) and immense monopropellant capacity allow the lander to fly to the Mun AND Minmus before returning home. It is recommended you start with the Mun before going to Minmus, as monopropellant will help you more in Minmus orbit (and on Kerbin return trajectory) when you inevitably run out of fuel. - It also comes with a docking port and a claw, and don't forget the ladders, scientific instruments, and 2 x 2G antennae. I also installed a probe core for when I need to send that thing unoccupied anywhere.
  15. While I agree with you on my inability to reach Moho (no crewed missions there until I can get enough delta-V), I think I can get to Eeloo. I double-checked your site and used this one (https://13375.de/KSPDeltaVMap/), and both agree I can make it to Eeloo if I time the launch right. Additionally, even though I can reach Jool easily, I may have some trouble establishing orbits around the moons.
  16. I think I got it. You think my Mini-Bus, or the rest of my Eeloo fleet for that matter, is ready for the next launch window or am I missing something (craft/insufficient Delta-V)? P.S. I was going to send this big-ass refueling truck, but then I thought "nah, start small."
  17. @obney kerman I'm glad you addressed the relay issue. I'm already sending a couple of vessels with powerful relay antennae - the ion-powered satellite, and the Defiant (it has three RA-100s already on it). The weather satellite and the munar mini-bus (at least when the rocket is complete) also have some relays on them, but they don't have the range to go all the way to Kerbin by themselves; at least they can connect to the big relays - just like the moon lander with its 2 Communotron DTS-M1 antennae. However, I am aware of the possibility of temporary blind spots as a small relay (or something with a small antenna) can go without connection to a big relay for a while - which is why I drew this diagram for you (please excuse the bad artwork) Small Relay: not capable of reaching Kerbin by itself (no RA-100s) Large/Big Relay: capable of reaching Kerbin (at least one RA-100) You will notice that one of the small relays is going in a retrograde orbit while everything else is either prograde, going in a polar orbit (the weather satellite), or on the ground. Which brings me to two more items to send to Eeloo (Mini-bus still a work in progress) NOTE: If you do this in career mode, be sure you have LOTS of money to finance all this (or at least the important stuff). If not, then you can at least send smaller budget-friendly fleets one launch window at a time --> but if you send the Defiant with a full crew, be sure to bring a return pod with you. Infrared Telescope Carrier: Will put in circular retrograde orbit once I arrive at Eeloo's sphere of influence, at an altitude between the Defiant and the ultimate relay. Though it has only 4 RA-2 antennae, there's a good chance it will connect with at least one of the large relays. The reason that I am sending it retrograde instead of prograde is because there will be a higher rate of being in range of the large relay/s - or at least have a connection to one. Anyway, once in orbit, I will activate it and map out incoming asteroids and other celestial bodies near Eeloo. Ground Relay: After I pick a landing spot for my Mini-Bus (whose delivery rocket I need to work on within 28 Kerbal days), I will land this ground-based large relay on the opposite side of Eeloo from that landing spot. The reason I say "opposite of" instead of "close to" is because, while the two large relays in orbit may be on the same side as the rover, that leaves the other side of Eeloo a blind spot - increasing the chances that the two large relays may be useless (for a while). If that was the case, at least they can connect with the smaller relays and transfer the signal to the ground-based large relay on the other side Think of it as shining a flashlight on a basketball - there will be one side that will remain dark. If that darkness reaches Kerbin, no signal can be sent or received to the space center. Thanks to the ground relay (and other, smaller connectors), I got that covered. Munar Mini-Bus: (REDESIGN IN PROGRESS) @Kerbalstar, click on the YouTube video above to see the mini-bus in action. Though my current rocket design does not have enough delta-V to get to Eeloo's surface, at least it has enough gas to get to the Mun or Minmus (I prefer the Mun, as Minmus is bouncy). Feel free to address any questions/comments/concerns you may have about the rover; after all, the mini-bus will go a long way to colonizing other celestial bodies. Though originally designed to rescue stranded tourists from a wreckage - whose craft file I borrowed from @Matt Lowne - it was great at remaining stable and transferring crew/fuel/monopropellant to incoming landers. It also comes with its own reusable science and an RA-2 relay If you got any ideas on how to get a mining-and-refueling-capable rover to Eeloo, I'm open. Above: Speed test for the mini-bus on Kerbin, clocked at 40.1 m/s (~89 mph) before the driver got arrested for reckless driving
  18. Scroll down to the "Return Pod" section of the following post, and you'll see what it looks like. The main stage (the one without the boosters) has 8 small thermal control systems for 4 nuclear engines and can carry 7 Kerbals and 6,400 units of fuel. - I would also like your input on my Eeloo fleet, please.
  19. I'm planning on flying to Eeloo, landing there, and coming back home when the next launch window opens. I realize that I cannot send just one ship if I am to leave my mark and return; after all, I plan to leave some things in orbit before I leave, like: A space station A weather satellite An "Ultimate Relay Antenna" Below is a list of items I will send at the next launch window. I consulted this website and this one after I got my ships into orbit, checked my "Delta-V Gauge" with MechJeb, and I can reasonably say that the ships in these photos are gassed up and ready (except for one - the rover). As for the nuclear-powered return pod, my space station has plenty of plain liquid fuel in reserve just to fill it up. U.S.S. Defiant: (Yes, I'm aware that's it's not loaded with crew yet - that will come later). It can hold up to 7 Kerbals at once {1 viewing cupola, 1 lab (and I also carry all science but the telescope and ore scanner), 1 hitchhiker}, has 12 Mk. 2 docking ports and 12 Mk. 1 docking ports, 8835 charge, and ~4,216 m/s worth of Delta-V in the tanks when I get to 92 km above Kerbin. Signal coverage won't be a problem, as it has 4 RA-100 relay antennae. I also have 7200 units worth of pure liquid fuel in reserve for when the return pod comes by to pick up the crew. (Note: Crew will consist of 2 pilots, 2 engineers, and 3 scientists) Interplanetary Weather Satellite: Will put up in polar orbit around Eeloo and scan for rich ore deposits around the equator. Once I find a spot with a satisfactory minimum concentration (let's say 30% cutoff), I will set up a waypoint there and put my rover and lander there. I also carry some reusable scientific instruments on it. Ultimate Relay Antenna: Originally intended to be left in Kerbol orbit (honestly, I don't care if it gets to Eeloo as long as the relays work), it has 1 RA-100 and 4 RA-15 relay antennae. The final stage has 3 ion engines and 11,400 worth of xenon (and over 8,000 m/s worth of Delta-V), so I think it's good for Eeloo. What do you think? Interplanetary Moon Lander: Capable of carrying up to 3 Kerbals at a time, has some science on board, and 5,180 m/s worth of Delta-V at the time of LKO. I plan to rendezvous with the Defiant when I arrive at Eeloo, then pick up three Kerbalnauts (pilot, scientist, engineer) before sending it down to a designated landing spot. Then, I shall refuel the ship using a small rover and send it back up to the Defiant. Note: Be sure your spot is rich in ore deposits BEFORE landing Return Pod: A nuclear-powered beauty, driven by pure liquid fuel (main stage has 6,400 units of it), designed to follow the fleet unoccupied to Eeloo and remain in a standby orbit. When it comes close to the return window, I shall rendezvous the pod with the Defiant and pick up the crew - and not forgetting to refuel it. After the window opens, I will launch the pod out of Eeloo's sphere of influence on a return trajectory to Kerbin - leaving the Defiant unmanned until the next crew arrives. Mini-Bus (PENDING REDESIGN): Capable of carrying five Kerbals at a time (but will send unmanned), it will carefully land on a spot along Eeloo's Equator that's rich in ore deposits and start mining ore. When the lander gets there, I will use the claw and dock the rover with the lander before refueling it - it may take a while, but I can't risk running out of fuel during the lander's return rendezvous with the Defiant. DISCLAIMER: This video (that I made all by myself) is just a demonstration of what the rover is capable of when landed. I currently don't have Delta-V to get to Eeloo's surface. What do you all think? Do all my ships have enough Delta-V to get to Eeloo safely? Am I good for the first Eeloo fleet, or am I missing something besides the rover? Speaking of which, any ideas on how to get it all the way to Eeloo? Your input is greatly appreciated. Thank you.
  20. I soon realized there was a coding issue with my previous single-launch interplanetary space station, that I named the U.S.S. Enterprise (after the famous ship from Star Trek), that resulted in a complete career crash. Though I still had the craft file for it, I decided not to use it again. I then redesigned the ship from scratch and launched the new class , the U.S.S. Defiant, into low Kerbin orbit. After seeing it achieve stable orbit and the amount of Delta-V it has left, I gotta say that I'm amazed. Sure, it may be more expensive than the Enterprise-class stations (Enterprise~750K while Defiant~1M), but consider the advantages it also carries. Over 30k of both Ox and Fuel ALREADY LOADED into the ship by the time orbit is achieved - as well as ~700 monopropellant (I used some during ascent) Which means that I can save lots of money on refueling trips. My parents told me "Don't get something because it's cheap, get it because it works." Though this ship is more expensive than the Enterprise, I won't have to spend even more money on fuel-tanking vessels - if you do the math, (1 Enterprise + 2 to 3 Fuel-loaded Mun landers ) > 1 Defiant Many docking ports available, including ones for the Mk. 1 ships that swing by. Whenever I need to dock with the Defiant for refueling/crew transfer, or if I decide to expand it later. Looks WAY more stable than the Enterprise - not so spread out (check my last space station post) Still carries 7 Kerbals, a lab, and a lot of science. What do you think? Judging by the image, do I have enough Delta-V to go interplanetary (I think I do at 4216 m/s in reserve, but just want to be sure). If so, what planets do you think I CAN and CANNOT go to? And I do NOT plan on returning the Defiant back home - that's for another ship.
  21. I made a single-launch interplanetary space station that can safely get a crew to Eve or Duna. Though it took some extra launches to gas it up before each launch window opened, it managed to get to their destinations and achieve orbit. It can hold up to 7 Kerbals at a time - 1 viewing cupola, 1 lab, 1 hitchhiker - 20,000 units of both liquid fuel and oxygen, 300 units of monopropellant, and 8750 electric charge. It can not only gain a lot of science data from the on-board instruments, but it's relay antennae are powerful enough to reach across the entire Kerbol system. The lander you see attached to the station was launched separately from the station in the fleet to Duna. The extra tanks of liquid fuel are also used to gas up any nuclear-powered craft that come by, like the craft I sent to take the crew back home.
  22. It took nearly a million dollars, but I finally brought a large five-man refueling rover to the Mun - demonstration video coming later on YouTube. * screenshot of the Big-Ass Refueling Truck after a successful landing on the Mun. Capable of refueling even the largest of Mun landers, this bad boy can mine ore anywhere and dock with anything. Sure, it may not have the science lab on board, but it's a refueling truck; it does carry some scientific instruments of its own, though. Either way, this truck is built for maximum specialized performance. Here are some numbers about the rover itself that I think you'll find very useful. Electric Charge: 21,235 Oxidizer capacity: 3,520 Liquid Fuel capacity: 2,880 Monopropellant capacity: 760 Ore capacity: 1500 Any questions/concerns/comments?
  23. Do you want to put a rover on the Mun or Minmus, but are afraid you don't have enough delta-V? Are your tourists stuck in a wreckage? Do you want to easily mine ore, refuel ships AND get science points at the same time? If you answered "yes" to any of them, I have just what you need? The Munar Mini-Bus. Watch this video for the craft file and to see it in action. As I mentioned in the video description, I thank @Matt Lowne for being the cause of this new awesome design. After I wrecked his Mobile Mun Base, I realized the tourists were trapped inside and could not EVA - that was the wreckage I mentioned in an earlier post (link here). I could have terminated the wreckage and kill the tourists, but I did not. I then designed the Mini-Bus, sent it up to the Mun (with plenty of delta-V to spare), and used the claw to evacuate the stranded tourists while I sent a lander to pick them up. - the performance was so great, I decided to send a mini-bus to Minmus too. I am happy to report that operations are going well.
  24. Unfortunately, @Ozymandias_the_Goat, a game crash wiped out half of everything I ever did (including the Duna fleet). Worse, it reduced my reputation down from 84% to 3% (Thanos > Kraken) * Screenshot of the U.S.S. Susan Moss 350km above Duna's surface - taken a day before the crash. For some reason, I tried launching the same craft file into LKO in preparation for a Dres mission and then everything fell to excrements. Is it cursed? No matter, I still have the craft files (and Sandbox). I can reconstruct the fleet (without budgetary constraints, I may add) and try again. Even better, I may even post a YouTube video (or series) about it.
  25. UPDATE: I was lucky to raise enough money while the launch window to Duna was still open, so I launched a nuclear powered "escape pod" that will rendezvous with the U.S.S. (SHIP NAME CENSORED TO ENSURE NAMESAKE'S PRIVACY). When the next return window opens, I will transfer the crew into the return craft - that I will name the U.S.S. Oklahoma - and blast it off back home. If, however, it's not possible to land the crew on Kerbin's surface - because of, let's say, I'm out of fuel and monopropellant when I get in Kerbin's sphere of influence - I have a "standby pod" in a parking orbit around Kerbin. ready to rendezvous with the Oklahoma and pick up the crew. Even if I can only manage an elliptical orbit, at least the crew will be ready for pickup. and if I can only manage an escape trajectory, I can rescue the crew from the doomed Oklahoma and send them home while the then-empty Oklahoma either crashes or flies away from Kerbin (doomed to float in space forever). I just need to make sure I have a 0-degree inclination.
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