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Speeding Mullet

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Everything posted by Speeding Mullet

  1. I'm going to loosely use the structure of this challenge to visit Laythe after doing mission execution on navigator, because the thought process that went into the whole mission made the game far more interesting and involved. I am however, going to take thing back to 'experimental' for a while and fly some exploding sculpture work. which is a great idea, and way more time consuming than administrating this challenge I would imagine. I could see how it would work well in a forum environment. Thanks for updating the challenge entries, and Apollo lunar escape system is a good call - those old drawings wouldn't fill me with confidence!
  2. I've now created a mission report, which I will be updating as I perform the mission execution. I had another major overhaul in mission architecture, but everything is now ready to go. Duna Navigator - Duna Permanent Outpost Mission Architecture Challenge Primary Scores: Early Mission Value: 882 Early Mission NIMLKO: 13 launches, 338 tons Early Mission Efficiency: 2.61 Sustained Mission Value: 6336 Sustained Mission NIMLKO: 26 launches, 676 tons Sustained Mission Efficiency: 9.37 Achievement Scores: Mission Execution - 0 (will fly missions in the future) Crew Mobility - 2 Base Mobility - 2 Crew Safety - 1 Mission Robustness - 2 TOTAL: 7 (hopefully 10 with full Execution score later!)
  3. Duna Navigator - Duna Permanent Outpost Mission Architecture Challenge Outpost and Mission Concepts: The Duna Navigator mission will develop across two fronts: Duna surface, and Duna orbit. The idea is to simultaneously build up a large mobile surface base and a functional space port in operation on and around the planet. This plan should realise efficiency in the long term in terms of crew mass transits, forward operating missions from Duna etc. as well as provide added redundancy and safety in general. With that in mind each space station segment will either contain emergency 65 day supplies for the maximum occupancy, or a large supply tank with long term habitation in mind. Each ground based module is independently fully mobile with 4 wheel steering and massive articulation for rough ground. Each ground module also has individual leveling systems which can be used to make sure the Kermans enjoy a safe, stable place to live instead of walking around everywhere on a slant. I will also be making use of spare launch slots for 'hole shot missions' (HSM). These use the superior lifting capability of the main launch vehicle to boost small packages straight to Duna without the need for an IPT. They can also be used to send supplies in a high energy off window mission in emergency. As the resource shift grows within Duna's sphere of influence, the idea is to extend the mission plan long term, moving from infrastructure boosts, through population and supply and into ease of access for any Kerman to have a go. If the plan is successful then mirror missions to other bodies could be a consideration. Detailed Mission Schedule: Extended Mission Schedule and key: Common Components: Launch Vehicle: The Compass Heavy is a three stage, 26 ton to 75km reusable launch vehicle. Only the small upper stage deorbits itself to burn up in the atmosphere, so the rocket is almost completely reusable with the first two stages making a parachute landing. IPTSP: Interplanetary Tug and Science Package: Each fully reusable IPTSP contains enough delta v for the round trip plus off window redundancy, and ample delta-v left over for in system maneuvers like visits to Ike, changing space station orbit characteristics etc. Each tug also delivers a small ion powered science package, or satellite, or wifi or whatever the Kermans demand. HSM: Hole Shot Mission(s): An example HSM below, but basically small individual packages sent direct to Duna without the need of an IPTSP, making use of those odd launch windows for a one way supply trip, delivery of a new DAV and so on. KFT: Kerbin Fuel Truck: Just a wholesale maximum weight boost of fuel. Each fuel truck can refuel an entire IPTSP. (awaiting picture) DFP: Duna Fuel Post: Duna fuel posts are normally launched in pairs 39 days apart, doubling up in LKO before a single IPTSP pushes 2x26 ton modules to Duna for addition to the space station. They provide the fuel to make the DAV's capable of multiple trips to and from the surface of Duna, clearing the way for the crew train system. (awaiting picture) Crew Train: The Crew Train is revolutionary for ease of access to Duna. It allows mass transportation to and from the space station in extreme comfort. It is launched in 1 section, but breaks down into 2 parts, each capable of supporting 6 crew, with expansive living areas. In emergencies, each segment is capable of supporting up to 8 for an extended time. The crew train represents a real shift from infrastructure boosts, through population and supply and into ease of access. It also frees up future launch for the next phase in the program, Base 2.0. (under development) Launched Outpost Modules & Payloads: KDSSDEV: Kerbin Departure Space Station Descent Exploration Vehicle: This provides the first module of both the ground and orbital bases. The space station provides emergency support should something go wrong with minimal infrastructure on the ground. The idea is that the initial 4 kermans can ride the DAV to dock with the space station and await the next IPT without long term mission rules being broken. The ground based part of the mission supplies living room for 4 Kermans in a fully mobile four wheel base. KDCMSSDEV: Kerbin Departure Cupola Module Science/Storage Descent Exploration Vehicle: A Cupola module for the space station, because fights keep breaking out over the small portholes. For the ground based vehicle, a little storage, as well as a science bay and living bay for 2 further Kermans. KDCHLRDEV: Kerbin Departure Connection Hub Living Room Descent Exploration Vehicle: A connectivity hub for future expansion of the space station (not pictured). For the ground a pointless living room with big shiny windows, and space for 4 more Kermans. KDSSSMSDEV: Kerbin Departure Space Station Science Module Storage Descent Exploration Vehicle: A science module and massive extension for the space station. For the ground room for a few more in the form of kitchen and living quarters with a bit of storage KDSSLSSDEVS: Kerbal Departure Space Station Long Service Section Descent Exploration Vehicles: Another large module for the space station. For the ground, two small identical exploration vehicles with supplies and room for three in each, adding to the mobility of the main mobile base, and later the Extra Large Frontier Outposts. Base 2.0: Extra Large Frontier Outpost The Base 2.0 is revolutionary for the program. It is a mass produced and rugged static base with expansive internal areas designed to be dropped wherever a long term science objective is discovered. It is serviced by the DAV's, and will quite commonly have 2 small rovers assigned to it for mobile capability. With very little modification on the factory floor the Base 2.0 can be converted for use on Ike. Scores Given a fully completed mission with no emergencies, scoring should be as follows: Primary Scores: Early Mission Value: 882 Early Mission NIMLKO: 13 launches, 338 tons Early Mission Efficiency: 2.61 Sustained Mission Value: 6336 Sustained Mission NIMLKO: 26 launches, 676 tons Sustained Mission Efficiency: 9.37 Achievement Scores: Mission Execution - 3 Crew Mobility - 2 Base Mobility - 2 Crew Safety - 1 Mission Robustness - 2 TOTAL: 10 Mods used so far (as I find them in my designs): MechJeb, KW Rocketry, Crew Manifest, Procedural Fairings, Chatterer (doesn’t affect craft performance), Other notes: I will be updating this mission report as I progress through the Duna Navigator Mission Schedule. Please feel free to check in for updates on the latest progress!
  4. I've got "extra thick paint" on my ITV's front end, so I'm sure you can have asbestos tires! I tested an ike base yesterday which forms part of my mission, and it landed at a safe 180 m/s, so back to the drawing board on that one. Great update congratulations on first boot!
  5. It's supposed to be in here, as it's a mission report for a challenge, not the posting of a challenge. Due to the complexity and duration of this challenge, the entrants posting their reports in the main challenge thread would just blow it out and make it unreadable and messy, so it's better to create a mission report in this section and just reference in challenge thread when you update it. Great entry btw, Just getting round to posting mine also so will follow this as it develops.
  6. 1) Yes, Sturmstiger uses them in his own entry. 2) As long as you adhere to the wait times between launches, and you have the delta v, you can fire things off window with great gusto. 3) I designed a payload first, and built the launcher around the weight of the payload I wanted to send. I pretty much hit the right launcher first time on the assumption that it would take me about 4800 m/s in delta V to obtain orbit. There are some good tutorials on rocket design online if you need more tips on staging etc. My launcher has been identical and without variation bar the payloads it launches, I think that's what the challenge calls for. If your rocket is truly modular I don't see why this wouldn't be in the spirit of the challenge, as long as it didn't break any other rules. Personally I don't think it's worth it unless you are saving the delta v to launch off window, you may as well wait for the best window and fling as much tonnage as your rocket can manage towards Duna.
  7. The ITV will be protected on aerocapture to Duna by the heatshield of the payload it's pushing, but on the way back it won't hence I was considering firing the engines to circularise instead of going for aerocapture. I suppose the payload doesn't need the heatshield for the descent to Duna so I could undock it and have the ITV pick it up shortly after seperation, in preparation for return. I could then consider the heatshield depleted once it's completed it's second heat cycle. It will require swapping out the decoupler for a senior docking port though, so I'm tempted to go with extra thick layers of paint....
  8. I flew all my missions up to day 445 without a single failure before I realised I forgot to stuff them with Kerbals or launch them at the assigned days, I just got carried away taking screenshots, and wondering how everything worked so well. I haven't had enough spare time to begin again following the defined launch timetable absolutely to the letter. I will post a mission report as soon as I am able, but now I have an absolutely infallible 26t rated lifter I keep going off on a tangent designing packages for this challenge that I want to send more around day 2/3000! On that Sturmstiger, are you working perhaps on an extension or similar challenge to this for people who complete this one?
  9. Sounds like a solution! I've just realised my ITV will have a senior docking port as its heat shield for the return to Kerbin. I've got plenty of Delta V to burn circles without touching the atmosphere, but aerobraking seems like the thing to do realism wise - I might have to have a think about this also.
  10. Haha, same. Now I've got such a reliable launch vehicle I keep going off track and designing payloads I want to launch on day 3000, instead of actually doing the missions.
  11. The heat shield solution is elegant, I like it and wish I had thought of it (along with IronGremlin's comm tower) Good luck with your missions!
  12. I read this whole thread at work today to try and escape from the crushing tragedy that is my job. Superb work and following your progress with interest. The format you have chosen to tell your story in is epic and makes for a good read - crack on!
  13. Nice progression. I'm really struggling with my SSTO also.
  14. It will be interesting to see how this one develops. I haven't gone down the Kethane route because I don't want to learn the mod and redesign my whole mission architecture, but it's a definite possibility for the future. Good luck with the missions I'll be following.
  15. I am also jealous of your comms tower IronGremlin, I went for relay satellites and integrated comms in my ground and orbital vehicles, but I strongly suspect I might rip this off as part of my +1000 day program. Sturmstiger - Considering how well designed and gratifying this challenge is (and this might have been covered off), have you got any extensions or other worldly but similar challenges in the pipeline for those who have completed this one to go on to?
  16. Imagine my surprise when everything worked as it should: Bill and Jeb came over the hill a little hot, nothing wrong with the fundamental design: The attention to detail is simply astounding: And everyone says the lifter is a "very solid bit of kit": Seriously though I'm about 700 days in on the launch schedule, and should be able to post the full report including pictures and detail this weekend. I actually got a bit carried away last weekend and before I knew it I'd launched the entire schedules ground and orbital bases, and all associated infrastructure and supply in order, and without a single mission failure. I guess as proof of concept it was a useful exercise but I forgot to stuff the ships full of brave Kerman's.
  17. I made fair amount of progress, then updated to the latest version on a clean install. I found it was easier to pick the mods I required from scratch specifically for this challenge rather than rewire the old version to suit my needs. I've really bought into this challenge as it's given me the focus the game deserves. I've enjoyed slamming city size rockets into the influence of other celestial bodies with total disregard for any sort of realism, but it was losing it's lustre a little. Progress overall since I threw my hat into the ring for this challenge has been vast. I now have an outpost and mission concept in place. I have a Launch Schedule developed for the first 700 odd days, and a common launch vehicle. The SSTO is still giving me grief, as is the name of my grand plan, but I will get there. Testing has been extensive with each payload going through a number of design iterations to get it just right in terms of launch performance, reliability, redundancy etc. All I have to do now really is begin to execute the actual mission, and trust myself that as the concept develops so do my Hohmann transfer skills. Without further ado, and for your viewing pleasure; a little bit in the way of Outpost and Mission concepts: Outpost & Mission Concepts: My common rocket is a 3 stage, 26 ton to 75km LKO. My launch profile starts off very similar to you sturmstiger in that I will be flicking over to Duna an initial supply dump and DAV in one package. I will also be making extensive use of IPT's throughout the mission plan. I am obligated by the DAKSCMDOCBSD to use hideously long acronyms for everything which I will get to later – it's actually caused some administrative problems in that no one is actually sure any more what stands for what, and when it should be launched. After the initial DAV+IPT, each 26T lift is made up of two modules joined together ready for transport by an IPT. The mission will develop across two fronts: Duna surface, and Duna orbit. The idea is to simultaneously build up a large mobile surface base and a functional space port in operation around the planet. This plan should realise efficiencies in the long term in terms of crew mass transits, forward operating missions from Duna etc. as well as provide added redundancy and safety in general. With that in mind each space station segment will either contain emergency 65 day supplies for the maximum occupancy, or a large supply tank with long term habitation in mind. Each ground based module is independently fully mobile with 4 wheel steering and massive articulation for rough ground. Each ground module also has individual levelling systems which can be used to make sure the Kermans enjoy a safe, stable place to live instead of walking around everywhere on a slant. I will also be making use of spare launch slots for 'hole shot missions' (HSM). These use the superior lifting capability of the main launch vehicle to boost small packages straight to Duna without the need for an IPT. They can also be used to send supplies in a high energy off window mission in emergency. As the resource shift grows within Duna's sphere of influence, the idea is to extend the mission plan long term, moving from infrastructure boosts, through population and supply and into ease of access for any Kerman to have a go. If the plan is successful then mirror missions to other bodies could be a consideration. I have a way to go yet, but in terms of equipment this is what I am working with thanks to an outrageous budget compared to GKP (Gross Kerbin Product): The Lifter: 26 ton to 75km LKO. Fully reusable apart from the small upper stage. The small upper stage can also be used for hole shot missions one way to Duna. IPTSP: Interplanetary Tug and Science Package: Each fully reusable IPTSP contains enough delta v for the round trip plus off window redundancy. Each tug also delivers a small ion powered science package, or satellite, or wifi or whatever the Kermans demand. DAVSP: Duna Ascent and Supply Package: A bog standard Duna Ascent Vehicle with initial supply package. A shameless rip off of sturmstiger. HSM: Hole Shot Mission(s): An example HSM below, but basically small individual packages sent direct to Duna without the need of an IPTSP, making use of those odd launch windows for a one way supply trip. KDSSDEV: Kerbin Departure Space Station Descent Exploration Vehicle: This provides the first module of both the ground and orbital bases. The space station provides emergency support should something go wrong with minimal infrastructure on the ground. The idea is that the initial 4 kermans can ride the DAV to dock with the space station and await the next IPT without long term mission rules being broken. The ground based part of the mission supplies living room for 4 Kermans in a fully mobile four wheel base. KDCMSSDEV: Kerbin Departure Cupola Module Science/Storage Descent Exploration Vehicle: A Cupola module for the space station, because fights keep breaking out over the small portholes. For the ground based vehicle, a little storage, as well as a science bay and living bay for 2 further Kermans. KDCHLRDEV: Kerbin Departure Connection Hub Living Room Descent Exploration Vehicle: A connectivity hub for future expansion of the space station (not pictured). For the ground a pointless living room with big shiny windows, and space for 4 more Kermans KDSSSMSDEV: Kerbin Departure Space Station Science Module Storage Descent Exploration Vehicle: A science module and massive extension for the space station. For the ground room for a few more in the form of kitchen and living quarters with a bit of storage (No Picture) The four connected DEV modules providing a stable platform and plenty of room for Kermans to ignore each other in. Can effectively connect in any sequence as desired, and act as a Duna train. May make up the heart of base 2.0 when it is built in the years to come as part of the expansion program, or simply continue use as completely sealed (hopefully) exploration and habitation vehicle in complement to a stationary ground base: The four connected Space Station Modules providing emergency off planet redundancy, microgravity science platforms, and arrival and departure nodes. As this grows it will become a real staging post for traffic in and out of the system. Like the ground module it may be used as the heart of future construction for a larger platform, or more likely be de-orbited in favour of a larger more modern facility to cope with the burgeoning volume of traffic: Well that's the update so far. I'm about ready after some final refinements before moving the crafts to a fresh save to begin from day one. I will probably go straight from here to creating a challenge report but I will be sure to post the link in this thread, and will continue to check in and update, and tell you just how badly I crash into the surface of Duna. Cheers all!
  18. That SSTO is just my "free" kerbonaut delivery system to lift the brave veg to lko. I was trying to do something different than a spaceplane as I'm bad at designing them in general although I had some success last night. My actual cargo lifter can boost mid 20 tonnes on a terrible flight path, so I might be able to work out some more mileage there.
  19. I've taken an interest in this challenge. It's extremely well thought out, detailed, and gives me a long term goal to work towards. Most of my KSP time so far has been spent blasting unfortunate kerbals with poorly thought out craft and risky trajectories at solid objects, so this should also help fine tune my game play. With that in mind I have been doing some testing and have got this far (I'm going for style as well as functionality to the possible detriment of weight and efficiency scores): AVS Module with integral MDSM - Within the shroud is a fully fueled 4 man can capable of boosting 4 kerbals from duna surface to orbit. The MDSM deploys it's drogue shoots into the atmosphere, then when subsonic jettisons the fairing and drogue shoots before decoupling the 4 man can (which deploys it's own landing chutes) and deploying it's own main chutes. Little bit of efficiency here as the MDSM has a separate self contained RCS storage tank for supplies which is integral to the MDSM, so the fairing and drogue chutes are the only bits discarded. The MDSM also doubles as an emergency up-link to the Duna communications and observations satellite orbiting overhead. I've been playing around with SSTO designs to use, and I remembered I had some luck on a SSTO challenge, so I loaded up the ship and modified it to contain another 4 man can. This SSTO can take off, reach orbit, dock, depart, and return to within a couple of hundred meters of the launch pad on a powered landing with no parachutes. Only issue is it has to enter the atmosphere head first so it doesn't turn it's engine to molten slag, and I think in the spirit of this challenge the whole thing doing a 180 once subsonic is a little unrealistic perhaps?? I'm working on a space-plane as that seems to be the way to go, but I haven't really had a lot of luck with space-planes recently, so it's at the back of my mind right now in favor of roughing out the design of the DTH, IPT, DEV et al. I'm also working on what I want to achieve when on the red planet and hence my mission concept is lacking.
  20. Lathye re-entry following a successful aerobrake through Jool's atmosphere. You can see the remains of the Gigantor XL solar arrays in the background, which flew off the Atomic transit stage I had decoupled a few minutes earlier to expose the heat shield. http://i297.photobucket.com/albums/mm214/Speeding_Mullet/ksp/screenshot650_zpscebf5bad.png' alt='screenshot650_zpscebf5bad.png'>
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