At first I thought: "I'll just get to the Mun and back. That's it. Then I'll be done."
Then it was: "Just plant a flag on Minmus, that's enough."
"Just see how mining and refueling works..."
"Just rescue my Kerbalnaut stranded in Munar orbit..."
"Just plant a flag on Duna..."
And for a while, that was enough. I did the rendezvous and docking tutorial. One go at that tedium was more than enough. I was even getting a bit bored babysitting every single burn. Going elsewhere with robots was unexciting, and flags and footprints meant docking. Nope. Crew transfers or rescue missions for me meant either planting both parties on an airless celestial body, or MAYBE a orbital rendezvous. Either way, it involved a LOT of EVA propellant and a long space/moonwalk.
Then I heard about MechJeb, and KSP took over my life again.
I got misty-eyed as my three, helmets-off, intrepid explores watched Jool phasing overhead like a giant lava lamp / clock (waxing quarter at nightfall, full at midnight, and back to a waning quarter near sunrise) in the Laythian night.
So, Hi. Nobody in my life plays KSP and I just can't keep all this wonder to myself any longer! I'm also too impatient to wait for moderator approval. So now I'm going to write a book (feel free to not read):
LAYTHE 1
- 2-part launch
- Grabbing (not docking) in Kerbin orbit
- Flight to Minmus
- Grabbing and refueling from a Minmus miner/refinery ship.
- Then off to Jool's SOI!
Jool Aerocapture
My first mission to Laythe blew up 6 times (and ended up sub-orbital once) trying to Aerocapture into Joolian orbit because:
- I designed and built it wrong: Fully fueled lander W/asparagus staging being pushed by a single-engine nuclear intrasolar transfer vehicle (that was also pushing a lab module) with insufficient fuel.
- I'm too impatient to figure out all the parameters for the online Aerocapture tools, so I just kept trying different periapsis until I found one that was sorta manageable.
- I docked the lander to the NERV-powered transfer vehicle using the AGU rather than a proper docking port. My engineer kept having to spacewalk to reconnect broken struts that I installed post-connection. At one point, she had five minutes to get outside, climb down a ladder, repair the broken strut, climb back up and get TF back inside before they hit the atmosphere.
- I didn't put enough AIRBRAKES (and RCS thrusters and reaction wheels) on to compensate for the 10M heat shield waaaaaaay up front. The whole stack (more like a train) was pretty unstable and I just barely managed to keep it straight even after pumping as much of the fuel to the forward-positioned lander tanks as they would hold. The tail got pretty cooked and I ended up rolling the entire ship (during my successful-enough Aerobrake altitude) at periapsis to keep everything from going completely sideways. Something exploded, but I guess it wasn't important. (I don't know how to access mission logs to see what broke).
But I made it! With a small retro burn right after exiting Jool's atmosphere, and jettisoning a full RCS tank (whoops, ended up needing that later).
Laythe Aerocapture
I think I only blew the ship up twice during the Laythe Aerocapture. All this time, I was just guesstimating the amount of fuel I needed to get the crew home.
- I also don't know how to calculate delta-V for vehicles before I've dumped some of the stages, so I didn't know how much DV I'd need to push my much-diminished stack home.
Laythe Landing
Turns out that a 10M heat shield is unlikely to make a stable reentry when you undock the 100-meter lab, fuel tank, and NERV engine that kept it sort of stable during aerocaptures. I was doing okay until I ran out of monopropellant. Then my lander went Mary Poppins on me much higher and faster than I had planned. Funny, but terrifying. Good thing engines have a pretty high thermal tolerance.
I think it took me 3 tries to actually land in one piece, on land. I wanted coasts, but I ended up on a mountain after mashing the "LAND SOMEWHERE" button in desperation.
Laythe
Jool is SO PRETTY! I love the noon eclipses and the giant green nightlight! I landed on the rim of the big crater so it was almost directly overhead. All my Kerbalnauts developed neck problems from looking up. Also 90 degrees is not easy to pan to. I wanted them to have a swim, but I didn't have the patience to watch them hike for however many physics-warped hours it would take to get down to the water.
I disembarked all 3 crew at the same time. What could go wrong?
Ladders. Ladders that don't work the same way after a save on an uncrewed vehicle (or something). I tried everything to get my crew back onboard, including welding a solar panel as a "catch plate" for them to jump to from the top of the ------ ladder. Didn't work.
And that's when and why I "discovered" the gravity hack.
Laythe Launch
The lander had launched just fine during a practice run on Kerbin. Not so on Laythe. Probably because I used up all my monoprop trying to survive reentry, and none of the ascent engines, I chose, gimballed.
Yikes. My engineer pulled off every piece of "unnecessary" equipment she could reach, tried to compensate for a nasty yaw defect by rebalancing the amount of propellant in the various tanks and changing the staging order. It worked well enough that the lander limped to an orbit above Laythe's atmosphere with just one somersault along the way. Needless to say, Mechjeb was useless for the ascent on my catawampus ship, so it was all seat-of-the-pants.
The intrasolar transfer vehicle was able to dip down and rescue the MK-3 reentry pod. Yay! Homeward bound!
Jool Escape
My Kerbalnauts didn't have enough remaining DV to escape Laythe, then Jool, then lower Periapsis to Kerbin's orbit. Not even close. Whoops. MechJeb said I needed 6000 m/s if I waited 300 years. I had maybe 4K.
Luckily Tylo happened to be wandering by when I was playing with impossibly-expensive return trajectories.
- The first time I got too excited, did a mountaintop-clipping swingby, and later realized I had dropped the ship's periapsis into Kerbol's corona. Whoops.
- Second time I got it right-ish and made it back to Kerbins SOI for around 1000m/s. WOOT!
And that was that.
- I had enough fuel to straight-up decelerate into Kerbin orbit with a 60km periapsis.
- Jettisoned the MK3 pod
- Had the intrasolar transfer vehicle climb back to a 400km orbit.
As a bookend to the crazy mission, the pod bounced off the atmosphere for 3 orbits and ended up running out of battery (I had left the solar panels on Laythe), and coming in totally dead stick with the ablator on its heat shield completely burned up.
Still, any landing you walk away from.... especially one with 6K worth of science!
... which I promptly sold out to finance LAYTHE 2: This Time We're Staying!
Laythe 2
Design:
- Minimize aerocapture. There are sooo many Joolian moons, and sticking a 10M heat shield on every lander just sucks.
- Permanent Laythe Base
- Miner/Refueling Ship (probably aiming for Bop) built similar to my overpowered Minumus miner and refinery
- SSTO dropship with no ablators. It's supposed to go down and land fully fueled, exchange crews, then fly back up and meet with the Miner/Refueler. It will make the transfer to Jool empty and need to be fueled prior to the first drop on Laythe.
- Each component gets its own Intrasolar Transfer Vehicle (ITV) with 3 NERV engines and 14K deltaV (when not docked to something)
- Docking to be done with REAL docking ports (the large one), except when refueling. The miner/refinery has a couple of AGU's and LOTS of RCS.
Launch:
- No problems with anything but the ITV's. Those launched fully-fueled from KSP space center and were heavy as sin. Mechjeb couldn't handle it, so I manually pushed them into orbit. The first one took a couple of tries until I got the hang of it.
Currently I have all 3 ITV's fully fueled and docked to their respective mission components. I started building this mission with $9,000,000. Now I have $745,000 left. I have full science and am selling 95% of any new research for cash. A lot of the cost came from hiring Kerbalnauts.
3X ITV's each with Pilot and Engineer
+ Laythe Base: 4 Scientists, 1 Engineer, 1 Pilot
+ SSTO: 1 Engineer, 1 Pilot
+ Mining Ship: 1 Engineer (4 stars) , 1 Pilot.
So that's 16 crew in total, and I think I hired 12 of them just for this mission. Lots of greenhorns.
Current Issues:
- MechJeb keeps blowing up mid-burn for long-duration burns. I have good alignment with the Mun to launch the Jool fleet with a nice flyby gravity assist, but I noticed the target drifting on my first attempt and I had to scrap and restart to a pre-departure save point. This isn't the first time this has happened.
- I don't think it's possible to do simultaneous burns and keep the fleet together. Even if I could get a mod that let me fly all the ships at the same time, they have different masses and probably won't stay within physics distance during the long nuke accelerations. That means I'll have to space the ships' departures out by 30-40 minutes or so. Not a big deal, but kind of a bummer and a hassle to re-rendezvous outside Kerbins SOI, if I want to for some reason (like .
- I am out of money!
- Not super confident that I can land the base and the SSTO within a reasonable distance of each other. The SSTO has wheels but I'm not great at building rovers and it's pretty tippy.
- KSP has taken over my life!