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  1. As a person who enjoys unmanned probes and space stations more than kerbaled spaceflight, I have never (legitimately) returned a Kerbal form another body outside the Kerbin system. One day I decided I would return a Kerbal from the surface of Eve. This will massive undertaking as I will have to develop new landers and other stuff . To practice I will land and return from Duna to test and learn for the final Eve mission, possibly returning from Jool. I plan to land 3 Kerbals on Duna and 1 on Eve, to save weight. I'll also use my exciting mission architecture to help me along the way. Duna has a communications satellite and space station, so it would need any help there. But Eve has nothing, so my first launch of the Eve Project will be a small relay lander and orbital communications satellite. It's currently sitting on the pad, waiting for launch tomorrow. Its flown by my standard heavy lift lifter plus my nuclear transfer stage.
  2. I used to have graphic mods (EVE and SVE in that case) that worked fine but I had to delete them as I updated KSP to 1.3.1. I've been trying to install these mods back, but with no success so far. When I install EVE and SVE into GameData, no patches are applied to KSP. When I install EVE and EVE configs, Kerbin looks fine in the main menu (clouds) but when I play, a white orb covers Kerbin...
  3. So I've just finished construction on what I hope is my first unmanned mission to Eve, but the thing is quite expensive, and I play with revert off, so I need this thing to succeed. Anyway: Lander parts, bottom to top, according to descent orientation: Heat Shield (43.90 Ablator) Decoupler Fuel Tank w/ 6 Landing Struts Service Bay w/ Rechargeable Battery inside Probodobodyne OKTO w/ 2 Communotron, 4 Photovoltaic Panels, a Barometer, and a Thermometer, all attached radially Fuel Tank with 4 Parachutes, and 4 Tail Fins, attached radially. Terrier Liquid Fuel Engine I use the scaling mod, so here is a screenshot: Any help would be greatly appreciated!
  4. I've been exploring a lot of new things like the payload devices and Xenon engines, struts and using group actions. Got those things running pretty nice. My rocket is moving much more smoothly, higher speeds, lower, faster orbits. I've circularized orbits within a couple hundred kilometers, got my RCS working pretty well. I even matched my orbit somewhat to Eve's orbit and at no point did Eve's orbit cross my orbit. I had to tip my orbit pretty radically to be able to touch Eve's. Then I tried to get it even closer but I'm working from such a tiny circle compared with the distance and I'm just lining things up by eye with the sun in my eyes. This is from Kerbin orbit. Is it possible to go from Kerbin orbit to Eve orbit? Or is it required to hit all the objects in between? The orbital lines don't reach. I always get stuck orbiting the sun if I can't get an orbit with a node, but it seems like it should be possible with enough fuel to go from sun orbit to orbit another planet or at least make a tighter sun orbit. I've got quite a bit of Xenon fuel and 26 gigantor solar units for my 26 xenon engines. They can run for a very long time without running out of electricity. I did manage to get a descending or ascending node with Eve. Is that the point where I put another node and... I don't know. Sometimes with this game my brain just freezes up. Am I nuts to be trying to orbit these outer planets just by eyeballing things? Can I go from Kerbin to Eve or even further? If not what should I do first? I'm proficient at going to Mun and Minimus and back. Is there a way to make those orbital lines stretch out further or is there some other trick to know if you've got a chance to rendevous? What do you think of my long range space traveler with 26 xenon engines and 26 gigantor solar? Got rid of struts and am using the strut system that comes with SRBs. Attaching to grandparent. Does this method cause less lag or am I imagining? Which mods should I use and where are the best tutorials for those mods? I'm using Xenon for the phenomenal ISP. I think I managed to lift off from Minimus and get back to Kerbin but Minimus is very low gravity. I might have problems lifting off from bigger bodies like Eve and so I might have to complicate my landing vehicle eventually with stages or docking devices. I might even have to take things apart and put them back together again in space but that sounds like quite a formidable but attractive task. On the other hand getting to Eve and fiddling with the nodes just turns me off sometimes. Too much to go wrong and when you fail you have to go way back to the beginning.
  5. Hi, I was wondering if anyone knew of a good tutorial that teaches how to edit EVE configs and create clouds and such. I haven't been able to find one online. Thank you.
  6. Reach orbit in high gravity environment! Basically, this challange is just about getting orbit efficiently on Kerbin. However, with gravity multiplier cheat, it won't be easy! In these harsh environment, haul fuel/payload to orbit as much as you can! Rules: 1. No cheats allowed, aside from the gravity multiplier cheat. - Entrants should keep the gravity cheat on throughout the entry, with the multiplier given by each level. 2. No kraken drives, no clipping of functional parts. 3. The orbiter can either be manned or unmanned, refuel it in any way if you can. (Docking is allowed as well) 4. Reach stable orbit out of the atmosphere, using any ways fitting in the rules. 5. Mods allowed: - Part mods with reasonable chemical tanks/engines only. (No OP tanks/engines or other propulsion concepts) - Visual mods like Scatter, SVE and such. - Piloting mods like Mechjeb, kOS and such. - Editor mods like Part Angle Display, Editor Extension Redux and such. (Finished product should be stock craft with it) Any other mods aside from these are not allowed. Entry Submission Rules: 1. An entry should contain screenshots or videos to prove the completion. Imgur or Mission Reports is recommenfed. 2. At least one of the screenshot should contain debug screen indicating that only gravity cheat with appropriate multiplier is on. More than once is recommended. For video submissions, show it once and capture continuous process to orbit in the video. 3. Screenshots should include craft in VAB(for total mass), on LaunchPad, liftoff, subsonic flight, gravity turn, supersonic flight, high atmosphere flight, reaching apoapsis, finishing orbit and craft on orbit and more if you want. Scoring Scheme: 1. Score is given by (Payload mass) / (Total mass) - 'Payload' means parts got to orbit which is neither fuel tank nor engine, and fuels left on the orbit. Crew cabins count as payload, but not any other multipurpose fuel tanks like wet wings. - 'Total' means every parts launched for this mission. This includes pre-launched refueling ships in orbit. Levels: I. Moderate gravity (1.7g): Reach orbit on Kerbin with gravity multiplier of 1.7. (Range of 1.68g~1.7g is allowed, due to the sensitivity of the scroll bar) I1. Spaceplanes (too) Powerful Reach orbit, using jet engines. Every bits you launched should reach stable orbit. I2. Heavy Rocketry Reach orbit without jet engines. Isp. Heavily Usable Rocketry Reach orbit without jet engines, with every bits you launched reaching stable orbit! (Yes, this one is specially aimed for conquering a *punishing* body) II. High gravity (3g): Reach orbit on Kerbin, with gravity of 3g! 2.88g~3.0g is allowed. III. Super gravity (5g): Reach orbit on Kerbin with gravity of 5g! 4.98~5g is allowed. V. Hyper gravity (10g): Use any possible way, to reach orbit with Hyper gravity of 10g! (Only 10g is allowed, since it's at the end of the scroll bar) (This should be impossible, though let's see if I'm wrong) Results: I. Moderate gravity (1.7g) I1. Spaceplanes Powerful I2. Heavy Rocketry Isp. Heavily Usable Rocketry II. High Gravity (3g) 1. MarvinKitFox - Asparagus-staged Mammoth Rockets to 11k X 14k orbit. (Score pending) III. Super Gravity (5g) V. Hyper Gravity (10g) + My entry will be up soon! (Though I doubt I need one)
  7. Hi Guys, I'm planning for a manned (Kerballed?) mission to Eve, which will involve landing and (hopefully) returning to Kerbin. I already have an unmanned probe in Orbit over Eve, trying to scope out a good landing spot. I'm trying to follow a guide/video on a suggested landing spot that has a high elevation. There is a video by Scott Manley (Youtube) showing a landing on a 11km high plateau located at about 88deg 23min W x 12degS. But when I overfly that location now (I'm in career mode on V1.3.1) I don't see this at all. Scott's video seems to match a topographic map I found on the KSP Wiki: https://wiki.kerbalspaceprogram.com/images/e/ec/Eve_map_800.gif But this does NOT match the Purple Biome map at all: https://wiki.kerbalspaceprogram.com/images/9/94/Eve_Biome_Map_1.2.png What I see now as I orbit Eve does seem to match this Biome map however. But I can't reconcile this with the previous topo map. So - has Eve changed since 2012? Thanks in advance. Jon
  8. Like a child's blanket, I try to bring my favorite command module with me wherever I go. Though it's absurdly heavy, as is completely unnecessary, I just like the way it looks. To me, it's the coolest command pod by far. It's girth does presents problems however, but the challenge of getting past those hurdles is a lot of fun. Wanted to log two of my most recent, and current favorites, because they were so tough. First up is my just completed mission to bring the Mk1-2 to Eve's surface and return to orbit. It was a monster, at almost 2,000 parts and over 7,400 tons. Not to mention 3,000,000 bucks. The November designation should tell you how many redesigns I went through. Surprisingly, only a couple were used on the ascent vehicle. My last Eve mission lifted 2 Kerbals, so I had a pretty good idea of what I would need. Getting it down to the surface, however, proved to be exceedingly difficult. Full glory on display on the launchpad. Almost looks like I'm lifting a space station to orbit. Plenty of staging; as you can imagine. Completing the transfer. The Vectors burning are meant to be the landing and capture engines, but I needed them to complete the burn. Because I had to use them to transfer, after capturing, I didn't have enough fuel to lower my orbit properly. Had to make a shallow dip into the atmosphere and let Eve help me out. Took a bunch of passes, because I can't hit the atmosphere too steeply. I despise autostrut, so the ship is manually strutted like all my others. I have to be careful, or some of the exposed struts overheat. Spectacular, explosive disassembly follows. So I took it slow. Dumping inflatables is always a dicey proposition. The ship may be a monstrosity, but I discovered a way to dump them without destroying half the ship. Transfer droptanks with heatshields dumped (they stuck out a bit, hence the shields). Those are a ton of sepatrons burning. Last of the shields dumped. Looks bad, but worked just fine. SRB's fired to keep them away from the ship. No damage. Comin' down easy. All but 2 of the landing legs busted. Probably should've warped to morning, but I was excited. Jeb jumped out to do his thing. I'm not good with ladders, so one of the toughest parts for me is always getting in and out of the ship when you can't just jetpack. Came up with a good method this time, though. Took a few redesigns, but in the end, it worked pretty well. What made this tougher than usual was, not only did I bring the Mk1-2, I also brought along a service module packed with equipment. Figured if we were goin' to Eve, lets get some science out of it. Liftoff. The landing engines still had fuel, so I used them to help with the ascent; though that wasn't planned or used in the testing phase. Dumping the landing engines. Dumping a couple of Vectors. And again. Last radial tanks. Poodle time. Back in orbit. Because I used the landing engines to help with the ascent, I actually have some fuel left. In testing, I was empty upon reaching orbit. If I get out and push, I can just make it back to Kerbin for a rescue instead of refueling. For now though, I'll leave it here. I wanted to bring the Mk1-2 to Eve's surface and back to orbit, and I did. I'm extremely happy with the turnout. And proud, of course. Here is my Jool 5. Used the Mk1-2 and 5 different landers, with 5 Kerbals along for the ride. As always, no nuclear, ion, or jet engines. All stock. No mods except KAC. Way too many pics, so I'll just post the album link below. https://imgur.com/a/Yog1d Anyway, thanks for checking this out. If there are any more fans of the great Mk1-2, feel free to post here as well. I'd love to see your work.
  9. Hello, I have a 1.22 version of the game with Realism Overhaul, real solar system, scatterer, planetshine, and real solar system environmental visual enhancements. I just started, and my skies have turned very weird colors, whether I am in space, at the KSC, or in the tracking station/map. I am pretty sure that this is caused by one of the previous mods, but I really would like to use them, so I am wondering if there is any fix that someone can think of. I have many other mods, though I have played without the visual ones and never had this issue In my 1.3 stock planets version I installed scatterer and EVE and had this same problem... Thanks! Here is a link to an image of the sky https://imgur.com/a/iUM9w
  10. Hello everyone, and welcome to my first mission report, which happens to be of my first interplanetary mission. This mission is a manned Eve flyby, under the title Odysseus. It was named after the legendary Kreek Hero of this title. The crew: https://imgur.com/TbtUuHI The crew stands before their launch vehicle in a PR photo shoot, just days before their departure. Mission scientist Madler Kerman (level 2). She has completed a mun orbital mission and a minmus landing. Mission commander and scientist Bill Kerman (level 2). He is a veteran of several mun landings and a minmus orbiter mission. Mission pilot Jenzon Kerman (level 2). He has gone on both mun and minmus orbiter missions. He also completed a tour aboard Prosperity Space Station, in LKO. Part 1: Crew Launch, docking, and departure https://imgur.com/a/7JmR9
  11. The Eve mission had been planned for months, but Jeb blew up most of the KSC's fuel tanks in a joyride test flight. However, the tiny Oscar B fuel tanks intended for probes survived. Now you must build an Eve lander that only uses Oscar B fuel tanks. Rules: A lander must land on Eve's surface and safely return a Kerbal to Kerbin. External command seats are allowed. The only fuel tanks allowed on the lander are Oscar B tanks. No srb's or monoprop tanks allowed on the lander. Oscar B fuel tanks are not required to transport the lander to Eve. See the scoring section for more info. Any engine is allowed except for srb's and monoprop engines on the lander. Yes, this means you can put a Mammoth engine under an Oscar B tank if you really want to. If you can, please attempt doing this without an ISRU. You must use at least 100% re-entry heating. No excessive part clipping. Multiple launches are allowed but please include them in your mission report. Any mods used must be listed in your mission report. Please include either a list of images (imgur album) or a video of your mission. Include the craft's mass etc. in the vab, launches, major burns, etc. I shouldn't need to say this, but no cheating/f12 for infinite fuel/hyperedit. Hyperedit is allowed for testing purposes but not in the final mission. Mods Allowed: Any informational mods (Kerbal Engineer Redux, Mechjeb, Trajectories, Nano Gagues, Transfer Window Planner, etc.) Any visual mods (Environmental Visual Enhancements, Scatterer, Planetshine, Distant Object, Various skyboxes, etc.) Certain miscellaneous mods (Chatterer, [X] Science, etc.) Mods Disallowed: Mods that add parts (except Kerbal Engineer Redux and Mechjeb) Mods that edit the physics, atmosphere, gravity, etc. Using cheat mods such as hyperedit during the mission. Be careful! Oscar B landers can have very high part counts! Scoring: You will be scored by the following levels: Level 1: Transport 1 or more Kerbals to Eve's surface and return the Kerbals to Kerbin. Oscar B tanks are only used on the lander. Non-Oscar B tanks are used in the launcher and transfer stage to get the lander to Eve. Level 2: Transport 1 or more Kerbals to Eve's surface and return the Kerbals to Kerbin. Oscar B tanks are used on the lander and on the transfer stage to get the lander to Eve. Level 3: Transport 1 or more Kerbals to Eve's surface and return the Kerbals to Kerbin. Oscar B tanks are used throughout the entire mission and no other fuel tanks are used. Level 4: Impress me! Expand on this challenge and do the seemingly impossible! Some examples: Extremely low mass/cost, unique design, or building an SSTO. (Building an Oscar B Eve SSTO is probably impossible but if you manage to do so you are amazing.) Leaderboards: Level 1: Level 2: @sevenperforce Level 3: Level 4: I would love to see your entries in the comments below!
  12. [11 SEP 2017] I started a new GitHub repository that contains the Excel sheet and Module Manager patches. With Tellumo introduced in Galileo's planet pack, the idea of using stock jet engines to escape Tellumo's immense sea level pressures came to mind. I originally wanted to see how my Explodium Engines parts should behave with the thicker air of Eve, but Tellumo and the Advanced Jet Engines add-on let me investigate and test the idea. At least under AJE, jet engines have considerably more thrust in thicker air at the expense of ridiculous fuel consumption. If you wanted to use AJE and GPP together, you could experience this on Tellumo right now. But what about stock jets with stock aerodynamics? This is where extending the atmCurve float curves for jets come in. After recording stationary thrust values for the AJE versions of the stock engines all the way up to 12 kg/m3 air density, I found the stationary thrust curves for those, then extended atmCurves to match. This zip file (274 KB) contains Module Manager patches for the stock jets, an Excel sheet with graphs (no macros, promise), and hacked testing craft that suspend engines on launch clamps as high as 20 km up. Please take a look at these. As far as I can tell, the stock jets will continue to behave normally on Kerbin, Gael or Laythe where the air doesn't exceed 1 kg/m3 by much. Maybe you'd get a slight boost since Kerbin sea level is around 1.14 and the curves are extended beyond 1.0, but flying anywhere above 300 m should be normal. Go to Tellumo or any other world with densities beyond 2 though, and see if the engines rip your craft apart Wile E Coyote style. I'm stuck on the tangent values for the float curves though. I have no idea what these values should be in order to straighten out the curves. Some of them are OK, some of them are a little wavy. But they're not exact matches for the Excel graphs.
  13. Today I fly an Eve lander that only uses Oscar B tanks! Here is my video:
  14. I am having some visual bugs with E>V<E and/or scatterer and/or sci fi visual enhancements. So basically there is a weird ring around the sun and i also have distant object enhancement and was looking at jool and saw that it too had the bug. I have included some screenshots so you can see what is happening. If you know what is causing this or how to fix it please leave a reply
  15. After a long time playing this game and playing around with different ways to land and return from Eve, I've finally done it. One launch (IE I can reset to pad still, yeah this was in normal-sandbox, it was also a first for me), 1890 parts at launch, over 23 megatons, and a guaranteed destroyed launchpad. I've uploaded the entire flight (what I captured in screenshots anyhow) to an imgur album, but I'll go over the highlights here with a few choice images. This craft is as yet unnamed, so I'd love some good name suggestions for it. I did use a pair of mods, though all of the parts involved were stock parts save for the mechjeb AR202. I found it necessary to use FSHangarExtender due to the size of this rocket: 98.6 meters high, 71m x 71m in the other two axes. FSHangarExtender simply allows me to zoom out much further, to be able to place the outer layers. This isn't strictly necessary as you can move the rocket to one edge, I'm pretty sure I had enough room for that, but it certainly does make it easier. Mechjeb I'm sure most of you are familiar with, for those of you that aren't, it adds a lot of functionality which I'll definitely take advantage of. I can (eventually, a lot of trial and error nodes sometimes) do all of the things I used mechjeb for. Interplanetary transfers are a pain but I know how to do em. But without mechjeb, I probably wouldn't have completed the mission- at 23 megatons this craft still had barely enough fuel at 2 points in the process, where hand planned burns would potentially have used up that fuel. So first, the rocket in the hangar, with fancy MSpaint lines to show which tanks belong to which branch of the fourfold symmetry the tank belongs to, as well as the stats screen. FSHangarExtender saved my sanity. The engineer's report is really something else, though I do have quite a few launch stability enhancers. Getting rockets this large past physics load-in is a task in and of itself. Each tank is primarily anchored to the one it is staging off, with 6 connections each to that one. There are two additional supports in either direction between tanks in the same ring, though those primarily support rows outside, as once that ring starts staging, the circle is broken and stability greatly decreases. I lost quite a bit of thrust to cosine still, but I did want my computer to be able to eventually process the launch, so I had to limit the amount of stability I could add via struts. Still, it loads onto the pad. It needs time to settle down after physics load-in, time to stop the wobble, but after a few minutes because of framerate drop, it's stable. This launch is exactly as ridiculous as it looks. And for what it's worth, goes mostly as planned. The mechjeb dV stat page really tells the tale of a brief yet agonizing climb which took more than an hour to process 5 minutes worth of launch, and actually reach orbit. Highlight reel of the launch with brief commentary, if you want the full story and full commentary, check the imgur album: First stage, cleanly away, but I'm barely off the pad. This is all according to plan, though my launchpad is toast. And yes, 5.2s to burn through 8 big 3.75m tanks. 15 minutes realtime, 36 seconds game time have elapsed, this is mid-stage so the max acceleration isn't accurate I don't think. But I've put on some real speed, and this is the final 2-tank stage. Tipping now, though late, at ~14km. 2 more 2nd ring and 3 more inner ring stages remain. Last ring booster away: about 45* tip right now, still svel+ alignment. It was at this point that I messed up. The two mammoths which are further back along the ship are to be staged rapidly, less than 10 seconds to burn in each stage as they each have only a single tank to burn. There is a rhino located above each of them. I decided to switch to orbital alignment at this point, which nearly blew up the craft. One of the newly emptied tank+mammoth debris tagged one of the mammoths that was still burning and destroyed it. Luckily, the game was still moving at a snail's pace, so I could react quickly enough to save the launch. I quickly shut off the engines and staged again, to blow off the crippled stage, before I resumed full thrust. I lost around 90 dV from this because I didn't get to use that stage, but that's much better than imbalanced burning and the pains which come with that. There was a slight fuel imbalance in the later asparagus stages, but it was apparently so little that I didn't have problems from misalignments during Eve entry. But now I'm into first rhino burn stage, which will last 1 minute 15 seconds, starts with 0.98 TWR (because of my elevation, live SLT for rhinos is now maxed), and has over 800 dV. I've made orbit. End of first rhino stage, and I also get rid of the mammoths which I still had adding additional thrust. I don't need the thrust and can afford to shed the weight here. As I said, I started tipping late: I'm well, well above the atmosphere during my main horizontal burn, which should be more like 50km. But it's enough for me to be able to set up an orbit of 92/605, which I then circularize at apoapsis in order to warp at 100k. Here's what the craft looks like at that 600k circular orbit: Just 8 fuel tanks outside of the Eve lander itself, which you can finally see. This is my biggest development here, which is really just asparagus staging taken to an extreme: There are 52 Vector engines, equivalent to 13 Mammoths, mounted on 2.5m to 4x1.25m quad stack adaptors. Each quad Vector is the same thrust as a Mammoth, 4,000 kN, and though it does weigh slightly more, it also has better atmospheric performance, which is ESSENTIAL to this process. The 2.5m form factor allowed me to more easily use 2.5m fuel tanks, which helped quite a bit with keeping the weight still manageable. The big secret is that the lander has 3.55 TWR in Kerbin SOI vacuum. The hardware is not payload- the fuel on it is payload, but the hardware is VERY TWR positive. The ship seen above, with the 4x8 fuel tank only stage, is still 13 m/s/s of acceleration!! Pumping fuel into those engines from the ground means that I need fewer engines to be staged off later, which allows me a much larger craft. Lifting off is about maintaining sufficient TWR and angle for your current velocity- more thrust = more fuel hauling ability. The Eve lander itself is so net positive TWR that it can get the 4x8 stage off the ground alone, respectably even with 1.3 TWR. The craft itself being forced to have so high a TWR in order to lift off Eve and combat the heavy atmosphere down near sea level, can lift a lot of its own fuel. Two additional 4x7 fuel tank + rhino stages, along with the mammoth on the first 7+rhino stage that I showed earlier, is enough to actually achieve orbit around kerbin from 35k and 300-400 m/s, as well as to transfer to Eve and slow down enough to achieve low eve orbit with minimal use of the fuel on the lander itself. The booster stages were just there to 1) fuel the lander and the other engines as they went, and 2) provide additional thrust to get those large tanks up to 35km+ from the pad. Each 3 tank + mammoth provides some net TWR bonus, but the 2 tank + mammoth as a booster stage provides a much higher TWR bonus. The 1 tank + mammoths were the last to be staged because of their position inside the rings, under the rhinos which would not have helped much at sea level anyhow, in order to keep TWR high at lower altitudes. This is Asparagus staging taken to an extreme, really, with utilization (in design anyhow, I didn't fly it very well) of changing TWR levels appropriately throughout the staging. The orbital stuff's pretty normal orbital transfers. I had a quick transit so I didn't actually pass through a plane node, so I didn't bother to plane change. I did do a fine tune burn to get a periapsis of 100km at Eve. Deorbited a bit too hard I think, should've had less thrust at this point. The tale of this landing is a long and harrowing one best read in full, because highlights won't do it justice. This picture shows a critical error which almost cost me the mission, slowing down too quickly at too high of an altitude, causing me to plunge into the lower atmosphere too quickly, without enough fuel. There were other errors along the way before a last minute save at only 6km, with my drogue chutes destroyed, no fuel, and very little chance of aero effects braking me sufficiently for my parachutes to save me. The fins! They can help! Safe with parachutes only, using Eve's atmosphere for my benefit for once! Quite a bit of time warp later, I've used the mining drills, converters, solar panels, radiators, and the engineer for a nice healthy bonus, to fill the fuel tanks up again for launch. Immediately after take off (for safety's sake) the fuel generation equipment and entry fins will be staged off. Launch stage 2 is away cleanly but I'm still not going very fast, or very high, ~12km. Tipping away now that my q-limit is dropping off That'll do. Repacked my parachutes, pushed orbit up to over 600km circ, and made transfer. Still have some dV left. Guess I WILL match planes Fine tune burn later, and I'm parked at 25km periapsis at kerbin, which is enough to capture and deorbit safely with only an ablator. Safe by a ways, actually. So it'll pull 5 g's or more for a while, between 20km and 35km or so it'll be pulling close to 5g's, but it'll shed off all that heat, and because I wasn't aimed at the ground, it'll still be a shallow enough entry that I'll slow down more than enough for parachutes. And I'll land safely on kerbin again. So yeah, this was the longest single mission I've run with the ability to reset to VAB at any point, at over 4 hours when I recovered my vessel. I gathered no science and didn't even leave the vessel lol, but I landed and took off. This is the eighth iteration of my eve lander that I've been working on in the same style for the past few weeks, and is certainly the largest, though I've attempted many times before with no real successes. A few in this recent sprint I did landed, but I did not have them set up right to actually take off from Eve again successfully, for a variety of reasons. The biggest thing I'd change to make this work better, IE less mass/parts at launch, is to try to shave mass off the Eve lander itself. I just don't see how it's even possible to make fundamental changes to sufficiently lose mass. Changing the last stage to a 16x ion cluster, instead of the LV-N's, leaves me with ~4500 dV, but at a third the thrust. It's also much, much lighter. The problem I see is that the vector engines are still necessary to this style in order to lift off Eve. It is possible to asparagus some 1.25m tanks with a single vector on the bottom, resulting in many more stages and no doubt a more efficient launch, but the number of parts would balloon quickly, especially if I were to attach separatrons to keep the stages close together. 1.25m asparagus is also simply not as strong as 2.5m, so for those reasons, I think the 2.5m tanks make launches much more feasible. Kerbin launches too, fixing the main 3 tanks to the Eve lander I used is much easier than a more awkward 1.25m setup. This being said, even if I decrease the mass of the final return craft by changing to ion, the biggest problem is still the lower atmosphere. The LV-N stage brings my final stage weight to around 42 tons, where the ion cluster would be ~16t. But the *empty* mass of the stage immediately prior with 20 x 1.25m tanks and 4 vectors, the mass that's shed when the stage is empty, was over 18 tons, and carries 80 tons of fuel at its start. That's 98 tons, bringing the ion cluster's total weight at that point to around 114 tons, and the LV-N's to around 140T. This will give it a lot more thrust and dV, to be sure. The problem with that is, that it doesn't make very much difference in what I *can* bring for the lower stages. I'm still likely going to strap on the same red booster stages. Tsiolkovsky's gets me a great return for the ion switch, *if* I can shed the rest of the mass. Switching to 1.25m tanks is problematic but possible, but if I use the same red booster stages, the final mass of the craft isn't going to change very much. I will have higher thrust (not by much, not enough to switch to 3x vectors instead of 4x, I don't think) and better fuel efficiency, but from my new experience with variations on Vector designs, and lifting off Eve, the vast majority of the fuel goes into the lower atmosphere, either into aero forces or into maintaining terminal for so long. Eve takeoff needs a lot of thrust, for a long time, which needs a lot of fuel. I think the extremeness of this atmosphere problem does a number on the Tsiolkovsky gains you make from switching to ion cluster, to the point where viable liftoff configurations which will lift small payloads to low Eve orbit don't benefit much from the mass being 16T instead of 42T, despite Tsiolkovsky's law. I don't know how much fine tuning can go into making the Eve launch more efficient, as there is a long phase where 1.1 TWR is all that's required. Setting up a rocket to 1) have 1.1 TWR for that period, and 2) being able to quickly boost to that point prior to that, would be a way to potentially remove 4 or even 8 vector engines by switching to tristacks instead of quad, so it's possible that more weight could be shaved off there. But the dry mass at landing was nearly 500 tons, wet mass 1.6 megatons. It's playing a game of inches when the scale is in miles. I probably could shave 50-100 tons off wet mass of the lander by tweaking things using that flight's data, but then I've got to get 1.5 megatons to low Eve orbit instead of 1.6. And with the amount of time it takes to launch this, as well as the complexity of reconstructing on any changes, I'm loathe to tweak designs as opposed to just constructing new. If I change the spacing on where the big 3 sets of tanks are, I have to redo almost every single fuel duct and strut, which means a lot get left behind and are extra parts doing nothing. So yeah, hope you guys liked it, I know I had a lot of fun and even though I made some mistakes in flying it, the mistakes didn't kill me. I might make another attempt at it in the future if I can drop the part count, or find a better way to launch from Eve. Please let me know what you think, I'd love to get some fresh ideas on how to build these things!
  16. I’m currently designing an Eve spaceplane mission. I’m very excited for this mission and so far quite pleased with my craft. The mission profile looks like this: 1. SSTO from Kerbin 2. Refuel in LKO with fuel tanker (capable of Minmus refuel with ISRU if you’re not lazy like me) 3. Fly to Eve and land 4. Refuel on Eve with ISRU 5. Staged ascent from Eve, with only the cockpit eventually making it back to Kerbin. Anyway, I digress, none of this is too relevant to the question. My issue is that I cannot for the life of me reenter the plane on Eve. I will burn up every time seemingly regardless of my entry profile (shallow vs steep and several in-betweens). Are heat shields a must now? And how to put heat shields on a plane that’s supposed to SSTO from Kerbin without totally ruining the areo? Any help is appreciated. I will say I’ve had lots of fun looking at the firework show each time I’ve blown up the 150-part plane during my tests!
  17. Inspired by this video: Watch the video first: I thought what about making cloud cities in ksp? Doing this requires any cloud or atmosphere effects* mod. For balloon mods i think using hooligan labs,procedural airships or heisenburg seems to be the mods, for cities maybe kerbinside or habitat module or just making out of structrual panels. And there a few things that are not possible or with another mod like growing trees,or extracting water from clouds or having domes full of oxygen. In the title I wrote Venus,because also you can do this RSS and RSSVE. *Atmosphere effects= *Atmosphere effects= *Atmosphere effects=
  18. I installed RSSVE using ckan, and when i load the space center the sky is always black(day and night)
  19. (Note, this is still in v 1.04) Proving that what goes to Eve does not have to stay on Eve, I set about to make a not-entirely-stock Eve lander for my developing fleet of interplanetary ships. It may not be the best design, but I did successfully make and test a (rocket) vehicle that can leave the Purple Ball O' Doom, without being too big or tall. This is a "final" revision of my third design, meant to take a Mk 1 lander can down and back up. To make EVA easier without putting a zillion ladders on, I put a Mk 2 lander can at the very bottom to act as an EVA "elevator", i.e.transfer the Kerbal down and up. Could have used another Mk 1, but I wanted a bigger attachment node for the 5m stack separator. It also meant that the main stage is purely radial engines, with no central one; the central and outer tanks feed the inner engines. The pics combine two separate tests (used HyperEdit), the entry phase from the previous revision and the landing/launch from the final version. The only things different between the two ships was that the four Kiwi retro-burn engines (from Space Y) were replaced with a single Mainsail below the heat shield, a Mainsail replaced the 8 Swivels in the middle stage, plus 8 active winglets were added, and more fuel was added to the main stage. I had thought the Kiwis could perform as descent engines to slow down the final few meters, but they did nothing and still ended up using 4 of the main engines, so I ditched them. I made the changes to the middle stage after it kept flipping out after staging. I wanted to keep both the middle and upper stage short, so either the Mainsail and/or winglets proved to be the solution. The main engines are 8 Ratites from Space Y, a 2.5m engine with more thrust than a Rhino, especially at low altitudes (Rhinos proved to be useless on Eve). Less efficient too, but that's not I needed for the first stage of an Eve ascent vehicle. Most of the main stage tanks are from Fuel Tanks Plus, the 3/4 and 1.5x versions of the standard orange tank. Added some stock Rockomax tanks as needed. Main chutes are 2.5m Mk16 XLs plus 8 radial drogue ones. The big radial decouplers with built-in sepratons are also from Space Y (those things are so cool and useful!). And the heat shield is a Tweakscaled 5m one from Space Y (not sure if it mattered) up to 20m size--no problems with heat there! Middle stage as noted is a Mainsail on a Rockomax -32 tank with 8 radial FL-T400 tanks. Upper stage is a FL-T400 with 4 -200s and 4 1.25m Poodles (used Tweakscale), they have a mass of .377 and 45 kN of thrust. Thought about using aerospikes but wanted something with thrust vectoring and lower mass. The upper stage has an RCS fuel tank from FTP and 4 quad thrusters. And of course I put MechJeb on it, though I only used it to hold pro/retrograde, not to land or launch. The landing struts are LT-2s upsized 300% mounted on 200% pocket I-beams. Several 2.5m reaction wheels are in the ship, with main power from 4 200% size RTGs Not sure what was going on with the landing struts on the landing (broken? glitch?) but the ship was stable and took off fine. Went into a polar orbit since that was how it came in--wanted to land on, well, land and not in the sea. Started at relatively low altitude too, 654m ASL (heh, the previous test landed in the Highlands ). Ended up with over 1150 m/s DV left after the circularization burn. The first version of the lander included a top-docked rover, my latest "mega mini" type, the plan being to transfer the scientist Kerbal from the ship to the rover after then pop off the rover before landing and have it drive back to the ship, visiting several biomes on the way That proved to be successful, so I stopped bothering to include it on later versions. I might even change the plan to land the rover separately, or even several rovers...but that would require a 2 or 3-Kerbal version of the ship...guess what will be next?
  20. Hello, Can someone please help me make eve/scaterer compatible atmospheres for my planets? Also, how do I make oceans? Thanks in advance
  21. Good morning everyone. I have started a new 1.22 game (going to wait for teething trouble observations before 1.3) and as expected EVE just slogs my potato PC to a crawl, so I am playing without clouds. However, before I try to get to Eve I thought I would ask; has anyone heard of a mod for ONLY Eve? Landing on Eve (the OPM Triton analog too I guess [name escapes me]) would be so much more mysterious and exciting if there were dense clouds there, but I can't abide the slow down for Kerbin operations that come from EVE, Is there a possibility for an Only Eve EVE?...
  22. Wiki and Kerbalmaps say the peak is at 7526 m, but I've managed to land a rover there and got to 7541 m, 15 m higher than the official value. I'm using full terrain details. I wasn't aware of these changes, are they new? I'm using Realistic Atmospheres and pressure on top was 0.943 atm.
  23. Hi, I'm not new to KSP, but I'm still having troubles. I want my planets to look like in Matt Lowne's videos. But it's obviously not as simple as just enabling EVE, Scatterer, etc on CKAN. The mods I'd like to use are: EVE, SVE, SVT, and Scatterer. I don't really care about any other mods, I simply want my universe to be moar realistic that the lame stock planet graphics. So, when I enable EVE followed by Scatterer, I get the realistic atmosphere look I wanted. But when I go to enable SVE, the "Apply changes" button is grayed out. If I enable SVE first, it says it includes EVE, however when I do this I get SVE but still have the lame atmo-less look to Kerbin, Eve, and Jool. This is just one example. Then we have stuff like: "SVT (for Windows)", and "SVT-High Res". No indication of what the differences are, what dependencies they have, if they are compatible with SVE, etc. I have Windows, and I want High res. But it won't let me pick both! How on earth do I know which to use? And what does it mean when one of the mods in the list turns red for a second? For each mod, it seems there are several secondary "config" and "component" mods with them, and others I have to select from. I have no clue which of them to pick! This is probably part of my problem. This is all very annoying because every time I have to update KSP or build a new install, I have to remember all the same stuff I did last time... before I realize it looks totally different than last time! (Why can't they just make standard things like good visual mods stock?) Now before you suggest it, yes, I know I can just download the individual mods and apply them one by one. Problem is, I can't get the mods to work out correctly seeing as some parts of them override each other. I also don't have the time to be re-doing this all over again for every update. So I use CKAN, for no other reason than that! Can someone help me understand what all these little mods alongside SVE, Scatterer, EVE, etc are, and tell me what I need to do in order to enable all the main mods at the same time? Thanks
  24. Okay, I'm having a issue with SVE and EVE. I've installed everything your supposed to, (even the recommended mods), and the EVE clouds won't show up. Only the scatterer atmosphere. I've installed the regular SVE itself and the textures itself. I have reinstalled modulmanager. I have installed EVE on it's own without SVE. The EVE I installed is also NOT the config one, as stated in the github. I have a Dell XPS 8700, with a Intel i5-4460 core, and I have a Nvidia GeForce GTX 1060 6GB, if that information will help at all. Does anybody know what's going on, or what am I doing wrong?
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