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United Nations Space Administration - reaching out to the real solar system


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  On 6/3/2016 at 3:23 PM, TrooperCooper said:

 

Thanks!

There are larger ones. Biggest one I built myself ever in RSS/RO thus far was a lifter with 31,000 tons for a manned fly by on Mars. Mass in orbit was about 1,300 tons. But that thing was a nightmare to fly. I learned so much during this UNSA-career... the current ALV 500 is a joy to fly, part-count induced lagginess aside. :rolleyes:

 

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My goal is to land a manned lander on mars before the turn of the millennia. Its going to require building a giant orbital craft unmanned, then giving it loads and loads of fuel and life support. And then just before the launch, transporting the crew up to the ship and setting sail for mars

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  On 6/3/2016 at 3:32 PM, Combatsmithen said:

My goal is to land a manned lander on mars before the turn of the millennia. Its going to require building a giant orbital craft unmanned, then giving it loads and loads of fuel and life support. And then just before the launch, transporting the crew up to the ship and setting sail for mars

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Yeah, manned Mars landing is a major goal for me as well. Then Pluto next. :cool:

 

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  On 6/3/2016 at 3:23 PM, TrooperCooper said:

 

Thanks!

There are larger ones. Biggest one I built myself ever in RSS/RO thus far was a lifter with 31,000 tons for a manned fly by on Mars. Mass in orbit was about 1,300 tons. But that thing was a nightmare to fly. I learned so much during this UNSA-career... the current ALV 500 is a joy to fly, part-count induced lagginess aside. :rolleyes:

 

Yes, those are Agena engines. As said in the OP, I play with unlimited relights. IMO we are lacking the tools they have in RL to make limitted engine ignitions appropriate. But if you decide to play with that limit, hats off to you. :)

Though you can get more ignitions for that engine through test-flight I believe.

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The mod is called engine ignitor. It comes default with RO. Also the most relights I see for the agena is 15. Engine ignitor is a fun mod to play with. It makes it harder by making you use lower thrust unlimited ignite engines for upper stages. I put 4 Aj-10s behind 2 meter payloads and it works pretty well. only 1 for really light payloads or 1 meter payloads

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@TrooperCooper awww. I just had my first satellite come down after almost 7 years in orbit. It was in orbit for 6 years, 364 days and 1 hour and 18 minutes just 1 day shy of its 7th year anniversary, when it was struck with the orbit bug and caused it to go on a sub-orbital trajectory and re-enter the atmosphere. I launched it in March 1956 and it came down in March 1963

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  On 6/3/2016 at 10:45 PM, TrooperCooper said:

 

Heh, if you like that, maybe the orbital decay mod is something for you. :wink:

 

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No I don't really like that lol. Its a random bug right now that causes stuff to veer off course. I wanted to keep the satellite up there for a long time so I could send kiddies on field trips to the satellite for a history lesson!

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  On 6/7/2016 at 2:30 AM, Raptor831 said:

I really like this, thanks for putting this up!

I'm a little bummed that the Stockalike pack didn't work out. :wink: But I can imagine RP-0 wasn't ever intended to be used with those parts.

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Thanks! Yeah, its quite sad. Some more varity in engine choices would be great heh. But yeah, its basicaly installing two mods that both try to change the behaviour of the same modules. Just doesnt work. But I am looking forward to fly with RF Stockalike engines when I get around to do a 6.4X career sometime. :)

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Episode 14: Space Tinkering

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Episode 15: Meeting the Giant

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  On 6/15/2016 at 3:12 PM, UnusualAttitude said:

A very impressive series of probe missions.  What are the transfer times to Uranus and Pluto? Will your probes be able to capture there? 

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Thank you! All Visitor class probes are just ment to be lightweight fly by missions. Orbital insertions would cost a huge ammount of dV (Pluto Visitor for example would need 11,558 m/s of dV on its planned flight path for an additional capture burn) and so far I am playing "as if" the Agency would not have figured out remote techniques of aerobraking (something that was not used historically untill the Hiten probe in 1991 as far as I know) yet.

Transfer times to Uranus and Pluto I totally have forgotten to mention above, thanks for mentioning it.

The Uranus Visitor mission is a traditional direct transfer based on the good old Transfer Window Planner plugin with a travel time of four years and eight days.

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The Pluto Visitor is a Jupiter-slingshot flight based on the Flyby finder tool. It has a travel time of 12 years and 316 days if everything goes as planned. Considering this is mid 1970s and Pluto is still very far away, this is quite a fast transfer, especially for just 7,000 m/s of dV from LEO.

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  On 6/15/2016 at 3:37 PM, CatastrophicFailure said:

Project Odysseus... hmm, a rather ominous name. He did eventually get home, but it took just a bit longer than planned...

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Good spotting. Yep, I deliberately choosed that name. I am completly new to using slingshots and I have serious doubts about this mission. Considering I play without reverting / reloading (except for obvious bugs) and without MechJeb or any other sort of precision-enhancing autopilot, it will be extremly dangerous and a cancellation based on Pluto Visitors outcome is not unlikely...

 

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Episode 16: Odysseus

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Episode 17: Planetary Inspectors

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These are very interesting and entertaining reports. At your space agency's public presentation of the Mars landings, a reporter looking suspiciously like my space agency's lead designer wearing sunglasses and a fake nose asks "how fast were the Mars landers going when they popped the drogue chutes and the main chutes?". :)

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  On 6/24/2016 at 4:51 PM, PLAD said:

These are very interesting and entertaining reports. At your space agency's public presentation of the Mars landings, a reporter looking suspiciously like my space agency's lead designer wearing sunglasses and a fake nose asks "how fast were the Mars landers going when they popped the drogue chutes and the main chutes?". :)

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Thanks PLAD! :)

I can not figure out the exact speeds at which parachute deployments began since I dont remember and can not accurately tell from the screenshots I made. My best guesstimate is, that the first drogues prolly kicked in at about 1,000 m/s surface speed. And the others followed subsequently by their settings as below.

The Mars landers had three chutes total. Two drogues and one main chute. All of them Kevlar material with standard Mars settings, altitude-deployment adjusted as below:

 

Drogue Chute One:
Wanted speed at target alt: 250 m/s
Target altitude: 4,000 m
Predeployment altitude: 6,000 m
Deployment altitude: 5,000 m
Parachutes used: 1

Drogue Chute Two:
Wanted speed at target alt: 80 m/s
Target altitude: 2,000 m
Predeployment altitude: 4,000 m
Deployment altitude: 3,000 m
Parachutes used: 1

Main Chute:
Wanted touchdown-speed: 18 m/s
Predeployment altitude: 2,000 m
Deployment altitude: 1,000 m
Parachutes used: 1 (four radially)

 

There was an element of luck involved though, as they all deployed in yellow risk-state. Airbags crash tolerance of 80 m/s could have helped with that if only one would have failed maybe. But I was lucky and they all held together anyway.

Good luck with your landings! :)
 

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  • 2 weeks later...
  On 7/6/2016 at 10:50 PM, Dman979 said:

Any more episodes coming?

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Yes, most definitely. I got a new RL job which is slowing my progress down somewhat and I am also in the process of migrating to 1.1.3, which is quite a hassle. But I have gone to far to end this now. :)

Expect more episodes soontm.

 

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