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Rescue ship/clean up debris thingy.


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Hey guys!

I recently was digging through all the debris I have in my sandbox save (I've hidden them up to now via the filter on map view) and I discovered one of my first failed mun attempts in orbit around the mun. Normally given sandbox, I would terminate it, but this one happens to have bill on board because it was a science shuttle... :P. I would really like to rescue him from the mun's orbit, with or without the shuttle in tow. I currently have a rescue pod consisting of a mk2 pod, rockomax x200-8 fuel tank, and a poodle, with RCS being supplied via the command pod's supply of monopropellant. It has a claw attached for grabbing onto the shuttle (my past docking's have resulted in my 2 shuttles turning into 20 debris....). I have a launcher for getting it to muns orbit.

 

Anyone have suggestions for this?

I've got no pics srry.

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I'm not clear on the exact nature of the problem you're having - the ship blows up when you try to dock?  

Also, what you you mean by "Mk 2 pod?"  The Mk 1-2 command module?  A Mk 2 passenger cockpit?  In any case, if you have the probe core capability, you might think about sending the rescue module unmanned to keep things simple.  Though then you might need a monopropellant tank.

Poodle and Rockmox tank sounds like a good combo, though you might consider going with the x200-32.  Keep in mind that for the return trip you'll have more mass, bringing down your delta v.  Also, having more mass in your rescue ship can be a boon, since it will mean less torque if you end up grabbing the target off-center. 

If your target shuttle has a docking port, it's probably going to be easier to dock ports than to use the Klaw.  Even though the Klaw can grab anything, it's extremely finicky, and lacks the magnetic pull that the ports use to seal the deal. 

I would strongly recommend including the inflatable heat shield.  I've had reentry problems when rescuing modules, but the inflatable heat shield gives you huge coverage - plus slows you down a ton.  

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12 minutes ago, Aegolius13 said:

I'm not clear on the exact nature of the problem you're having - the ship blows up when you try to dock?  

Also, what you you mean by "Mk 2 pod?"  The Mk 1-2 command module?  A Mk 2 passenger cockpit?  In any case, if you have the probe core capability, you might think about sending the rescue module unmanned to keep things simple.  Though then you might need a monopropellant tank.

Poodle and Rockmox tank sounds like a good combo, though you might consider going with the x200-32.  Keep in mind that for the return trip you'll have more mass, bringing down your delta v.  Also, having more mass in your rescue ship can be a boon, since it will mean less torque if you end up grabbing the target off-center. 

If your target shuttle has a docking port, it's probably going to be easier to dock ports than to use the Klaw.  Even though the Klaw can grab anything, it's extremely finicky, and lacks the magnetic pull that the ports use to seal the deal. 

I would strongly recommend including the inflatable heat shield.  I've had reentry problems when rescuing modules, but the inflatable heat shield gives you huge coverage - plus slows you down a ton.  

sorry about that.

1.  I meant the mk2 command module.

2. Since it is sandbox I do have probe cores, but I prefer manned since it is easier.

3. I do have a docking port on the stranded shuttle, but I am not yet a perfect RCS master, which means I tend to read 20 m/s as a safe speed, when in reality I go straight through the shuttle, followed by explosives :P.

4. Given that it is a rescue pod, it does not have parachutes or a heat shield, so it's only purpose is to get Bill out of the rescue ship, and to get him into a more stable orbit around either Kerbin or, if absolutely necessary, the Mun's orbit. From there I'll send up a shuttle that actually has a heat shield and parachutes to get him down.

 

I role-play LS, but I do not have LS mods. I would prefer to get him out of the doomed shuttle before his "Supplies" run out, but if I need to I'll just abandonee the role-play and do it under any time limit. My current time limit is 6 years ingame,(other missions not included. ex: I run out of ideas, so I run a 1 year mission on Kerbin, then go back, that 1 year is not included on his supply time.) so I've got plenty of time to get him back. If I can get him into the new shuttle, he'll have another 6 years till he needs either a third ship, or to get back to Kerbin.

 

P.S.i.a.c  (p.s. if.. anyone. Cares) . I role-play because I am currently on 1.0.0, which A. does not have any mods that work for it, and B. will soon be updated to 1.2, in which I may mess around with mods.

 

Thanks for your help!

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Ahh, I see.  Honestly,in this situation I would not bother docking, unless you feel obligated for roleplaying reasons.  Instead I would get the rescue pod within a reasonable distance, kill relative velocity, and then have Bill EVA over to the new ship.  Doing it this way, you would not need to use any precision maneuvers or RCS.  Assuming you're familiar with rendezvous procedures, all you need to do is once you get close (within a couple hundred meters is fine), use the retrograde SAS option on "target mode," and burn until your relative velocity is at or near zero.

Also note you cannot transfer Kerbals using the Klaw (or the Clamp-o-Tron Jr., for that matter).  You could do the EVA method once you're docked, but it's probably simpler to skip the docking altogether.  

Yet another option if you want to use the Klaw is to transfer some fuel to the old pod, and then let Bill fly his way to safety.  

Just curious, why do you find manned flying to be easier than a probe core (assume you're not running Remote Tech mod or v. 1.2)?  The more advanced cores, like the HECS2 and the small Remote Guidance Unit, have the full set of SAS commands.

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16 minutes ago, Aegolius13 said:

.  

Just curious, why do you find manned flying to be easier than a probe core (assume you're not running Remote Tech mod or v. 1.2)?  The more advanced cores, like the HECS2 and the small Remote Guidance Unit, have the full set of SAS commands.

I never knew that :P. I started playing 1.0 in January, and last month I survived my first mun landing :P. I thought all probe cores had the same amount of SAS....

My entire space program is being reformed in my head.

 

Have some rep as thanks for telling me that :).

Edited by nascarlaser1
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6 hours ago, Aegolius13 said:

 

Also note you cannot transfer Kerbals using the Klaw (or the Clamp-o-Tron Jr., for that matter).  You could do the EVA method once you're docked, but it's probably simpler to skip the docking altogether.  

 

Actually you can transfer crews through both of those despite what it may say in the description..

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Forget the junk. Landing it will likely cost more than it's worth. Rescue Bill, just fly close, switch to the junk, send Bill on EVA, activate jetpack (R), and fly to the rescue craft.

Possibly pick any science (rightclick pod, Remove Data while Bill is sitting on the hatch just after exiting). That's worth salvaging.

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15 hours ago, nascarlaser1 said:

P.S.i.a.c  (p.s. if.. anyone. Cares) . I role-play because I am currently on 1.0.0, which A. does not have any mods that work for it, and B. will soon be updated to 1.2, in which I may mess around with mods.

:) Interesting to know actually.

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10 hours ago, Sharpy said:

Forget the junk. Landing it will likely cost more than it's worth. Rescue Bill, just fly close, switch to the junk, send Bill on EVA, activate jetpack (R), and fly to the rescue craft.

Possibly pick any science (rightclick pod, Remove Data while Bill is sitting on the hatch just after exiting). That's worth salvaging.

I want to try to land or deorbit it, and since it is sandbox mode I do not care about what it costs.

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1 hour ago, Sharpy said:

Deorbit it into the Mun, then.

I would if I knew how to de orbit something, then get back into a stable orbit without burning all my fuel and/or failing at this and smashing into the mun,killing everyone. My plan is to claw it, transfer bill onto rescue shuttle, then drag the doomed shuttle back, and if absolutely necessary, ditch the doomed shuttle where ever it winds up. Since I get the feeling stuff like this will happen in career, I might as well practice now.

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To deorbit something at the Mun: 

Grab it
Turn retrograde
Burn just enough to make your Pe touch the Mun's surface
Release it
Turn prograde again
Burn to re-circularize

If you're relatively low in your munar orbit, it shouldn't take much dv, but you'll have less time. A higher orbit gives you more time to play, but you'll need more dv. Remember that you'll have to burn both retrograde with the cargo, and then prograde without the cargo. If it's a very high munar orbit, it might be less costly to drag the shuttle all the way back to Kerbin. Just make sure it touches the atmosphere - then it will eventually deorbit itself. (And if you have chutes onboard, it might be possible to land it...)

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11 minutes ago, Ripper2900 said:

To deorbit something at the Mun: 

Grab it
Turn retrograde
Burn just enough to make your Pe touch the Mun's surface
Release it
Turn prograde again
Burn to re-circularize

If you're relatively low in your munar orbit, it shouldn't take much dv, but you'll have less time. A higher orbit gives you more time to play, but you'll need more dv. Remember that you'll have to burn both retrograde with the cargo, and then prograde without the cargo. If it's a very high munar orbit, it might be less costly to drag the shuttle all the way back to Kerbin. Just make sure it touches the atmosphere - then it will eventually deorbit itself. (And if you have chutes onboard, it might be possible to land it...)

my doomed shuttle is in a freakishly strange orbit. PE around 2,00 something, AP just barely remaining in Mun's SOI (1 tiny push of any engine, and this thing is going into the sun's orbit :P.

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7 hours ago, nascarlaser1 said:

I would if I knew how to de orbit something, then get back into a stable orbit without burning all my fuel and/or failing at this and smashing into the mun,killing everyone.

Oh, that's very easy.

Claw, or just push - near apoapsis burn retrograde until periapsis is below zero. Dump the junk. Burn prograde until periapsis is again above zero, or preferably in case of Mun, above 4,000. It will cost far less in fuel than bringing it back to Kerbin.

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