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Real Solar System career using stock parts and *no contracts*


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Inspired by this challenge thread: 

I wanted to take things up a notch and attempt this challenge with the RSS mod using only unmodified stock parts.

Introduction

To state the obvious, RSS makes things far more difficult. Here's a dV chart. For example, just taking off from Earth into a stable orbit takes more dV than taking off from Kerbin and landing on any body in the Kerbol system. Landing on the Moon and returning to Earth takes ~17.5 km/s dV while landing on Eve and returning takes ~14 km/s dV

No contracts means that money can only be made on automatic world firsts. The lack of low dV options in RSS makes things especially difficult near the start, as we will have to progress very quickly and cheaply with low tech and few building upgrades or we'll run out of money. I'm not really sure I can pull it off but it will be fun to try. My first attempt flamed out pretty early due to a series of compounding errors, but I got close enough to make me think it's possible and I've decided to document my second attempt here.

The game mode will be normal with no options changed. I'm also going to follow self-imposed rules of no strategies via the admin building, no clipping, no ISRU, and no science lab. The mods I'll be using are Mechjeb, KER, Mechjeb for all, automatic science sampler (runs experiments automatically), better time warp, and RSS with the minimum number of required mods (Kopernicus, RSS textures, etc.). I'm also using KSP version 1.7 even though it is not officially supported by this version of RSS. Without further ado, let's get started.

The first three launches

First we dip into Earth's upper atmosphere over 50km, landing splashed down at the shores for 70 total science. Using girders as decouplers helps us get high on the first launch, and using 3 goo canisters on the command pod (coupled with lots of spinning) lets Bob shed enough speed for his parachute to function properly.

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Next we spend almost all our science on science tech and we get our first taste of space past 140km. The main purpose of this launch is to grab some extra science so that we can have both the Science Jr. and some basic wheels for our science car (coming up next) and also so that we can have as much science as possible for the launch after next when the real fun begins. 

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The third launch is a pretty standard science car for running experiments around the KSC. Jets facing forward and back prevents us from getting stuck running into buildings, and the experiment storage unit allows us to keep two copies of every goo/materials experiment. We are successful in mopping up every bit of science, leaving us with 519 unspent points.

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That concludes the easy portion of this challenge. Tune in next time when we will try to run a mission with almost as much dV requirement as a Tylo or Eve landing and return with only a single building upgrade.

Edited by bayesian_acolyte
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The most logical next step would seem to be getting to orbit, which is no easy task with a launchpad upgrade being the only building improvement (we had 188k funds and no upgrades after launch 3 and then spent 50k on upgrading the launchpad). However just getting to orbit and returning to the surface wouldn't give us quite enough funds for a VAB upgrade, a science upgrade, or another launch upgrade. So we would still have to get to the Moon or somewhere else with the same restrictions, and any Moon launch will get all the Orbit bonuses anyways. So if we can't get to the Moon on these launches, our journey would be effectively over.

Launches 4 and 5: Moon orbit

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The world firsts for our return have us ending up at 493k to spend on some building upgrades and our next mission.

Edited by bayesian_acolyte
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My hope for the next launches was to do a manned science mission to orbit Venus and return. Unfortunately with our limited budget and building upgrade options, I could not make this a reality, and this will have to wait for the next installment. Instead we move to a backup option, sending a probe to Mars. But to do this, we would need solar panels, which we were just 20 science short of. I also decided to pick up some deep sea diving world firsts.

Launches 6 and 7: Deep sea diving and some quick science

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Now on to the main event, a probe to Mars and hopefully Phobos and Deimos as well. Initially I hadn't considered this an option, as we don't have any antennas unlocked which have enough range for Mars. However limited probe control is still probe control. Only being able to turn the throttle full blast or off is an annoyance but is not debilitating, as is more limited control over our direction. We won't have enough dV to return after visiting the moons so this is a one way mission. I opted for upgrades to the tracking station and VAB, which left us with 166k.

Launches 8 and 9: Probe to Mars, Phobos, and Deimos

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The final total upon returning our view to the space center is 845k (including our previous remaining balance of 63k). This should buy us some nice building upgrades and a fair amount of wiggle room in our upcoming missions.

Edited by bayesian_acolyte
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Now that we have some funds secured, it's time go for some science. Next up is a manned mission to Venus and back. After building out the ship I had in mind, it had more dV than I thought it would, so the Moon is added as a potential extra mission target. Some of last mission's funds were spent upgrading the launch pad to max, upgrading the flight center for maneuver nodes, and upgrading the astronaut center for EVAs.Launch 10: Kerballed Venus orbit and Moon flyby

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The final haul is 2145 science and about 440k in world firsts (about 240k profit after out 200k ship is included). This will be enough to upgrade the science center and get some much needed technologies before our next mission.

Edited by bayesian_acolyte
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  • 1 month later...

This is quite something. I've been playing RSS with stock parts for a while, did most of the tech tree in science mode, but this takes it about ten levels up.

Now if only playthroughs like yours could finally put the bed the myth that RSS "needs" part mods.

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  • 2 weeks later...
  • 8 months later...

After a long delay, we're officially back on! This seems like a good time to break down what our current and future options are looking like. This might be a bit TL;DR for some people so I've put most of it in spoilers.

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So next mission is probably a Kerbed land and return mission to Iapetus. After that it gets even tougher. We will still be well short of the cash and science to get the final 1.6m research upgrade. I kinda hate using high dV ion setups because of absurd burn times, but we will definitely need them if we want to pick up enough of the ~14m in world firsts that are available in the moons of Jupiter, Saturn, and Uranus to close this thing out while remaining profitable enough. So looking beyond this next launch we will need a science mission probably to Mars and moons, and probably close to revenue neutral, and then figure out some way to make the final 600k-1m we will need to unlock and launch our first Ion ship and start the final phase of this project.

Edited by bayesian_acolyte
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Launch 11: Titan and IapetusOur next destination is Saturn and two of its moons, Titan and Iapetus. We've just unlocked the NERV, twin boar, and many other useful parts, which we can use to seriously boost our reach. This was a difficult design challenge with less than 200k in the bank and mission requirement of ~24 km/s dV including that murderous Earth launch. 

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We end up raking in 1.55 million funds via world firsts to go along with 3876 science, far better than expected. The final science complex upgrade is 1.69 million, and we have plenty of science for the final techs, so now we just need one more mission to earn some cash in order to unlock everything we need to make Ion upper stages and reach the 30k+ dV targets.

Edited by bayesian_acolyte
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Launch 12: Landing on Mars and its Moons

Next up we go back to Mars, this time with a pilot, a lander, and a return ticket. We are feeling good with 1.6 million funds and lots of science, but we still need to be conservative with our money as we save for the research upgrade, and the science doesn't do much for us without that upgrade (we now have a bigger fairing and a new science experiment). I'll admit I was tempted to go for broke here and try to spend it all on a mega craft to visit a number of new outer system moons in one launch with our current technology. My early design draft of a ship indicated it was maybe possible. However in the end I was swayed by this being my first time playing RSS and landing on Mars being something I've wanted to try for a while.

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The haul for this jaunt is 4713 science and +530k funds after all expenses, bringing our final total to 2.08 million funds. After upgrading the science building we have about about 390k funds left over. This career mode challenge ends after upgrading all buildings, and we should be able to earn the 3 million more funds we need to do that in our next launch. 

Edited by bayesian_acolyte
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  • 2 weeks later...

Launch 13: Planting the flag on all of the moons of Jupiter and Saturn

Landing on all 11 of Jupiter's and Saturn's moons in RSS in a single launch seemed like a fitting send-off. The dV requirements for this mission are scary. Here are some rough overview numbers:

Earth's surface to Callisto's surface: ~24 km/s 

Callisto's surface to Io's surface to Callisto orbit: ~16 km/s

Callisto orbit (Jupiter) to Titan orbit (Saturn): ~3 km/s 

Titan surface to Iapetus surface to Midas surface: ~17km/s

Midas orbit to Earth's surface:  ~8 km/s 

That all adds up to 68km/s dV, but it doesn't include more than half the moons we are landing on, so the real number flown will be substantially higher. This will only be possible by getting the most out of our ion engines and because the whole ship doesn't have to make the whole journey. Calculating the dV of this mission seemed like a nightmare on both the requirement and capability side, so my strategy was to plan the landings/ascents, and then just build the highest dV craft with our budget that I could and hope for the best.

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Two solid boosters and 6 more adapter tanks are added to the bottom stages from the last mission. The NERV stage is similar. The main question with ion engines is always electricity management, and our answer will be a single RTG recharging 11,000 main battery capacity, enough for a ~23 minute burn with our single engine. Using one RTG is the only way we can afford 5 large xenon tanks.

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LEO is achieved with about 5.3 km/s left on our NERV.

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The 6.6km/s burn to Jupiter is split up into 8 parts for max efficiency with a node splitting mod. However more than half the dV of the burn needs to take place after our path leads out of Earth's SOI, and thus can't be split up.iwOEM0j.jpg

On the final part of the last burn, with the NERV stage discarded, our ion engine is about to run out of batteries with 1km/s dV left. Our only power generation is a single RTG, putting our engine down to 8.5% efficiency. The calculated remaining burn time in this screen shot of 1 hour and 21 minutes is for our engine running at 100%, which means we are looking at about 15 hours of a horribly inefficient burn as we slingshot away from earth.

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With 300 m/s left, we've already burned through a fifth of all our xenon fuel for this mission, and we momentarily pause to discard a tank from the middle of our stack (undock top of ship, undock tank, re-dock top of ship). The better time warp mod with its increased physics warp speeds was crucial here. You can see from the difference in dV in the above shots that we spent 1800 dV worth of fuel for about a 700 dV change, for an efficiency of 39%. Not the best start.

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Arriving in the Jupiter system a few years later, we execute a 240 m/s capture burn right at the edge of Jupiter's atmosphere.

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Now in a highly elliptic orbit, we burn about 150 m/s to get a gravity assist with Ganymede. The purpose of this assist is mostly to help our inclination, which will make it easier to to do future assists.

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After another Ganymede assist to match our inclination to Jupiter's moons, we execute a long series of gravity assists in an attempt to raise our PE to near Callisto, the outer most moon, and lower our AP to something more reasonable. Finding gravity assists in the Jupiter system is not overly difficult with the large moon sizes, quick orbital periods, and matching inclinations (within 0.4%).

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I didn't count how many gravity assists, maybe 10. It didn't save much dV over using Callisto to capture directly into this orbit from Earth, probably under 1 km/s, but dV is very precious right now when we are this heavy. Eventually we get the orbit we want, shown as the faint red in the above screen shot as the final gravity assist. From this orbit it takes about 150 dV to raise our PE out past Callisto into a safe parking orbit.

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We detach the top part of our ship into a parking orbit to be retrieved later, and then make a small burn into a Callisto encounter.

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Our batteries can support about a 23 minute burn, and this capture burn would take about 26 minutes, so the difference is made up by setting our thrust low enough not to drain batteries and starting the burn early. Once we are closer to PE the engine is set to full thrust, and capture is finalized with depleted thrust after our batteries run out. 

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We take a number of burns to get into a low orbit and then detach our lander, which consists mostly of our ion engine, RTG, and a bit over half our batteries (12 minute burn). Callisto has a listed landing/ascent dV of 1.8 km/s each, which is a bit outside the 3.3 km/s range of our small ion vehicle. Our TWR would also be low and cause efficiency losses, and we don't quite have the battery power. So to make this possible a small booster was pre-attached to the top of the craft made up of 2 oscar tanks with 2 ant engines. About 75% of the booster's fuel is spent on landing with the last 25% on takeoff, always at the same time as the ion engine. When the booster is spent, it is discarded and falls to the moon below.

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We complete the first of many landings and fast forward a few hours so our batteries can recharge. 8b2uekM.jpg

After completing the ascent, we re-dock, transfer fuel back into the lander, and then plan a burn to Ganymede.

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With our now somewhat lighter weight, capturing at Ganymede is within our battery's capabilities. The burn to Ganymede, capture, and orbit lowering take around 3k dV, and we use up the last of another large Xenon tank. We then reconfigure by undocking a booster from the top and then attaching it to our landing craft, leaving the rest in orbit.

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Ganymede is the largest and most massive moon in the solar system, and is even larger than Mercury. We use the same landing strategy as we did with Callisto, just with more fuel in the booster. Our margins are very thin, with this design actually failing every pre-launch test.Gbtu6vR.jpg

Landing is a tense affair, as laying off the throttle at any point means extra efficiency losses to gravity which are not really in our budget. Complicating the suicide burn is the fact that we need to land high in mountains to save fuel, and their variable terrain makes timing and angling the 12 minute burn difficult. My solution was mostly save spamming.

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We are a bit short of making the ascent with our remaining fuel, so we leave around 8 m/s worth of fuel and get out and push. With no traditional command pod on this journey, we can't ever refill our EVA pack, so we can only pull this trick once. A stable orbit is achieved with less that 10% fuel left in the pack, and our inclination matching on ascent lets us rendezvous and dock with the 8 m/s remaining fuel.

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Next up is Europa, the smallest of Jupiter's 4 main moons, but the 6th largest in the solar system. Getting to orbit from the surface takes the same dV as Duna at 1.45 km/s, but with no atmosphere and lower surface gravity.QOysrO7.png

The specs of this core craft match up nicely with Europa, and it is able to undock, land, and return unassisted.N5Q0Inw.jpg

Io is the last of Jupiter's moons for us to visit. It has the highest surface gravity and density of any moon in the solar system, with an ascent dV rating that ranks second highest to Ganymede. I9EuHiQ.jpg

After re-configuring to add the last booster to the core craft, we again leave the rest in a parking orbit and head to the surface. This setup is identical to the one we used on Ganymede, but Io's smaller size and mass gives us more margin for error.

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After reaching orbit and docking we are left with 1840 m/s worth of fuel. The rest of our supplies are around 7 km/s dV away, high up Jupiter's gravity well. To reach them we will need to repeat a similar gravity assist sequence that we used when we first got here, and we start by burning a bit over 1km/s fuel to get our first boost off of Europa.

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With the practice of our earlier gravity assist sequence, I am more confident in these maneuvers. This time we plan each gravity assist two ahead, adjusting after each assist so that we are lined up for one after the next one. 

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After maybe 8 gravity assists we reach an orbit similar enough to our depot that we can match it with our remaining fuel. We split the matching burn into multiple maneuver nodes to meet up in a somewhat reasonable amount of time this far out.

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We dock with 270 m/s remaining, transfer some fuel, and ditch a tank. After landing on all of Jupiter's moons and reconnecting with our other half, we are now ready to burn for Saturn.

To be continued...

Edited by bayesian_acolyte
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Launch 13 continued:

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Putting ourselves on an intercept course with Titan takes about 2k dV from our elliptic Saturn orbit. The main reason we chose such a high parking orbit on getting to the Jupiter system was to reduce the cost of getting to Titan, as we burn a lot of fuel per dV with that heavy bullet thing attached to the front. The journey to Saturn takes over 8 years, which is rather standard at this distance from the sun.

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We arrive at Titan, the only moon in the solar system with significant atmosphere, and aerocapture into a low orbit.

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Valentina hops out of the main seat and gets in the service bay, preparing for descent to the surface of Titan.WqFTENX.jpg

The descent strategy is to free fall with the aerodynamic fairing facing down, and then a bit before reaching ground we use SAS to flip so that the engines are facing down. With the service bay doors open our terminal velocity is only around 25 m/s, and a short burst of our engine allows us to land at a safe speed. When ready for takeoff, the SAS is barely powerful enough to get the ship pointing up balancing on its engine.

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The ascent from the Titan is listed at 7.6 km/s dV on every solar system dV map I've seen, which is pretty brutal for a moon this far into our journey. Luckily that number is not really tuned to KSP, coming mostly from drag in this thick and gigantic atmosphere, and we are able to make the journey in a craft rated at only 4 km/s. Our ascent vehicle is extremely aerodynamic with all our fuel packed inside the sloping fairing. Instead of a normal ascent we just point straight up and take the most direct route out of the atmosphere, minimizing drag. 

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Our main fuel is burned up pretty early and we coast the rest of the way with the fairing intact. Once reaching space at 600km, the fairing is released and Valentina makes her way from the service bay to a second command seat on top of a tiny final stage (oscar + ant) with enough dV to make our dash to space into a real orbit. 

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We achieve orbit and meet up with our space ship. The little ant vehicle is left to drift.

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We reconfigure so that our core craft is attached to a half empty spare tank, with the rest left in Titan orbit.

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Next we burn for Iapetus. Some may remember we landed on Iapetus in mission 11, so we won't get any funds for this, but it feels wrong leaving it out.

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After capturing at Iapetus, we park the spare tank in orbit and head to the surface. Once the photo op is finished we pack it up, rendezvous with the tank, and head back to Titan. This 3.5 km/s round trip is just barely too much for our core, hence the tag along tank.

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Inclination matching of our other half as shuffle back into Titan's orbit is a bit of a pain but not too bad. Now that we are whole again, it is time to head for the inner 5 moons of the Saturn system.

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First up is Rhea after a 1.5km/s burn away from Titan. The 1.3 km/s capture burn is a bit much for our batteries, clocking in at 27 minutes, so we lose efficiency with some low powered engine action similar to Callisto.

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The five inner moons of Saturn range in size of ascent dV from 450 m/s at Rhea to just 100 m/s at Mimas, so our core ship is overqualified. To save some fuel we leave the main craft in its eccentric orbit once capturing is complete, with circularization and landing done in our core craft. After ascent and docking, we window hunt to make sure our launch to the next moon happens at PE so the energy in the eccentric orbit is not wasted.

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Although the landings themselves are cheap, the trips between moons take a lot of dV as they progressively descend down Saturn's huge gravity well. We expend and discard our last spare fuel tank on our way to the next moon, Dione.

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We do the same thing at Dione as we did at Rhea, capturing in an eccentric orbit and then undocking. We repeat this for all the inner moons. Saturn's rings don't show up here because we are at 0.00 degrees inclination relative to Saturn, so we are seeing them head on, and they have no width.

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Fun fact, Tethys is made up almost entirely of pure water ice.

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Enceladus. It was fun to watch Saturn grow as we progressed through the inner moons. 

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We plant our now ruffled flag for the 11th and final time on Mimas, the last of Saturn's inner moons (in RSS). This time we do not pick it up before we leave.

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We kick out to an orbit of Saturn just outside Mimas and set a 7.8 km/s burn for home. This burn is split up into 5 ~20 minute burns. We carefully check for accidental moon encounters as we carry out these split burns, but their small size and close proximity to Saturn make their SOIs quite small, and we have no issues.

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As we leave the Saturn system on our way back to Earth, we still have an extra 4.3 km/s dV worth of fuel. We abandon our last large tank with some fuel left in it and dock our core directly to that heat shield we have dragged all this way.

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Some years later, we hit Earth's atmosphere at the ridiculous speed of 20 km/s (~45,000 mph). We tilt the heat shield up slightly to expose the bottom of the battery stack sitting behind Val. If we don't help the atmosphere blow them up at this high altitude, they will blow up later when we are in thicker atmosphere and cannot afford the SAS instability. As planned, the back half of the craft disintegrates within seconds of this screen shot.

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With our low weight, large heat shield, and strong SAS control, we still have some margin left on this extreme aerobreaking maneuver, even with our shield being pre-drained of ablator to save on weight.

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Once we get our speed under control, we become a paraglider and coast to a gentle splash-down off the coast of Argentina.

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We recover our craft and upgrade all our buildings, which leaves us with an extra 1.25 million in the bank.

And with that, this career has come to a close. Thank you to everyone who has followed along and offered words of encouragement. 

Edited by bayesian_acolyte
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Playing RSS with stock parts is a great fun. I have returned from every body except Miranda, but I needed the best engines available, like mammoth, vector, rhino, wolfhound, dawn and rapier.  Its so hard to imagine how did you do that in career mode, when you have the worst engines at the beginning. Also, I usually tend to over engineer my craft so that it has a lot of dV, especially those ion powered transfer stages, the only time I got marginal was an Earth SSTO (just enough to deorbit itself). 

 

Edited by moar ssto
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  • 5 months later...

And here i thought my attempt to finish the no contract challenge with a grand total of 3 missions was hardcore. you make me look downright amateurish. very impressive. I wouldn't want to fly any of your ships, and i've flown my fair share of unmanageable cheap junk in my career.

Edited by king of nowhere
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  • 2 weeks later...

This mission report inspired me to take on my own RSS career with stock parts, and I've been enjoying it so far. However, I've been having troubles with landing on Mars, because the stock parachutes don't want to deploy until well below the surface, even when set to 0.01atm. How did you overcome that on your Mars lander?

Edited by Beriev
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  On 10/20/2020 at 2:33 AM, Beriev said:

This mission report inspired me to take on my own RSS career with stock parts, and I've been enjoying it so far. However, I've been having troubles with landing on Mars, because the stock parachutes don't want to deploy until well below the surface, even when set to 0.01atm. How did you overcome that on your Mars lander?

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Due to how terrain height is defined is ksp,  most of the mars's terrain is not close to sea level, but close to 10km ,which means the atm pressure is really lower than it should be in irl. Either due to hight altitude or low pressure, chutes will never deploy at most places. You will need to land at few certain places where the terrain goes sufficiently low, I recomand landing in a giant eliptical impact basin on the southern hemisphere, it's sufficiently low that chutes can fully deploy and lsow down your vehicle to a very low speeds. Sadly, this does mean that you will only have a very limited choice of biomes to explore with a decently light vehicle.

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