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For want of a really big nail (or possibly a bolt): kerbalism grand tour at hard level


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My previous kerbalism grand tour mission (Lucy in the sky with deadly radiations; incidentally, I will refer to that mission a lot, as this mission is its spiritual successor, and most of my design was directly influenced by that experience) wasn't yet done, and I was already looking for the next step. Ok, I made a grand tour with kerbalism, though I did allow some slightly relaxed rules for isru. What next? What could I do for a greater challenge?

First thing to mind was to do a similar grand tour, without relaxed isru. Now, normal kerbalism isru is practically unmanageable. Except for duna, everywhere else it takes a large convert-o-tron and 100 electricity/second to produce 10 kg of fuel in a whole day. And in the meanwhile, your crew is still going to get stress and randomly smash components. The weight constraints of all that equipment make this virtually unmanageable. Still, I would like to try that some day, either by designing a ship that can keep together for a few decades while it refuels, or by designing a mission that's supposed to only refuel at Duna - well, my previous mission was supposed to only refuel at Duna, but it used separate shuttles to reach Moho, Dres and Eeloo. I took a shortcut there. I would like to orbit every planet with my mothership. And using the full kerbalism rules for mining at Duna is still going to be a major bother.

But I don't feel ready for that mission. It's going to take a lot more adaptation for long term missions. I must also check if the resources needed are actually available; in particular water and nitrogen are very hard to find.

The second idea was spurred by the success of the Dolphin return vehicle. 15 km/s of deltaV on ions, supplies for 3 kerbals for 3 years - those could be stretched easily, food is light - it returned from Eeloo in less than one year and it did drive a small lander on the moons of Kerbin. So I thought, hey, I could make a mission based on that! Instead of a huge gigantic spaceship with greenhouses and mining rigs, a small compact mission for a minimalistic grand tour. No more greenhouses, just a few tons of packed food. No more giant solar array, just a handful of rtg. no more 400-ton radiation shield, just a fuel tank to provide shade. Ion engines and a few small landers. And while I am there, I can run a geological survey and check if there are water and nitrogen in the right places for the next mission.

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Part 0: How the mission is planned

0.1) Picking up additional challenges

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Part 1: Projecting Nail

To survive radiation storms, I must have the habitats shaded by something else. As I learned in the previous mission, it doesn't have to be all that big, but it has to cover everything. As I want to stick to a simple design, the plan calls for a thin, narrow, long ship, that can be covered by a single S4 fuel tank. No laterally attached crafts or habitats. The name of Nail reflects this simple shape, as well as how this mission is much more unassuming in design than its predecessor

I also grew fond of the idea of a fully modular spaceship, where I would be able to rearrange around the various building blocks. I built with that criteria.

1.1) Habitation module

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1.2) Engine module

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1.3) Eve sucks Eve lander

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1.4) Rover/lander platform (name to be determined)

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1.5) Disposable planes

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1.6) Tylo descent stage

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And that's all. No mining rig, no Moho stage, no escape capsules. I have a lot of objectives, but still I aim for a simple design.

Edited by king of nowhere
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  On 4/2/2021 at 4:14 PM, Single stage to ocean said:

How do you activate the radiation decontamination unit @kingofnowhere? Thanks.

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there is an option you have to check when starting the sandbox: not really sure how it is in english, but it means "all parts upgrades are applied in sandbox mode"

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if you didn't check this option when starting the game, i'm afraid there is no workaround.

alternatively, you can start in science mode, edit the file to give you a few tens of thousand science points, and tech everything manually.

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Part 2: Assembling Nail

The various components of Nail are launched and assembled

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2.1) Launching Eve sucks

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2.2) Launching the habitation module

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2.3) launching the Tylo descent stage, plus a bunch of rovers

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2.4) Launching the engine pack

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2.5) Launching the rover base, probes, and various leftover. Assembly complete

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Edited by king of nowhere
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Part 3: Feeding Nail to the kraken

Before even leaving low Kerbin orbit, Nail is struck by a crippling kraken attack. The engine pack must be scrapped, and the ship rebuilt without ion engines

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This screenshot shows the engines throttled up, and active, and with plenty of xenon and electricity, yet not working

3.1) Did you get your tinfoil hat?

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3.2) The kraken strikes again

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Edited by king of nowhere
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I would do it in real time b/c I’m a lunatic. Poor you, you have to replace the whole thing. Hope you fix it fast with the new nuclear apparatus

And @kingofrandom, you can change it mid game, just go to homescren,where you see the VABSPH, mission control, etc, press escape, then press settings, then search for “All part upgrades are applied”

And adding more ions and solar would actually increase delta-v b/c of gravity losses.

I bet you can increase speed to 21 cm/s

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Part 4: Goodbye Nail, welcome Bolt

The ion engine pack is removed and swapped for a nuclear engine pack. Moar fuel is added. The ship doesn't look like a nail anymore, so it's now called Bolt

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4.1) Plutonium for the plutonium god!

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4.2) Fuel for the fuel throne!

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Edited by king of nowhere
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I have an idea. Instead of rad shielding, you just put all the crew in rad detox and control it with a probe? When coverage is out and you have Kerbals in passenger pods, they can be transferred, you have limited control, then transfer them to cupola for control.*insert Hal-100 reference here*

Edited by Single stage to ocean
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Part 5: Eve sucks, but it's not too bad

In the first part of its trip, Bolt reaches the Eve system and deploys the landers. The monoliths are found on Eve and Gilly. Some difficulties were encountered that forced a ship redesign.

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5.1) "Think of it as a learning opportunity"

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5.2) From LKO to Eve elliptic

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5.3) Eve landing

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5.4) Flying over Eve

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5.5) Rejoining Bolt

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5.6) Driving on Gilly

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Edited by king of nowhere
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But the thing is that oxygen and life support on a ship this large won’t take much away much delta v, so you can detox them and control with probe. And with rad shielding, at max, a few percent taking several days to heal is acceptable enough to keep it at zero even with solar storms, especially aided with active shields, which you have 2 of.

Edited by Single stage to ocean
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  • 2 weeks later...

Part 6: Tumbling on Moho

Bolt splits in two; the habitation module and lander go to Moho, while the main fuel tanks go directly to Duna to save fuel. Moho is explored

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6.1) BolTransformer

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6.2) Planning the next destination

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6.3) Eve to Moho

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6.4) Exploring Moho

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This was pretty straightforward. I don't expect any significant difficulty until i reach Jool

Edited by king of nowhere
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But that takes away 1/3 of damage, which could be eradicated with 200 tons of active sheilds, very heavy but doable on an ion ship like I'm doing. Needs 200 ec/s, so you need big solar panels, like Dream Big's. At least Eeloo isn't hellish in terms of radiations belts, and at Jool its pointless b/c it will barely have an effect with the overwhelming radiation.

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  • 2 weeks later...

Part 7: The Duna system

The two parts of Bolt rejoin at the Duna system, and explore it. There are way more malfunctions than anticipated, but the ship is still in good healt. The timing for the Jool transfer is a bit off and will force some extra fuel cost, but a lot has been saved with the previous manuevers, so it shouldn't be a huge problem

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7.1) Engine pack goes to Duna

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7.2) All roads lead to an Eve flyby (Bolt goes to Duna)

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7.3) Boltransformer 2

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7.4) Hiking on Duna

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7.5) Racing across Ike

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With this, it was time to move on. I spent enough time around Duna. Now I will finally see if my calculations handwaving about radiations at Laythe are correct. I will finally see if my landers perform well, if at all. The truly dangerous part of this mission begins as soon as I reach the gas giant.

Bolt has still almost 2000 tons of fuel left. I expect at least feeding the NERVs won't be a problem

Edited by king of nowhere
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  On 4/3/2021 at 12:19 PM, king of nowhere said:

 

A thin, long, narrow ship like this requires a lot of autostrutting to avoid wobbling. And autostrutting does not mesh well with kerbalism, resulting in misshapen ships. But I learned by now that those bugs will be reverted between saves and are not fatal, so I'm mostly ignoring them

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This is an amazing undertaking. I just came over after seeing it posted on Thread of the Month.  I'm learning a lot reading about your process and design decisions.

Question: in the case above, is there a reason not to use rigid attachment?  I never use it on planes or landers because it makes things too brittle, but I do use it from time to time on rockets and orbiters.  

Edited by Klapaucius
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  On 5/2/2021 at 5:57 PM, Klapaucius said:

This is an amazing undertaking. I just came over after seeing it posted on Thread of the Month.  I'm learning a lot reading about your process and design decisions.

Question: in the case above, is there a reason not to use rigid attachment?  I never use it on planes or landers because it makes things too brittle, but I do use it from time to time on rockets and orbiters.  

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i tried using rigid attachment in the past, and as you said, the ship was brittle and broke easily. i didn't even try in this case.

it may even be that it could work better. but it would be very hard to gauge. i tried rigid attachment with my previous ship Dream Big, which also had problems of structural stability, and I didn't notice any visible improvement. The problems only happen occasionally, so to compare the better way to handle them, I'd have to try both versions with and without rigid attachments, for prolonged times, and run detailed statistics. A lot of boring work. On the other hand, autostruts alone reduce stability problems to a manageable level; parts spontaneously detaching, after the initial assembly phase (where i always forget to autostrut some key component), are extremely rare. parts getting misaligned are ugly, but they revert spontaneously and they cause no lasting harm.

Overall, improving the stability would require too much work for too little gain

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            Part 8: the Laythe horror picture show (alternative title Laythepollo 13)

                                                                                                                                                                                                                                                                                                             "Kerbin, we've got a dozen problems!" Jeb, to flight control room

The trip to Jool seem to go fine up until reaching Laythe.

There, a combination of kraken attacks, insufficient foresight, and plain bad luck quickly turn the mission into a survival horror where the poor kerbonauts got alternatively fried with radiations, stuck on Laythe, fried with radiations, doomed to float in space until starvation (after spending all their fuel to escape radiations), can't find a way to reunite with the mothership before their food supplied run out, got fried with radiations, reunite with the mothership only to find Jeb dead there, got fried with radiation.

They also have to fly a plane that can't take off.

Oh, and they get fried with radiations.

Only after extreme hardship - and a lot of swearing - this obstacle is overcome, with the barest of margins

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8.1) Leaving Duna

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8.2) It's not such a long way to Jool after all

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8.3) Approaching Laythe

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8.4) Flying on Laythe - the first time

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8.5) Trying to get away from Laythe

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8.6) Flying on Laythe - again

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8.7) The Jool Radiation Massacre

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8.8) Escape from Laythe's islands

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Part 9: Jool's remaining 4

After the Laythe scare, and taking advantage of what was learned from it, the other four moons of Jool are visited without too many unplanned problems. Nothing that could not be fixed with some mild swearing, a small amount of resources, and a couple hours of fiddling around, certainly.

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9.1) In the meantime

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9.2) Crashing on Tylo

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9.3) Make Vall great again!

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9.4) Pol does not cooperate

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9.5) The Bop redemption

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And that's it. All the moons of Jool are done. After one year of game time, and a few real life weeks - made longer by real life giving me less time for this game - I'm ready to leave the gas giant, heading for the ice dwarf. 10 monoliths found, 5 to go, including Kerbin. None of the remaining worlds present particular difficulties, though orbital mechanics and food supply will give some problems. The ship lost some pieces, but it's overall healty. Food and fuel are good, everything else is plentyful. I'd actually vent some water and oxygen, but they weight very little. And I'm fairly sure the Kerbin plane won't work; just like the other planes I brought, the alignment bug is a real killed for propellers. But just like the others, the challenge is not to fly it (well, on Laythe it was) but in bringing it to the planet after the long interplanetary trip with enough functional parts. Worst scenario, I will use the cheat menu to get a fixed one, again.

I don't expect any significant obstacle to completing this tour. But this game has surprised me in the past, and it may do so in the future as well.

Edited by king of nowhere
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Why not ditch some of the goals you plan b/c of the descent stages woes, send Taxi to Tylo, and remove the 1 excess aerospike, and everything but a pod and probe core To save weight. You can assemble the rover on site. Maybe deactive the upper stage cubs or aerospikes on the lower stage, they could help. Set an action key, and aerospikes in kerbalism have way to many ignitions. assuming 8 cubs, proving 24 tons of thrust in total vs 64 of the aerospikes, it sucks, but not too bad. Maybe use eva constrcution and insteall more r wheels.

YOUR BEST OPTION IS TO USE EVA CONSTRCTION TO MOVE THE AEROSPIKES UP! YOU ARE FINE. DONT PANIC!

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Part 10: Eeloo promises but does not deliver

The most complicated part about getting to Eeloo is the orbit, especially with the additional time pressure. But Bolt has still plenty of fuel to take care of those.

I was especially looking forward to driving a rover on Eeloo, a planet I always liked but I never got a chance to visit for long. Now I did, and it's nowhere near as good as I was hoping.

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10.1) Hohmann transfers, supplies, and other inconveniences

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10.2) The trail of tears (actually, it's spilled motor oil)

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10.3) Eeloo's motorways

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So here I am, back to orbit and looking for an unconventional Dres transfer.

Bolt is currently weighting 1390 tons, with 1020 tons of fuel. Even discouting the dropping of tanks, that's 10500 m/s. I still have food for 16 years, water and oxygen almost forever thanks to recycling. I lost many reaction wheels, and I will lose more, but I also have lots of them, there should not be huge problems there.

The main worry still left is that the Kerbin plane, after being in space so long, may lose its second solar panel and become unusable. In which case I may have to actually try to land Stool to find the Kerbin monolith. And hope I don't have to carry it across water. Better to patch up the Kerbin plane with solar panels salvaged from the service probes.

The mission looks like it will be an easy success at this point.

Edited by king of nowhere
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Part 11: Dres exhists - and it still sucks

Went to Dres, found the monolith. Again, no particular problems.

This time I have a rover adapted for low gravity worlds, and a lot of experience driving everywhere. I can thusly confirm that no, the problem is not inadequate rover or driving skill, the problem is Dres.

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11.1) The first step is getting there

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11.2) No more tears (actually, they were spilled motor oil)

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11.3) I keep hating Dres

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11.4) Ship status

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Having fuel left, I'm thinking to take a longer detour and go visit an asteroid too. Perhaps get an A class and tow it back to Kerbin. Let's see

I'd like a comet too, but rendez-vous with a comet close to Kerbol would be too expensive, and far from  Kerbol would require too much time.

Edited by king of nowhere
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