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Lucy in the sky with deadly radiations 3: Sky's just got a lot bigger (kerbalism + OPM grand tour)


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Part 0: introduction and fluff

Starting my next mission. Once more, a giant mothership and a bunch of service shuttles. This time, the outer planet mod is included. The mission will involve ISRU with the full kerbalism rules.

Ever since discovering the complexity of kerbalism isru, i've been wanting to try it. The problem is that it requires so much energy, I'd need a nuclear plant. Good thing the near future technologies provided one.

Also, since discovering the outer planet mod, I've been wanting to include them in the next grand tour.

Well, why not both?
0.1) Speech from Walt Kerman, announcing the next great mission

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0.2) Kerbalism, ISRU, nuclear plants, and me

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0.3) First ship concept

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At this point I needed a name.

This ship has a hard exterior, a shell to protect its soft interior. Sort of like a turtle. It is also round, like a turtle. It has six appendages jutting out, which could fit with the turtle theme: the four limbs, plus head and tail.

A giant turtle gently floating through cosmos, carrying life. It felt very fitting.

And so I hope I'm not being presumptuous in calling this new mothership A'Tuin. May it have a fraction of the cool adventures of the creature it homages

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Part 1: Projecting A'Tuin

To perform this mission, the ship needs many tools. I spent longer to project and build A'Tuin than I spent for everything I did before. To reduce part count, I even manufactored some custom parts.

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1.1) A'Tuin  mothership (with modded oversized parts)

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1.2) Wings recon probes

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1.3) Yet-unnamed lander/rover - plus heavy lander

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1.4) Trucker mid-range taxi

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1.5) Yet-unnamed spaceplane

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1.6) Love ForEVEr Eve lander/hab and Helicopterocket Eve ascent vehicle

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1.7) Service Probe service probes

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1.8) Dolphin Ikea escape pods

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The total cost for A'Tuin is 29.5 million:funds:. Yes, it's a lot. Almost twice the DREAM BIG. But most of it is the nuclear plants, those cost almost two millions each. Everything else comes with an almost reasonable price tag.

Finally, a cinematic with the assembled ship. The video also gives some idea of how much A'Tuin makes the game lag. Actually, I sped it up to reduce it.

1.9) What could have been

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So, for all of A'Tuin's ludicrous size and cost, that was actually the conservative project.

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Part 2: assembling launching A'Tuin

In a stark contrast with previous projects, there are no problems joining the shuttles to the main ship. On the other hand, getting the main ship to orbit without it exploding - or the pc crashing for the overwork - was much harder. Discovering a small-but-important construction mistake when I'm already on Mun was even worse

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2.1) It looked so easy

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2.2) Wait a moment, I need to make yet another small change...

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Part 3: first refuel stop on Mun

A'Tuin finds a suitable biome on Mun and spends 5 years refilling the fuel tanks.

Everything works, and there isn't a single accident during that time.

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3.1) Looking for a landing spot on Mun

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3.1.1) Looking for a landing spot on the rest of the Kerbol system, aka is this mission even feasible in the first place?

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3.2) Landing on Mun

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3.3) ISRU under kerbalism rules

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Part 4: if a rotor blade gets bent on Eve and no one's around to hear it, does it make a noise?

A'Tuin arrives at Eve and releases landers for it and Gilly. The alignment bug messes up with the Helicopterocket - not unexpectedly - and forces calling in a replacement. A few more bugs also struck.

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4.1) Check-up and travel

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4.2) Landing on Eve

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4.3) To Gilly

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4.4) Back from Eve

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4.5) Return to Kerbin

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Part 5: The Kerbin system

I had a bit of extra fuel, so I landed on Minmus and Kerbin. After that, I had no extra fuel anymore, and I barely landed A'Tuin with 30 m/s left. I discover that uraninite drills are less efficient than I thought, forcing to reevaluate the landing areas.

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5.1) Split the party

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5.2) Kerbin landing - and naming the spaceplane

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5.3) Minmus, and names for a lander

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5.4) Servicing, landing and refueling

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5.5) The uranium problem, and revising the landing spots

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5.6) Landing again, on polar crater

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Part 6: Every road goes through Duna

After 12 years of refueling, A'Tuin leaves Mun, visits a near-Kerbin asteroid, and finally lands on Duna.

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There's a handful of malfunctions in those 15 years, but none critical. If the rate keeps constant, I can expect a critical malfunction every 10-15 years, which is fully within A'Tuin's redundant capacity.

6.1) Longest. Pit stop. EVER!

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6.2) Every day is asteroid day

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6.3) Outward, to Duna

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Part 7: The redemption of Dres

A'Tuin makes a partial refueling on Duna. Them moves on to Ike. Finally, from there it reaches Dres, in preparation for moving to the outer system.

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Those two pictures are of Ike and Dres, but good luck spotting the difference

(hint: you can see on the horizon that Dres terrain is much more irregular. I often complained about Dres being bad for rovers)

7.1) Why did I even land on Duna in the first place?

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7.2) It's impossible to not love Ike

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7.3) First blood

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7.4) Role reversal for Dres

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  • 3 weeks later...

Part 8: Neidon the beautiful

A'Tuin reaches Neidon after a long trip. The moons are explored, and Arrowhead enters in atmospheric flight on the ice giant. A'Tuin then sets to refuel on the smaller Neidon moon, Nissee.

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8.1) If you can go to Jool, you can go everywhere

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8.2) The longer trip

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8.3) Neidon approach

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8.4) Two moons and a rover

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8.5) Fifty shades of purple

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8.6) The asteroid on the way back

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  • 3 weeks later...

Part 9: The Urlum system

A'Tuin reaches Urlum after an even longer trip. The moons are explored, and Arrowhead enters in atmospheric flight on the ice giant. A'Tuin then uses Wal and Tal to refuel

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9.1) Neidon the bug-riddled

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9.2) Planning route for Sarnus Urlum Plock Jool Sarnus Urlum

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9.3) The even longer trip

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9.4) Urlum insertion

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9.5) Sightseeing on Polta

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9.6) Nothing to see on Priax - Tal is ok

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9.7) Inside Urlum

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9.8) Landing on Wal and Tal

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So, now I will stay a few years while I get a full supplement of uranium. Or until I gather enough fuel to leave Wal, whichever comes last.  When I leave, I will leave Horseshoe on the ground, to rejoin the mothership in orbit; I want to drive in those mountains, they look like a good challenge. Then I will land again on Tal, filling the fuel tanks to the brim. I should have at least 15 years before the Urlum-Sarnus-Plock window, so I should have time even with this low ore content.

On Sarnus I will land A'Tuin remotely on Eeloo after evacuating th crew, to get new water and nitrogen. I can stay landed a couple of years before I have to return to the crew to get the nuclear reactors serviced, and I hope I can get enough fuel to cover the cost of landing and take off, which is not incospicuous. And then hopefully I will be in the right position, and with enough fuel, to get to Plock. Which turned out to be a surprisingly difficult target, no easier than Moho, if for different reasons.

There's a lot of hope in the previous paragraph. Let's see how it will actually go.

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  • 2 weeks later...

Part 10: To Sarnus!

A'Tuin refuels on Wal and Tal, then goes to Sarnus, for once in a proper transfer window. It aerobrakes at Tekto, parking in the moon's orbit. Shortly before arrival, Arrowhead was released, it took a deep dive amid the rings and sampled the high atmosphere of the gas giant, and it then arrived at Tekto, exploring the planet while waiting for the mothership's arrival. There were krakens.

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10.1) This is what I get for wanting to save weight on uranium (Wal refueling and failed exploration, Tal refueling)

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10.2) A straight transfer

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10.3) I'm getting used to long trips by now

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10.4) A dive between Sarnus rings

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10.5) He who fights with krakens might take care lest he thereby become a kraken. And if you play for long with a bug, the bug also plays with you (Tekto exploration, with bugs)

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10.6) Ordinary aerobraking with an extraordinary ship

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Part 11: The lord of the rings

With A'Tuin safely parked around Tekto, Trucker and Horseshoe take multiple missions to land on the remaining moons of Sarnus.

Sarnus is a very difficult environment, with a very large radiation belt extending far out from the planet, a large airless moon nearly as big as Tylo requiring the use of the first heavy descent stage, and two moonlets stuck right in the middle of the inner radiation belt, where an unprotected kerbonaut would die in just ten minutes. This part of the mission pushed Trucker and Horseshoe to the limit of their capacity, but the two ships behave really well, and everything is accomplished without drama.

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11.1) Slate, the bane of rovers

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11.2) Hale: I have 7 km/s and I'm not afraid to use them

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11.3) Ovok: deja-vu

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11.4) The interesting side of Eeloo

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11.5) Preparing for the next phase

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Part 12: All for nothing

I follow up with the plan to resupply A'Tuin on Eeloo in remote control. But as A'Tuin returns to orbit with seriously depleted fuel capacity, I am unable to find a trajectory for Plock that fulfills both the time and deltaV constrains.

Ultimately I have to reload to an earlier save, giving up on everything I've done in this chapter.

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12.1) The first step is sending out a Wings

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12.2) Trucker station

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12.3) Eeloo alone

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12.4) Gravity assist is a harsh mistress

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So, after reloading to the end of the previous chapter, I will use the remaining fuel to explore Jool, and refuel on Duna or Mun. From there I will try to tackle the last two planets I have to reach with more resources

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  • 3 weeks later...

Part 13: the last gas giant

Scrapping the plan to reach Plock from Sarnus, A'Tuin goes to Jool instead, completing the last "easy" target.

By now, landing on the moons of Jool is no big deal.

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13.1) The route to Jool

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13.2) Jool's atmosphere, and perhaps Laythe. Or not.

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13.3) The last Heavy Descent Stage

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13.4) The smaller moons

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13.5) The jewel of Jool

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  • 3 weeks later...

Part 14: Grabbing a comet

From Jool, A'Tuin manages a rendez-vous with comet Lidia 1. The main problems are the available deltaV and nitrogen supply.

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14.1) Everything is better with a Tylo flyby

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14.2) Comet time!

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14.3) What could have been

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Part 15: The long pit stop

A'Tuin uses its last fuel and nitrogen to return to Duna, where it proceeds to mine new fuel, nitrogen, uranium. Taking off from Duna is very expensive, so A'Tuin lands on Ike afterwards, to refuel again.

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15.1) Navigating towards a safe haven

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15.2) The trail of discarded debris

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15.3) Capture, descent and landing

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15.4) The longest pit stop

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15.5) Duna ascent and exploration

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15.6) Final refuel on Ike, looking towards Moho

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  • 2 weeks later...

Part 16:  Planet innermost, greater fuel cost

A'Tuin reaches Moho in 25 years with a long, convoluted sequence of gravity assists. Along the way I learned some more things about gravity assists and planetary rendez-vous, and I was able to reach Moho with less fuel than planned.

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The strange inclination of kerbal and flag is because they are standing on a slope, but it's not evident in IVA perspective

16.1) Let the flybys begin

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16.2) The difference between apoapsis and periapsis intercept

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16.3) Moar gravity assists!

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16.4) The innermost planet

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  • 4 weeks later...

Part 17: Been there, done that

Thanks to the efficient transfer to Moho, A'Tuin has enough fuel left to land on Mun. It arrives there after two Eve gravity assists, and it stocks up on fuel in preparation for Plock

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17.1) The tail end of gravity assists

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17.2) Polar crater once again

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  • 1 month later...

Part 18: the last planet

Plock was much, much more difficult to reach than any other destination. A'Tuin went first to Neidon, to get new fuel on Nissee. Then it reached the dwarf planet after a long trek.

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18.1) The greatest challenge

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18.2) Return to the beautiful violet planet

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18.3) The troubled road to Plock

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18.4) The farthermost planet

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Part 19: Homecoming!

Refueling on Karen would have made for a very easy mission. For the sake of a challenge, I decide to try and return to Kerbin without renewing resources.

This ends with the crew successfully rescued during a Kerbin flyby, though A'Tuin has to be abandoned. An attempt to leave Bill on board to rescue the mothership to Ike fails by the narrowest of margins.

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The train of escape pods is about to enter Kerbin's atmosphere, while A'Tuin is about to engage some gravity assists

19.1) Status and mission plan

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19.2) Race against the clock

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19.3) Bring them home

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19.4) The journey has ended

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Now I have to find something else to do in ksp.

And for all that A'Tuin was slow going and it took me 6 real time months for this mission, I'd do it again. I am seriously considering downloading some hardcore planet pack and unleash A'Tuin (a just slightly improved version) for a grand tour of that too.

Strictly WITH the additional water tanks, this time!

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Wow, this has been an amazing journey from the start, and a great read too! It's been incredible reading through the report and how you managed to pull it off, even if in the end A'tuin wasn't recovered.  Really, I think this was 6 months well spent. 

  On 12/24/2021 at 1:05 PM, king of nowhere said:

And for all that A'Tuin was slow going and it took me 6 real time months for this mission, I'd do it again. I am seriously considering downloading some hardcore planet pack and unleash A'Tuin (a just slightly improved version) for a grand tour of that too.

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May I suggest another expanded Grand Tour, including MPE? Maybe you could try and pull the whole mission off with no resupplies of any kind (which, I daresay, is probably impossible).

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  On 12/29/2021 at 3:00 AM, Misguided Kerbal said:

 

May I suggest another expanded Grand Tour, including MPE? Maybe you could try and pull the whole mission off with no resupplies of any kind (which, I daresay, is probably impossible).

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what's MPE?

 

depending on the lenght, running a mission without resupplying could be easier - the Bolt mission was a lot simpler than the other missions requiring new fuel. Just strap on more drop tanks and more supplies.

Of course, this changes if the mission lenght becomes centuries. In that case, the constant accidental spillings - each one draining exactly 10% of your current amount of a given resource - quickly make it vastly unpractical.

Regardless of feasibility considerations, I find this mode of resupplying more satisfying. Stock isru is unfun because it's too easy. Having a limited amount of refueling sites, and some strict constrains to use them - not to mention devoting most of your ship's dry mass to industrial machinery - makes it another factor to plan the missions around, and it improves the fun.

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