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KerBLAMO (Kerpollo)


18Watt

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Starting a mission report for my entries to @Superfluous J's Kerpollo Challenge.  The plan is to link to my mission reports in this thread, instead of dumping all the documentation into the challenge thread.

Starting with the basics, I started a new Science Mode game.  I started with the Normal difficulty, then made a few adjustments.  In particular, I'm using Kerbal Experience (Kerbals start off at level 0), but I did enable Kerbals Level Up Immediately.  I chose that option because using the MPL to level up Kerbals is not going to be an option.  While the challenge does allow you to bring an MPL, using the MPL for science is not allowed in this challenge.  So I probably will not even bring a MPL on any of my entries.

Game Settings:

I'm playing a 100% stock game (no mods whatsoever).  I am using the Breaking Ground and Making History expansions, although using the science from those expansions is not allowed in this challenge.  Using the other parts from the expansions is fine though.

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Preparing for first launch: 

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You may be the first to unlock docking ports before doing the first launch. I didn't even know that was possible.

Just to be sure you know, you don't need to do the docking part on Kerpollo as it doesn't fit into the other mission goals.

Also welcome to the challenge! I'm on vacation right now so won't update the page for a few days.

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The First Mission 

For the Kerpollo challenge, there will be exactly nine launches, no more and no less.  Although it is allowed to tackle the missions in any order you choose, I am choosing the standard 'Orbit Kerbin' as my first mission.

The challenge rules specify you are prohibited from landing anywhere but the target body (in this case Kerbin), but you are allowed to do fly-by's of other bodies if able.  Also, if you have any docking ports unlocked, you must leave a Kerballed orbiter, then re-join with the orbiter before returning to Kerbin.

I don't think the intention was to do an orbiter and lander docking operation on the first mission.  But, since I do indeed have a docking port unlocked, I'm going to do just that.  So here's my mission plan, subject to change:

  • Launch into a roughly 100X100 km orbit.
  • Separate an orbiter with a Kerbal inside, and leave the orbiter in Kerbin orbit.
  • Take the lander (which won't actually land anywhere..) out to Minmus.
  • After orbiting Minmus, evaluate how much fuel is left.  Maybe orbit Mun as well.
  • Return to Kerbin orbit, rendezvous and dock with the 'orbiter'.
  • Bring the entire crew back to Kerbin.
  • Collect as much science as I can along the way.

The Launch: 

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After Minmus:

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Return to Kerbin: 

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The End Results: 

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Things I wish I'd done differently:

  • Top item is I wish I'd attached an antenna to transmit Crew Reports back to Kerbin.  I didn't bring an antenna because I planned on just bringing all the science back to Kerbin, and none of the vessels had a probe-core.  However, you get 100% transmission rate on Crew Reports.  Otherwise, the only way to get the Crew Report stored in the capsule is to take out all the reports from the capsule and put them back in, thus resetting the Crew Report for further entries.  That's a pain.  Next time I'll bring an antenna for the Crew Reports.
  • Next time, I might try to leave a Pilot in the 'orbiter', because controlling a pod with no SAS is not easy.  I now have access to a better variety of pods, so that will be more do-able in future missions.  I think.
  • For a ship I just cobbled together pretty fast, this one was very easy to fly.  Even though at launch I had a Zero-Star Pilot at the controls.  I hope the rest of my ships are this stable during launch.
  On 11/3/2021 at 2:52 AM, Superfluous J said:

You may be the first to unlock docking ports before doing the first launch. I didn't even know that was possible.

Just to be sure you know, you don't need to do the docking part on Kerpollo as it doesn't fit into the other mission goals.

 

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I was afraid that I would be horribly bad at collecting science, because I normally use the MPL to quickly fill out the tech tree.  So I went overboard collecting all the science I could from KSC and the immediate vicinity.

And yes, I figured that the docking on the first (Kerbin Kerpollo) mission was probably not required.  However, since I had the docking port, I went ahead and incorporated that into the first mission anyway.  Poor Bill got left in low Kerbin Orbit, and missed out on a great trip.

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Munpollo Complete!   ---   Kerpollo Mission #2.

I've completed my second Kerpollo mission.  For the second act, I chose to visit Mun.  For the rules of the Kerpollo challenge, see @Superfluous J's challenge thread, linked in the first post in this thread.

I was not very confident in my ability to collect science the hard way- without exploiting a MPL.  So before my first mission I was aggressive in collecting science from KSC.  During my first mission I was also aggressive.  During this second mission, I was still aggressive, but I think I can relax a little bit.  I'm now confident I can complete the tech tree before I finish the last Kerpollo mission.

My goals in this second Kerpollo mission were:

  • Launch a ship
  • Orbit Mun
  • Send a Kerb'd lander to the surface, leaving a Kerb'd orbiter above Mun.
  • Rendezvous the lander with the orbiter, and dock.
  • Return all the Kerbals to Kerbin safely 
  • Possibly visit other places (fly-BY only!)
  • Collect as much science along the way as I can

So, without further ado (maybe a little ado..), here's the mission:

The Basics: 

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The Core Mission - Land on Mun:

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Other Places Visited:

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Coming Home: 

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Wrapping Up:

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Lessons Learned, and What's Next?: 

  • I've seen other players comment about this and now I've seen it first-hand.  After you spend time arranging all the 'cargo' items the way you want, the game doesn't keep track of your work.  Things like EVA Science Kits, Jet Packs, Parachutes, Repair Kits.  If you leave the VAB or SPH and come back, the game resets the Kerbal's inventory.  That almost caused a big problem for me.  Luckily I had packed a lot of spares for the trip.
  • Having an antenna to transmit the 100% items (EVA and Crew Reports) was really handy.  I'm going to keep doing that if I can.
  • As for what's next?  Not sure, except I'm certain it will not be Minmus.  I'm thinking Dres or Eeloo, although I could probably pull off Duna/Ike or Moho.
  • I like rendezvous and docking.  There, I'm just going to say it out loud- I enjoy that.  One of the earliest computer games I played, on an Apple II+ no less, was actually called Rendezvous.
  • Hate to say it, but science is more funner when you don't use the MPL.  Who would've though?
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Drespollo Complete!

The run out to Dres and landing was smooth.  The return to Kerbin was a disaster.  I didn't intentionally do fly-bys of other bodies on this mission, although I inadvertently made multiple passes by Mun, which was not helpful.

The ship is essentially identical to the ship I used for Munollo.  I added bigger boosters and a bigger antenna, otherwise no big changes.  When I built it, I didn't have access to the full-length S3 size tanks, so there are several half-size S3 tanks tacked together.  I considered swapping the half-size tanks for the full-size ones, but decided not to tinker too much with a ship that actually flies well.  

Starting Out:

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Launch and Voyage to Dres:

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The Return to Kerbin:  (cue the ominous music)

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So as a mission summary, the mission at Dres went extremely well, the return to Kerbin was a complete disaster, and we came pretty close to losing the whole mission and having to start over.

One skill I'm not great at is planning long-range trips efficiently.  I normally bring ISRU everywhere I go, and usually have leftover fuel tanks everywhere if needed.  The Kerpollo challenge does allow ISRU, although that appears pretty late in the tech tree.  I could have brought ISRU this trip, but didn't because I thought I didn't need it.

The new transfer maneuver planner works great, and I like how it saved me the hassle of hunting for a good transfer.  However, as bad as I am, I think I can plan much more efficient transfers than the new planner does.  I'll have to play with that some more.

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Minpollo Complete!

I saved Minmus for late in the tech tree, needed some advanced parts to complete Minmus the way I wanted to.   I'm pretty sure this entry doesn't break any rules of the Kerpollo challenge.  I did launch from the runway, but that has already been ruled as acceptable- as long as it's the KSC runway.

I fully expected this run to be unsuccessful, because I hadn't fully tested the equipment.  Just in case everything worked, I took screenshots along the way.  Turns out the equipment performed as expected, so my 'test run' ended up being my 'entry run'.

Starting Out:

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Launch!

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At Minmus:

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Docking:

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Return to Kerbin:

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Wrapping Up:

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Final Thoughts:

  • I didn't fully sort out the landing gear before launch.  Sliding across a perfectly flat runway with the brakes on is disturbing.  
  • To save space, I put the few science experiments on top of the lander can.  Unfortunately, this made them inaccessible from the ladder.  While in the cargo bay (in space) I had to have Val use her jet pack, and wedge herself into the space between the lander and the cargo bay.  That was poor planning on my part, wish I'd placed the experiments better.
  • The plane seemed to fly fine in almost every loading condition.  Not sure how I pulled that off.  Many of my spaceplanes end up requiring fuel to be moved around to keep the COM in the right place.  This plane didn't seem to care where the COM was.
  • Moving a ship this size with 2 NERVs is S L O W.  But, I wanted a lot of DV to play with.
  • If I had desperately needed more science, I could have flown over most of Kerbin's biomes with the fuel remaining when I got back to Kerbin.  I'm pretty sure I'll close out the tech tree after my next launch, so not worried about the science remaining on Kerbin.
  • Pretty happy about pulling this one off.  I brought back every part I launched with, a true SSTO.
Edited by 18Watt
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Eveollo Complete!

Finished a run out to Eve and Gilly.  Eve is very hard, this is the first time I've ever recovered a Kerbal from the surface of Eve.

The objectives for this run are fairly straightforward, just difficult to accomplish:

  • Launch a single ship from Kerbin with enough components to complete the mission
  • Fly to Eve
  • Land on Gilly, then rendezvous and dock with a ship left in orbit.
  • Land on Eve, then rendezvous and dock with a ship left in orbit.
  • Bring all Kerbals back home safely.

I approached the ship design by starting with the Eve ascent vehicle, the hardest part of this leg of the challenge.

Next, figure out how to get the ascent vehicle safely to the surface of Eve- that isn't easy either!  After that, then start building a rocket around the Eve lander/ascent vehicle.  I made a few serious mistakes along the way, but managed to salvage the mission.

Starting Out: 

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Transfer and Gilly:

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Eve Descent:

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Eve Ascent:

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Docking the Ascent Stage:

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Getting Home:

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Final Shots:

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That was tough!  Here's a few of the mistakes I made, or lessons learned on my Eveollo mission:

  • Not sure what happened to my RCS tank for the Eve ascender.  That could have been a big problem.
  • I used the inflatable airlock to EVA on Eve without using a bazillion ladders.  However, the science I collected on the surface of Eve ended up stuck in the airlock!  I couldn't find a way to get the science from the surface up to the capsule.  So I missed out on a little science on the surface.
  • I do wish I'd configured the docking arrangement on the Transfer stage a little better, so I wouldn't need to have my landers sticking out of the side.  It ended up working just fine, but looks a little goofy.
  • Wish I'd brought an engineer.  However, I wanted two pilots for sure, and thought it would be neat to take a scientist to the surface of Eve.  I think an engineer would have been a smarter choice.
  • I actually managed to get a 3-seat Eve lander to work.  However, if I take 3 Kerbals to the surface, that means I would need 4 seats for the trip back to Kerbin.  And I could see the size of the project snowballing at that point.  So I just took 2 Kerbals to the surface of Eve.
  • During testing, I only looked at ascending from Eve into an equatorial orbit.  But during the actual mission, I had to launch into an inclined orbit, about 10 - 15 degrees.  So all my planning with solar panel arrangement was wasted.
  • Still scratching my head about why my flags changed.  I looked at screenshots from previous missions, and they were definitely a different design.  That's weird, and I wonder if I can change them back.
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  On 11/3/2021 at 3:38 AM, 18Watt said:
  • Separate an orbiter with a Kerbal inside, and leave the orbiter in Kerbin orbit.
  • Take the lander (which won't actually land anywhere..) out to Minmus.
  • After orbiting Minmus, evaluate how much fuel is left.  Maybe orbit Mun as well.
  • Return to Kerbin orbit, rendezvous and dock with the 'orbiter'.
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Well within both the letter AND spirit of the rules. Way to stretch your advantage for maximum benefit.

  On 11/3/2021 at 3:38 AM, 18Watt said:

However, I have a lot of fuel left.  Maybe Duna?

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Sorry I misspoke. THIS is how you stretch your advantage for maximum benefit!

  On 11/3/2021 at 3:38 AM, 18Watt said:

I was really tempted to put a Kerbal on EVA, and get and EVA report hanging from the side of the capsule.  In the end, I chickened out.

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It's not that bad. You only get upper atmosphere and flying over, and you can get "upper atmosphere" from 69,999 meters up which is basically still in space. you can get "flying over" by jumping. No need to risk anything. :)

  On 11/3/2021 at 3:38 AM, 18Watt said:

Bill never left low Kerbin orbit, so he didn't level up.

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And I hope he had a deck of cards with him.

On to Munpollo...

  On 11/3/2021 at 8:07 PM, 18Watt said:

Possibly visit other places (fly-BY only!)

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Oh boy here we go again!

  On 11/3/2021 at 8:07 PM, 18Watt said:

That wing nut probably wasn't holding anything important.  

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They always put extra ones on just in case. I mean, probably.

  On 11/3/2021 at 8:07 PM, 18Watt said:

Bob could almost drag his hand along the surface as he goes by

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I've heard others refer to this as "grinding" like in Skateboarding, where you skid along haphazardly on the trucks and not your wheels. I love doing it as well. Try it on Dres some day through the canyon. :D

  On 11/3/2021 at 8:07 PM, 18Watt said:

I'm now confident I'll be able to complete the tech tree.

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...by the end of Minpollo.

  On 11/3/2021 at 8:07 PM, 18Watt said:

Not sure, except I'm certain it will not be Minmus.  I'm thinking Dres or Eeloo, although I could probably pull off Duna/Ike or Moho.

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...or not Minpollo. :D With your tech tree I think you could do any of the bodies. I did Jool and Eve with full tech trees but I don't recall needing any of the super high-end items. I think the biggest need was Vectors for Eve ascent and I don't think they're top-tier.

(I'm out of time now but will get to Dres later tonight. I've given you credit for it in advance because it's pretty obvious you have the ability and understanding of the challenge rules)

 

Edited by Superfluous J
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  On 11/10/2021 at 3:32 AM, Superfluous J said:

It's not that bad. You only get upper atmosphere and flying over, and you can get "upper atmosphere" from 69,999 meters up which is basically still in space. you can get "flying over" by jumping. No need to risk anything. :)

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Thanks for your comments!  I have smothered my fear of putting a Kerbal on a ladder in the atmosphere!  If you are truly the 5th Horseman, I'm sure you recall a time when Kerbals would quickly slide off ladders on EVA.  Even in outer space.  Fool me once, shame on you.  Fool me twice, er actually it was probably 50 or 70 times, shame on me.  Seems to work fine now.

Working on Moho right now, a place I probably fear more than Eve.  I'm at Moho right now, with probably twice the dV I need to get back to Kerbin.  I've started with more dV than this and run out of fuel trying to get back home though.  Trying to be patient waiting for optimal windows is hard for me, but I'm being more disciplined on this run.  I think I made 3 or 4 passes at Eve, then at least 10 passes at Moho to get my capture speed as low as possible.

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Mohollo Complete!

The run to Moho and back took some time, both real and in-game.  I'm not great at interplanetary transfers, and Moho has defeated me many times in the past.  This time I was determined not to run out of fuel, and took my time taking advantage of fly-by's to save dV.  Interestingly, the trip to Moho took longer (again, both real time and game time) than a trip to Eeloo normally takes me- a lot longer.  This is an entry for the Kerpollo challenge.

Note: I figured out why my flag was different in the last run- I started building prototypes in a separate sandbox save.  The flag is assigned to the craft.  It can be changed in the VAB, but it took me a long time to find the button to do that.

Starting Out:

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Getting to Moho:

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Getting Back:

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Wrapping Up:

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I'm leaning towards Eeloo for the next mission.  Duna and Ike is another possibility.  Looks like I'll put off Jool till the end.  I'm starting to get some ideas for Jool, but haven't figured out all the details yet.  I'm pretty sure Jool will involve ISRU.  I might do ISRU at Duna/Ike also, just to change things up a bit.

The last time I went to Moho was for another challenge (Elcano).  On that mission, I ran out of gas, and had to send a recovery ship.  The recovery ship also ran out of gas, so I had to send a ship to recover the recovery ship.  I told myself 'never again' about returning to Moho.  However much dV you think you need, triple it, and then add some more.  

For this mission there would be no recovery missions possible.  The Ion engines solved my dV problems, but the burn times are agonizing.  And when the dV display started going wonky, that wasn't helpful either.

I will say that once you get to Moho, it's just another planet, nothing too tricky about landing there.  Solar panels work great at Moho, I didn't try it but I suspect a single Gigantor array would be able to power the 8 Ion engines at Moho.

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Eeloolollo Complete!

I completed a run out to Eeloo and back, using the same spaceplane I used for Moho with a few minor modifications.  Compared to Moho, this one was much easier.

Starting Out:

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Maneuvering to Eeloo:

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Surface, and Return to Kerbin:

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Wrapping Up:

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I only have two missions remaining now- Jool and Duna.  I think I have Jool mostly worked out, my biggest hurdle with Jool is coming up with a workable Tylo lander.  So I'm thinking I'll run to Jool next, and save Duna for last.

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Joolollo Complete!

Whew!  That was a challenge!  Which works out well, I'm doing this to participate in the Kerpollo Challenge.

I might split up the Jool run into two or more posts.  I had a few false starts, which I'm going to call 'late stage testing'.  After that the run went fairly smoothly, with a few rough moments.  The biggest scare was about halfway into it I realized one of my radiators was mounted too far away from the ISRU unit to cool it.  Saved by EVA construction, and sure glad I brought an engineer along!  So, let's jump in:

The Mission Plan:

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Starting Out:

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Tylo:

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Bop:

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Laythe:

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Eeloo:  Er, I mean Vall:

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Pol:

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Return to Kerbin:

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All in all, I'm really glad I didn't have to resort to Plan B, let alone the dreaded Plan C.  Had a few nervous moments, but the planning and testing I put into this mission really paid off.

I only have one Kerpollo mission remaining:  Duna/Ike.  Not sure why I put off Duna-ollo till the end.  At this point, I don't have anything special planned for Duna, unlike my reasoning for putting off Minmus earlier in the Kerpollo saga.

If you've read this far into this post, I offer my sincere apologies for the long post.

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  On 11/16/2021 at 2:23 PM, Scarecrow71 said:

Don't forget to post in the Jool-5 challenge thread so you get credit for that too!

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Oh yeah, I forgot about that.

Hey, I'm currently working on the Duna/Ike run for Kerpollo.  I'm using only parts from tier 6 or lower.  I wouldn't say that I am doing this the 'right way' (applies to everything I do..), but it might give you some ideas.  The ship is working out to be fairly large, but it'll have two to three times the dV actually needed.

Anyway, check this space in the next few days.

I know you are trying to open up one of the tier 7 boxes, but you didn't say which one.  My suggestion is the one with the Seismic Sensor.  The faster you open up new science experiments, the faster you build science points..  Or perhaps you have your eye on some bigger fuel tanks and engines..

 

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  On 11/17/2021 at 2:25 AM, Superfluous J said:

Exciting!

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Exciting for you and me both!  I'm doing Duna/Ike right now.  I hadn't really come up with a good plan for Duna/Ike, so I decided to just do a plain-Jane run, using only parts from tech tree Tier 6 or less.  @Scarecrow71 has already been to Dres, which is arguably one of the most difficult places to reach (and return from), but has had a 'Kerbal Experience' trying to do the Duna run. He's unlocked all of Tier 6, and might be able to unlock one of the Tier 7 nodes.

I'll warn you in advance that I think my documentation for the Duna/Ike run may not be 100% what you expect:  It will be more a description of how I've had success approaching Duna, maybe not as much emphasis on the Kerpollo documentation.  I'm pretty sure you'll see enough to know I did it though.

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Dunollo Complete!  I think this was the last mission for the Kerpollo challenge, trying to think if I missed anybody.

During my Kerpollo run, I put off Minmus because I wanted to wait until I could do it with a space-plane.  For some of the other runs I had a specific goal or plan in mind.  For Duna/Ike I didn't have anything particular I wanted to do.  So I was going to put it off for a bit, but thankfully @Scarecrow71 gave me an idea.  He has tech tier 6 all filled out, but nothing unlocked in tier 7.  So I decided to do Duna/Ike using only parts from tech tier 6 or less.

Getting to Duna is easy, and Ike is so big that encounters with Ike are easy too.  But landing on Duna presents some specific challenges.  There's an atmosphere, but it's so thin that it is difficult to get the benefits from it during landing,  Duna has mountains, which in most cases you want to avoid.  And even where it's not mountainous, the terrain is often sloped to some degree, which makes landers tip over.

So to start out, I try to build a lander which can land using minimal dV, and won't tip over.

Duna Lander:

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The Transfer Stage:

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The Booster Stage:

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That's the rocket design in a nutshell.  The design choices might make more sense when you see them in action.  Or maybe they won't.

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Launch, Orbit Kerbin, and Transfer to Duna/Ike:

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Transfer to Duna:

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Ike:

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Descent to Duna:

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