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Project ELTER: World's #2 Eve Return with stock parts in 0.17!


Kerbal123_Furry

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Last month when I was surfing in the forum for topics about 0.17, I found a topic about Eve return. I was shocked by this idea, which was treated as impossible before. 

I did tons of testing but none of these designs succeed entering Eve orbit.

But, just before I give up, a video of Scott Manley appeared.

He made it.

I copied his craft and made some tiny tweaks, reduced this craft's part count.

So, let's return his miracle! 

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The Vessels

Lander

Screenshot564.png\

The lander have 743 parts, ~1300 tons. This size had reached the limit of stock 0.17 craft.

Still, heavily crossfeeded. This spacecraft lowers the FPS to ~0.85FPS.

As you can see, there are plenty of struts between the boosters.

Rescuer

Screenshot17.png

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Part 2--Transfer Lander

The center stage's fuel went out quickly.

From now on this craft will be powered by a single NERV.

Screenshot578.png

Due to the NERV's poor TWR(0.03 at kerbin), the ejection burn was separated into 3 kicks.

Screenshot580.png

As you can see, this lander stacked 2 layers of boosters. 

File:Screenshot584.png

After hours of acceleration, spent plenty of fuel, a direct orbit to eve finally appeared!

 

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It's pretty cool to see the nostalgic retro visuals of 0.17 compared with the footage and images we have been getting of KSP 2 lately. Kerbal Space Program has come a long way, but it has always been a great game from day one.

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Part 3--Landing

With the help of MechJeb, I successfully predicted the landing spot after aerobraking on an escaping trajectory.

Screenshot587.png

The landing spot is a plateau, which is 11000m high and ~35000m wide, it's the highest point on Eve in 0.17.

Screenshot588.pngScreenshot590.pngScreenshot592.pngScreenshot593.png

With the help of parachutes and aerospikes, I made a landing on Eve.

Sadly due to the craft's structure the pilot cant leave the pod.

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Part 4--Ascending From Eve

At this plateau i can easily escape the lower atmosphere.

Screenshot595.png

Chutes dethatched!

Screenshot594.pngScreenshot602.pngScreenshot604.png

Boosters rain onto the ground. The lander will rise in a not-so-steep route, gravity turn start at 35000m.

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Final stretch on the edge of atmosphere!Screenshot598.pngScreenshot600.png

Stable Orbit achieved! 2 layers of boosters all discarded. Due to the strange drag effect and a terrible 390 isp at eve lower atmosphere in old days the craft have no need to be too huge, making an eve return craft have a proper size.

A rescuer will soon be send...

 

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  • 2 weeks later...
3 hours ago, Kerbal123_Furry said:

Part 6-- Rescuer transfer

Screenshot627.png

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The first approach try failed. I quickly matched the relative speed with eve, deaccelerated a bit and created a rendzvous!

Screenshot631.png

 

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The craft was placed at a high orbit around eve to make the transfer easier.

Bro you're back! 

KSP2 IS NOW RELEASED! 

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  • 2 weeks later...

Part 8-- Return to Kerbin

I first ejected my craft into a high orbit, in order to get time warp properly.

Screenshot649.pngScreenshot655.png

First try to directly transfer.

Screenshot664.png

A Kraken teared 2 NERVs down, so I can't ignite properly, can only spin the craft and make a little burn.

Screenshot675.png

Second try to slowly approach.

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The rescuer smashed into kerbin's atmosphere in a velocity higher than 3200m/s, with 20G.

Screenshot690.png

Prop module dethatched, exploded.

Screenshot698.pngScreenshot699.pngScreenshot702.png

Welcome back, Oblock the DAREDEVIL!

(End)

 

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