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The Agamemnon (Exoplanetary Outpost Deployment System) :D


Arendey

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Agamemnon: In Greek mythology, Agamemnon (English pronunciation: /æɡəˈmɛmnɒn/ "very steadfast") was the son of king Atreus and queen Aerope of Mycenae. http://en.wikipedia.org/wiki/Agamemnon. Also the name sounds badass!

The Agamemnon is a complex multi-launch ship designed to deliver a space station and a planetary base at the destination of your choice. It consists of 4 modules all using the multi-docking ports technique for structural integrity.

After Completing the Desert Rose Base (http://forum.kerbalspaceprogram.com/threads/50670-The-Desert-Rose-Duna-Base-D) I figured I could build a megaship which sends a station along with it. Inspired by Allmhuran's mega projects (

and
) The Agamemnon was created. I have not tested its range but with 18 and 1/4 orange tanks I'm sure it can go pretty far :P. You will end up with a nice high capacity Space Station, and a planetary base that can together house 38 Kerbals.

At final Assembly the ship will have roughly 10 orange tanks worth of fuel out of an 18 and 1/4 orange fuel tanks capacity, just send the Tiny Titan to top her off :D (http://forum.kerbalspaceprogram.com/threads/51117-The-Tiny-Titan-Medium-Tanker-%284-orange-tanks-to-LKO%29-%29 ), this brings up about 4.5 tanks to LKO.

The station once Separated from the assembly has just over 170 parts with a 8 1/4 orange fuel tanks storage capacity, and the planetary base is in the low 100 parts count.

Should you decide for a very fast burn, one of my other project has a nice modular freighter design ( http://forum.kerbalspaceprogram.com/threads/50344-I-present-to-you-the-Farscape-Launchpoint-Space-Station-%29 ) should you desire to refuel the station.

nVVEKdV.jpg

Statistics:

Final assembly: 531 parts

Phase 1: (The Lander): 474 for Mk I and 464 for MK II.

Phase 2: (The Tanks): 653 parts.

Phase 3: (The Core): 605 parts.

Phase 4: (The Drive): 622 parts.

Action Groups:

2: Solar Panels (all Stages)

4/5/6: Docking Port Shields (Tank)

0: Lander Retro rockets

IMPORTANT NOTES

Due to the high parts count, I recommend reducing the time spent on physics to 0.03 if your computer has a hard time handling the launches. (Title Screen, Options, First tab, Physics delta time set at 0.03) At least until the 0.22 Optimization pass... CANT WAIT for that :)

Final Staging should be rearranged as follows

Stage 6: 7 nuclear engines + 6 Skipper engines + 6 base retro Rockets that can be toggled on/off, action group 0

Stage 5: Skipper engine separation.

Stage 4: Base de-orbiter engines.

Stage 3: Base de-orbiter engines separation.

Stage 2: Base Parachutes.

Stage 1: Base Retro Rocket Decouplers.

Stage 0: Base wheels / Parachute support Decouplers

This setup will be mostly as is, it is a simple matter of making sure everything is where it should be.

- Make sure to turn off the Base retro Rockets after Phase 1 (The Lander) as achieved orbit, Action Group 0).

- Phase 3 (The Core) had to be upside down, just target the central topmost docking port and select "control from here".

- Make sure to empty as much RCS fuel from the 3 Phase 1 (The Base) tanks before landing.

- OPTIONAL: In stage 2 and 4 you can opt to move the fuel to the Agamemnon tanks and detach the last ring of main boosters (on the phase 2 module this should be accomplished before detaching the 6 auxiliary Skipper Engines) for increased maneuverability and efficiency.

- The 6 Skipper engines used as a Kerbin SOI escape assist can be kept if the user doesn't mind draining from the space station reserves.

- I have not tested the Desert Rose Base on high gravity worlds that don't have an atmosphere like Tylo so I am unaware of its capacity on land on that moon.

Tips for multi ports docking

- Separating multi-docked sections: always start with the 6 outer docking ports then undock the central one. No action groups were created to prevent accidental separations mid-flight, there were not enough action groups available, and it doesn't work very well regardless.

- Should the outer ports be misaligned just undock back up 10-20 meters rotate to align the ports then re-dock Make sure all the ports are docked properly, if its says "undock" when right clicking the docking ports its OK

Phase 1 Brings up the Desert Rose lander. Some changes were made to this phase which are not shown in this image, a control pod was attached to the fuel tank so you can opt to dump the excess fuel in the main tanks once those are brought up :)

rAu2IEB.jpg

Phase 2 brings the station tanks up, the user can decide to transfer the fuel and dump the last ring of Mainsails before docking for better maneuverability and efficiency, (NOT staged like this by default). But it will do its job regardless. 6 extra RCS ports used to assist in docking can be dumped (recommended to lower parts count).

f1180lk.jpg

OPTIONAL: In stage 2 and 4 you can opt to move the fuel to the Agamemnon tanks and detach the last ring of main boosters (on the phase 2 module this should be accomplished before detaching the 6 auxiliary Skipper Engines) for increased maneuverability and efficiency.

EsBUMfF.jpg

Phase 3 launches the station core, which contains a bit of fuel, the control module and habitat ring, just be careful to set the control point on the central topmost docking ports (because it had to be mounted upside down). It is also the easiest module to dock due to the ample RCS fuel reserves.

rHJlv1E.jpg

Phase 4 is last but certainly not the least: the Interplanetary Drive module. The 6 Skippers used as an escape assist from Kerbin's SOI can be dumped for efficiency, or refueled for a quicker escape if you don't mind draining from the station reserves. I also gave the option to detach the fuel lines (by detaching the decouplers they are tied to).

WtqDO37.jpg

Here we see the afore-mentioned optional detachment of the Kerbin SOI escape engines. Once at the destination of your choice decouple (6 outer then the inner docking port) the station and Base from the drive system.

JQuyPIZ.jpg

Base Deployment!! Now that you have a Space Station in orbit, time to land the base! just remember to bring some Kerbals along! Helps if you pop a tire or 2 on a rough landing. :P

32wNKyT.jpg

The .craft files (Updated for .25).

http://www./download/a5sdhqvca5shzuo/Agamemnon_ships.zip

Links to other Shared projects I have created:

The Hydra Class Modular Tug: http://forum.kerbalspaceprogram.com/threads/60542-A-fuel-freighter-tug-to-fit-any-need-the-Hydra-Class-Modular-Tug

The Desert Rose Planetary Base: http://forum.kerbalspaceprogram.com/threads/50670-The-Desert-Rose-Duna-Base-D

The Minotaur X-Light Fuel Tanker: http://forum.kerbalspaceprogram.com/threads/51994-The-Minotaur-class-X-Light-fuel-launcher-%28with-tank-tug%29

The Tiny Titan Medium Tanker: http://forum.kerbalspaceprogram.com/threads/51117-The-Tiny-Titan-Medium-Tanker-%284-orange-tanks-to-LKO%29-%29?p=667613#post667613

The Farscape Launchpoint Station: http://forum.kerbalspaceprogram.com/threads/50344-I-present-to-you-the-Farscape-Launchpoint-Space-Station-%29

The Hercules 9 MkIIa and b Heavy Tankers: http://forum.kerbalspaceprogram.com/threads/50985-The-Hercules-9-Mk-IIa!-This-puppy-will-bring-about-9-2-orange-tanks-to-a-90KM-orbit

Planceception: http://forum.kerbalspaceprogram.com/threads/59489-Planceception!-A-plane-Within-a-plane-Thanks-Spootyman-for-your-awesome-video-of-it

Edited by Arendey
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@ Reapercore I doubled checked, everything works in 0.21.1 even went as far as re downloading the game and importing the ships to a new save file (with the files downloaded from mediafire to make sure those were not corrupted), works fine, even my brother has no problems with the ships. The only suggestion I can think of is updating the game to 0.21.1

Edited by Arendey
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Hueh hueh hueh :D Docking ports on fusion engines

Anyway, YES! Moar of your amazing crafts :)

LOL well yea... if there would have been decouplers between the ports and engines it would sometimes break apart besides it lowers the parts count, and since the ports just safely burn away, there's no harm done (unless someone docks a ship there :D )

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  • 6 months later...

I've also made a 2 part video featuring this ship on a mission to survey the entire Joolian system :D Should anyone want to see it here's the 2 part playlist:

Hope you people enjoys this :)

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  • 6 months later...

Updated for .25, lowered the parts count for all 4 launcher, made the staging slightly better, and removed the need to burn the docking ports off of the nuclear engines. Also made a second version of the lander, using the new swept wing (in case the old ones will be among the parts that will be retired).

Edited by Arendey
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  • 2 years later...

That used to be a link to a certain download site before they were blocked a while ago, due to having less than family-friendly adverts at the time. I'm reluctant to fix the link until I can find out whether that's changed.

After a little test, I can also confirm that while the Agamemnon Core craft loads, there have been enough changes to parts and aerodynamics, that it's a little broken. Getting it into space would be more a matter of luck than skill without some re-engineering, and perhaps a reconstruction of the booster stages. The 1.25m SAS unit is now a 62.5cm reaction wheel, and the probe core is upside down, to name just two problems with the current build.

I'll leave the thread open in case @Arendey wants to come back and fix it, but until then it looks like this craft pack is pretty much dead.

This is totally unaffiliated with Squad, but you could try the community-run kerbalx.com if you're looking for craft to download. Some of the craft there can be quite epic in size and CPU-hogging ability. (Warning, this particular craft is certainly not a beginner's vehicle and is a bit.... finicky to get into space without rapid unplanned disassembly)

 

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  • 1 month later...
10 minutes ago, Aerostar Research said:

Awwwwwwwwwwwwwwwww to the 60th power

In any case, if they came back to update the design it would look very different. It uses nuclear engines from back when nuclear engines still used LFO instead of pure liquid fuel, and who knows what else would have to be drastically changed.

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