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The Versatility Marathon Challenge


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SC-9001 Science Jr.

Mystery Goo

Double-C Seismic Accelerometer

PresMat Barometer

GRAVMAX Negative Gravioli Detector

2HOT Thermometer

Communotron 88-88

The science package is meant to look cool and not return to orbit, so have fun with the designs. Putting it on a rover body may help if you land off target.

Now that I see this post, I am not sure if my science package has everything. I wasn't sure if it needed everything. I am sure I have most of that, not sure about the science jr. though. Or if it is 15 tons.

Yep just as I feared no SC-9000 and it only weighs in at 3 tons.

I can't reload a save because I have already saved when I got there, and doing this mission again is not going to happen. Took 3 hours just to get to Eve and thats with time acceleration on. Hell it was a 3 hour and change burn.

Edited by Hodo
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Now that I see this post, I am not sure if my science package has everything. I wasn't sure if it needed everything. I am sure I have most of that, not sure about the science jr. though. Or if it is 15 tons.

Yep just as I feared no SC-9000 and it only weighs in at 3 tons.

I can't reload a save because I have already saved when I got there, and doing this mission again is not going to happen. Took 3 hours just to get to Eve and thats with time acceleration on. Hell it was a 3 hour and change burn.

I fear this happened to me. So, I read multiple times the mission requirement. And try to make clear everything before the launch of my craft.

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I fear this happened to me. So, I read multiple times the mission requirement. And try to make clear everything before the launch of my craft.

Yeah my goal was to honestly keep the parts count down and the shape. I don't like uneven looking craft, its a personal thing.

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Thank you very muchï¼Â

16.59 tons...please approve that this rover meets the mission requirement.

Descending to Eve will be 3~4 tons, cause all fuel will be transfer out before descending.

This looks good. Although I'm not sure how well those wheels will work on the inside, if they're clipping into each other then that could cause issues. But, if you've test driven it, then no worries.

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Now that I see this post, I am not sure if my science package has everything. I wasn't sure if it needed everything. I am sure I have most of that, not sure about the science jr. though. Or if it is 15 tons.

Yep just as I feared no SC-9000 and it only weighs in at 3 tons.

I can't reload a save because I have already saved when I got there, and doing this mission again is not going to happen. Took 3 hours just to get to Eve and thats with time acceleration on. Hell it was a 3 hour and change burn.

If you forgot 1 thing, then that's fine.

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If you forgot 1 thing, then that's fine.

The other problem is it isnt 15 tons. The probe that I have attached is only 3 I think, 4 at most. But it has all the communication equipment, I have to have it due to Remote Tech 2, and the science gear minus the SC-9000.

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TML is hammered. I'm like six martinis in.

Trying to design a craft that will lift four Kerbals from the surface of Eve to Low Eve Orbit.

Any suggestions would be appreciated.

TML

My previous version Eve llifter only able to lift 1 kerbal from Eve-sea level... I'm struggling to bring 4 up too.

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Yeah I realized the probe lander I sent wont be able to land with my lack of skill and Remotetech2. Not on that island maybe if I used Mechjeb I could do it. But programming the flight computer to deal with the 74 second delay is... uh... challenging to say the least. So I am sending a follow on vessel the XI-3 packed with 4 more kerbals and a lander to act as a on site mission control to cut down on the signal delay and intermittent signal loss.

On the up side, my improvements to the XI class of Ion powered long range vessels has grown quite a bit. The XI-3 has 9000d/v and a TWR of .57:1 when using all four nukes and 8 ion engines. Or just a .14:1 with just the Ions, but as long as it is at least 45deg facing or away from the sun, it will not run out of battery power.

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Your core craft has to be all one piece with nothing docked to another docking port. The majority of the ship is fine except for those 2 attachments that you already have docked to it, those need to come off. The engine on the bottom is fine now. Remember that, if you decide to bring along satellites and things like that, they have to go wherever the core ship goes due to the rules. I would recommend attaching them later after you do the shakedown run to Mun and back to LKO.

Edit: Actually, if those attachments are like docking assistants or something like that and they're meant to be permanently docked with the ship and act as orbital tugs, then they can stay, but they will need to always be with the core ship.

Oh balls... I just did all of mission one with it like it is. I can of course bring up all of those individual modules separately but its just time consuming. I actually designed it like this because I thought the core craft alone had to complete mission 1 without add on craft being launched. Like I said, I can rerun the mission if you want.

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Oh balls... I just did all of mission one with it like it is. I can of course bring up all of those individual modules separately but its just time consuming. I actually designed it like this because I thought the core craft alone had to complete mission 1 without add on craft being launched. Like I said, I can rerun the mission if you want.

Well, in accordance with the rules, you'll need:

1. The core craft in orbit with nothing attached. Screenshot of it in LKO.

2. Shakedown run to Mun and back to LKO. Screenshots of that.

3 After 1 and 2 are complete, then the core craft is approved for missions.

4. Complete screenshots of the mission loadout and execution of the mission objectives.

These tasks will need to be completed and approved in that order.

Your add on craft are your mission critical modules. You'll need to carry different modules for each mission. The core craft is meant to be designed without the knowledge of what is needed for the first mission. Since you came in after Mission 01 was already posted, your seeing the start of the challenge differently than the rest of them who've been here from the initial post. I'm sorry for the confusion.

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The other problem is it isnt 15 tons. The probe that I have attached is only 3 I think, 4 at most. But it has all the communication equipment, I have to have it due to Remote Tech 2, and the science gear minus the SC-9000.

Since it isn't at the weight requirement, I'll have to subtract 10 points then, you'll still be able to complete the mission.

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Well, in accordance with the rules, you'll need:

1. The core craft in orbit with nothing attached. Screenshot of it in LKO.

2. Shakedown run to Mun and back to LKO. Screenshots of that.

3 After 1 and 2 are complete, then the core craft is approved for missions.

4. Complete screenshots of the mission loadout and execution of the mission objectives.

These tasks will need to be completed and approved in that order.

Your add on craft are your mission critical modules. You'll need to carry different modules for each mission. The core craft is meant to be designed without the knowledge of what is needed for the first mission. Since you came in after Mission 01 was already posted, your seeing the start of the challenge differently than the rest of them who've been here from the initial post. I'm sorry for the confusion.

Okay, just to be brutally clear.. Launch the core station into LKO. Screenshot. Then launch whatever essential equipment needed to complete the "Exploring the Neighborhood" mission (satellites, rovers, landers, etc...) Screen shot of the mission critical points. Return core station to LKO, screen shot of tracking station?

Thanks for the details.

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Eve 4 crews lifter...done.

*whistle* That thing looks like a death trap! I would recommend you turn infinite fuel on and go test its descend and ascent on EVE before you commit to it. I don't believe it will survive the landing (maybe unless its perfectly flat) and I don't think it will be able to ascend without some control surfaces, though you might have enough torque.

Also, remember to take into account that the 4 kerbals way .09 (90kg) each in the chairs. Changes your Delta-V by a surprising amount. How much does the whole thing weigh in at?

I'm aiming for a more modest 1 kerbal escape. Thats probably all I can manage haha.

screenshot57.png

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Okay, just to be brutally clear.. Launch the core station into LKO. Screenshot. Then launch whatever essential equipment needed to complete the "Exploring the Neighborhood" mission (satellites, rovers, landers, etc...) Screen shot of the mission critical points. Return core station to LKO, screen shot of tracking station?

Thanks for the details.

Screenshots:

1. Core craft in LKO with nothing attached.

2. Launch up critical gear and attach everything you'll need.

3. Screenshots showing completion of mission parameters.

4. Screenshots showing completion of bonus point objectives.

5. Screenshot of core craft in LKO after mission is complete.

Rinse and repeat screenshot steps 2 through 5 for all future missions and you're good to go.

A screenshot of the debris in the tracking station is useful to verify the orbital debris penalty.

A screenshot of the satellites orbiting the moons is useful to see all of the satellites deployed and their orbital paths.

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Since it isn't at the weight requirement, I'll have to subtract 10 points then, you'll still be able to complete the mission.

Not worried about it. I may send a second craft, XI-3 packing more kerbals and acting as a mission control in orbit of Eve to help with the decent. And I may send an additional correctly weighted probe, or manned lander.

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Welcome back. How is your Eve lifter going?

Did some modification, especially the parachute....not slow enough to land on Eve chemical sea, and add-in small amount of fuel...180 units.

Below are from 822m altitude.

I'm thinking on using one of my super lifter designs and making it smaller and built for endurance. Then add some pontoons to it. When I do the initial landing it will be on the island. The escape vehicle will land in the ocean. Then I might also build a small boat to take the crew over to the escape vehicle.

Your craft looks like it works tho, so that's good.

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I'm thinking on using one of my super lifter designs and making it smaller and built for endurance. Then add some pontoons to it. When I do the initial landing it will be on the island. The escape vehicle will land in the ocean. Then I might also build a small boat to take the crew over to the escape vehicle.

Your craft looks like it works tho, so that's good.

No need boat...Kerbal swims pretty fast there.

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