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The Versatility Marathon Challenge


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Here is another option you guys may consider using to help land the Seismic Actuator on the surface of Moho. You can use these nice radial decouplers that don't leave junk on the tank and attach some landing engines to them as well. I actually like this method over my first option with the top and bottom landing engine design. This design is 98 parts total.

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You get -10 points if you DO draw fuel from the SA fuel tank.

Therefore DO NOT use fuel lines to draw fuel from the SA fuel tank.

I'm confuse... OK lets put it this way.

I insisted to use fuel line to draw fuel from the SA fuel tank. I get -10points penalties. Is that Ok?

BTW, My design consist of science modules with rovers attach together to SA, and mounted 2 external seat for crews. Thats 156 part count. (Per SA)

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I'm confuse... OK lets put it this way.

I insisted to use fuel line to draw fuel from the SA fuel tank. I get -10points penalties. Is that Ok?

Yeah, you'll just get the -10 points for each SA that lands without full fuel.

I posted 2 different options of designs that avoid this.

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Yeah, you'll just get the -10 points for each SA that lands without full fuel.

I posted 2 different options of designs that avoid this.

Thanks. I'm willing to take that -10 points penalties... That really really makes my life much much more easier...

Appreciate that.

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Hodo, try uninstalling the game, back up all of your save data. Then reinstall the game. Try doing a dock with an all stock install and test your system to see what the max part count is. Also try launching a 600 part ship, if you get 10 fps, that's fine. Run some KSP stress tests to see what your computer does. Then once you have a baseline to work with, reinstall 1 add-on at a time starting with the parts add-ons. If any of the mods cause a significant reduction in performance or cause the issue to repeat, then don't use that mod.

You should be able to launch a 600 part ship with no problems and dock 2 400 part ships in orbit with no problem. Your frame rate will be low, but that's expected.

I tried that already. The funny thing is even in the base KSP when I dock 3 or more things together it locks up. It doesn't do it in .21 which I have a backup of on my computer. But only does it in .22. I have a 450part SSTO that I made a long time ago that works in the game, it doesn't lock up. I have put to of them together on the runway and docked them with KAS and no crash. But as soon as I tried to dock a third anything it crashes.

So I am going to experiment some more this week and see if I can find a work around. The thing is I don't think my SP-406 has the fuel to get to Moho so I am going to have to design a new ship and see if I can get it to work in place of the current design. Eitherway I am looking that the -20%, but I don't mind not in this challenge to be number 1, in it to have fun, and that it is.

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Here is another option you guys may consider using to help land the Seismic Actuator on the surface of Moho. You can use these nice radial decouplers that don't leave junk on the tank and attach some landing engines to them as well. I actually like this method over my first option with the top and bottom landing engine design. This design is 98 parts total.

Those radial boosters are a bit much for Moho. The gravity there is half of Kerbin, you could get away with LV-909s and save weight. Additionally seeing as it is landing and isn't needed to get back into orbit you could go with less fuel. You should only need about 700d/v to land it maybe 1000.

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Those radial boosters are a bit much for Moho. The gravity there is half of Kerbin, you could get away with LV-909s and save weight. Additionally seeing as it is landing and isn't needed to get back into orbit you could go with less fuel. You should only need about 700d/v to land it maybe 1000.

Yeah, I figured that, I'll just have to do a test run and check. I just wanted to show the possibilities to everyone so you all know what's acceptable to do without point losses.

Also, your system lockup with docking seems very odd. It sounds like it's locking up because it isn't completing the switch to the main ship after the docking is complete. There's going to be a long pause when docking high part count ships together. Either that or it doesn't know which ship command module to switch to.

Edited by 700NitroXpress
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There's going to be a long pause when docking high part count ships together. Either that or it doesn't know which ship command module to switch to.

It still does this even with no command module on the docking part.

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[VMC-2 Mission Update]

The VIC-20 has been refueled and boosted to a 90km orbit with its refueler's engine. A second launch added two fuel modules. The third and fourth launches carried up the Eve surface return vehicle and another VIC-20 refueler. With 43 days remaining until the Eve window, design will now focus on the science package and crew lander.

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Found the problem, and fixed it. Unfortunately it required a complete redesign of the main ship, but it fixed the problem. As long as I don't stack docking, one into another into another, I can dock to either side of the core ship. It is ugly as sin but it works.

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I'm thinking of starting this challenge myself, here is a candidate for the core module that I'm developing..C:

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Named Titania and weighting almost 28 tons, this long range OTV is designed for expandability, ease of use and good range with many payloads attached. The crew consists of 2 pilots that work in 6hr shifts in the cupola module, and spending the rest of their time in the luxury that their centrifugium habitat provides. The habitat can also entertain 3 more kerbals, for a total of five for the OTV.

Power is provided by a trio of solar panels, designed to work with good efficiency even as far as the Jool system. Titania has its own RCS system, and a high efficiency thermal nuclear engine is used to provide about 3k ÃŽâ€v at a modest 0.6 TWR in vacuum. Lastly, scalability is provided by 5 docking ports, 2 for 2,5m modules and 3 for 1,25m.

What do you think guys, can this work?

Edited by Dante80
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I'm thinking of starting this challenge myself, here is a candidate for the core module that I'm developing..C:

What do you think guys, can this work?

I like the design, my only issue is with that modded nuclear engine. It would have to have the same power and efficiency as a stock engine. I believe Hodo was the one that wanted to use one of these engines and I made him nerf it a little. My concerns with engines is that the mod engines can have an unfair advantage over stock engines. All other modded parts should be fine to use tho.

Also, what's that fancy blue part under your 4000 electric charge battery?

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That's right... someone brought up the modded nuclear engine at some point. Once 0.23 comes out we'll have stock SABRE engines so then they'll be in the game for everyone.

Looking forward for it...can we have a 'free' chances of changing our core-ship? I find there are problem with my core-ship, it randomly explode when I switch to play it.

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Well landed on Moho...

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And have a crew on the other side of the planet.

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I will post a mission report when I complete Kethane mining and refueling operations of the DX-2 and the mission. Burned more fuel than I planned on the intercept with Moho. Called for just over 5k d/v I ended up burning close to 7k becuase of the horrid intercept system in KSP. If I used mechjeb this would all be so much easier.

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Looking forward for it...can we have a 'free' chances of changing our core-ship?

Nope, only free if it's destroyed by the Kraken. This is the main part of the entire challenge, keeping the same ship throughout all of the missions.

Well landed on Moho...

Awesome job.

For Moho intercept, can we use the Sun for slowing us down?

I don't see why not. Go ahead.

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I like the design, my only issue is with that modded nuclear engine. It would have to have the same power and efficiency as a stock engine. I believe Hodo was the one that wanted to use one of these engines and I made him nerf it a little. My concerns with engines is that the mod engines can have an unfair advantage over stock engines. All other modded parts should be fine to use tho.

Also, what's that fancy blue part under your 4000 electric charge battery?

Its a capacitor holding some ec for emergency purposes.

Regarding the nuclear engine, if I get the ISP down to 800s and have the same TWR with the stock LV would it be ok? I think that the part is already well balanced, but its also very easy to do the adjustments needed to qualify.

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Its a capacitor holding some ec for emergency purposes.

Regarding the nuclear engine, if I get the ISP down to 800s and have the same TWR with the stock LV would it be ok? I think that the part is already well balanced, but its also very easy to do the adjustments needed to qualify.

Yeah, just make it equal in power for now. If there's something new that comes out with 0.23 then you can power it up to match the new stock parts, but I do want to keep all of engine power and ISP equal to the stock engines.

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Land a science team at both science gear locations: 100 points

...

Science machine minimum weight is 5 tons.

Can I assume the science team at 'Site A' can be in a regular lander? If the lander has a seismic accelerometer, is that sufficient science for this experiment?

Can the science machine at 'Site B' be the lander that brings the science team? Again, is the seismic accelerometer sufficient science?

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