Jump to content

0.23 MUNRAKER (formerly Munshine V) Apollo-style Mun rocket under 200 parts!


Wayfare

Recommended Posts

KbijiQI.png

Banner by drummerguy103

Awesome rockets for awesome people!

Introduction

Continuing our upgrade to KSP version 0.23, Wayfare AE&KA is happy to announce the re-release of the Munraker Apollo-style Mun rocket! Formerly known as the Munshine V, its name caused all sorts of confusion with our Munshine family of lifters so we went and re-named it after the very topmost sail of a square-rigged ship (and a fairly awful Bond movie). Key updates in this version include pre-set lifter engine gimbals, no external RCS tanks and a pyrotechnic Munar Module de-orbit system. It also has a lot of hyphens in the introduction! Its core strengths remain unchanged: less than 200 parts on the pad, a post-launch mission profile managed by action groups, fairly generous amounts of fuel in each part of the craft and potentially leaving zero debris in orbit once you're done.

Notice: the Munraker no longer has the probe cores on the third stage and Munar Module that the old Munshine V featured. By using a free-return trajectory and pyrotechnic Munar Module jettison, the mission profile still leaves no debris in orbit.

gXyyxqZ.png

Download

Munraker - 189-part Apollo-style Mun rocket with LES and rover.

Action Groups

Notice: the Munraker uses common staging until reaching a Kerbin parking orbit. It is highly recommended that you lock staging at this point to prevent you from triggering the "master mission stage" that will set off all kinds of mission-ending explosions.

Abort. Shuts down all liquid-fueled engines, decouples CM from rest of craft and fires the LES boosters.

1. CSM Separation. Decouples the CSM from the MM and activates the CSM docking light.

2. Third Stage Separation. Decouples the third stage from the MM.

3. Cruise Mode. Decouples the CSM engine shroud, activates the CSM engine and extends CSM solar panels.

4. MM Descent Mode. Undocks MM from CSM, engages MM landing lights, engages MM descent engine, extends MM landing legs (you may need to press "G" to nudge them along as the action group trigger is bugged).

5. MM Surface Mode. Extends MM ladder, disables MM landing lights and descent engine, engages MM floodlights.

6. Rover Deployment. Engages brakes on rover wheels and decouples rover from MM.

7. MM Ascent Mode. Retracts MM ladder, disengages MM floodlights, activates MM ascent engine and decouples MM ascent stage from descent stage.

8. MM Jettison. Undocks MM from CSM, disengages CSM docking light and fires MM de-orbit pyrotechnics.

9. SM Jettison. Decouples SM from CM, retracts SM solar panels.

0. SM Parachute Deployment. Deploys SM parachutes, as its endearingly straightforward name suggests.

Pictorial Mission Manual

Launch & Trans-Munar Injection

uM1rFgG.png

Set throttle to 100& and engage SAS, then STAGE to launch. Climb to roughly 5,000 meters and begin your gravity turn by tilting 10 degrees due East. Continue to turn gently, hitting 45 degrees as you reach 500m/s of velocity. STAGE to drop the first stage and engage the second. Aim to be horizontal as you reach 1100m/s. STAGE to jettison the Launch Escape System. Keep burning until your Apoapsis hits 120km, then cut throttle. STAGE to drop the second stage (it may still have fuel in it, that's OK). Circularize using the third stage. Lock staging at this point to prevent awful mishaps or you will not go to the Mun today. Burn for the Mun using the third stage. Achieve a free return trajectory if you wish to leave no debris in orbit.

Transposition, Docking and Extraction

7kPdKii.png

Orient the craft either Normal or Anti-Normal (0 or 270 degrees on the navball's horizon). Detach CSM from the stack using Action Group 1. Translate CSM slightly forward, then yaw 180 degrees and dock back onto the MM. Separate third stage using Action Group 2. Translate backwards away from third stage. Engage cruise mode by using Action Group 3. Gently move out of the debris' path by translating slightly sideways.

Munar Capture & MM Separation

QhzSMDd.png

Perfrom any correction burns you feel necessary. Aim for a 35km Mun Periapsis above the equator (fuel reserves will allow more delta-v intensive landing patterns but these are untested). Circularize, then EVA two crewmen to the MM. Detach MM from CSM and engage MM descent mode using Action Group 5. Curse the buggy action group and extend landing gear manually (sigh). Gently translate MM away from CSM. Look at MM from CSM IVA and comment that "somebody's upside-down".

Munar Landing & Surface Frolicking

ch3M8QQ.png

While on the far side of your desired Munar landing site, orient MM retrograde and burn to reduce Periapsis to 15km. Proceed to Periapsis and burn to de-orbit, keeping to the rule of thumb that every 1km of altitude equates to 10m/s of surface velocity. So at 10km, aim to be at 100m/s; at 9km, aim to be at 90m/s; and so forth. Watch the surface for the reflection of the MM landing lights, it will show up at roughly 1000 meters surface altitude. Manage your speed gently and eyeball the final descent. Once landed, engage MM surface mode by using Action Group 5. Depart MM, plant flag, say something profound. Make sure second man out deploys rover before leaving MM by using Action Group 6. When mounting rover, brakes will need to be manually activated and de-activated before movement is possible. Frolick about on the surface until ready to return to MM.

Munar Ascent & MM Jettison

zR9YioU.png

Return crew to MM, engage SAS, throttle to 100% and engage ascent mode using Action Group 7. For best results, take off as CSM is directly overhead in a circular 35km orbit, turn MM to 45 degrees at once, halfway from there to horizontal as you reach 150m/s velocity, and fully horizontal at 300m/s velocity. Burn until Apoapsis reaches 25km. You should be able to get a pretty close encounter with the CSM if you burn at Apoapsis to 35km. Fine-tune encounter and rendezvous to within 700 meters or so. Perform docking maneuver with either MM or CSM. Transfer MM crew back to CSM, orient CSM retrograde and pyrotechnically de-orbit MM using Action Group 8.

Return to Kerbin

QSy4KnB.png

Return to Kerbin using a single burn, bringing Periapsis down below 30km. Once CSM is under 100km altitude, orient retrograde and jettison SM using Action Group 9. Come screaming through atmosphere inside a fiery shroud of burning plasma. Deploy parachutes using Action Group 0 once CM has slowed down below 300m/s. Enjoy teeth-rattling parachute shock and "soft" landing. Pose for awesome photo-op afterwards.

Link to comment
Share on other sites

  • 4 weeks later...

Hey, have loved using this in the past-

do you have another DL link for it? The one above is giving me a corrupted ZIP file.

Thanks!

EDIT: NM, uninstalling 7-Zip corrupted my system, had to go back and reset folder configs and reboot. Thanks for a great stock rocket!!!

Link to comment
Share on other sites

  • 3 months later...

I've been away from the game for a few months. Loaded it back up this morning to see if my orbiting muscles are still intact. Of course, I looked up my absolute favorite Apollo style craft to test myself out on. (I probably flew Munshine 20 times.) Had a blast flying to the Mun and back. Thanks Wayfare, for such a great, easy vessel to fly. I love it every time.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...