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Rescue mission - stranded on the Mun


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An accident during a routine landing left Bill Jeb and Bob stranded on the Mun.

They lost both propulsion and parachute.

oiF5P.png

Your task is clear - bring them and their saviors back to Kerbin alive.

You may use any parts you want, excepting cheat parts, try respecting laws of physics. Rolling of the command module is allowed.

The task may be accomplished in stages: e.g. Mun to Kerbin orbit using one craft, de-orbiting and return by another one. Or everything in one run.

I encourage saving the game regularly in order to protect your sanity.

Just be creative and consider that Kerbal language doesn\'t have a word for impossible. Nor any other words as far as I know...

Post screens and a description.

This challenge is very similar to the one proposed by trbinsc some time ago.

Unfortunately it has not attracted much attention.

My solution is in the spoiler.

I designed a light HTVL rescue vehicle using stock parts and the cart plugin by Tosh.

DUBzv.png

the trick is in placement of landing struts/legs.

2ylUt.png

The mission ready for liftoff.

5PRAS.png

Uneventful liftoff, Kerbin orbit injection, trans Munar injection in progress.

5YLd7.png

The survivors are in a crater on the near (0.14.0) or far (0.14.1) side of the Mun.

iIPbB.png

Deploy the landing saving struts.

Get as low as possible on the 3rd stage, get rid of it and the counter-weight decoupler close to the surface.

Save as much fuel as you can for the return trip.

D6tj5.png

On the surface. The cart with the radial decoupler is facing down.

etiKf.png

Drive to the crash site.

eZOOy.png

Position the rover.

OdxYW.png

Close the landing struts while pushing the nose of the rover down.

This needs to be done carefully and particularly accurately.

Inaccuracy results in the struts breaking off.

B9FGL.png

Gotcha!

d82El.png

Roll the craft using RCS to get the captured command module up.

XGSd3.gif

The command module should be as close as possible to the longitudinal axis of the rover.

This reduces the tendency of the craft to rotate because of moment of force while applying thrust. (I like the way this is simulated)

1Gxyb.png

Decouple the now-on-top cart and find a ramp to take off.

There is a convenient mountain range north east from the crash site.

uq5qP.png

Go easy on the thrust.

When you reach a stable trajectory it\'s probably the last chance to save the game.

1) Loading of saves made later in the flight always resulted in an incorrect relative position of the rover and the retrieved command module.

They often collided and sometimes exploded.

2) Sometimes the status of one or both of the crafts does not update after take-off in close contact. They stay 'landed'.

Opening the landing struts and increasing the distance between the rover and command module helped to solve this.

V2yMr.png

kxUQZ.png

Say good bye to the Mun and prepare for a long trip.

It is not possible to accelerate the time more than 2x.

If you do, you\'ll loose the contact between the rover and the CM.

When you get to Kerbin SOI, adjust your periapsis to ~30km.

7IYfP.png

Aerobrake over Kerbin.

Keep the craft retrograde when the chute deploys, otherwise it rips the rover apart.

cXn7B.png

If you have some fuel left, use it to slow the descent down.

If not, ...don\'t ask.

0P79A.png

NGJia.png

If everything went well, both crews will have survived.

KxzRR.png

SxRR0.png

Looking forward to other solutions. :)

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That is a brilliant design!

and i am curious: how to set up those claws so that they can hold things firmly. i frequently find that the item just slips out of the claws and my only solution is: keep accelerating so that the item will not leave.

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I am rarely impressed by challenges these days, but this one... brilliant.

Can\'t wait for actual proper docking function that will allow all kinds of epic things. I mean, think of this with proper ability to (re)dock objects and with a manipulator arm or something. I mean sure, it would be less Kerbal than this, but it would also not require a return trip at 2x max etc.

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My solution is in the spoiler.

I designed a light HTVL rescue vehicle using stock parts and the cart plugin by Tosh.

DUBzv.png

the trick is in placement of landing struts/legs.

2ylUt.png

The mission ready for liftoff.

5PRAS.png

Uneventful liftoff, Kerbin orbit injection, trans Munar injection in progress.

5YLd7.png

The survivors are in a crater on the near (0.14.0) or far (0.14.1) side of the Mun.

iIPbB.png

Deploy the landing saving struts.

Get as low as possible on the 3rd stage, get rid of it and the counter-weight decoupler close to the surface.

Save as much fuel as you can for the return trip.

D6tj5.png

On the surface. The cart with the radial decoupler is facing down.

etiKf.png

Drive to the crash site.

eZOOy.png

Position the rover.

OdxYW.png

Close the landing struts while pushing the nose of the rover down.

This needs to be done carefully and particularly accurately.

Inaccuracy results in the struts breaking off.

B9FGL.png

Gotcha!

d82El.png

Roll the craft using RCS to get the captured command module up.

XGSd3.gif

The command module should be as close as possible to the longitudinal axis of the rover.

This reduces the tendency of the craft to rotate because of moment of force while applying thrust. (I like the way this is simulated)

1Gxyb.png

Decouple the now-on-top cart and find a ramp to take off.

There is a convenient mountain range north east from the crash site.

uq5qP.png

Go easy on the thrust.

When you reach a stable trajectory it\'s probably the last chance to save the game.

1) Loading of saves made later in the flight always resulted in an incorrect relative position of the rover and the retrieved command module.

They often collided and sometimes exploded.

2) Sometimes the status of one or both of the crafts does not update after take-off in close contact. They stay 'landed'.

Opening the landing struts and increasing the distance between the rover and command module helped to solve this.

V2yMr.png

kxUQZ.png

Say good bye to the Mun and prepare for a long trip.

It is not possible to accelerate the time more than 2x.

If you do, you\'ll loose the contact between the rover and the CM.

When you get to Kerbin SOI, adjust your periapsis to ~30km.

7IYfP.png

Aerobrake over Kerbin.

Keep the craft retrograde when the chute deploys, otherwise it rips the rover apart.

cXn7B.png

If you have some fuel left, use it to slow the descent down.

If not, ...don\'t ask.

0P79A.png

NGJia.png

If everything went well, both crews will have survived.

KxzRR.png

SxRR0.png

Looking forward to other solutions. :)

Wow, I hope you realize that you have discovered a way to build very different kinds of rockets/landers?

screenrmr.png

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Hi Awaras, the lander looks great.

Wow, I hope you realize that you have discovered a way to build very different kinds of rockets/landers?

screenrmr.png

Yes I do. You can create all kinds of possible designs this way. And also impossible ones (using symmetry) where some the attached parts are not actually in physical contact with the rest of the craft.

It would be helpful if we could influence thrust of motors using pitch and yaw commands.

(At the cost of possible imbalance caused by unequal consumption of fuel in symmetrical tanks.)

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  • 1 month later...

I just rescued my rover from an munar orbit after it ran out of fuel. Easy to capture, but being limited to 2x makes these rescues take wayyyyy to long. Maybe with docking, it\'ll make it more bearable. On a sidenote, these rookies pilot have no backbone. 8)

rescue%201.png

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