the_sky_calls: (Default)
With the Visual Orbital Survey complete, I turned off that antenna and tuned on the other to start the Region survey.

The terrain in KSP1 was more distinct than here in KSP2, having several large craters. I would have hoped for something more like the real world analogue of Mars with plains, mountains, volcanoes, and canyons. At least visually from orbit it now seems much more homogeneous. Perhaps once I get to more areas on the surface, I will see more unique terrain. The area around the Monument does seem not-boring.


the_sky_calls: (Default)
It wasn’t very long after working with my Moho rover that the Orbital Survey of Moho’s Regions completed.

The planet is mostly a mix of Lowlands and highlands, with the highlands representing the tops of hills and crater rims. They are mixed almost evenly across the terrain. If you are in one, it won’t be too far to get to the other.

There is a very large impact basin in the southern hemisphere designated as Degraded Crater. And on the western edge of that basin is another crater labeled Concentric Crater. It seems kind of backwards. The large basin having several concentric rings inside while the smaller crater is the one called concentric. And comparing this to the Visual scan, there are plenty of other craters around the planet much more degraded.

On my maps I’m going to label it the other way, with the concentric crater being labeled Concentric.



the_sky_calls: (Default)
It’s 14 days after the probe’s arrival in Moho’s orbit and the orbital path is taking it over the landing zone I have chosen. I had expected it to take much longer but here we are. It is approaching local sunset but because Moho ‘s day is nearly as long as its year, I should have enough daylight to complete my mission.

My target is to the west of the large impact basin and to the north of a large crater on the edge of that basin, the confluence of two science regions. That area also has two additional regions so, if things work out, I should be able to drive to all four regions to collect science.



Deorbit burn with what’s left in the transfer stage. Descent slowed by a descent stage attached to the rover. I do a pretty good job and land without breaking anything.

I discard the descent stage and power it up into the sky to crash somewhere. I had apparently chosen the wrong decoupler because that ring is left sitting, or rather hovering because of the offset, on top of my rover. I’m sure eventually it will fall off.

Time for science.



The Science Jr Jr collects 168 points of science from the Lowland’s region. The arm collects 504 science points, but that is as a surface sample and I cannot cash in those points without returning that sample to the Space Center. I haven’t built such a mechanism into my lander and so the science and the mass necessary to do that science was wasted. Next rover will not have the arm. Or maybe I’ll build a lander probe with a sample return.

Driving is tricky. It is important to turn off the reaction wheel on the RC-R “RoveMate” rover core so that it doesn’t try to rotate the rover. I also turned up the traction on the wheels. After a while of careful driving, there is a sudden glitch that causes the rover to turn and it ends up flipping over. By turning the reaction wheel back on and turning the wheel motors off I am eventually able to right the rover again.

I end up having to do that again when the rover rolls down a crater wall. Gravity is low enough that I don’t break anything.

Eventually, I get to a Highlands region, which is nearly indistinguishable from the Lowands. The Highlands seems to consist of crater rims and other scattered hillocks. I collect another 168 points of science but am unable to transmit it. I do not have signal.

I have a satellite with an RA-15 in a 500 km orbit. The Communotron 16s I have on the rover have a 200,000 km range. Heck, even the rover core itself has an internal antenna with a 200,000 km range. I should be able to communicate. Why can’t I? I was able to just after landing, why not now? Is it a glitch?
the_sky_calls: (Default)
Today, in game, is Year 2, Day 127. The Alarm Clock mod says that the next launch window to Eve is on Day 139. Alexmoon’s Launch Window says Day 160.

With the errors I seem to be finding with the Alarm Clock and Launch Window Planner (designed for KSP1), I am going back to the old-school method of using a protractor and the Mark One Eyeball.

Except, I don’t want to just eyeball it. So, I drew some lines on a sheet protector that I can just hold up to my laptop screen. When things line up, it’s time to go.



And, according to the lines, the time to go to Eve is now. Twelve days before Alarm Clock predicts and 33 days before Launch Window Planner’s prediction.

We’ll see if this works.

Mission Designation : SCAN-14, SCAN-15
Rocket Model : EchoStar E-I
Total delta-V (to orbit) : 7,631 m/s (3,611 m/s)
Surface TWR : 1.297
Total Mass (to orbit) : 109.32 t (12.10 t)
Dry Mass : 21.32 t
Part Count : 22
Height : 31.24 t
Width : 6.32 t
Length : 6.32 t
Mission Objectives : Orbital Survey of Eve and Gilly


And once I get my craft built, in orbit, and eject from Kerbin orbit, I am on my way with a reasonable amount of delta-V expended. What I expected. I am going to have to keep testing Alarm Clock and the Launch Window Planner because there shouldn’t be any good reason for the math not to work.
the_sky_calls: (Default)
The rover arrives at Moho’s sphere of influence on Year 2 Day 126. Once entering the SOI, I can now create a maneuver node to get into orbit. A maneuver node of 4,337 m/s running for 4 and a half minutes.

This should work.



And it does.

The rover ends up in a 38 km by 82 km orbit and 300 m/s of delta-V remaining in the transfer tank.

The survey shows a region of a large impact basin in the southern hemisphere. To the west of that is a crater which is a second region and, the rest of Moho is comprised of a patchwork of two other regions. (I won’t get the names of those regions until the scan is complete.) To maximize science return, I want to land near where all those regions meet and, given the current orbit, that’s going to be a while.

Moho is not quite tidally locked, but it does rotate only slowly so it’s going to be a while for the landing zone to come under the rover’s orbit AND be in sunlight. Moho’s orbit is 102.58 Kerbin days and, given the orbit and sun, I figure it’s going to be 70-some days before those things line up. I could spend some of that 300 m/s of dV I have in the transfer stage to change that but I don’t loose much by waiting.
the_sky_calls: (Default)
The Trip Planner suggests the following for a Dres lander or rover:

(930 ejection + 1,620 insertion + 1300 low orbit) + 20% = 4,620 m/s
430 m/s descent + 30% = 559 m/s

The rover/lander I built for Moho has 1,178 m/s so I’ll just go with that. And then the transfer stage with 5,009 m/s that I came up with should be more than enough. Except that I didn’t take the possible 1,010 m/s for an inclination change into account. That leaves me at least 200 m/s short and potentially much more.

Doesn’t matter now, though, because I went into map view to look at things and the orbits were way off.

The Alarm Clock mod indicated that the launch window to Dres would be on Year 2, Day 119. Dres should be at 82.1 degrees relative to Kerbin, that is, with Kerbin at the 6:00 position, Dres should be just short of the 3:00 position. But looking in the Tracking Station, Kerbin has just passed opposition with Dres. Alarm Clock is way off.

Going to the Alexmoon Launch Window Planner website, if it is a year off like the forums say, it has the launch window happening at Day 341. That might be more right. But I don’t think I can really trust either of them anymore. I have had a number of prior instances where things just didn’t line up quite right. I think I’m going to have to move to the protractor method.

Alarm Clock says that Eve is coming up on a launch widow at Day 139 but looking at the Tracking Station it looks to be happening sooner than that. Again, I’m going to start using a protractor.

And not just holding up a protractor to the screen. I’m going get get a transparency sheet that I can set on my screen and line up all the launch windows. I’ll still be using Alarm Clock but I am definitely going to be confirming with the protractor and cross referencing with Launch Window Planner.
the_sky_calls: (Default)
The Orbital Survey craft headed for Duna’s moon Ike has arrived. Orbital insertion went without any issue plus there is a significant amount of delta-V remaining so I can scan at the ideal altitude for the Visual scan and then move it to a higher orbit for the Region scan. Not enough solar power to run both scans at the same time.

Also, the Visual Orbital Survey of Moho has completed. And while the Region survey isn’t complete, there’s enough to see that the large impact basin in the southwestern hemisphere is one large region and the ipanct crater to the west is another region. The rest is a fairly blended mix of two other regions. What those regions are hasn’t been shown out yet but when I send a rover to Moho, it makes sens to land near that western crater to place it close to four different regions.




the_sky_calls: (Default)
Year 2, Day 77, Mission Elapsed Time 272 days, and the first crewed mission to Duna has arrived. Crossing Duna’s sphere of influence, it is a little under two and a half days to fall to Duna and perform the orbital insertion burn.

But first, there is an intersection with Ike’s sphere of influence that wasn’t being predicted by the map view while in interplanetary space. Ike’s influence adjusted the craft’s trajectory, intending that it crash into Duna unless there is a course correction. 17 m/s of correction.



Passing over Kerbin’s north pole and performing the insertion burn puts the craft into a 62 km orbit. The transfer stage has 7.36 ton of fuel remaining and the plan is for the return craft, after its time on the surface, to return and refuel for the transfer burn back to Kerbin. The return craft has a capacity of 3.2 t, so the transfer craft has easily twice what is needed.

But first, is the primary mission of landing and investigating the “mysterious signal.” That location is in Duna’s northern hemisphere and happens to be west of the current ground track. It will take only a few orbits for there to be a deorbit and landing opportunity.

The next to last orbit passes over the landing zone near enough to see that it is in the center of a crater and that crater appears to have a distinctive central peak. I am also able to see the one pixel flicker of the object in the landing zone being rendered even though I am outside the 50 km range in which the waypoint is marked. If there was also a marker outside of map view that showed the projected impact point, as with KSP1’s Trajectories mod, precision landings would be much easier.

At a quarter orbit away, I make a correction burn to bring the path somewhat east of over the landing zone so that when I deorbit, the rotation of Duna will bring the landing zone beneath me.



At about an eighth of an orbit, I perform my deorbit burn, in Map View having my projected impact point about the same distance to the other side. As the distance gets to about a third of that, I burn again. And then do the same thing again as the landing zone is almost directly below, attempting to zero in.

My reentry is slow enough that I see no heating effects.

I have set the four landing chutes to open at the highest altitude and lowest pressure to maximize their deceleration. I have also set action groups. Two to deploy. Three to cut. Four to repack. As I come down, I see the target as some sort of spire and also that I am coming down too far north. I rotate my craft, cut the chutes, and heel over to burn towards the landing zone. I am quickly running out of fuel that I will need for at least part of the ascent so I redeploy the chutes and accept that I will still be landing too far north.

Touchdown is half a kilometer north and on an incline. I try to keep the craft from falling over but that fails. The crew is safe but now trapped on Duna for at least as long as it takes to have another launch window open from Kerbin (156 days), the time it takes for that mission to arrive (258 days), the time for a launch window to return to Kerbin (173 days) and the time it takes to do that (266 days). All in all, Bob, Erbert, and Huduki are going to be away from home for another two years.



Well, might as well go see what we came all this way to see.

The region, only 112 m in diameter, identifies the object as “Duna Monument”, like those on the Mun and Minmus, but I think of it more as a totem. It consists of a large being depicted from the shoulders up with a crown, five antler or branch-like protuberances on the head, and statues upon some of those antlers. Duna’s gravity is heavy enough that RCS thrusters on Kerbal’s jetpack are not enough to lift the Kerbal so, unable to fly to the top, a more precise measurement is not available. A rough estimate has it 50 m high.



The being represented is in many ways similar to the one found on the Mun, but with a taller or longer face and with long hair or tentacles on the back of the head as well as the tentacles on the face. The base is 18 m wide and 16 m front to back, though there are some concentric ring sections showing to either side suggesting buried shoulders. The eyes are closed and are sunken in the eye sockets, giving perhaps the impression of age.

The statue faces West South West, 247.5 degrees.

On the head is a golden crown, made of metal where the bulk of the totem is stone. The front of the crown has a symbol of concentric circles and around the crown are 26 additional glyphs. None of the glyphs are repeating so rather than a text this appears to be an Abecedaries or Abecedarium, a representation of an alphabet. The crown has even spikes along the top perimeters and a second layer of flames or leaves above that across the front.

Aside from the concentric circle glyph, all of the others seem to be made of short straight segments. Even the parts of the glyphs that are somewhat rounded appear to be made of straight segments. Some are also quite complex, which has led some to speculate that these are not letters but are instead constellations, as in the movie “Stargate.”

Above the crown, the alien head continues up with a central trunk with a twisting pattern. At the top, the trunk itself twists to support a blue-green stone sphere, much like the spheres held by the statue on Minmus but not glowing. Around the stone is a metal ring with what appears to be representations of flames or prominences.

There are four antlers with what appears to be similar motifs of a small sphere and a being standing on to of that sphere. The rightmost arm seems to have a Kerbal. It is certainly proportioned like a modern Kerbal and has a mouth instead of the tentacles of the other beings. The assumed Kerbal is looking up towards the central sphere.

The next antler has the same sphere but the being that stood atop the sphere has broken off. Only the feet remain. It is similar in size to the Kerbal depiction.



The third statue appears to be the same tentacle-faced but otherwise Kerbal-like being found on Minmus. In this context, it is depicted as the same size as the Kerbal statue. It is also looking up towards the central sphere but with it’s left arm upraised.

The fourth arm is missing not far from the base. One would assume this too once had a statue of perhaps another Kerbal-like being.

Next to the totem is a pillar at slight angle. At first glance you might assume it to be the base of the broken antler buried in the sands but it is too wide and lacks twisting trunk pattern. I interpret it to be the forearm of the totem’s right arm, the hand missing. It is bent back towards the totem rather than outstretched like the squid-faces being represented here and on the Mun.

The various broken pieces are not to be found on the surface, suggesting they were buried by shifting sands long ago.

Were we not restricted by game mechanics, and knowing they were stuck on Duna for at least the next 587 days, the crew would begin an archaeological dig. In fact, having found megalithic structures on both the Mun and Minmus, one of the crew would have been a professional archaeologist while the others would have been trained in archaeology to at least a “give the grad student a trowel” level.

With the Ike flyby, space, and surface exploration there are 738 points of science that can be transmitted and 410 points of samples that will need to wait for the return. There is another 75 points as the Orbital Survey that arrived earlier has completed 25% of its visual scan. There are a few scan milestones from Moho and, of course, the big payout for completing the mission to Duna, totaling 3,390 points available to buy something in the Tech Tree. There are a few Tier 2 nodes remaining, with trusses or xenon propulsion, but the Tech Level 3 entry Heavy Rockets and it’s small S3 tank and KR-2XL "Rhino" engine will be more useful. I also buy into Deep Space Probes. While the probes and the antenna will be useful, I really want the next node with the SP-XL "Gigantor" solar panel.

Mission Control offers up a whole suite of new missions. “Better Signal” is offering 5,000 points to put an 86 Gm antenna in orbit around Jool. I already have half a dozen of those halfway there. There is also an offer of 3,000 points to do an atmospheric survey of Jool. That will need to be a new mission. Had I known that was in the offering I could have added the necessary science module to one of the craft headed for Jool’s moons and just dipped into the atmosphere on orbital insertion.

There is 3,000 points offered for putting a craft in Eve’s sphere of influence. That transfer window is coming up relatively soon and I will be sending two Orbital Survey craft.

They are also offering 3,000 points to put a 300 t craft on Duna and another 1,000 points to put three crewmembers on Ike. My plans were going to be to put a craft on Duna to rescue Bob and company. Adding an appropriate return craft to that massive craft would be easy but moving that much mass is going to be a challenge. Putting that much mass on Duna doesn’t seem useful at all other than the 3,000 science points.

There is also the Lil Chonker mission sitting there but it only offers a handful of points for putting a 300 t craft on Minmus. I’ve been passing on that because I have heard that the next game update will offer more points for the mission.
the_sky_calls: (Default)
Year 2, Day 11 and there is now a Moho launch window, at least according to the Alarm Clock mod.

Mission Designation : Vulkan 1
Rocket Model : Rover MR-I
Total delta-V (to orbit) : 12,351 m/s (9,137 m/s)
Surface TWR : 1.122
Total Mass (to orbit) : 530.42 t (96.19 t)
Dry Mass : 89.96 t
Part Count : 129
Height : 44.56 m
Width : 7.99 m
Length : 8.02 m
Mission Objectives : Land rover on Moho


This is an expensive ejection, 2,745 m/s. And it took a lot of adjustments to get anything at all. And then it will need a 1,292 m/s midcourse correction. With 5,025 m/s in the upper stage and only 704 m/s remaining in the transfer stage, that leave only 4,437 for the insertion burn and orbit. The relative velocity at intercept is showing as 4,953 m/s when makes it seem I might not be able to do it. Another flyby perhaps.

But maybe I’ll just try again.
the_sky_calls: (Default)
According to the Alarm Clock mod there is a opportunity to go to Dres. I will be sending an Orbital Survey satellite there that will also act as a communications relay.

The delta-V requirements:

(930 ejection + 1,620 transfer + 1,300 orbit) + 20% = 4,620 m/s

4,600 m/s is not a whole lot compared to what I was using the send craft to Moho so I can build a single stage without too much difficulty. Having it a larger stage is also necessary for the number of OX-10C solar panels needed to power the scanners. The Region scanner will need 2 ec/s and the HECS2 probe core needs 0.025 ec/s. That’s not a lot but out as far as Dres the sun is much dimmer. 11% of what it is at Kerbin. So, whatever I would need to power the satellite at Kerbin, I will need 9 times for dres, which works out to 6 solar panel arrays.

The launcher is three stacks of three X200-64 tanks plus an AR-AD-SL 800 angled adapter with six S4 KS-25 “Vector” engines, two under each stack.


Mission Designation : SCAN 13
Rocket Model : EchoStar R-I
Total delta-V (to orbit) : almost 9,000 m/s (4,849 m/s)
Surface TWR : 1.273
Total Mass (to orbit) : 369.43 t (26.09 t)
Dry Mass : 65.93 t
Part Count : 44
Height : 36.5 m
Width : 4.51 m
Length : 4.81 m
Mission Objectives : Orbital Survey of Dres




The launch goes smoothly and then the 1,521 m/s ejection burn. There will need to be a significant 649 m/s midcourse correction in 126 days.

Three days from this launch, my two Com/Scan sats and the crewed mission will start arriving at Duna.
the_sky_calls: (Default)
It’s Year 1, Day 405 and my second Orbital Survey satellite has arrived at Moho. I built it with a lot more delta-V than my first attempt and it looks like the relative velocity at intercept is going to be lower as well. Specifically, my transfer stage has 2,815 m/s of delta-V remaining. The orbital satellite has another 4,350 m/s of delta-V. The intercept box indicates the relative speed between the satellite and Moho is only 4,146 m/s. Those numbers add up. Success looks promising.

But, given game mechanics, I won’t be able to build my orbital insertion maneuver node until I actually enter Moho’s sphere of influence.

When that happens, the maneuver node clocks in at 3,511 m/s and a six minute burn.



Success.

The RA-15 performing a Visual scan wants an orbit between 100 and 500 km, with an ideal orbit of 300 km. The Communotron DTS-M1 performing a Region scan wants an orbit between 300 and 700 km with an ideal of 500 km. Split the difference and I put the satellite into a circular polar orbit of 400 km and it begins its scan.

Next, in the plan for Moho, is probably going to be a rover. But, before that, then next launch window coming up is for Dres.
the_sky_calls: (Default)
Coincidentally, all of my midcourse corrections are happening in a block. The five craft on their way to Jool’s moons, the three going to Duna, and the one I just sent to Moho. After all of those, it’s 80-some days to the next thing to pay attention, the second attempt at getting an Orbital Survey satellite into Moho orbit,

Something I noticed is that the Alarm Clock mod does not give you any advance warning of the maneuver node. That is, the very moment the game pauses is the same that the burn is supposed to start. If you wait for the mod to tell you, it’s too late to set up.

Watch the clock more carefully and anticipate actions.

This is only a temporary thing, though. The modder who wrote the highly rated, dare I say essential, original Kerbal Alarm Clock mod for KSP1 is part of the development team for KSP2 so the expectation is that, in some update in the future, KSP2 will get an in-game alarm clock. One that will not have the flaws of this interim mod.
the_sky_calls: (Default)
I don’t like space garbage.

Yes, space is big. Really big. Mind-bogglingly big. And, in being so big and empty, the odds of running in a random few discarded booster, nose cone, fairing, or glove floating around is very, very low.

But it is not zero.

Within the game mechanics of Kerbal Space Program, space is smaller so the odds of running into debris is also even smaller. But I have a history of operating with underpowered computer processors and debris take up the same system resources as an active satellite and so I developed a habit of minimizing debris.

For example. When I launch to orbit, on the orbital insertion burn, I run my launcher core stage until the periapsis gets to between 20 and 30 km. I then discard it and finish circularization with the orbital or transfer stage. The launcher stage is sure to burn up in the atmosphere.

This leads me, however, to build deepy space rockets that carry a lot of empty fuel tank around with them and so waste delta-V. A good example is my last Moho rocket. It had a pretty large fuel capacity and I used up half of that transferring to Moho. As such, the remaining half a tank of fuel was hindered by the remaining half of an empty tank and did not have enough dV overall to insert into Moho orbit.

What I should have done, and will do with this next attempt, is build a small satellite with a highly efficient engine, primarily for getting into Moho orbit, and then a larger, slightly less efficient tank and engine primarily for the transfer. The expectation is that this stage will be discarded during the insertion burn to litter interplanetary, allowing the satellite greater efficiency to get into orbit.

And, as it comes to system performance, I will cheat the trash into non-existence.

The KSP2 Trip Planner suggests the following to Moho:

(930 for ejection + 3,200 insertion + 2,400 orbit) + 20% = 7,836 m/s

I built the first stage satellite with over 4,000 m/s of dV. And when I added on the transfer stage, it too had over 4,000 m/s of dV. But adding the launcher stage, the display got funky and started displaying like I only had under 6,000 m/s in the upper stages. Remember, remember, remember, KSP2 is in Early Access.

This has a few thousands m/s of dV over my previous attempt, we’ll see how this goes. I fear, though, that I have made another mistake and underpowered my craft.

Mission Designation : SCAN -12
Rocket Model : EchoStar M-III
Total delta-V (to orbit) : closer to 12,000 m/s (over 8,000 m/s)
Surface TWR : 1.24
Total Mass (to orbit) : (43.14 t)
Dry Mass : 46.06 t
Part Count : 56
Height : 33.67 m
Width : 2.82 m
Length : 7.99 m
Mission Objectives : Orbital Survey of Moho


And again, as I expected, the launch has the trajectory line failure. On the plus side, I can bring up the delta-V of each stage and it shows me the correct numbers now; 4,350 m/s in the satellite stage and 4,403 m/s in the transfer stage. I use a little bit of that to circularize my orbit and then use the ALT-F8 teleport to cheat myself into the same orbit so I can again see the trajectory line and build an ejection maneuver node.

This one is trickier than the one before because I can’t seem to get an SOI intercept. I select the target window in map view and begin tweaking the maneuver node until I get the Distance from Target actually down to 29 km. And yet, the path doesn’t show when I focus on Moho in map view. Another glitch.

The Relative Speed in the window says 4,146 m/s, which is promising for the orbital insertion.

After the 1,546 m/s and 4 minute burn it still isn’t showing. Not until the craft exit’s Kerbin’s sphere if influence does the target change to show that I am actually entering Moho’s SOI and I can focus on the planet and see that I just made int into the ballpark.

I build a midcourse correction to adjust the path to a close flyby over the north pole. That 4,146 m/s relative speed suggests that when I get there, the remaining 7,000 m/s of dV in my craft will be enough.

Before that midcourse correction, there will be a block of correction burns for the fleet of Orbital Survey craft on their way to Jool.

Moho Flyby

Apr. 2nd, 2024 06:06 pm
the_sky_calls: (Default)
With the Orbital Survey craft having entered Moho’s sphere of influence, I can now build a maneuver node and discover if my math was correct.

It was not.

3,625 m/s isn’t anywhere near the delta-V required to get into Moho orbit. Expending all that barely even changes the craft’s trajectory relative to Moho. I’m thinking I would have needed twice that.

It takes only 45 minutes to traverse Moho’s sphere of influence. Passing 68 km over Moho’s north pole, I don’t see anything of note even though, from KSP1 and spoilers from KSP2, I know the Mohole is supposed to be there.

In that flyby I am able to collect 370 points of science. It’s enough to get one of the last Tech Level 2 nodes with either trusses or xenon deepy space parts but I’m going to save up for the :”Rhino” and an extra large S3 fuel tank to be found in the first node in Tech Level 3. Those will be much more useful in the near term.

A new launch window to Moho opens up in a mere 6 days. I will try to build a craft with and additional 4,000 m/s of dV.



the_sky_calls: (Default)
Nothing special. Just sending a second Orbital Survey satellite to build a map of Ike while the Duna launch window is open.

Mission Designation : SCAN-11
Rocket Model : EchoStar D-I
Total delta-V (to orbit) : 6,793m/s (2,444 m/s)
Surface TWR : 1.252
Total Mass (to orbit) : 42.79 t (1.086 t)
Dry Mass : 9.29 t
Part Count : 20
Height : 15.93 m
Width : 5.5 m
Length : 5.5 t
Mission Objectives : Orbit and scan Ike


Unlike the previous mission, though, the intercept trajectory I work out is equatorial to Duna instead of polar. It will swing around into an equatorial orbit to set up the intercept with Ike, which should be easy because Ike’s gravity well is so large relative to Duna.
the_sky_calls: (Default)
Immediately following the discovery of the great statue on Minmus, Mission Control reported a similar signal coming from Duna and offered up a mission there. That launch window was at that time quite a long ways away and I spent that time completing tours of other discoverables on Kerbin, the Mun, and Minmus plus, when launch windows presented themselves, missions to Moho and Jool. Well, the primary mission launch window is here and it’s time for Kerbals to go interplanetary.

According to the KSP delta-V Map or the in-game Trip Planner:

Launch to Kerbin Orbit 3,400 m/s +20% = 4,080 m/s
Ejection and Transfer to Duna (930 + 130 m/s) + 20% = 1,272 m/s
Orbit and Circularize at Duna (250 + 360 m/s) +20% = 730 m/s
Land on Duna 1,450 m/s + 30% = 1,888 m/s
Launch to Duna Orbit 1,450 m/s +20% = 1,740 m/s
Return to Kerbin (360 + 250 + 360 m/s) + 20% = 888 m/s


We start building backwards with the return capsule. A Mk 1-3 “Gumball” capsule, all its associated things, an X200-8 Fuel Tank and a RE-L10 "Poodle" engine clocks in at 1,392 m/s of delta-V. That’s plenty to get back. That is also going to need to be the capsule that ascends from Duna’s surface. Not quite enough for both but if I use what’s left in the descent module for the ascent and then dock and refuel with the transfer stage in orbit before returning to Kerbin, it should be workable.

Adding a X200-16 Fuel Tank and another “Poodle” engine gives my descent stage 1,423 m/s. Again, that’s under the needed value but a bunch of the descent is going to be for free using four additional Mk-16 parachutes. I should have enough dV remaining to help with the ascent.

My concern is that I won’t have quite enough fuel to make a precise landing next to the target. If I don’t, I’ll miss out on the science gathered from the “Science Jr Jr” I’ll be gathering science shortly from my mission to Moho so I don’t think I’ll miss it too badly.

An X200-64 with a LV-T45 "Swivel" is the transfer stage and, because I am going to refuel, I slap on an extra X200-16 Fuel Tank just to be sure. That delivers 2,643 m/s of dV, which is plenty when I only need 2,002 m/s.

Now, to the launcher. Having opened the top node of Tech Level 2, I have the S4 KS-25 "Vector" engines. When I was playing KSP1, I rarely used the Vector but I have come to really like the engines. My ships to Jool were built on suggestions from the Optimal Rocket Calculator website consisting of basically a core of two X200-64 tanks and two Vector engines with two boosters on the side consisting of three X200-64 tanks and three "Vecto"r engines on each. This Duna rocket had a similar recommendation but I decided to split the two 3-tank/3-engines into three 2 tank/2 engine boosters. Basically. I needed to add a few tanks for aerodynamics and to round it all out.

In the end, the booster shows 4,799 m/s, which is a metric crap ton more than is necessary. If KSP2 had a budget to be concerned with, I would tweak it to save money but Kerbin is apparently a socialist economy or, at least, the space program is gifted with an infinite budget so if a rocket is overpowered and over budget, so be it. My only limit is the tyranny of the rocket equation.

Mission Designation : NER-1
Rocket Model : Neriene D-III
Total delta-V (to orbit) : 10,257 m/s (5,458 m/s)
Surface TWR : 1.62
Total Mass (to orbit) : 387.08 t (70.28 t)
Dry Mass : 81.76 t
Part Count : 112
Height : 38.30 m
Width : 6.70 m
Length : 7.23 t
Mission Objectives : :Land at discoverable on Duna
Crew : Bill Kerman, Erbert Kerman, Huduki Kerman




The thing with the disappearing trajectory lines happened again and I used the ALT-F8 to cheat myself back into the orbit I had already attained to allow me to build a maneuver node and keep from randomly falling out of the sky.

The transfer burn is about 1,143 m/s, which is 130 m/s less than predicted, but remember that the delta-V Map or the in-game Trip Planner is an average or estimate and the orbits are not circular or entirely without inclination (though Kerbin’s is). There will be some variations, part of why I add 20% to pretty much everything.

That, and I am controlling this with a keyboard, my reactions, and my eyeballs. Not precision instruments.

Once on my way, the midcourse correction in 150 days. Only 8 m/s. That will leave 1,500 m/s for capture and insertion. I will only need 730 m/s, and remember, that leftover fuel is going to be used for the trip back.

Arrival at Duna is 274 days. That’s a long time to be crammed into an Apollo-style capsule. Sitting in corners and reading a lot of e-books would be the order of most days when they aren’t tasked with exercising to keep bones and muscles from turning into goo.

There is an Eeloo launch window coming up but my best antenna is not good enough to maintain communications at this point. My mission to Moho will be arriving soon and, only 14 days after that, another Moho window will open up. Time to start building landers and rovers.
the_sky_calls: (Default)
Before sending my crewed mission to Duna to investigate the “mysterious signal”, I’m going to use the launch window to send an Orbital Survey craft to not only build a map but also to be a communications relay.

After the previous series of dV hungry launches to Jool and Moho, needing only 2,004 m/s of delta-V for the transfer and orbit is going to be an absolute piece of cake in comparison.

Mission Designation : SCAN-10
Rocket Model : EchoStar D-I
Total delta-V (to orbit) : 6,793m/s (2,444 m/s)
Surface TWR : 1.252
Total Mass (to orbit) : 42.79 t (1.086 t)
Dry Mass : 9.29 t
Part Count : 20
Height : 15.93 m
Width : 5.5 m
Length : 5.5 t
Mission Objectives : Orbit and scan Duna


The ejection burn goes off without a hitch and I am able to get an intercept with the north end of Duna’s sphere of influence. I will need a tiny mid course correction to pull the trajectory down to get a close flyby. Tiny, like 19 m/s.



the_sky_calls: (Default)
I tried building a new launcher but didn’t like where it was going and so decided to launch my last rocket to Jool with the same design that I had just used previously

Mission Designation : SCAN-9
Rocket Model : EchoStar J-I
Total delta-V (to orbit) : 10,334 m/s (6,258 m/s)
Surface TWR : 1.19
Total Mass (to orbit) : 438.33 t (75.56 t)
Dry Mass : 80.85 t
Part Count : 72
Height : 38.03 m
Width : 3.16 m
Length : 8.18 m
Mission Objectives : Orbit and scan Joolian moons


Like its predecessors, it will need a mid-course correction in about 8 Kerbin weeks to get a good flyby.

My fleet of Orbital Survey craft were each launched 5 days apart but because of orbital mechanics will me arriving at Jool’s sphere of influence only one day apart. That is going to make for a busy week when they all need separate maneuver nodes in their attempts to get to each of Jool’s moons.

It’s 20 days to the Duna transfer window.
the_sky_calls: (Default)
So, the last launch didn’t work right, either. I think the problem is asparagus staging.

For those that don’t know the idea of asparagus staging is that you have boosters on the core stage with all engines running. But instead of the boosters just being strapped on and discarded when the tanks are empty, you have fuel ducts feeding fuel from the boosters into the core stage as quickly as the core engine is consuming it. The boosters empty of fuel much faster but, when they are discarded, the core stage has been topped off. It’s more efficient because the core stage is not hoisting empty tanks any more than is necessary. You can add another pair of boosters that feed into the first pair of boosters for even more efficiency.

And that’s where the problem is. I think. I had used fuel lines feeding into the core before but this was the first craft where I had fuel lines feeding into boosters and then fuel lines from those feeding into the core for three stages. Something about that extra layer of stagings seems to have the program thinking that the core stage is debris and forgetting to show the trajectory line.

The solution is to use conventional staging. And, thankfully, I have gathered enough science to buy into the top Tech Level 2 node that has S4 KS-25 "Vector" engines. I would have a tough time lifting my heavy payload with anything less without asparagus staging.

The Optimal Rocket Calculator suggested a core of two X200-64 fuel tanks powered by two Vectors. The boosters were four X200-64 fuel tanks on each side powered by three Vectors each. I still don’t have the large nose cones so I swapped out one of the X200-64 tanks for a RS-AD-SL 800 angled tank and an X200-32 tank.

At some point, the delta-V prediction got weird (a not uncommon bug). My transfer stage, which I knew was the same as before, was showing half as much delta-V and the launcher had twice as much as I would expect. I decided to try flying as my design in Optimal Rocket Calculator had assumed 20% more than I absolutely needed to get to orbit so, even though the numbers were displaying wrong, it should be good enough.

Mission Designation : SCAN-8
Rocket Model : EchoStar J-I
Total delta-V (to orbit) : 10,334 m/s (6,258 m/s)
Surface TWR : 1.19
Total Mass (to orbit) : 438.33 t (75.56 t)
Dry Mass : 80.85 t
Part Count : 72
Height : 38.03 m
Width : 3.16 t
Length : 8.18 t
Mission Objectives : Orbit and scan Joolian moons


And it was.

Not only did I get to orbit without any issues, the trajectory line was there. I was able to make my maneuver node to circularize my orbit and subsequently make my maneuver node to transfer to Jool.

I think that, for my last launch to Jool in this window, I am going to try a launcher with asparagus staging only one level deep instead of two. Split the difference, as it were, because I think it is the second level of staging that is causing my problem.
the_sky_calls: (Default)
Having issues with three flights now with the disappearing trajectory lines and sudden change to a de-orbiting trajectory, and thinking it had something to do with the original craft having two probe cores, I decided to just rebuild the entire rocket from scratch.

Mission Designation : SCAN-7
Rocket Model : EchoStar J-I
Total delta-V (to orbit) : 10,031 m/s (6,258 m/s)
Surface TWR : 1.383
Total Mass (to orbit) : 382.93 t (75.56 t)
Dry Mass : 68.21 t
Part Count : 89
Height : 32.28 m
Width : 7.99 t
Length : 8.02 t
Mission Objectives : Orbit and scan Joolian moons


This did not work.

I still experienced the problem with the craft becoming an “Inactive Vessel on a crashing trajectory.” One thing I did notice is that on the initial ascent, I switched over to map view and everything looked good. The trajectory path was there. But when I looked again after Main Engine Cutoff, it was gone.

Is it something to do with asparagus staging? There were two staging events between my first look where things were good and the second when things were not. I have had multi-stage rockets before but this is the first in this playthrough with asparagus staging.

The next time I will build a rocket that doesn’t use asparagus staging. Maybe that will work.

In the meantime, I again cheated the orbiting craft into the same orbit, which suddenly showed the orbital trajectory so I could build a maneuver node to transfer to Jool, which was nearly identical to the previous one except this one turned up a Laythe encounter.

Profile

the_sky_calls: (Default)
Capt Kordite

May 2025

S M T W T F S
    123
4 5678910
11121314151617
18 19 202122 23 24
25262728293031

Syndicate

RSS Atom

Most Popular Tags

Style Credit

Expand Cut Tags

No cut tags
Page generated Jul. 12th, 2025 02:35 am
Powered by Dreamwidth Studios