Pt. 1/2
I've recently gotten my hands on the steam version, so of course my first mission is to tackle the extreme. So now I present my 341.49 ton Moon mission in realistic mode.
Rules:
-Realistic mode
-No cheats or glitches
-No exploits such as lithobraking or atmosphere skipping
-Pure Vanilla and noclip (QOL mods are okay)
-No ion engines
Design:
The rocket consists of seven stages, progressively getting smaller until the final stage with a 5 ton fuel tank. To save mass on engines, every engine is given space to run simultaneously, and fuel transferring is used so every tank has full fuel once the lowest stage runs out. In total, the rocket has 555 tons of thrust, giving a (correct) thrust/weight of 1.625.
Ascent:
Before takeoff, the Smart SAS mod is used to set the heading to 1 degree from vertical. As soon as the rocket reaches 23 m/s, SAS is set to prograde. During the first stage burn, fuel is transferred to the other four fuel tanks with engines, keeping them full. SAS is invaluable for making this possible - I've been barely able to transfer fuel to 3 tanks while manually performing an ascent, but with great difficulty. SAS also allows the gravity turn to be highly consistent and always efficient via this method. After the first two stages run out, the rocket pitches up to maintain altitude, since it takes a long time to reach orbital velocity in realistic mode. Upon reaching orbit, only 3 stages and one engine remain.
Lunar Transfer:
To reach the moon with the least amount of delta V possible, the transfer is set to meet the moon at its periapsis. Normally, this is actually the worst place to encounter the Moon because it increases the capture burn needed. However, a capture burn is not done here. Instead, a lunar gravity assist is performed to put the craft on a trajectory that just pokes outside of the Earth's sphere of influence. Due to the precise time of year, this is calibrated such that the rocket quickly re-encounters Earth on a similar trajectory. But by spending this small moment in solar orbit, the periapsis of the Earth flyby can change. Once it is on a flyby with the periapsis slightly above the Moon's orbit, a tiny burn captures the craft in high Earth orbit.
Now in this strange orbit, a miniscule correction is performed to achieve a glancing encounter with the Moon's sphere of influence in a few orbits. Because of this glancing encounter angle, the moon actually comes close to capturing the rocket without a burn, reducing the relative velocity to the moon even more. Unfortunately, this cannot be achieved while also having a periapsis close to the moon. Instead, this flyby is adjusted such that I get more, closer passes to the moon which also have very low relative velocity, resulting in this eldritch horror of a trajectory.
(Continued)
I've recently gotten my hands on the steam version, so of course my first mission is to tackle the extreme. So now I present my 341.49 ton Moon mission in realistic mode.
Rules:
-Realistic mode
-No cheats or glitches
-No exploits such as lithobraking or atmosphere skipping
-Pure Vanilla and noclip (QOL mods are okay)
-No ion engines
Design:
The rocket consists of seven stages, progressively getting smaller until the final stage with a 5 ton fuel tank. To save mass on engines, every engine is given space to run simultaneously, and fuel transferring is used so every tank has full fuel once the lowest stage runs out. In total, the rocket has 555 tons of thrust, giving a (correct) thrust/weight of 1.625.
Ascent:
Before takeoff, the Smart SAS mod is used to set the heading to 1 degree from vertical. As soon as the rocket reaches 23 m/s, SAS is set to prograde. During the first stage burn, fuel is transferred to the other four fuel tanks with engines, keeping them full. SAS is invaluable for making this possible - I've been barely able to transfer fuel to 3 tanks while manually performing an ascent, but with great difficulty. SAS also allows the gravity turn to be highly consistent and always efficient via this method. After the first two stages run out, the rocket pitches up to maintain altitude, since it takes a long time to reach orbital velocity in realistic mode. Upon reaching orbit, only 3 stages and one engine remain.
Lunar Transfer:
To reach the moon with the least amount of delta V possible, the transfer is set to meet the moon at its periapsis. Normally, this is actually the worst place to encounter the Moon because it increases the capture burn needed. However, a capture burn is not done here. Instead, a lunar gravity assist is performed to put the craft on a trajectory that just pokes outside of the Earth's sphere of influence. Due to the precise time of year, this is calibrated such that the rocket quickly re-encounters Earth on a similar trajectory. But by spending this small moment in solar orbit, the periapsis of the Earth flyby can change. Once it is on a flyby with the periapsis slightly above the Moon's orbit, a tiny burn captures the craft in high Earth orbit.
Now in this strange orbit, a miniscule correction is performed to achieve a glancing encounter with the Moon's sphere of influence in a few orbits. Because of this glancing encounter angle, the moon actually comes close to capturing the rocket without a burn, reducing the relative velocity to the moon even more. Unfortunately, this cannot be achieved while also having a periapsis close to the moon. Instead, this flyby is adjusted such that I get more, closer passes to the moon which also have very low relative velocity, resulting in this eldritch horror of a trajectory.
(Continued)
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