to balance the reaction ? h2o + ? ch4 →? co2 + ? h2 what series of whole numbers should be used?

Combine Extraplanetary Launchpads and KSP-Interstellar, and you've got the beginnings of a transport system. Eve has deuterium supplies in its "seas", and so it's sustainable to run a fusion-powered lifter system from there (you'll need to mine Lithium to make Tritium as well, though- which is INCREDIBLY dull. Ready to spam 20 or 30 ISRU refineries to go it at any decent footstep). It too has reasonable supplies of Uranium and Thorium, so y'all can run fission reactors there (due to its lighter density and higher power, Thorium is a MUST on Eve to go much of annihilation done though...)

Your best bet for a transport system on Eve probably starts with edifice a launchpad on i of the tallest mountains (not an easy feat in itself). According to the Wiki:

"Eve'due south highest mountain range has a top of 7526 m."

The Delta-V to orbit from an altitude of 7540m on Eve (the acme of the CoM of a 20-30 m rocket atop a launchpad on the highest peak) is 7,968 m/southward according to the Wiki. Information technology's 11,282 m/southward from sea-level according to the same tabular array. Then you relieve over 3,000 k/southward Delta-5 directly (and in that location might be some boosted savings I'll discuss subsequently...)

Building a mountain launch facility on Eve tin definitely be washed past helicopter. It doesn't crave much mass either. Here's an example of the mountaintop launchpad facility I congenital on Kerbin- which weighs mayhap xxx tons empty (near of that is in the large fuel tank)

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The mass for that was lifted to a little under one scale-pinnacle on Kerbin: approximately the same relative elevation every bit the tallest mountains on Eve (Eve scale height is 7000 meters- but due to the thicker atmosphere the same helicopter tin can wing at a larger number of scale heights with the aforementioned payload, fifty-fifty taking higher gravity into account). The helicopter I used for that (the HELO B) had a theoretical maximum lifting capacity of at to the lowest degree 80 tons to that altitude: so you could definitely do it on Eve with something significantly smaller...

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So, a basic mission-architecture to build an off-planet (this plan can easily be adjusted to Duna) mount launch site using an electric heavy-lift helicopter should await similar this. Read information technology all the manner first if you're going to try and apply it:

(i) Transport approximately 42 tons of material to Eve orbit (18 for a minimal base, 24 for a helicopter capable of lifting it to Eve's tallest mountains with expert safety margins). I suggest doing this using Orbital Construction RocketParts Modules, tied together with stock multi-couplers, or an Orbital Structure Medium Orbital Warehouse (the thing pictured at my Mountaintop Launchpad that looks like a Rockomax-32. Information technology's less efficient storage than the RocketParts Modules, but holds a LOT more than 45 tons of material). Make SURE there are at least two KAS piping end-points on the exterior, or 6-eight in an attached KAS toolbox (I suggest looking at Scott Manley'south "Interstellar Quest" videos to see how to apply these parts). Extra (more than than 2- but merely even numbers help) pipe connectors can come in handy later if you miss your landing sites past a little, only aren't strictly necessary...

Notation: Extraplanetary Launchpads as well offers its own RocketParts storage containers, though they agree less than the Orbital Structure ones- so you tin use those if you don't mind the higher part-count, and don't want an additional mod... There is besides a mod somewhere out there that will allow you procedurally-generate RocketParts containers, if you'd prefer that instead.

(2) Make a targeted (high-inclination) orbital "drop" of the RocketParts modules/warehouse aimed at a flat SEA LEVEL landing spot shut to both the sea and a mount range on Eve (the low distance will requite more than time for atmospheric elevate to tedious you downwardly, and parachutes will also work meliorate there). Wearisome it down with PARACHUTES: this will save you lot MASSIVELY on descent fuel in Eve'south extremely thick atmosphere... Alternatively, you tin make this kickoff drib untargeted (low-inclination, relying on aerocapture from an atmospheric periapsis), which will cost less fuel for de-orbit, and require fewer parachutes to slow down; but it might have a few "simulations" (F5/F9) to make sure information technology lands on dry land shut to a mountain range, and at a sufficiently low altitude for the parachutes to prevent it breaking on touch with the ground...

Notation: If you're feeling *especially* daring, you lot can attempt landing the RocketParts module equally a glider dropped from orbit instead, to save greatly on part-count. Using Procedural Dynamics modern wings, you tin easily get a corking lift-mass ratio and land a payload *MANY* times heavier than 42 tons this way. No demand to design a proper plane- it volition never take to take off again in one case landed (a couple small-scale rocket engines might assistance for command though- especially ones pointed downwardly to help with pulling out of the initial steep re-entry swoop only before hitting the basis...)

(three) Driblet an Extraplanetary Launchpads launchpad at the same location via a targeted-drop. You lot should use the Mk2 (self-propelled) launchpad for this equally its modest amount of internal RocketParts storage volition give y'all a lot more room for fault (make sure the internal RocketParts storage is full before de-orbit). Its internal rocket engines volition also be necessary to fine-tune the landing site to be as close as possible: it SHOULD land within 50 meters of the RocketParts module, and MUST be within a couple hundred meters (MechJeb will help a LOT with precision-landings similar this, it could fifty-fifty country them literally on top of each other with enough fuel and engine power, it's that good...) In one case once more, rely mainly on PARACHUTES for the landing (you'll probably need to play with their deployment-altitude a niggling so they don't throw off your precision-landing).

If necessary, you tin can add extra rocket-engines/fuel for minor "hops" to place the launchpad within a couple hundred meters of the RocketParts Module. Besides, this is *VERY Important*- brand sure to include a control module or probe cadre of some sort on the launchpad, or you won't exist able to command its descent, and you won't be able to operate the launchpad in one case it's on the ground. This will all add up to a rather loftier office-count between the 2 drops, but don't worry, you won't have to put up with it for long...

NOTE: If you lot opted for a glider blueprint instead, to state your RocketParts on Eve's surface, you lot *might* find it easier to land the launchpad commencement, and the RocketParts second- depending on how good you are at glider-landings. I suggested landing the RocketParts first because they should lack sufficient means of propulsion to make a precision landing withing a couple hundred meters of a launchpad if you lot took my communication and relied mainly on a "dumb" drop with parachutes. The Mk2 Launchpad, on the other hand, has sufficient fuel and TWR congenital into it to adjust its landing site on the way down- if not plenty to hover in Eve's strong gravity without additional fuel and engines..

(iv) Deploy the launchpad, and design (or have already designed earlier- but it might help to see the expanse around the launchpad where it will need to bulldoze start...) a very small rover for apply on Eve, with a KAS winch attached to the rear for dragging tiny things (you might need to elevate probe-sized fuel tanks) also as a KAS radial connector port somewhere else on the vehicle that is accessible. Information technology will also need a "Recycling Bin" attached to the front-side. Give it a couple OX-STAT panels, merely know it won't need to drive far... You lot can build the rover now (from the Mk2'due south internal RocketParts buffer), and drive it around a bit to test it out; or save constructing information technology for when you lot volition actually need it (or have hooked upwardly your RocketParts module, if y'all're using the Mk1 launchpad).

I suggest an unmanned rover variant (you might need to drive it out to retrieve your Kerbal- who y'all'll exist landing side by side...) with a reaction wheel- equally the recycling bin and dragging things will somewhat mess up the rest. Besides, unless you're a fan of *VERY* long rover drives on Eve'south surface (as in, the distance from your electric current landing site to the peaks of the target mountain range, including the long profile-paths necessary to traverse such steep slopes), I suggest placing a KAS connector port directly over the rover's Center of Mass, and so you tin can eventually airlift it with your electric heavy-lift copter (the rover should be relatively lightweight- so lifting information technology into the mountains with a chopper designed to lift entire launchpads should be absolutely trivial...)

NOTE: *IF* you experience bugs/problems with the dock-recycle method I describe after using this rover, with the game not recognizing the docket RocketParts storage as being part of the same vessel, you might demand to build an empty RocketParts storage module into the rover itself to allow it to recycle other vessels. Accommodate your mission-architecture appropriately.

(5) Land *ONE* Kerbal near the launchpad site. One time once again, you should rely *HEAVILY* on PARACHUTES for the driblet. Make NO PROVISIONS for his render to orbit at this signal- don't worry, you'll be taking intendance of that later on...

(half-dozen) When the Kerbal is safely at the sea-level launchpad site, have him connect the RocketParts module to the Extraplanetary Launchpad using the KAS pipe end-points- giving you lot access to a much larger RocketParts pool to build things out of. The KAS pipes have a maximum length of almost 50 meters, just tin be re-attached by hand to connect anywhere forth the surface of each "vessel"... If yous didn't manage to land the two sites within 50 meters, build on the launchpad (from the Mk2'south internal buffer) and drag TINY (probe-sized) empty stock fuel tanks to between the two using your rover (otherwise, you can hold off building the rover), and connect the vessels in a sort of "relay" using the fuel tanks as nodes every 50 or so meters (you will demand extra pipage connectors for this) using any extra piping-connectors y'all brought along earlier (if you didn't bring any extras, and missed making your before landings within single-pipe range, y'all will need to build additional ones from the Mk2 launchpad's internal RocketParts buffer. If you're using the Mk1 launchpad, yous will demand to land a small additional lander nearby, containing piping-connectors, detachable fuel tanks to apply as "nodes", and a small rover for dragging the nodes into place...)

(seven) Build your heavy-lift electric helicopter on the launchpad, take off, and state information technology on the footing nearby (KSP-I fission reactors/generators assist IMMENSELY for powering this- though it can besides be washed with NearFuture reactors...) Once again, my HELO B works well equally a guideline if yous're trying to figure out how to design it- just go on in mind you don't need something that over-engineered... Call up to test the helicopter design extensively on Kerbin before even *THINKING* of building it on Eve...

zruUEhz.png

The HELO B weighs approximately 32 tons; has 22 paired opposing rotors (opposed to prevent unwanted spin) ; and has two KAS winches located equidistant from the Center of Mass on the bottom, protected inside cargo bays (which tin can easily be switched out for decouplers for internal cargoes- though this is less useful off-world unless yous plan on recycling and rebuilding your chopper each time...) Yous volition NEED 2 or more than KAS winches to prevent pendulum-furnishings of having a heavy object suspended below the chopper by only one attachment point- trust me on this (the greater the bending between the ii winch cables the better- this can exist achieved either by placing the winches farther autonomously, or past retracting both the cables so the cargo is held closer to the body of the chopper...)

Other than that, the more rotors the chopper has, the higher its theoretical lifting capacity; but the more than balanced the chopper is, the more SAS forcefulness it has, and the heavier the helicopter is, the heavier the cargo it tin ACTUALLY reasonably elevator without spinning out of command... 24 tons is a scrap on the light side for something that volition demand to be able to *STABLY* (the real challenge is in stability- non lifting ability) elevator at least 6, and preferably 12 or more tons of external cargo (a 5-ton Mk1 or 10-ton Mk2 launchpad won't fit inside a cargo bay, or be stable on almost decouplers...) similar this- only in *Tin* exist done with careful blueprint... (the HELO challenge requires airlifting 40 tons to the island rails on Kerbin- and after *MANY* attempts I finally did manage to do it equally an external cargo with KAS winches using the HELO B- merely ended up bringing my cargo downwards besides speedily on the island, causing it to explode, and decided non to attempt it once more every bit an external cargo after that feel- opting instead for a *much* stabler 40 ton internal cargo, which was a comparative cake-walk to airlift...)

(8) Build an Extraplanetary Launchpad (Mk1 or 2- the Mk2 volition be more than useful, due to its flatter surface that you can actually bulldoze rovers off of- but far more hard to airlift due to its much greater weight) and airlift information technology with your chopper a short distance off the original launchpad using your electrical helicopter. I observe adding structural panels to the bottom gives it a wider base of operations, and thus helps *profoundly* in preventing it from tipping over on the ground (the mount you'll eventually be moving the launchpad to will probably be far from apartment, though you should search for the flattest location possible- wait to build your mountaintop launch base on at least a gentle slope...)

(9) Build a command module with a sufficiently wide base information technology won't roll or slide off a mountaintop (the stock Mk2 lander tin can should work adequately well for this- or a smaller control module with structural panels attached to its base, parallel to the basis.) Y'all'll need information technology to operate your mountaintop launchpad facility. Note that something as simple as a structural console with a lawnchair strapped on top, and KAS ports to airlift it and to connect it to the other modules should work for this...

(10) Build another RocketParts container of some kind. This one could be extremely big and heavy fifty-fifty when empty, if your helicopter is powerful enough- or it could be well-nigh the aforementioned mass equally the launchpad. I would propose one of 2 strategies at this point: either building a moderately-sized pair of RocketParts modules yous think your helicopter can hands transport to your mountain base of operations site completely full- and utilise to build a much larger, empty module at the site; or transporting a really big, only empty RocketParts module to your mountaintop landing site. Personally, I adopt the first strategy: equally I find it'due south much easier to airlift a pair of smaller, denser objects that I can retract and lock (KAS winches can lock into identify at shut range- preventing any unwanted rotation) into a pair of internal cargo bays on each side of the Center of Mass; than it is to sling a larger object beneath the 'copter, between 2 CoM-equidistant KAS winches...

Either manner, you want the final size of the large and empty RocketParts Module to exist not bad plenty to hold at to the lowest degree a mass in RocketParts equivalent to the dry mass of *EVERYTHING* you've built or landed on Eve up until this point (that includes the chopper, the lawnchair-lander, and even whatever boosters or abased probes that were on Eve before this mission even began), minus the dry out mass of the rover, the control module, and the launchpad you lot're going to exist landing on the mountaintop... You might also want to build a large enough container to hold the RocketParts for actually large launch-platforms now besides, so yous won't have to build a larger container subsequently... If you need to build multiple, smaller, full RocketParts modules; and claw them all up to the mountaintop launchpad you'll be deploying to build a sufficiently large RocketParts storage unit on-site, afterwards lifting them there in multiple airlifts, then do it- and adjust the mission-architecture appropriately...

Also, I said "dry out mass" because fuel doesn't count- while you'll be recycling every helicopter, booster, and probe you can find on Eve back into RocketParts; you'll need to build dissever fuel tanks to hold any fuel you already accept on Eve's surface at this indicate (if you followed my impaired-drop approach, it shouldn't be much nevertheless...) as well as the very large amount of fuel yous'll eventually be wanting to be producing on-planet (even with the launch systems I'one thousand going to describe afterwards, you'll still want an EXTREMELY large amount of fuel storage- I suggest using StretchyTanks to build enormous fuel tank cylinders with very wide bases, so they won't tip over on uneven ground...) Past the way, you can likewise subtract the dry mass of the fuel tanks from the RocketParts mass you'll demand to be able to store in the last mountain RocketParts module- every bit you can build the fuel tanks at some betoken before you lot completely fill up the mountain RocketParts storage...

(11) Build a moderately-sized, full RocketParts module (or pair of modules, if you lot volition exist carrying them locked to ii KAS winches equidistant from the helicopter'south Center of Mass- near useful if your KAs winches are inside cargo bays similar on my HELO B, every bit information technology makes landing much easier when yous don't accept to worry about detaching cargo dangling beneath your copter offset...) You will need this/these module(s) to transport RocketParts from your RocketParts module most Eve sea-level to the larger, empty RocketParts module you will be deploying/building in the mountains... Stick a couple KAS pipe-connectors on the exterior of this to brand your life easier later on... (you can catch these from the launchpad and sea-level RocketParts storage before step 12 if you'd similar) Once again, make certain information technology won't roll off the mountaintop when landed... Also, as always, bigger is better- I recommend building the largest full RocketParts module you think y'all can safely and easily transport with your heavy-lift chopper, to minimize the number of airlifts you have to perform, and allow you lot not to waste material RocketParts when you recycle the empty sea-level RocketParts module later...

(12) To reduce lag at this bespeak (with at to the lowest degree your chopper, launchpad + connected RocketParts module, an additional launchpad for mountain deployment, an additional RocketParts module for the mountain, and a modest lawnchair-lander nearby that got your Kerbal here, plus the possible addition of your rover; your lag should be through the roof past now considering the number of parachutes required to state something as heavy as the RocketParts module safely...) build your recycling-rover, detach the KAS radial port by hand using your Kerbal and adhere information technology to the *RocketParts Module* portion of the launchpad base, connect up the rover to the KAS port via winch in *DOCKED* motility, and detach the launchpad from the RocketParts Module (or the RocektParts module from the closest relay node to itself, if using nodes).

Then, extend the winch cablevision to maximum length (y'all will need some slack), "Activate" the recycling bin, and drive the rover into the original launchpad (the one you dropped with tons of parachutes fastened, or as a glider). This will instantly destroy the launchpad, and convert it into an equivalent mass of RocketParts- which should at present be stored within the RocketParts Module if you remembered to attach the winch in "docked" way. Do the aforementioned with the lawnchair-lander, if you rover can achieve it while still attached to the RocketParts module by winch-cable (or deploy a concatenation of nodes similar before, to extend the rover's range, deploying and using the mountain launchpad to build the nodes this time- don't worry, you can pack the launchpad back up later on...) This will all help with lag a bit.

Note: You tin skip this step if you want to take a runway on Eve, at bounding main-level (the safest altitude for aeroplane-landings by far). You lot'll just desire to come back later and build an Extraplanetary Launchpads runway at the body of water-level site using the launchpad. You can then recycle the launchpad, use the RocketParts at the runway to build a Command Module or probe-core, and another (stationary) RocketParts storage module without all the parachutes or wings attached, use the helicopter or a really big rover to elevate each off the rail, and connect them all together via KAS piping or winch...

(13) At present comes the *FUN* role- AIRLIFTS! I promise I don't need to tell you this, but information technology might exist a skillful time to Quicksave earlier attempting this. In fact, to design an electric helicopter that can lift this much, y'all should take already made several test-airlifts of similar or heavier cargos on Kerbin to show to yourself you tin can do it with your chopper pattern... (ideally, landing your modules on the mountains west of KSC to also prove yous can safely brand mountain airdrops, and your modules won't tip over and roll/slide away on the slope of a gentle mount-shoulder... This is a MAJOR issue for mountain launch sites- I find, once again, that structural panels parallel to the ground help with this a lot...)

The things you volition need to airlift to the mountains that should be nearby your landing-site:

- Your mountain launchpad, of grade

- Your RocketParts storage modules (either big/empty, or pocket-sized/total to build large/empty modules on-site)

- Your Command Module (for operating the mount launchpad)

- Your Kerbal (he will be needed to make KAS connections betwixt the launchpad and RocketParts storage modules)

The last two can easily be combined- if you lift the Command Module with the Kerbal inside/on-lath it...

Once all of these have been safely landed at your planned mountain launch site on Eve, use your Kerbal to connect your RocketParts storage modules, your mountain launchpad, and your Command Module together via either KAS winches in "docking" way or KAS pipes (the 3 tin can be connected in a cord- they don't demand to all connect direct). VOILA! Yous at present have a functional mount launch facility!

(14) While your mountain launch is at present functional, it shouldn't yet have anything in the style of RocketParts in it... Go and pick upward the total RocketParts module from step 11 with your helicopter, and airlift it to your mount base. Unload the RocketParts from this to your mountain RocketParts storage using the KAS pipe connectors you slapped on earlier (possibly recycled from your launchpad and sea-level RocketParts storage, or taken from the the toolbox full of piping-connectors I suggested before...) Render this module to the body of water-level RocketParts storage, load it up again, and bring its load of RocketParts back to the mountain again. Repeat this as many times as necessary until the ocean-level RocketParts storage is completely empty... (You might leave some behind to build a runway, if you decided not to bit the sea-level launchpad in step 12 in favor of building a runway there...)

(15) Airlift the empty RocketParts transport module dorsum to the sea-level site one or two more than times; re-attach the rover to it in "docked" mode instead of the sea-level storage module, via the KAS winch on the rover and the radial connector port on the sea-level storage you lot used to connect it to the rover, and recycle the sea-level storage as you did the launchpad earlier. Repeat this process with the lander you used to get your Kerbal to the surface earlier, if you haven't done so already...

Each time, airlift the RocketParts back to the mountain launch site before proceeding- as any dry mass yous recycle without sufficient storage capacity in the vessel used to recycle information technology (the rover and the "docked" RocketParts transport module count equally one vessel in this example) simply disappears into nothingness... (if your send module is besides pocket-sized to hold the unabridged mass of the EMPTY sea-level RocketParts storage- which volition be indicated past the transport module filling completely with Rocketparts, usually indicating the actuaal amount you lot could take obtained is greater than the chapters of the storage unit, and there was some overflow- and so decide if you want to build a larger transport module and effort to airlift it betwixt the sites, peradventure with a larger helicopter to airlift it if necessary...)

CLEANUP: When step xv is complete, you're almost done constructing your mountain launchpad on Eve! All you need exercise now is airlift the rover itself back to the mountain launch site, employ it to recycle the helicopter as you should have done to many other vessels by now in this procedure, and and so decide what you want to do with the rover itself. (Perhaps you desire to go on the rover for future recycling operations. Perhaps you want to build a stationary recycling bin into your mountain launch site, and effort to bulldoze or lift the recycling-rover itself into it to recycle its wheels and chassis for a few extra RocketParts... Perhaps you simply want to drive information technology off a cliff near your mount launch site to its demise, as you're sick of recycling stuff by this point... :) ) Then once again, mayhap you want to go along the helicopter that has proven so capable as an airlift platform for hereafter needs as well...

Adjacent: I'thousand going to break it into a separate postal service, only I also have a lot to say about the vehicles for the reusable launch system you lot'll want to use on Eve. The mountain launch site, while saving yous over 3000 m/due south Delta-V on each launch from Eve, was only the beginning of such a system- and worthless without an bodily sustainable way to go things into orbit and back...

Regards,

Northstar

P.Due south. Once more, this program for putting a mountaintop launch site on Eve tin can easily be adjusted to Duna- and in fact I program to exercise and then. The atmosphere on Duna is significantly thinner relative to gravity than on Kerbin or Eve, though, and the scale height is less though (only 3000 meters)- and then I won't exist able to build on peak of one of Duna's highest peaks (the mountains on Duna reach equally high as 8264 meters- almost three scale heights! The HELO B can't even fly that high on Kerbin unloaded- and in fact might not even be able to fly at 6000 meters on Duna unloaded...)

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Source: https://forum.kerbalspaceprogram.com/index.php?/profile/91005-northstar1989/content/page/92/&type=forums_topic_post

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