The second of the Cash Grab probes is sent to Gilly. Remember that contract I took so I could build a lander with RAPIERs because I didn't have those unlocked? Well, if it expires I'll suffer a penalty as big as the reward for it is. And it was about to expire. Luckily I got around to sending the probe just when the Eve launch window popped up.
If 0.24 did anything it was force me to use probes for non-larping purposes.
I unlock a new scientific sensor, the seismic sensor which works only on the surface of planets (actually it also works as an accelerometer, but it can't do experiments in space). Also a new large antenna array.
This is the Minimalista-2. Remeber that Minmus probe? Well that was the first Minimalist. Like it's predecessor the goal of this probe will be to net me some spacegold by completing the exploration contracts for Bop, Pol plus some of the objectives for Tylo, hopefully.
The thing costs less than 50k funds to launch. Huge SRBs are really good as first stages for probe launches.
Since obviously the Jool transfer window can't go to waste, I launch another Antyrurkowiec which once again ends up in the fucking sea east of the KSC.
I'm running a tight budget here, but there is some margin for error.
Good news, I stopped being lazy and added seperatrons to fix the "SRBs collide with my asparagus liquid fuel boosters" issue. The second antyrurkowiec got to orbit safely.
Both it and the Minimalista-2 do transfer burns and are well on their way to Jool.
Meanwhile the second Kosiarz Rurkowców sea-landing jet had a nice Laythe aerocapturing trajectory. Had, because I got a Tylo encounter and gravity slingshot while time warping and it fucked up its trajectory. Had to do a clever correction burn not to fly right into the Green Gas Giant itself.
Instead of aerocapturing into an equatorial Laythe orbit I'm now aerocapturing into a Jool polar orbit. Fucking Tylo! They need to fix the issue causing you to get encounters, when there shouldn't be any, that happens due to some time warp approximations.
Luckily on the very first Polar orbit around Jool I get a Laythe encounter which is very unlikely to happen.
The previous encounter wasn't enough to get into Laythe orbit, but with some burning it managed to lower my inclination and got me into a second Laythe flyby after a dozen or so orbits around Jool (luckily Laythe has an orbital period of just a few Kerbin days).
I got the plane into a slightly inclined orbit, did a few aerobreaking passes to lower periapsis and decided to dive into atmo and land the plane, when it looked like I'll reach periapsis around the time when Laythe's rotation will bring the Perun right under it.
The biggest change between this and the last Kosiarz Rurkowców, is that the floating platform is now built not of empty fuselages, but mostly of partially filled jet fuel tanks connected to the jet's main tank. Overall the plane now has 240 units of fuel extra to make sure it can fly a quarter way around the Moon if needed.
However I'll only need to fly this half the distance compared to last time.
The fuel in the platform is nearly gone, though there's still quite a bit left as I approach the target.
Fucked up and deployed parachutes either too late or too early.
Landed over a kilometer away because of it. I should have done a dive to 1km altitude, cut engines and deployed parachutes when right over the perun.
It takes nearly half an hour to swim one kerbal all that distance, kerbals are fucking slow swimmers. I just used a pair of pliers and an empty bullet casing to put pressure on the W key with the weight of the pliers and made some spaghetti during that time.
Antoni Macierewicz tries to use the BeBop lander to rocket jetski towards the plane. However, due to the lack of electrical power to power reaction wheels, the things kept veering to the right. Fuel ran out after about 250 meters anyway and he had to swim the rest of the distance.
Finally all three of the stranded bros are in the plane. I need to remember to repack parachutes just in case. Oh, wait, splashdown bug won't allow me to use them to land anyway, derp. Forgot that's why I sent a plane there in the first place.
Meanwhile the Minimalista-2 reaches Jool before the rescue capsule does. After a Jool aerocapture it flies to Bop but not before doing a Tylo flyby.
This flyby causes a plant flag on Tylo contract to appear as well as the explore Vall contract (no explore Laythe contract? Oh come on!). After Eve and the Laythe rescue I'll do the Tylo landing. Tylo landings are hard, not as hard as Eve but close I think it's 8 km/s of delta-v to land and return from Tylo. Tylo is basically the size of Laythe but without atmo, so 80% of Kerbin's gravity and no way to use parachutes.
Bop is a capture asteroid just like Gilly. The hard part is getting to it, landing is a piece of cake if you have ion engines.
Explore Bop contract done. Now time for Pol.
Sadly I forgot to take shots of how Pol looks from orbit. It's similar to Minmus in size and shape, only more Pollen-shaped.
The Minimalista-2 continues it's tour of the Joolian moon system with Vall, the 3rd largest of Jool's moons.
I begin descent. Now I begin to worry, you see, Vall is similar in size and gravity to Duna, but it has no atmo. This alone isn't that much a problem I think, The Ion engine should have enough TWR to land.
However I forgot that the probe is pretty far from the sun and I have not enough solar panels to operate the Ion Engine at maximum thrust. The probe is falling faster and faster due to this lack of sufficient energy production.
Minimalista-2 becomes an impact probe.
Its efforts did not go to waste. I got contracts to explore all the remaining bodies of the Kerbal Solar System.
And the science gained is used to unlock Very Heavy Rocketry as well as Gigantor XL solar panels and medium inline batteries.
I launch another Big Z with all the cash I got. I forgot to upgrade the lifter to use the new bigger rocket parts they added in 0.23.5. though.
Also I forgot to swap the SRB seperation stage to above the first liquid fuel stage, again. I did however fix the launch clamp staging and get rid off the SRBs on the first liquid fuel stage.
The Big Z makes it to orbit despite the minor setbacks. Now I need a tug and the volunteer.
The Royal Mace will push the Big Z towards Eve.
It uses a new lifter design. The second stage liquid fuel boosters use the new most powerful engines in the game added back in 0.23.5. The first stage smaller liquid fuel boosters themselves are more powerful than a traditional mainsail booster and they look downright tiny compared to the new parts.
The Asparagus Core uses the new very large Kerbodyne KR-2L Advanced Engine. It's the second most powerful engine in the game, but that's not what makes it good, the thing has very good ISP, better than a mainsail IIRC, though most certainly not as good as an aerospike or a LV-N. Also unlike the S3 KS-25x4 engine cluster which is the more powerful engine, it allows parts to be attached under it so it can be used for upper stages.
Preparing to dock. I ditch the Kerbodyne stage as it makes mating docking ports awkward.
After some (but not much) derping, the docking is done and
Ulminati fire six of his atomic rocket engines with his sight set on Eve.
Before he gets to Eve however, the Antyrurkowiec reaches Jool. It is only then that I realize I forgot to extend solar panels on it and the static ones on the lander are not in the sun. The capsule flies by Jool, dead, drifting on a Solar escape trajectory.
Oh well, third time's the charm I guess.
Meanwhile Ulminati faces his own moment of terror as it turns out the Mace's delta-v capacity had a ridiculously low margin for error.
Luckily even with fumes left in the tanks all that was left was the aerocapture and minor few m/s manuvers to adjust aerobraking into a desired orbit for landing.
After a successful aerocapture and one aerobraking pass at 78km, the Big Z's trajectory will take it...
...somewhere on the same continent as the Misogin probe. I scouted the area by switching over the to Misogin before that, land for at least 100 or more kilometers.
Of course something goes wrong. I was wondering what that one decoupler on the staging was, i hovered over it and couldn;t find it, so I figured it was one from the Mace so I swapped it to stage when the mace gets seperate. Guess what, it was the tiny, small as fuck, decoupler seperating the very final stage of the Big Z. Which is why I didn't see it highlighted when I hovered the mouse over it. End result of that is I stage it by accident and the entire fucking Big Z becomes a useless pile of debris.
So now Ulminati is falling down like a plasma-engulfed hypersonic rock in his chair attached to a probe core, a tiny fuel tank and "an engine for ants" as it's called.
To make things worse, while I hoped that maybe he can be saved by using the tiny engine for a powered landing, it turns out the probe core's reaction wheels lack the "oomph" to flip the thing right-side up against drag. Fucking hell.
Ulm bails out of his seat at the last moment...
... he bounced from the ground and survived the fall. Odd as I could swear he did not hit the ground with his helmet.
At least this contract is done, as anti-climatic as that was. Hell if I know if I can rescue him, if only there were electric propellers in the stock game.
I pick up a new contract at the space center and focus on getting more money, finally planting that flag on Laythe and landing on Tylo.